Full notes
Full Rise for the Fight - Early Access update
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Repeated intro
Hello everyone.
What changed
- Gameplay
- Balance
- Maps
- Compatibility
- UI and audio
- Events
Rise for the Fight - Early Access changes
It is currently 8:00pm MT on 1/30/2026 as I'm writing this. I am releasing the PreBeta 2026.1.0 Update now, as I feel like the update is in a good enough state where it's ready to be released. I hope to get some good, constructive feedback for this update, so I can get the game into the best state I can for you all. With that out of the way, here's the changelog for Rise for the Fight PreBeta 2026.1.0:
GENERAL ADDITIONS / CHANGES:
Added NEW Feature: Tombsteal / Tombsteal allows players to pick up the weapon of the player they killed from their tombstone. If the weapon being picked up is already equipped in one of your slots, you will be given additional ammo reserves for your equipped gun, and you will get 3 Upgrade Points. You have 10 seconds before the tombstone despawns.
- Added NEW Vending Machine for Player vs PlayerFixed Gungen / This version of Gungen has fixed weapons, meaning instead of getting a random weapon, you get a pre-selected weapon, examples: SR76 Sniper Rifle, LMG5 Machine Gun, Blunderbuss. This will cost 5 Upgrade Points, while the Random Gungen machines will cost 3 Upgrade Points.
Added NEW Game Mode: Rush / Kill Confirmed with a speedy twist: Rush your way to victory by collecting 8 Tags from killed players. Sacred Sword and HR4 Heavy Revolver starts, Doubled Movement Speed, Doubled Fire Rate. Confirm 8 Kills to win.
Added NEW Game Mode: FFA Shotty Snipes / SG3 Shotgun and SR76 Sniper starts only. Doubled Movement and Fire Rate, First to 20 Kills wins.
Added NEW Game Mode: One Point Classic FFA / P13 Pistol and Sacred Sword starts. All Gungen Machines cost 1 Upgrade Point. Doubled Movement and Fire Rate, First to 25 Kills wins.
Added NEW Map: Facility (WIP) / This map is unfinished, feedback is greatly appreciated!
Added Controller Support via Steam Input! Please refer to the controller config menu in Steam for the control layout.
Added Hatsune Miku Glove Color and Shirt Color options to Character Customization.
Added Swinging sounds and Melee sounds for hitting a player / zombie ai.
Added Loadout Selection to the Pause Menu! When playing a match, you can now access your loadout, and change it from the Pause Menu! Your loadout will be applied on next spawn in applicable modes.
Added Menu Music from the Rise for the Fight OST!
Added two playlists to the Player vs Player experience, with a third coming soon! There will be an indicator above the vote options in the lobby that tells everyone what the playlist is. These are the current PvP playlists:
Quick Play / The Core Gameplay Experience with Core Maps + Modes. This playlist will have the following maps and modes.
MAPS
Stadium, Pathed Pillars, Downtown, Legacy, Plaza, Bridge, and Two-Base.
MODES
FFA Loadouts, King of the Hill, Juggernaut, Kill Confirmed, Pandemic, and Showdown.
Party Box / Faster Movement, Faster Guns, Bigger Maps. This playlist will have the following maps and modes.
MAPS
Mega City, Metro, Facility (WIP), and Colosseum.
MODES
Gun Party, Gun Cycle, FFA Shotty Snipes, One Point Classic FFA, and Rush.
Shuffle (COMING SOON) / A rotation of LTMs, Party Modes, and New Modes. Rotation every 5 minutes.
Removed LMG5 from Loadout Selection.
Updated Power Weapon list. These are the current Power Weapons: Blunderbuss, Blunderrev, DBS, Sacred Sword, and SR76.
Adjusted Lighting color and intensity values to slightly improve visuals.
Brought back and revised Bunny Hopping. Bunny Hopping now has an acceleration value, which has a cap of 12.5 multiplied by the game mode's Movement Speed Multiplier.
Updated Crouching animation.
Decreased Max Veto Votes from 7 to 3.
SANDBOX ADDITIONS / CHANGES:
Lowered the Powerup Spawn position on Colosseum.
Added Weapon Kickback and reduced recoil for all guns.
Increased Blunderbuss Starting Damage from 50x60, to 60x60.
Decreased Blunderbuss Bullet Spread from 69% to 42%.
Removed Blunderrev from use in Player VS Player. This will mess with FFA Loadout Selection, so make sure to update your loadout selection.
Enabled Full-Auto Burst on CSP. Burst Count set to 3.
Increased CSP Starting Mag Capacity from 15 to 24.
Increased CSP Starting Fire Rate from 8 to 10.
Increased CSP Mag Upgrade Tiers from 5/5/5 to 6/6/6.
Increased DMR10 Shield Damage from 0 to 50.
Increased DSG4 Shield Damage from 2 to 15.
Decreased HMG22 Muzzle Flash Intensity.
Increased HMG22 Starting Damage from 10 to 20.
Decreased HMG22 Shield Damage from 10 to 0.
Decreased HMG22 Starting Fire Rate from 18 to 15.
Updated P13 Pistol shooting sound.
Increased P13 Starting Mag Capacity from 10 to 12.
Decreased P13 Ammo Upgrade Tiers from 4/4/8 to 4/4/4.
