We are continuously monitoring your bug reports. Please report any bugs you find in our official Ready or Not Discord, using the bug report channels! There they can be structured and collected in one place so we can most effectively deal with them: Ready or Not Bug Reports
Addressed a plugin incompatibility that was causing recent audio and crashing issues specifically on PS5.
This patch focuses on addressing online authentication connectivity and achievement issues that some players have been experiencing. A huge thank you to everyone who made bug reports, especially on our official Ready or Not Bug Reports forum channel, which helped us identify some of the root causes. We are continuing to track and address further bugs for future patches.
We are continuously monitoring your bug reports. Please report any bugs you find in our official Ready or Not Discord, using the bug report channels! There they can be structured and collected in one place so we can most effectively deal with them: Ready or Not Bug Reports
Patch Day General FAQ:
Q: ‘My game mods broke on PC with this update, why did that happen?’ > A: When Ready or Not or games in general release updates to the game, the files for the game in areas related to new game content or fixes then changes. If mods were using the old files to function that have since changed to new files, those mods will likely need to update in order to work properly with the new version of the game’s files.
Q: ‘Why does a patch download initially seem frustratingly large in data/gigabytes, even when the game doesn’t actually take up that much more storage when the download finishes’ > A: Game service platforms such as Steam etc. may update games by overwriting the game’s files with the new files to replace it. For example, this means an update download that initially shows 6GB during the download may actually only expand the game by 1GB in size, since it is largely just overwriting old game files for the other 5GB of data.
Q: ‘Why does a patch take so long to download despite my fast internet’ > A: Other routine checks that a game service platform does to confirm game file integrity on the local storage device (e.g. your hard drive such as an HDD or SSD) during a patch download can extend the perceived download size/time.
Q: ‘Why didn’t my game update yet on my console platform?’ > A: Console platforms do not necessarily support auto-updates, so you may have to trigger the update manually within your game library with an internet connection.
Thank you for all your support!
VOID Interactive
Bug Fixes
Multiplayer
Fixed instances of users being stuck on EOS authentication process.
Achievements
Fixed “My Eyes, It Burns” achievement not correctly unlocking.
Fixed “Getting Your Sea Legs” sometimes unlocking before unlocking all other Dark Waters achievements.
Fixed “The Heat is On” achievement unlocking even when failing the mission.
(XBox & PS5) Fixed milestone meta-achievements (e.g. Getting Your Sea-Legs) getting stuck if partial progress toward them was earned offline.
The relentlessly debased city of Los Sueños faces an existential crisis when a subversive terror attack severs any remaining faith in what’s become an ineffective and overwhelmingly militarized city government.
RoN v1.4, our Boiling Point release is out now. Free in the base game for this release is over 200 fixes, 3 new weapons, the 9-bang grenade, attachments, multi-rail attachment system, customization cosmetics, quality of life improvements, and more.
Also out now with this release is the Boiling Point DLC, our third DLC for the game, you can find the store page for it here!
We’re excited to let our Supporter Edition owners know that this DLC is included for free for their Steam accounts, with no further action needed.
The majority of the Boiling Point Release content is available for free in some manner and included as part of the general game update. Here’s a quick outline of how it works:
Weapons: Free for all players
DLC Maps: Free in multiplayer if the lobby host owns the DLC
DLC Cosmetics: DLC purchase needed
Patch Day General FAQ:
Q: ‘My game mods broke on PC with this update, why did that happen?’ > A: When Ready or Not or games in general release updates to the game, the foundational code for the game (codebase) in areas related to new game content or fixes then changes. If mods were using the old code to function that has since changed to new code, those mods will likely need to update in order to work properly with the new version of the game’s codebase. Ready or Not Modding Update Tips:https://voidinteractive.net/community-resources/
Q: ‘Why does a patch download initially seem frustratingly large in data/gigabytes, even when the game doesn’t actually take up that much more storage when the download finishes’ > A: Game service platforms such as Steam etc. may update games by overwriting the foundational code (the codebase) with the new code to replace it. For example, this means a update download that initially shows as 6GB during the download may actually only expand the game by 1GB in size, since it is largely just overwriting old game codebase for the other 5GB of data.
Q: ‘Why does a patch take so long to download despite my fast internet’ > A: Other routine checks that a game service platform does to confirm game file integrity on the local storage device (e.g. your hard drive such as a HDD or SSD) during a patch download can extend the perceived download size/time.
Q: ‘Why didn’t my game update yet on my console platform?’ > A: Console platforms do not necessarily support auto-updates, so you may have to trigger the update manually within your game library with an internet connection.
