Update log
Full Incursion Red River update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Gameplay
- Performance
- UI and audio
Hey Everyone!
We wanted to give you a quick look at what we’ve been working on for the next update. The first development update for our next big content update is focusing on our new map as well as several smaller and bigger QoL updates that hopefully help with polishing up the overall gameplay experience along with features that have been requested by the community for a long time.
New Map Outskirts
Next up in worldbuilding, we’re ready to introduce Outskirts as some of you might’ve seen from the deployment view. However, Outskirts geographically is set on the southern shoreline of the Red River Delta so its visual position will be updated.
Outskirts is the first environment to introduce multi-faction gameplay. The area is a hotzone with the IGC at the airfield and UICS in the main boulevard, with the VLF fragmented in the jungle between.
We’re looking to reach a more modern feeling with this map as we move closer to an urban landscape; we can’t wait to show you more!
New Delta Interiors
As planned for the last update, we are now working on the interiors for Delta. To give you a first glance at how that is going to turn out, here you can watch our level designer speeding through one of the rooms:
New Weapon Roadmap
Instead of releasing a new weapon roadmap for 2026, we decided to just release a smaller weapon roadmap that contains all planned weapons for the next big content update.
New Scope Shader
For the next big content update, we have completely overhauled our current scope shader to allow for much better clarity as well as some new visual features that help to sell the realism of the scopes. To do so, we moved from a standard mesh shader for the reticles to a post processing shader, allowing for rendering the scope reticles in a much clearer way, being independent of the anti-aliasing as well as providing us the option to add effects like lens aberration.
Movement & Traversal
Something that didn’t make it to the last big content update unfortunately, was the high mantling option. Something that was highly requested by the community after we already added vaulting and mantling (low). We were now able to implement it within the last few weeks and it should make movement and navigation a lot less frustrating. Based on your feedback, we’ve also opened up more lanes in the Delta map, allowing for additional routes and reducing areas that were previously blocked by invisible walls. You should have more freedom in how you move and approach different areas now.
Audio & Music
We are also implementing right now new in-game music to better match the pacing of gameplay and improve overall immersion. These are a first batch to carve out how we are going to fill in spaces to make the game more immersive on the music side from now on. Naturally players will have good control over the music volumes and presence from their settings to customize their experience. Along that we polished up our loading screens, and added proper music transitions between menu/hideout/lobby/in-game to make the overall experience feel more seamless and smooth.
Performance & Optimization
The last couple of weeks one of our biggest focus was to look again into performance and see what we can do to further improve it and squeeze out more FPS of the Unreal Engine 5
We found several small improvements to
Source