Increased PR5 Starting Fire Rate from 6 -> 12 Ramp-Up, to 8 -> 12 Ramp-Up.
Increased Sacred Sword Melee Radius from 2% to 2.5%, making it looser.
Increased Sacred Sword Starting Damage from 500 (100x5) to 1000 (20x50).
Decreased Sacred Sword Melee Range from 20 to 15.
SG3 now has a proper shotgun reload sequence, which can be stopped if trying to shoot or melee. This reload sequence goes quicker if you upgrade the gun (if you are in PvP), or if you are on a higher round (if you are in Moshpit).
Decreased SG3 Starting Fire Rate from 2 rounds per second to 1 round per second.
Increased SG3 Starting Ammo Reserves from 10 to 60.
Increased SG3 Fire Rate Upgrade Tiers from 0.125/0.125/0.25 to 0.5/0.5/1.
Increased SMG-P1 Starting Fire Rate from 14 to 15.
Decreased SP10 Starting Fire Rate from 7 top 6.
Increased SP10 Ammo Upgrade Tiers from 2/4/4 to 4/4/4.
Increased SP10 Starting Magazine Size from 8 to 12.
Increased SP10 Fire Rate Upgrade Tiers from 0.5/1/1 to 1/1/1.
Added Weapon Movement Speed Modifier / This will slow you down or speed you up depending on the multiplier. Here are the values for each weapon category:
Swords: 1.2x
Grenades: 1x (Unchanged)
Pistols: 0.9x
Shotguns (including Blunderrev), SMGs, and Marksman Rifles: 0.8x
Assault Rifles and LMGs: 0.7x
Snipers and Heavy (including Blunderbuss): 0.6x
Increased Damage Fall-Off Values for all weapons categories!
Swords: Limitless (UNCHANGED)
Grenades: Limitless (UNCHANGED)
Pistols: 50 -> 100
Shotguns: 30 -> 30 (UNCHANGED)
Marksman Rifles: 125 -> 150
SMGs: 40 -> 90
Assault Rifles: 75 -> 175
LMGs: 200 -> 250
Sniper Rifles: Limitless (UNCHANGED)
Heavy: Limitless (UNCHANGED)
GAME MODE CHANGES:
Updated Veto Voting so that if all players voted on Map Veto, or if all players voted on Mode Veto, the voting round will end, and move to the next vote.
Added a Waypoint indicator for the Hill in King of the Hill.
Decreased Respawn Time for all Player VS Player modes from 6 seconds to 4 seconds.
Updated Pandemic Loadout Starts from Random to SG3 Shotgun and HR4 Revolver.
Decreased Base Player Movement from 7w/12r (Walk/Run) to 6w/12r (Walk/Run).
Reduced Gun Cycle Score to Win from 18 to 17.
Decreased both Regular and Infected Player Jump Height from 16 to 10.
Decreased Infected Player Movement from 9w/14r (Walk/Run) to 8w/14r (Walk/Run).
Decreased Infected Player Health from 400 to 100.
Removed Juggernaut Movement Speed Modifier.
Vaulted Taggernaut from Player vs Player.
Vaulted Infection from Player vs Player.
Vaulted Alpha Zombies from Player vs Player.
QUALITY OF LIFE: - Disabled Sliding due to inconsistency.
Added Game Version number in the main menu.
Updated Menu UI Text.
Updated Main Menu to where Player VS Player and Player VS Zombies buttons are disabled until you connect to the server.
Changed Crosshair from "[.]" to O with a smaller O inside.
Removed Melee spam when rapidly pressing the Melee Button.
Disabled old loading screen.
Disabled Crosshair being set to inactive when aiming down sights.
Disabled Side Strafe Movement Speed Decrease.
Increased Bullet Hole Scale from 1x to 1.25x, and darkened them to make it easier to see where they are.
Fixed houses on the map Mega City having see-through roofs.
Fixed FRAYR-G1 displaying as FRAYR-G! in the loadout selection menu.
Increased Max Volume from 60 to 100.
BUG FIXES:
Fixed a visual bug that caused field of view to spasm if you were aiming down sights while trying to shoot a gun before the next bullet was ready to shoot.
Fixed a bug that caused power weapons to show the Upgrade Prompt, even though they cannot be upgraded.
Fixed a bug that caused Rocket Jumping to be easily spammed if a melee is performed.
Fixed a bug that caused settings to not apply if you had Butcher Blades equipped for your character customization.
Fixed Stun Grenade Explosion not appearing when hitting a player.
Fixed headshots not detecting in Juggernaut when no juggernaut is active.
Fixed a performance issue when shooting high-pellet guns at higher fire rates. This was caused by some modifications to the Graphics Quality Presets in-engine that I made a while ago. I didn't realize its affect in performance until now, so... my apologies.
Fixed visual pop-ins caused by the Graphics Quality Preset changes mentioned above.
Fixed the Minimap displaying players as the wrong color in modes like Pandemic and Juggernaut. Ex: Infected players would show as enemies to each other.
Fixed burst guns automatically firing after a reload if the burst cycle didn't complete.
Although not a bug, fixed the animator not playing the shoot animation when shooting the last bullet in the equipped gun's magazine.
I am really excited to see what you all think of this new update. As usual, Feedback is greatly appreciated, and if found, please report any bugs that are discovered. Have fun! -Reece
Source
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