Levels
DLC 3 Related:
‘No Good Deed’
‘All Gods Burn’
‘A New America’
Gameplay
AI
Base game update changes:
CS Gas effectiveness against suspects improved, especially noticeable on Hard Difficulty
DLC Related changes:
Added CQB suspect type in Boiling Point for related missions
Engineering
Base game update changes:
Improved hit registration for clients in multiplayer
The player can now manually defuse bomb vest civilians to prevent them from detonating if impacted by bullets
DLC 3 Related:
Added lethal gas environmental threat to related levels, used by some suspects
General Performance:
Base game update changes:
Improved performance for the hosts of near-full multiplayer lobbies
Improved VOIP reliability
Visuals
Animation:
Base game update changes:
Improved free-lean fluidity of experience, especially on gamepad.
Adjusted helmet models to allow for moving chinstraps
Tactical Cap (Forward and Backward Variants, w/ 2x Comms Headset options and multiple colorways)
Bone Conduction Tactical Headset
Single-Ear Radio Headset (Black and OD Green)
Tactical Rebreather Gasmask
Torso
‘Artemis’ Heavy Tactical Vest Cosmetic Variant (multiple colorways)
Machinex Fingerless Gloves
4 DLC Exclusive Tattoos
Legs
LV Jeans
Footwear
Chameleon boots
DLC 3 Related:
Cosmetics available upon fully completing Boiling Point missions:
2 more Tattoos
2 more Cosmetic Items
Audio
Base game update changes:
Significant audio memory optimization
Added additional contextual dialogue for certain mission objectives across levels
Tweaked and optimized reverbs
Weapons and Equipment
Base game update changes:
Weapons:
Added RTWC-6.5 Battle rifle
Added G18-C Pistol, with full-auto capability
Added S2011 Pistol
Equipment:
Added 9-Bang Less-Lethal Grenade
Shields now block some melee damage
Attachments:
Added ability to use variable magnification for relevant sights properly (i.e. switching between 1x magnification and 4x magnification.
Added ability to equip and alternate between multiple rail attachments (i.e. flashlight and red laser both equipped)
Added RMO Sight w/ 3x Magnifier
Added M4A1 Carry handle variant
Added G36C Carry handle variant
Can utilize some larger optics when using carry handle
Added canted ironsight options for some weapons
Added alternative fixed iron sights for some weapons
User Interface and Experience
Base game update changes:
Quickplay/multiplayer session quality of life improvements
You can now load directly into quickplay missions from the game’s main menu
With a level option to load into the Station, and a toggle to choose whether you want to always load into station or not.
Added ability to change equipment loadout directly upon loading into a quickplay mission using the main menu, or while restarting a mission in quickplay/multiplayer.
Added ability to customize your equipment loadout while spectating players
Added a way for hosts to change difficulty and spawn location from the mission end screen.
New UI elements for adjustable magnified optics
Updated Supporter Credits to include more names, the credits now effectively contain all of the Supporter Edition names that were eligible to be included into our credits.
Replay viewer face lift.
Added more primary weapon UI categories to sort weapon types: Battle Rifle, PDW, and Less-Lethal
Added secondary weapon Less-Lethal UI category to sort weapon types
Bug fixes:
SWAT AI:
Fixed SWAT AI 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 given again.
Fixed SWAT AI sometimes getting stuck when trying to breach and clear a double door that is open towards them.
Fixed disarm trap command still being available post trap explosion.
Fixed trailers getting stuck on closed doors while carrying suspects or civilians.
Fixed SWAT AI being unable to breach and clear through partially opened doors.
Fixed disarm trap command not working when issued while SWAT is using an optiwand.
Fixed SWAT AI sometimes failing to execute open and breach commands, when too many commands are issued in quick succession.
Fixed blue team sometimes executing red’s queued commands, and vice versa.
Fixed SWAT AI on hold following other team’s queued command.
Fixed SWAT AI not getting upset at the player executing civilians after ordering them to move to exit.
Fixed pepper spray deployed by SWAT AI not affecting its target.
Fixed suspects knocked out by C2 sometimes preventing SWAT from properly clearing a room.
Fixed SWAT AI scan command sometimes failing to appear on doors that the SWAT team has previously stacked up on.
Fixed SWAT AI sometimes throwing grenades at closed doors, when ordered to open and clear double doors with one open door.
Fixed potential soft lock if a player and a SWAT AI officer attempt to secure the same piece of evidence at the same time.
Fixed entire SWAT team attempting to simultaneously defuse the same trap.
Suspect/Civilian AI:
Fixed SWAT disarming bomb vests of civilians resulting in the civilian wearing the bomb vest being unable to surrender.
Fixed restrained or surrendered suspects/civilians sometimes being unable to move through doorways when ordered to.
Fixed instances suspects being able to step out of a CS gas cloud before getting affected by the gas.
Fixed suspects/civilians being unable to surrender while getting pepper sprayed.
Fixed being unable to arrest suspects/civilian while not perfectly level with them.
Fixed suspects sometimes responding to compliance yells while too far away with no line of sight on the yeller.
