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Steam News30 July 202511mo ago

Dev Note #3

Hello again, this is Taehyun Kim, director of Sudden Attack Zero Point. Today's topic is the game modes that we are working on right now, and how the match making systems will work.

In this update2

Full notes

Full Sudden Attack Zero Point update

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Repeated intro

Hello again, this is Taehyun Kim, director of Sudden Attack Zero Point.

What changed

0 fixes1 addition6 changes0 removals
  • Maps
  • Compatibility
  • Balance
  • Gameplay
addedFocusing on the Bomb Defusal ModeWe wanted to deliver the quality we all can be proud of, despite the limited resources we have access to at the moment. There are 3 elements we focused on while developing the Bomb Defusal Mode. First was keeping familiarity while adopting the recent shooter game trends. Keeping 3rd Supply Base and Provence's strategic elements and its structural balance while providing upgraded visuals for new gameplay experience wasn't an easy task. We also made sure enhancing the overall map quality wasn't interfering with visibility. Second was maintaining Sudden Attack's unique gameplay in the widescreen resolution. Sudden Attack Zero Point supports widescreen resolution, which can feel like a drastic change to those who experienced Sudden Attack in the past. We went through extensive evaluations and revisions to make sure we can provide consistent and fair gameplay experience without disrupting the overall game balance. Third was improving the Bomb Defusal Mode rule to be a more intense experience. The core change was revising the mode rule, playing BO5 matches two times as defense and offense. We believe that playing BO5 matches can improve the strategic depth and fairness of the game, while keeping the game intense to the very last moment of the match. Additionally, since acknowledging the C4 plant area is important to both offense and defense, we have added visual indicators to help players acknowledge the area. Steam post imageSteam post image
changedFocusing on the Bomb Defusal ModeIn early July, we conducted a closed beta test in Thailand to evaluate Bomb Defusal Mode's gameplay experience and overall quality of the game.
changedFocusing on the Bomb Defusal ModeWe are now improving the overall experience based on the feedback from the test and we are also considering an open beta test to reach a wider audience. We feel both excited and pressured. We will do our very best to prepare for the open beta test in the near future!
changedIntroducing Match QueueIn Sudden Attack, players created or joined a room to play games. Such method allowed players to choose the maps and size of the match they wanted to play, allowing more freedom.
changedIntroducing Match QueueIn a different perspective, players were required to browse through the list of rooms to find a match with the map and size they preferred.
changedIntroducing Match QueueSince MMR(Matchmaking Rating) wasn't accounted for, the overall balance of the match wasn't fair, affecting the quality of the match itself. We understand that lack of match quality directly affects your gameplay experience.

Sudden Attack Zero Point changes

addedWe wanted to deliver the quality we all can be proud of, despite the limited resources we have access to at the moment. There are 3 elements we focused on while developing the Bomb Defusal Mode. First was keeping familiarity while adopting the recent shooter game trends. Keeping 3rd Supply Base and Provence's strategic elements and its structural balance while providing upgraded visuals for new gameplay experience wasn't an easy task. We also made sure enhancing the overall map quality wasn't interfering with visibility. Second was maintaining Sudden Attack's unique gameplay in the widescreen resolution. Sudden Attack Zero Point supports widescreen resolution, which can feel like a drastic change to those who experienced Sudden Attack in the past. We went through extensive evaluations and revisions to make sure we can provide consistent and fair gameplay experience without disrupting the overall game balance. Third was improving the Bomb Defusal Mode rule to be a more intense experience. The core change was revising the mode rule, playing BO5 matches two times as defense and offense. We believe that playing BO5 matches can improve the strategic depth and fairness of the game, while keeping the game intense to the very last moment of the match. Additionally, since acknowledging the C4 plant area is important to both offense and defense, we have added visual indicators to help players acknowledge the area. Steam post imageSteam post image
changedIn early July, we conducted a closed beta test in Thailand to evaluate Bomb Defusal Mode's gameplay experience and overall quality of the game.
changedWe are now improving the overall experience based on the feedback from the test and we are also considering an open beta test to reach a wider audience. We feel both excited and pressured. We will do our very best to prepare for the open beta test in the near future!
changedIn Sudden Attack, players created or joined a room to play games. Such method allowed players to choose the maps and size of the match they wanted to play, allowing more freedom.
changedIn a different perspective, players were required to browse through the list of rooms to find a match with the map and size they preferred.

