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Steam News4 August 20268d ago

Tactical Update: AI Perception, Dynamic Loadouts & FUBAR Stabil - V0.99.99080

Release Date: August 3, 2026 Build Target: Steam Early Access / Development Build A Message from the Developer Hello everyone! Today I’m pushing a massive new Development Update live to Steam.

In this update11

Full notes

Full DIRECT CONTACT update

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What changed

13 fixes6 additions13 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Events
  • Performance
  • Maps
addedA Message from the DeveloperToday I’m pushing a massive new Development Update live to Steam. Over the past two years, I’ve been working continuously to get the core framework to a point where it is stable, performant, and far more reliable for active testing.
addedA Message from the DeveloperThis patch represents most stable Development Build to date. The FUBAR framework update fixes long-standing core issues, overhauls AI behavior, and introduces major gameplay mechanics. I warmly invite both returning players and new community members to jump back in, test out the new systems, and leave feedback.
changed1. Dynamic 3D Character Snapshot System (RenderLoadout)Full Loadout Rendering: The character portrait in the limb damage and loadout UI updates dynamically to showcase your exact equipped helmet, vest, jacket, pants, gloves, boots, patches, pouches, and camouflage patterns.
changed2. Free-Flying Death Spectator Camera (FUBAR Mode)Smooth Spectating: Upgraded the spectator experience upon death in FUBAR mode.
changed2. Free-Flying Death Spectator Camera (FUBAR Mode)Full Flight Control: Dead players transition into a free-flying camera featuring WASD movement, altitude controls, and speed boost toggles.
changed2. Free-Flying Death Spectator Camera (FUBAR Mode)Collision & UI Cleanup: Physics collision prevents the camera from clipping through terrain or walls, and all HUD clutter is automatically hidden for a clear tactical view of the battlefield.
Implemented a randomized6.0s14.0sImplemented a randomized increased, buff

DIRECT CONTACT changes

addedToday I’m pushing a massive new Development Update live to Steam. Over the past two years, I’ve been working continuously to get the core framework to a point where it is stable, performant, and far more reliable for active testing.
addedThis patch represents most stable Development Build to date. The FUBAR framework update fixes long-standing core issues, overhauls AI behavior, and introduces major gameplay mechanics. I warmly invite both returning players and new community members to jump back in, test out the new systems, and leave feedback.
changedFull Loadout Rendering: The character portrait in the limb damage and loadout UI updates dynamically to showcase your exact equipped helmet, vest, jacket, pants, gloves, boots, patches, pouches, and camouflage patterns.
changedSmooth Spectating: Upgraded the spectator experience upon death in FUBAR mode.
changedFull Flight Control: Dead players transition into a free-flying camera featuring WASD movement, altitude controls, and speed boost toggles.

Release Date: August 3, 2026 Build Target: Steam Early Access / Development Build

A Message from the Developer

Hello everyone!

Today I’m pushing a massive new Development Update live to Steam. Over the past two years, I’ve been working continuously to get the core framework to a point where it is stable, performant, and far more reliable for active testing.

Developing in Early Access as a solo dev comes with unique challenges. I've always wanted to build this game alongside the community, letting you look under the hood and test features while they're being built. That level of openness isn't always easy, and while taking heavy criticism comes with the territory, I’ve stayed focused on building a solid tactical shooter day after day.

This patch represents most stable Development Build to date. The FUBAR framework update fixes long-standing core issues, overhauls AI behavior, and introduces major gameplay mechanics. I warmly invite both returning players and new community members to jump back in, test out the new systems, and leave feedback.

I am still actively in development, and work on the game continues every day. You can track ongoing fixes, active feature cards, and current tasks in real-time on our live Operations Board at directcontact.no/operations.

The AI system has received a major overhaul. I fixed the issue where bots would turn around and walk away after an engagement. They won't turn their backs on you anymore, they will push, flank, and hold cover aggressively. You're probably going to get killed. Good luck!

Thank you deeply to everyone who sticks around, tests the builds, and supports the vision!

ED (Mountain 81)

Key Gameplay Features & Mechanics

1. Dynamic 3D Character Snapshot System (RenderLoadout)

  • Dynamic Equipment Sync: Your inventory screen now directly mirrors your live visual setup.

  • Full Loadout Rendering: The character portrait in the limb damage and loadout UI updates dynamically to showcase your exact equipped helmet, vest, jacket, pants, gloves, boots, patches, pouches, and camouflage patterns.

2. Free-Flying Death Spectator Camera (FUBAR Mode)

  • Smooth Spectating: Upgraded the spectator experience upon death in FUBAR mode.

  • Full Flight Control: Dead players transition into a free-flying camera featuring WASD movement, altitude controls, and speed boost toggles.

  • Collision & UI Cleanup: Physics collision prevents the camera from clipping through terrain or walls, and all HUD clutter is automatically hidden for a clear tactical view of the battlefield.

