Update log
Full Incursion Red River update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Gameplay
- Balance
Hey Everyone!
Hey everyone, BlueTheRobot here, the community manager for Incursion Red River! I just have to say thank you to everyone for the support. Seeing the community’s growth lately has been very heartwarming.
Attending Gamescom was nothing short of amazing! From meeting up with fellow developers, to seeing members of the community face to face at our booth: it really meant a lot to us as a team. We’re also grateful for all the feedback not just from this past update, but all developments from your YouTube videos, comments on X, Steam, and even messages in Discord. We try our best to see it all, and take all feedback into consideration.
With that being said, we have quite the dev update for you. We’re going to be showcasing the new map, mantling and vaulting movement mechanics, and even some melee moves. Afterwards, we’ll discuss more additions and features for the rest of the dev update. Hope you all enjoy!
New Map
As promised during previous Dev Plays, here’s the next map - Delta. This region is focused on both long range, and urban centered combat. Prepare to traverse open rice fields or cut through the distant treelines to reach your targets. Skulk through what's left of the rural towns to find the loot you’re looking for.
Delta from a design perspective will juxtapose between CQB in its urban centers to long range combat. Ranged combatives will take full advantage of our ballistics system, long range optics, and provide a fun experience for all our snipers out there.
Thanks to previous feedback we kept orienting our design approach towards more realistic spaces true to the setting, and dynamic enough to support a variety of new missions. Regarding the latter, you’ll be encouraged to explore new routes throughout the map and approach objectives from ways that previously would give you too large of a disadvantage.
New Features
In addition to new content, we have also been working on some new systems that will finally make their way to Incursion Red River.
Mantling & Vaulting
A highly requested feature in the past was mantling and vaulting. There were quite a few situations where even the best of crouch jumpers couldn’t get past a hurdle that shouldn’t have been an obstacle in the first place. We’ve decided then to step away from being able to crouch jump, and instead replace it with a proper mantling and vaulting system. The game’s traversal actions are hopefully much smoother. Again, our focus while implementing it was to strike a good balance between smooth yet realistic movement.
As seen in the showcase, the system makes windows more easily traversable for players, which can open up new strategies. Another feature that was on the list was proning, unfortunately we need to postpone the implementation as it is a much more complicated process (adjustments for AI would need to be made as well). While this may disappoint some, rest assured, proning will make its way to the game eventually!
Melee
Fists, but no melee attack? We know it was a bit weird to have an unarmed without the ability to attack, so we were finally able to get back and solve that. This means punching and melee weapons with the ‘enabled’ melee slot in the next update!
Melee weapons will provide the fastest movement speed and lowest stamina cost, making wearing only a knife a bit more viable. (Also, we can’t wait for knife-only runs.)
Grenades
Another major request has
Source
