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Steam News25 April 20262mo ago

Major Update: Physical Realism & Combat Recode

// Endorphin Studios all rights reserved █████████████████████ ██████████ Kinetic Ragdoll & Bone Trauma NPCs now maintain full physical presence after entering a ragdoll state, interacting dynamically with all world sur

In this update10

Full notes

Full Endorphin Vice update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix5 additions8 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Maps
  • Events
changedKinetic Ragdoll & Bone TraumaBone Fracture System: If a limb strikes a surface with sufficient force, the internal skeletal structure will now simulate a break, altering the pose of ███████████████████████
addedExecution SystemNew Content: 2 additional custom executions have been implemented into the rotation. + old chainsaw executions are back!
changedExecution SystemSensory Assets: Complete overhaul of SFX and VFX. All chainsaw interactions now feature high-definition mechanical grind audio and procedural blood spray.
addedRPG-7 Reconstruction & Gore LogicThe RPG system has been recoded from scratch to align with our new high-realism ballistic standards.
fixedRPG-7 Reconstruction & Gore LogicGore Accuracy: Fixed previous issues with limb detachment. Damage is now applied based on the exact vector of the pressure wave.
addedRPG-7 Reconstruction & Gore LogicExpansion Waves: Added physical pressure effects that displace objects and NPCs within the blast radius ████████████████████.

Endorphin Vice changes

changedBone Fracture System: If a limb strikes a surface with sufficient force, the internal skeletal structure will now simulate a break, altering the pose of ███████████████████████
addedNew Content: 2 additional custom executions have been implemented into the rotation. + old chainsaw executions are back!
changedSensory Assets: Complete overhaul of SFX and VFX. All chainsaw interactions now feature high-definition mechanical grind audio and procedural blood spray.
addedThe RPG system has been recoded from scratch to align with our new high-realism ballistic standards.
fixedGore Accuracy: Fixed previous issues with limb detachment. Damage is now applied based on the exact vector of the pressure wave.

// Endorphin Studios all rights reserved

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Kinetic Ragdoll & Bone Trauma

NPCs now maintain full physical presence after entering a ragdoll state, interacting dynamically with all world surfaces.

  • Surface Impacts: Ragdolls now emit material-specific particles concrete █████

  • Trauma Thresholds: High-velocity impacts trigger dynamic blood decals and █████ effects.

  • Bone Fracture System: If a limb strikes a surface with sufficient force, the internal skeletal structure will now simulate a break, altering the pose of ███████████████████████

Execution System

We have reintegrated and expanded the close-quarters execution pool with a focus on visual and ████████████████

  • New Content: 2 additional custom executions have been implemented into the rotation. + old chainsaw executions are back!

  • Dynamic Perspective: Each execution now utilizes a dedicated custom camera system to capture the impact from the most optimal angle ████████████████.

  • Sensory Assets: Complete overhaul of SFX and VFX. All chainsaw interactions now feature high-definition mechanical grind audio and procedural blood spray.

RPG-7 Reconstruction & Gore Logic

The RPG system has been recoded from scratch to align with our new high-realism ballistic standards.

  • Gore AccuracyFixed previous issues with limb detachment. Damage is now applied based on the exact vector of the pressure wave.
  • Expansion WavesAdded physical pressure effects that displace objects and NPCs within the blast radius ████████████████████.
  • VFX Layers: Implementation of multi-stage explosion effects, including heat distortion, secondary debris, and █████ ████████████████████

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NPC IMPROVEMENTS (█████████████████████)

1. Humanized Perception

Their ability to spot you now depends on their field of view and distance.

  • Reaction Windows: If you stumble upon an enemy, they won't instant-snap to your head. They have a natural human delay before they realize you are a threat and raise their weapon.

  • Peripheral Vision: You can now effectively use stealth. If you stay at the edges of their vision or move quietly behind them, you can remain undetected.

2. Advanced Hearing & Coordination

The world is now much more reactive to sound.

  • Investigative Instinct: If an NPC hears a suspicious noise or a distant footstep, they will stop what they’re doing to investigate. they will physically walk to the spot where they heard the noise to clear the area.

  • Radio Silence is Over: When an enemy engages you, their shots will alert nearby teammates. Expect enemies from the next room to move toward your last known position to support their allies.

3. Realistic Firefights

  • Suppressive Fire: Enemies will fire in controlled bursts. If they lose sight of you behind a wall, they might continue to spray bullets at your last known position for a few seconds, assuming you're still there.

  • Accuracy Dynamics: An enemy's aim is affected by movement. If they are running or if you are moving fast, they will have a harder time landing shots. The closer you are, the more dangerous they become, but at long range, their fire is much more erratic.

4. "The Kill █████████████████████"

The AI now exhibits a "Sticky Combat" behavior. Once an enemy locks onto you and starts an engagement, they are focused on finishing that figh.

5. Tactical Awareness & Retreat

  • Target Lost: If you manage to break the line of sight and relocate quietly, the AI will enter a "Searching" state. They will look around corners and scan the environment instead of █████████████████████████████████████████ .

  • Downed State RecognitionNPCs now recognize when a target is no longer a threat. As soon as a target is neutralized or enters a ragdoll state, they will immediately cease fire to conserve ammunition and scan for new threats.

Source

Steam News / 25 April 2026

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