Ready or Not
Steam News 13 February 20263mo ago

Ready or Not Development Briefing - Vol. 89

Attention Officers, Welcome to the 89th edition of our Ready or Not Development Briefing, February 13th, 2026! With elbows deep working on the game before and after this December studio holiday, a period of time adjusti…

Update log

Full Ready or Not update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes1 addition2 changes0 removals
  • Gameplay
  • Server
  • Fixes
addedAttention Officers,With elbows deep working on the game before and after this December studio holiday, a period of time adjusting our QA workflows, and introducing a Community Manager here, we’re back for another RoN development briefing with a new game patch on its way shortly. We are working toward supporting RoN for years to come, in the process of sorting through dozens of new exciting features to slate for future updates and keeping eyes out/working through more bugs to fix.
changedFixes Incoming and Support Going ForwardBase game features and content will be coming with this patch too. Among them are the multi-attachment system highlighted in the Vol. 88 dev briefing, improved quality of life for mission and loadout selection in quickplay/multiplayer, and some surprises.
changedFixes Incoming and Support Going ForwardCertain bugs, such as bugs that cause graphical fidelity issues, were related to our previous build server setup. There were two main types of fidelity bugs: lightmap bugs and level of detail (LOD) bugs. Lightmaps are how light/shadows for static objects are ‘baked’ into the game to enhance the fidelity of textures to give them increased detail, whereas LODs involve multiple stages of model detail often used discretely at different viewing distances as a traditional way to optimize performance in games.
fixedFixes Incoming and Support Going ForwardAlthough we fixed lightmap related issues in previous patches, the remaining issues were largely Level of Detail (LOD) related bugs that were created by multifaceted means when our internal ‘development builds’ were compiled and ‘built’ into ‘shipping builds’ that are released to the public. In some cases lower fidelity LOD models were being used in circumstances where they were not appropriate. We have now moved to an entirely new build server system and are working through remaining LOD issues that have yet to be fixed.
fixedFixes Incoming and Support Going ForwardFixed issue where SWAT AI was not following commands when bumping into each other, the player, other AI, or certain level geometry, after the command was issued. If this happened, SWAT AI would also stop following subsequent commands, assuming the same command was still active.
fixedFixes Incoming and Support Going ForwardFixed SWAT AI sometimes getting stuck when trying to breach and clear

Attention Officers,

Welcome to the 89th edition of our Ready or Not Development Briefing, February 13th, 2026!

With elbows deep working on the game before and after this December studio holiday, a period of time adjusting our QA workflows, and introducing a Community Manager here, we’re back for another RoN development briefing with a new game patch on its way shortly. We are working toward supporting RoN for years to come, in the process of sorting through dozens of new exciting features to slate for future updates and keeping eyes out/working through more bugs to fix.

Bugfixes are a top focus for us. Speaking of which, the patch we are releasing in the near future will contain over 200 bugfixes. These include many SWAT AI fixes, suspect fixes, CS gas fixes/improvements (particularly noticeable on Hard Difficulty), and visual fidelity fixes. A release date announcement and further details will arrive in the following weeks.

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not. However, the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.

Fixes Incoming and Support Going Forward

Listed under this section is just a small sample of the fixes that are incoming. The full, much larger changelog will go out when the patch is released for download.

Base game features and content will be coming with this patch too. Among them are the multi-attachment system highlighted in the Vol. 88 dev briefing, improved quality of life for mission and loadout selection in quickplay/multiplayer, and some surprises.

We have refined our internal patch structure and triage process to help address bugs with high degrees of player affliction, which will also help deal with legacy bugs.

Thank you to those of you who have been using our official Discord’s #bug-report-forum channel, as several of these legacy type bugs are able to be easily corroborated with player reports in there.

Certain bugs, such as bugs that cause graphical fidelity issues, were related to our previous build server setup. There were two main types of fidelity bugs: lightmap bugs and level of detail (LOD) bugs. Lightmaps are how light/shadows for static objects are ‘baked’ into the game to enhance the fidelity of textures to give them increased detail, whereas LODs involve multiple stages of model detail often used discretely at different viewing distances as a traditional way to optimize performance in games.

Although we fixed lightmap related issues in previous patches, the remaining issues were largely Level of Detail (LOD) related bugs that were created by multifaceted means when our internal ‘development builds’ were compiled and ‘built’ into ‘shipping builds’ that are released to the public. In some cases lower fidelity LOD models were being used in circumstances where they were not appropriate. We have now moved to an entirely new build server system and are working through remaining LOD issues that have yet to be fixed.

Sample of the fixes in the upcoming patch: (Once again: this section is just a small sample of the fixes that are incoming. The full, much larger changelog will go out when the patch is released for download.)

  • Fixed issue where SWAT AI was not following commands when bumping into each other, the player, other AI, or certain level geometry, after the command was issued. If this happened, SWAT AI would also stop following subsequent commands, assuming the same command was still active.

  • Fixed SWAT AI sometimes getting stuck when trying to breach and clear

Source

Steam News / 13 February 2026

Open original