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Steam News16 March 20263mo ago

The 'Reloaded' Patch is Out Now!

Hi Everyone! I'm happy to announce that after 8 months of development time, the 'Reloaded' update is finally here.

In this update10

Full notes

Full Fast and Low update

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

What changed

1 fix34 additions36 changes2 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
  • Fixes
addedVR Physics Based InteractionsOne of the biggest things that I wanted to address from the original game was the lack of physical presence of the hands and the held guns/gadgets. With this new physics based system, they can no longer phase through walls or pass through each other!
addedVR Physics Based InteractionsGuns can now also be used to pistol whip suspects, knock down doors, and break glass!
addedVR Physics Based InteractionsForce-Pulling , a staple in modern VR, is now also added into game. You no longer have to physically bend down to pick up stuff!
changedInventory ToolbeltOne of the more common complaints about Fast and Low was the placement of the gadgets and zipties, which made it easy to accidentally grab them during a gunfight. To address this, gadgets and zipties are now placed on a toggleable " Toolbelt ".
changedInventory ToolbeltThe toolbelt can be toggled ON by holding the Right Controller's Primary/Menu button ( Default 0.5 seconds ).
addedWeapon Handling and RecoilWeapon handling is now even more detailed than it was before. In addition to unique hand grip poses for each weapon and gadget, small details have been added throughout the reloading process, such as visible rounds in the chamber when a weapon is ready to fire, and empty magazines ejecting out of the gun when the gun runs dry. And the best part is, all of these details are synced in Online Multiplayer!

Fast and Low changes

addedOne of the biggest things that I wanted to address from the original game was the lack of physical presence of the hands and the held guns/gadgets. With this new physics based system, they can no longer phase through walls or pass through each other!
addedGuns can now also be used to pistol whip suspects, knock down doors, and break glass!
addedForce-Pulling , a staple in modern VR, is now also added into game. You no longer have to physically bend down to pick up stuff!
changedOne of the more common complaints about Fast and Low was the placement of the gadgets and zipties, which made it easy to accidentally grab them during a gunfight. To address this, gadgets and zipties are now placed on a toggleable " Toolbelt ".
changedThe toolbelt can be toggled ON by holding the Right Controller's Primary/Menu button ( Default 0.5 seconds ).

Hi Everyone!

I'm happy to announce that after 8 months of development time, the'Reloaded'update is finally here. What was originally planned as a direct port from Unity 2017 to Unity 6 ultimately sparked the idea for a fresh rework of the entire VR interaction system. This in turn created a chain reaction of things I had to fix and update. By the end of it, I just decided to just go ALL IN and take a stab at giving Fast and Low a complete overhaul! This was pretty huge undertaking for me as Fast and Low is my first foray into game development. So without further ado, here is a change log of the'Reloaded'patch.

Please note...the original version of Fast and Low will remain available to play in a separate branch [legacybranch2.7b1] (and its save/progress will be unaffected by the 'Reloaded' version). Going forward, I will be updating the game based off of the 'Reloaded' version. Also, modding support has not yet been implemented for the 'Reloaded' version.

Game Version is now 3.0

VR Physics Based Interactions

One of the biggest things that I wanted to address from the original game was the lack of physical presence of the hands and the held guns/gadgets. With this new physics based system, they can no longer phase through walls or pass through each other!

Guns can now also be used to pistol whip suspects, knock down doors, and break glass!

Force-Pulling, a staple in modern VR, is now also added into game. You no longer have to physically bend down to pick up stuff!

Inventory Toolbelt

One of the more common complaints about Fast and Low was the placement of the gadgets and zipties, which made it easy to accidentally grab them during a gunfight. To address this, gadgets and zipties are now placed on a toggleable "Toolbelt".

The toolbelt can be toggled ON by holding the Right Controller's Primary/Menu button (Default 0.5 seconds).

Weapon Handling and Recoil

Weapon handling is now even more detailed than it was before. In addition to unique hand grip poses for each weapon and gadget, small details have been added throughout the reloading process, such as visible rounds in the chamber when a weapon is ready to fire, and empty magazines ejecting out of the gun when the gun runs dry. And the best part is, all of these details are synced in Online Multiplayer!

Weapons with hinges can also be closed with a flick of a wrist!

All weapons have also received a recoil and balancing pass, giving each one a more distinct feel. Larger caliber weapons in particular should now feel more punchy and impactful when fired.

Particle FX, Gibs, and Ragdolls

From muzzle flashes, to bullet impacts and explosions; all the particle effects have been updated!

Gibs and ragdolls have also been improved so they now react properly to impacts, moving in the direction they’re hit from.

This also applies to player ragdolls and destroyable objects!

Desktop Player Improvements

Fast and Low is more than just a VR game. In my mind, the Desktop player experience is equally as important. As such, I've touched up the 'Reload' animations for all the guns so they're smoother and more snappy.

Similar to the VR side, all the weapons for the Desktop player have received a recoil and balance pass.

I've also made updates to the FPS players "World" model by adding new walk/run animations, hit reactions, and also recoil when firing.

UI Overhaul

The UI has also been reworked for 'Mission Progression' and for 'Loadouts'. The mission list now displays all missions to better show how many levels are in the game. Missions that haven’t been unlocked yet are marked with???. The same principle applies to unlockable weapons and perks.

The game now also keeps track of your Best Score and Fastest Time, with progression and scores tracked separately between Normal and Hardcore difficulty.

Every 10 seconds, the monitors in the main menu will display your Career Stats.With the addition of built in stat tracking....it leads to the implementation of....

STEAM ACHIEVEMENTS

This ended up being alot of fun to make. I've added over 30 achievements for players to unlock!

I'm really excited to see the unlock data when this patch rolls out!

