In this update3
Full notes
Full DryFire update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Server
DryFire changes
Steam post image Here is exactly what changed in this update:
🔧 Fixes & Technical Adjustments
- Asset Packaging FixedResolved a major cooking issue where external weapon assets and PBR materials weren't migrating into the final Steam build. Everything now renders correctly in-game.
Launch Directory Fix: Cleaned up a legacy launch configuration error that was causing pathing issues upon launching the executable via Steam.
- Skeletal Mesh & Animation PolishFixed character rigging bugs and weapon animation overrides to eliminate clipping and broken poses during movement.
- Aim State AuditRecognized a missing aim-down-sights animation for certain weapon models; logic is being adjusted to handle these missing states gracefully while we update the assets.
🗺️ New Content: Two New Maps
We've added two new environments to the testing rotation to start gathering layout and performance data:
Favela: High-density, vertical urban layout featuring tight sightlines and intense close-quarters angles.
Apartments: Multi-level residential building focusing on room-to-room clearing and choke-point control, designed for TDM and FFA chaos.
🎮 Internal Alpha Playtest Status
Steam Integration: SteamPipe builds are fully live. We are distributing keys to our internal alpha testers to stress-test the client launch and build deployment.
Focus Areas: The main goals for this round are checking map performance, uncovering network/replication kinks, and ensuring the basic weapon handling feels right in a live environment.
Source
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