Full notes
Full Dustwind: Resistance update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- Maps
- UI and audio
- Security
Dustwind: Resistance changes
A little over a year has passed since we launched Dustwind: Resistance in June 2025, opening a whole new chapter for our Dustwind game series. As early as November 2025, we provided players with additional content through the first DLC, Canyon Cross.
Today, we’re taking the next step for Dustwind: Resistance and releasing the campaign DLC Tunnels of Death on Steam (PC), PlayStation 5, and Xbox X|S. Tunnels of Death is set 20 years before the events of the main campaign and puts you in the role of Jake’s father, Harlan, alongside Bob McCoy, Sgt. Perkins and Governor Rodriguez in their prime.
Your squad is trapped in a gang-ridden neighbourhood, and the only escape route leads through the abandoned underground tunnels. But something far worse lurks in their suffocating darkness. Distorted by time and decay, death has taken on new, horrific forms and hunts you through every passageway. Will you find your way out, or will this sadistic labyrinth grind you to dust?
The Tunnels of Death DLC offers an average playtime of four hours, introduces new gameplay mechanics, new mutants and delivers four new missions, as well as a new weapon. Players explore the map whilst fleeing from the threat of death.
The DLC will be released in June 2026 on PC (Steam), Xbox and PlayStation. Tunnels of Death for Dustwind Resistance
Along with the new DLC, an update is being released that includes many new features, adjustments, and improvements for Dustwind: Resistance.
Here is the complete changelog for the update:
Added large bunker door
- Mapeditoradded zone editor helper nodes at the zone corners for more convenient resizing
- Mapeditormade the default new zone size bigger Mapeditor: fixed some issues with river editor helper nodes
- Mapeditoradded new script trigger: OnDifficultyChanged
- Mapeditoradded new script conditions: CheckDifficulty, CheckScriptWasTriggered, CheckEffectState
- Mapeditoradded new script response: SetTimerStartValue, CameraZoom
- Mapeditornew zone type: Darkness
- Mapeditoradded new ‘Explode on death’ slot in the character template editors inventory, upon death of the character, a shot will be fired with it from/to the characters location
Mapeditor: click selection ignores already selected object so you can select the object hidden inside/under it when needed
Mapeditor: campaign text export no longer includes items not visible in inventory
Wave systems can now perform an optional proximity check when spawning, so if possible, it doesn’t spawn units next to the player
Changed the order of item info view rows so that caliber is just above the ammo image
Made CTG objectives always shown in the corner on official maps for better clarity
- Mapeditoradded a 'PlaySound' setting to TogglableEffect instances
Changed the order of item info view rows so that caliber is just above the ammo image
Synchronized always drawn and highlighted HP bar positions
Added safety checks for starting campaigns with no defined locations yet so you don’t get stuck on the loading screen
Skirmish respawns now fully reset characters to their original state, discarding any character stat/perk updates or gained XP
You can no longer attack yourself by clicking the portrait in skill use mode
Taking massive chest vice mid-game now unequips armor
Multiple units can now climb the same ladder at the same time when going in the same direction
New vocals for sewer dwarves with more variations
Friendly-fire damage reduction is only applied to the players units/turrets/vehicles from now on
Slightly reduced AI call for help range
Fixed audio distortions caused by too many instances of the same clip playing nearby on Resistance M02 maps burning shed area
Fixed newly created skirmish characters having the wrong creation point limit
Fixed an upside-down spawn point on the Zenith map
Fixed script on Resistance M08, exit gate no longer triggers reminder radio transmission after the switch was used
Fixed a blocked doorway on map All alone
Fixed script on Resistance M05 so 'talk to trader' goal won't get stuck
Fixed broken animation when switching hands while moving while being encumbered
Fixed edge case where incapacitating squad member at the same time as triggering level change would count them as full dead and remove them from squad
Fixed skill buttons lighting up when no units are selected (all dead)
Fixed edge case where incapacitating squad member at the same time as triggering level change would count them as full dead and remove them from squad
Fixed broken animation when switching hands while moving while being encumbered
Fixed skirmish character editor widgets not changing language on re-opening
Fixed large gates appearing open on PDA map
Fixed some weapons being marked as one handed by mistake
Fixed a bug in roofpopping
Fixed a bug in pathfinding
Fixed getting the exact amount of XP as the level up buffer not triggering a level up
Fixed timers de-activated by script counting as finished
Fixed taking Rabbit perk while dash is on cooldown not reducing the current cooldown time
Fixed AI units not evading when shot at in certain circumstances
Fixed Strayfert rifle holster position being too high
Fixed a bug in the animation system that caused some twitching when the unit had the Duckwalk perk
Fixed door collider positions so there is no gap for line of sight to see through
Fixed getting knocked out then incapacitated in the same frame breaking
Fixed a turret duplication exploit
Fixed EOD Specialist achievement description mentioning 10 traps to disarm in some languages, where it should be 50
Fixed Pyromaniac french achievement description talking about 25 instead of 50 kills
Fixed Plunger Sensei achievement description to correctly say to achieve 50 kills
Fixed throwing nades not updating carried weight
Source
Changelog.gg summarizes and formats this update. How we read updates.