New Unlockable Firing Ranges/Multiplayer Lobbies

The original multiplayer lobby ("Gunda's Gun Range") has been retired and is being replaced this snazzy new Shooting Range.

Equipped with functional targets to test out your unlocked weapons....

and hone your shooting dexterity!

I've also added 3 different shooting ranges for you to unlock! Try to get 'em all!

Personally I like the purple one the best :D

The last cool feature I want to showcase is...

Built-In Spectator Camera

This was a feature that I initially built to help me capture VR footage for my trailers and screenshots. It ended up being such a useful feature that I decided to expand on it and make it available to use for everyone.

This creates a separate camera that has built-in smoothing to better capture what you are seeing in VR. This is perfect for content creation and for showcasing a smoother viewpoint for people watching you play VR. It also features a bunch of fun different angles.

3rd Person

3rd Person Shoulder Camera

The 'Reloaded' Update - Full Change Log

Enemy AI:

  • enemies will now keep track of their current target's last known position and will stay fixated on that point until it finds a new target (this allows for more flankability)

  • "cover-firing" enemies now shoot in bursts/salvos before taking cover again

  • enemy aiming/draw speeds have been adjusted and will be less inhumanly fast

  • enemy IK has been reworked to remove awkward bending of the spine

  • added visual recoil when enemies are firing

  • improved enemy pathfinding

  • increased enemy acceleration and turning speeds.

  • added a new melee enemy with stabbing animation

  • calling for an arrest on an enemy with their back turned will always catch them by surprise

  • calling for an arrest on an enemy with their back turned will always increase their Fear level

  • surprising an enemy will reduce their accuracy briefly

  • witnessing the death of a fellow suspect will occasionally cause them to surrender voluntarily

  • dismembering enemy's will occasionally cause them to surrender voluntarily

  • increased time it takes for enemies to break out of "surrendered" state

  • suspects with shades will now be stunned by flashbangs for 2 seconds instead of having complete immunity

Level Updates:

  • lighting has been reworked for all the missions

  • new action and idle combat tracks have been added for all the missions

  • added additional cover for Mission 2

  • reduced the number of suspects in Mission 6 (Office Level)

  • reduced the number of suspects in Mission 11 (Metro Level)

  • hostiles cannot see through the glass in the subway carts (this is to limit the crossfire on the subway platforms)

  • added UI markers for collectable/unlockable elements

  • Tutorial level has been reworked to reflect new interactions

Model Updates

  • 9mm Pistol - made the barrel more circular

  • .45 Cal Pistol - has a new slimmer/modern look

  • Showstopper - has a new model with deeper indents/grooves

  • Revolver - new model for VR

  • SCAB-AR - adjusted iron sights sizing

  • Parliament SMG - adjusted iron sights

  • Parliament Mini - new longer magazine

  • New models for Flashbangs, Stingers, Frag Grenades

  • all SWAT character models have updated models (bulkier and bigger helmets)

  • updated all player models

  • all VR models have updated less-blocky hand models

  • new bullet casing and bullet models

Grenades Changes

  • Option added to manually pull pins from grenades with a second hand

  • added new Visual effects when flashbanged, sting grenaded, peppersprayed

  • activated Flashbangs, Stingers, Frags can now be thrown through windows

  • activated Flashbangs, Stingers, Frags will damage and briefly stun an enemy if it hits them directly

  • fuse on activated Flashbangs, Stingers, Frags reduced to 1 second upon hitting a surface

  • Flashbanged audio has been changed to a more muffled/droning sound

Graphics

  • added ability to adjust 'Bloom' levels or to disable it entirely (for performance)

  • added ability to toggle Falling Particle FX (for performance)

Audio Stuff

  • added Volume settings for Ambient Noise and Weapon SFX

  • changes to weapon audio for 45 Cal pistol, Showstopper, Revolver, Umpire, Parliaments, SCAB

  • gunfire (both player and enemy) pitch/volume recalculated every shot to make sustained gunfire sound more varied

Partner AI

  • improved Partner AI pathfinding

  • improved Partner AI's ability to track and neutralize hostile targets

  • added a Location marker for issuing Partner Commands

VR Stuff

  • improved VR player IK rig to allow for more fluid movement

  • updated Avatar Calibration settings to allow for better height adjustment and avatar size adjustment

  • added option for 'Movement Vignette' for Locomotion comfort

  • added option to use an alternate "Vive Color Pallette" for older-gen headsets

  • added a new options page to configure the new "Inventory Toolbelt"

  • added the ability to customize hand rotations/positions

Misc Changes

  • removed the Hunting Bow weapon (for VR)

  • only toggleable"Slow motion" is kept in 'Reloaded' version

  • you can now pepper-spray your allies

  • players get ragdolled more naturally when they are killed

  • civilians will automatically surrender after getting Baton'ed or Pistol Whipped twice (you will still get a penalty, so it's better to bring pepper spray)

  • doors now have a new damage threshold that allows them to be broken completely

  • fixed crosshairs for players with UltraWide monitors

I'm sure there's more but that's all I can think of for now!

The 'Reloaded' update ended up being a much bigger undertaking than I initially planned. I've added new systems, improvements and reworked many parts of the game, to the point where it almost feels like a sequel. I just wanted to give a huge thanks to everyone that played Fast and Low and supported the game throughout the years. I hope you all enjoy playing the 'Reloaded' patch and let me know in the comments or in the Discord if you run into an issues!

https://discord.gg/mNEBcBM

If you'd like to help support the future development of Fast and Low, I will also be releasing a 'Supporter Pack' which includes a couple bonus goodies. Please consider checking it out if you've enjoyed this update!

Fast and Low Supporter Pack

-Huskinator

Source

Steam News / 16 March 2026

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