3. Tactical Limb Injury Subsystem

  • Realistic Injury Penalties: Added threshold-based physical consequences for taking targeted damage:

    • Leg Injuries: Dynamically reduce maximum movement speed and jump height.

    • Arm Injuries: Increase weapon sway and extend reload durations.

    • Torso Injuries: Reduce overall stamina recovery rates.

4. Weapon Customization: Dual-Mount Rail Optics

  • Scope + Magnifier CombosAdded support for running red dot sights alongside folding multiplier magnifiers on tactical rail setups.
  • Seamless Transitions: Players can quickly toggle between close-quarters optics and long-range magnification on the fly.

5. Visual Bleeding & Hemorrhage FX

  • Immersive Damage Feedback: Taking heavy bleeding damage now triggers visual HUD cues:

    • Dynamic red vignette border pulses.

    • Directional damage indicators.

    • Progressive screen desaturation as character health drops into critical condition.

AI Combat & Perception Behavior Overhaul

  • Fixed AI Disengagement Under FireResolved a bug where enemy AI bots would abruptly cease firing, lower weapons, and walk away after taking damage or losing line of sight.
  • Smart Cover & Retreat Protocols (Defend Settings):

    • When taking damage from unknown angles, bots now sprint to cover at 500.0 movement speed rather than walking slowly.

    • AI will hold cover positions, scan for targets, and aggressively return fire if a threat is re-spotted.

  • Flanking & Tactical Searching (Seek Settings):

    • Implemented a randomized 6.0s to 14.0s search window (Delay10.0, RandomDeviation: 4.0) where bots aggressively jog with weapons raised to flank the player's last known position.
    • Fixed an infinite loop between Defend and Seek states. If no threat is found after 14 seconds, bots smoothly drop back to alert patrol mode.

  • Line-of-Sight Break Response (Attack Ranged Settings):

    • Updated LoseSightTriggers so breaking line of sight behind cover immediately triggers AI flanking maneuvers (Seek) rather than passive inspection (Investigate).

Economy & Scrapping Subsystem (GunPickUp → DT_ScrapMetal)

  • Weapon Dismantling Mechanics: Players can now dismantle dropped enemy weapons directly off the ground into sellable Weapon Scrap Metal.

  • Simple Interaction: Aim at any ground weapon tagged with GunPickUp and hold F to break it down.

  • Clean Performance: Safely destroys the weapon mesh and attached rail accessories (scopes, muzzles, lights, stocks) without disturbing enemy bodies for regular looting.

  • Spatial Audio: Integrated a 3D spatialized metallic breakdown sound effect (WeaponScrapSound) that plays at the world coordinates of the scrapped weapon.

  • Trader Value: Extracted DT_ScrapMetal can be stored in grid backpacks/pouches and sold to traders for $320 cash.

UI & Quality-of-Life Improvements

  • FUBAR Grid Inventory Glassmorphism Overhaul:

    • Completely redesigned the main inventory grid overlay with a modern, translucent dark-mode glassmorphism theme.

    • Enhanced contrast across slot borders, magazine fill bars, item icons, and stack counters for rapid readability in firefights.

  • Graphics Option — Extended View Distance & LOD Streaming:

    • Added dedicated controls for Level Streaming and LOD scale distances, allowing mid-tier rigs to gain FPS performance and high-end hardware to max out visual rendering ranges.

🐛 Bug Fixes & Stability Passes

  • Weapon Magazine State Preserved Across TravelFixed an issue where traveling from HQ/Safe House to mission maps caused equipped magazines to reset or load in empty.
  • AI Corpse Capsule Collision FixResolved active physics capsules remaining on dead AI teammates and enemies. Eliminated bodies no longer block player paths or disrupt vehicle driving.
  • Death Stash & Backpack Drop Collisions: Dropped gear stashes and backpacks now ignore pawn capsule collisions, preventing players from clipping, getting stuck, or being launched when dropping items near their feet.

  • JTAC Tablet Access Fix (Maryland Map)Fixed keybind conflicts on the Maryland map that prevented the JTAC class from opening the airstrike coordinator tablet.
  • Third-Person Line Trace Correction: Selecting world objects, opening doors, and picking up items in Third-Person mode now traces accurately from your screen crosshair rather than behind the character mesh.

  • Ukraine Map Tent ClippingResolved an issue where AI could see and fire through fabric tent walls on the Ukraine map. Tent structures now properly block AI navigation and line of sight.
  • Third-Person Camera Lag & Strafe FixFixed camera jitter and shutter when strafing or moving backward in Third-Person mode. Toggling between 1st and 3rd person is now smooth and instantaneous.
  • Real-time Live Sync Bridge: Integrated authoritative network RPCs to validate item scrapping and link pipeline updates live with the server bridge.

📋 Follow Development & Report Bugs

If you want to follow along with ongoing development, I've set up a Trello system where you can watch progress and see when I'm working live.

You can check out the board and submit bug reports or feedback directly on the operations page: https://www.directcontact.no/operations

Source

Steam News / 4 August 2026

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