Today's topic is the game modes that we are working on right now, and how the match making systems will work.

We sincerely hope you enjoy reading this since it's related to the core game content.

[Focusing on the Bomb Defusal Mode]

What is the core game mode of Sudden Attack in your opinion? We believe it's the Bomb Defusal Mode, Sudden Attack's very first and iconic game mode. Bomb Defusal Mode delivers the unique game experience of intensiveness, strategic team-play, and the thrill of victory that no other modes can. This particular game mode has been continuously mentioned frequently even today, so I hope my belief is right- that you feel the same way we do. While we wish to develop various game modes to present to you at Day One, we have been focused on developing and improving the Bomb Defusal game mode until recently.

We wanted to deliver the quality we all can be proud of, despite the limited resources we have access to at the moment. There are 3 elements we focused on while developing the Bomb Defusal Mode. First was keeping familiarity while adopting the recent shooter game trends. Keeping 3rd Supply Base and Provence's strategic elements and its structural balance while providing upgraded visuals for new gameplay experience wasn't an easy task. We also made sure enhancing the overall map quality wasn't interfering with visibility. Second was maintaining Sudden Attack's unique gameplay in the widescreen resolution. Sudden Attack Zero Point supports widescreen resolution, which can feel like a drastic change to those who experienced Sudden Attack in the past. We went through extensive evaluations and revisions to make sure we can provide consistent and fair gameplay experience without disrupting the overall game balance. Third was improving the Bomb Defusal Mode rule to be a more intense experience. The core change was revising the mode rule, playing BO5 matches two times as defense and offense. We believe that playing BO5 matches can improve the strategic depth and fairness of the game, while keeping the game intense to the very last moment of the match. Additionally, since acknowledging the C4 plant area is important to both offense and defense, we have added visual indicators to help players acknowledge the area. Steam post imageSteam post image

In early July, we conducted a closed beta test in Thailand to evaluate Bomb Defusal Mode's gameplay experience and overall quality of the game.

Steam post imageSteam post imageSteam post image

Below are some of the feedback we have received during the test.

Feedback from the closed beta test
(3rd Supply Base) Bomb Defusal is easier to play as a team and feels more intense compared to TDM.
(3rd Supply Base) The map is more fun, featuring wider open areas and multiple horizontal layers in the map for more dynamic gameplay.
(Provence) The map feels wider than others and having buildings and objects for cover provides chances for strategic play.
(Provence) The wooden gate in the center path was penetrable, adding strategic depth and fun.
(Crossport) The map felt more complex, having many small paths connected to the main path.
(Crossport) It was fun using smoke screens and flash bangs for tactical plays.

We are now improving the overall experience based on the feedback from the test and we are also considering an open beta test to reach a wider audience. We feel both excited and pressured. We will do our very best to prepare for the open beta test in the near future!

[Introducing Match Queue]

In Sudden Attack, players created or joined a room to play games. Such method allowed players to choose the maps and size of the match they wanted to play, allowing more freedom.

In a different perspective, players were required to browse through the list of rooms to find a match with the map and size they preferred.

Since MMR(Matchmaking Rating) wasn't accounted for, the overall balance of the match wasn't fair, affecting the quality of the match itself. We understand that lack of match quality directly affects your gameplay experience.

In order to provide a quick and fair match environment, we've decided to introduce Match Queue- which will automatically match players with similar skill levels. Because numerous changes have been made, we want to give you some time to adopt before jumping into a competitive environment.

Ranked Match are in development now, so be prepared to prove your skills! That is all we have for today.

Your comments and feedback really mean a lot to us. So don't forget to comment! For the next Dev Note, we will be talking about weapon customization system, so stay tuned! Thank you.

Source

Steam News / 30 July 2025

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