Work on the new raid mode for Rapid Impact is actively ongoing.
At this point, it’s no longer just another update — it’s essentially a major rebuild of the game.
Full notes
Full Rapid Impact update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions1 change1 removal
Gameplay
Maps
Performance
Balance
removedAt this point, it’s no longer just another update — it’s essentially a major rebuild of the game. The original version will mostly remain in terms of atmosphere and visual identity, while a huge portion of the gameplay systems is being redesigned from the ground up.
addedThe current focus is a large PvPvE raid location built around exploration, looting, progression, survival, and environmental storytelling. The first major milestone is planned around a 1x1 km map (possibly slightly larger), but this is only the beginning. Future updates will gradually expand the world with new connected regions and territories.
changedThe goal is not to create just another combat arena, but a world that actually feels interesting to explore — abandoned locations, hidden paths, dangerous zones, environmental storytelling, and places that reward curiosity. If optimization and server technology allow it, the long-term vision is to push the world size closer to 5x5 km or even beyond.
added— full inventory and looting system — completely new weapon and attachment system — optics, stocks, magazines, suppressors, and other modifications — weapon and supply trading/economy — character progression and unlock systems — early quest framework — PvPvE gameplay — AI human enemies
addedThe first milestone is intended to build the foundation for the entire new gameplay structure: a raid map, starter weapons and equipment, an initial progression tree, economy systems, looting mechanics, and the full gameplay loop of:
Rapid Impact changes
removedAt this point, it’s no longer just another update — it’s essentially a major rebuild of the game. The original version will mostly remain in terms of atmosphere and visual identity, while a huge portion of the gameplay systems is being redesigned from the ground up.
addedThe current focus is a large PvPvE raid location built around exploration, looting, progression, survival, and environmental storytelling. The first major milestone is planned around a 1x1 km map (possibly slightly larger), but this is only the beginning. Future updates will gradually expand the world with new connected regions and territories.
changedThe goal is not to create just another combat arena, but a world that actually feels interesting to explore — abandoned locations, hidden paths, dangerous zones, environmental storytelling, and places that reward curiosity. If optimization and server technology allow it, the long-term vision is to push the world size closer to 5x5 km or even beyond.
added— full inventory and looting system — completely new weapon and attachment system — optics, stocks, magazines, suppressors, and other modifications — weapon and supply trading/economy — character progression and unlock systems — early quest framework — PvPvE gameplay — AI human enemies
addedThe first milestone is intended to build the foundation for the entire new gameplay structure: a raid map, starter weapons and equipment, an initial progression tree, economy systems, looting mechanics, and the full gameplay loop of:
At this point, it’s no longer just another update — it’s essentially a major rebuild of the game. The original version will mostly remain in terms of atmosphere and visual identity, while a huge portion of the gameplay systems is being redesigned from the ground up.
The current focus is a large PvPvE raid location built around exploration, looting, progression, survival, and environmental storytelling. The first major milestone is planned around a 1x1 km map (possibly slightly larger), but this is only the beginning. Future updates will gradually expand the world with new connected regions and territories.
The goal is not to create just another combat arena, but a world that actually feels interesting to explore — abandoned locations, hidden paths, dangerous zones, environmental storytelling, and places that reward curiosity. If optimization and server technology allow it, the long-term vision is to push the world size closer to 5x5 km or even beyond.
At the same time, multiple major systems are being developed in parallel:
— full inventory and looting system — completely new weapon and attachment system — optics, stocks, magazines, suppressors, and other modifications — weapon and supply trading/economy — character progression and unlock systems — early quest framework — PvPvE gameplay — AI human enemies
Mutants and other hostile creatures are also planned for the future, most likely as part of the second major wave of updates after the core raid experience is established.
The first milestone is intended to build the foundation for the entire new gameplay structure: a raid map, starter weapons and equipment, an initial progression tree, economy systems, looting mechanics, and the full gameplay loop of:
enter raid → search for resources → survive → extract → strengthen your character.
This update is taking a long time because an enormous amount of work is happening simultaneously. The goal is not to rush out “just another extraction shooter,” but to build something with a genuinely immersive atmosphere, a believable world, and a strong sense of exploration inside a dangerous abandoned environment.