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Full Rescue Ops: Wildfire update
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Repeated intro
Hello everyone!
What changed
- Maps
- Gameplay
- UI and audio
- Balance
In France, May is known for its many public holidays. But that certainly didn't slow the team down! We've got plenty of updates to share with you, so let's dive right in.
On the art side
3D
Our artists have continued working on various areas of the map while creating new assets to enrich the environment. This month, a significant focus was placed on the harbor.
Major progress has been made on the buildings that make up the area, and several new systems have been implemented to improve how buildings are managed and integrated into the game.
We've also updated the boats that will populate the harbor, along with several existing assets, including the various types of fences found throughout the game (DFCI barriers, fire station fences, and more).
2D / UI
A major UI overhaul is currently underway. Many interface elements are being redesigned to provide a cleaner, more intuitive, and visually cohesive experience.
This includes the pause and settings menus, multiplayer interfaces, in-mission tutorial windows, the main HUD, tactical support interfaces, new ping visuals and an updated communication wheel.
We're also exploring new features, including a player profile interface that will showcase titles, achievements, and other progression elements. We'll share more details about these additions in future Dev Diaries!
Steam post image Work in progress
On the development side
Our developers have been hard at work improving both the interface and player communication tools. A dynamic compass featuring cardinal directions has been added to help players navigate and coordinate more effectively in the field.
I can’t get lost anymore
The ping and marker system has also received an update. There are now four distinct ping categories:
Look Here
Defend
Danger
Move Here
These pings are now clearly differentiated from mission markers. They can be placed directly in the game world or from the map, are visible to all players, automatically disappear after 10 seconds, and can be manually removed at any time.
We've also introduced dynamic markers for certain interactive elements. For example, if a player pings a vehicle, the marker automatically updates to indicate exactly which asset has been marked. The object is then briefly highlighted on every player's map, making team coordination easier and faster.
There are also exciting updates on the Tactical Support side. The attack and defense line systems have been revisited and improved, and we've even designed a mission centered around this mechanic.
The cavalry's here!
Two major ongoing tasks are also keeping the team busy.
The first concerns our hose and connector system. As mentioned in previous Dev Diaries, we're continuing to optimize and refine it. It's a substantial amount of work, but one that will pay off in the long run.
Hose collision, before
Hose collision, after
The second focuses on our player controller. We're currently reworking several animations and movement systems to improve overall game feel, including jumping, walking, and sprinting. It's still a little too early to show off, but there's a good chance this will be the star of our next Dev Diary.
Funny WIP to help you wait
June is shaping up to be an incredibly busy month. A lot of work remains ahead of us, and most importantly, our Alpha is getting closer and closer.
You'll be hearing much more about it very soon!
❤️ Rescue Ops: Wildfire team
Source
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