In this update3
Full notes
Full DryFire update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone!
What changed
- Maps
- Gameplay
DryFire changes
Time for another update on Dryfire! A lot of core systems are finally falling into place — utilities are nearly wrapped, several gameplay logic pieces are functional, and I’ve been tackling bug fixes along the way. Animations and early map work are the current focus. Utility & Core Logic
Most utility functions have been finalized, covering weapon handling, equipment, and item usage.
Logic for interactions and state switching has been tightened up — fewer desyncs and cleaner transitions between actions.
Ongoing bug fixes targeting edge cases in reloads, swaps, and movement responsiveness.
Animations
Polishing weapon animations to bring more fluidity and feedback to gunplay.
Working on syncing reload and equip sequences across weapon classes.
Iterating on blending so actions feel less robotic and more realistic and balanced.
Maps & Environments
Initial blockouts for test maps are in progress.
Layout experiments focus on competitive flow: sightlines, cover spacing, and spawn logic.
What’s Next
Expand logic testing into more multiplayer-safe behavior.
Continue animation polish — rifles and utility items are top priority.
Broaden map prototyping into a couple of distinct themes (indoor vs. outdoor).
Source
Changelog.gg summarizes and formats this update. How we read updates.