Fixed civilians not always getting auto-arrested when reaching the players’ spawn after commanding them to move to the exit.
Fixed suspects at times raising their guns while stunned.
Fixed suspects sometimes raising their guns while below the stress threshold.
Fixed rare issue causing suspects to sometimes become unable to fire their guns.
Fixed suspects not correctly reacting to SWAT AI compliance yells
Fixed human shield civilians not dying when shot in the head by their hostage taker.
Fixed suspects sometimes running between patrol points, even while below the stress threshold.
Fixed surrendered suspects and civilians becoming immobile after arrest cancelling.
Fixed rare instances of suspect/civilian meshes popping in, particularly at longer ranges or when viewing them through certain level geometry.
UI:
Fixed supporter code button generating an incorrect code.
Fixed loading screen text sometimes incorrectly displaying ‘Los Suenos Police Headquarters’ instead of the mission name for clients in multiplayer.
Fixed command menu not disappearing upon player death.
Fixed certain graphics settings failing to reset to default upon restoring defaults.
Fixed main menu New Game button skipping the difficulty/ironman mode selection.
Fixed ‘Failed to connect to the host’ error message sometimes incorrectly appearing, instead of the ‘Cannot join because the session is full’ message.
Fixed missing objective descriptions on the tablet.
Fixed non crossplay lobbies in the main menu friend list appearing as joinable from other platforms.
Fixed missing chinese translation of various subtitles.
Fixed keybinds sometimes not saving correctly upon changing them.
Fixed clients in multiplayer being unable to navigate the tablet when returning to station after a mission.
Fixed motion blur getting disabled when changing any graphics settings.
Fixed commander mode officer bio inconsistencies and typos.
Fixed team cam appearing on top of the mission selection UI, when opening the team cam before accessing the mission selection desk.
Fixed styles UI in the customization menu sometimes disappearing.
Fixed default open door command picking the wrong action when set to Move and Clear with Flashbang.
Fixed host chat commands appearing in chat for all players. (Lol)
Fixed Steam Deck users with a linked Epic account being unable to use the Lobby Manager to invite friends.
Fixed mission selection UI navigation sometimes breaking when using a gamepad.
Fixed long preset names overflowing the preset box in the loadout menu.
Fixed debug SWAT activity text appearing when SWAT disarms civilian bomb vests.
Fixed region selector being present when hosting friends only lobbies.
Fixed underbarrel attachment UI sometimes incorrectly appearing while holding long tactical equipment.
Fixed increased UI scale breaking the lobby manager layout.
Fixed missing secondary weapon laser pointer icon while holding a tactical shield.
Fixed Input Audio Device text field being longer and offset from other options.
Fixed premature UI change when partially pressing the aim trigger while using a controller.
Fixed being unable to access the helicopter camera in the team cam view when alone in multiplayer.
Fixed instances of duplicate chat messages appearing for clients in multiplayer.
Fixed missing localization for public matchmaking cancel button.
(Steam) Fixed frequent and repeated achievement progression popups.
(Steam) Fixed mute icon in the lobby manager not correctly updating when muting players on other platforms.
(EGS) Fixed ‘Profile’ button appearing in the Lobby Manager for EGS players.
(WinGDK & XSX) Fixed the find game button not producing appropriate error messages when losing connection to Epic services.
(WinGDK & XSX) Fixed crossplay incorrectly displaying as enabled when disabled through the privacy settings.
(WinGDK & XSX) Fixed incorrect error message appearing when trying to join a crossplay lobby while crossplay is disabled in-game.
Fixed being unable to cycle through SWAT AI team colors on controller after looking at a SWAT officer with the command wheel open.
(XSX) Fixed main menu friend list sometimes loading for a long time.
(XSX) Fixed Xbox losing the ability to open the EOS overlay after being in-game for prolonged periods of time.
Below you will find the changelogs for LSS Patch 3 (v1.3.5), containing modding improvements, improved Steam Deck support, and a fresh batch of bug fixes.
Please check our official Discord for an updated list of some known issues in the #known-issues channel.
We are continuously monitoring your bug reports. Please report any bugs you find into our official Ready or Not Discord, using the bug report channels! There they can be structured and collected in one place so we can most effectively deal with them: Ready or Not Bug Reports Forum
This changelog denotes all changes across each platform, with changes that are specific to a given platform labeled as such, i.e. Xbox, PS5, XboxPCStore, Steam.
Note: The install size of the update often may not match exactly how big the update is, since files are mostly being re-written for patches.
Gameplay
Engineering
Base game update changes:
Improved Steam Deck support.
(Xbox & PS5) Keyboard and mouse officially supported on consoles.
Modding improvements
Allow mods to store persistent objects with the game instance
Allow the VO_MOD folder to override all voiceover and subtitles for characters
Fixed doors being forced to use the vanilla door data table
Fixed missing tags and values for modded blueprints, causing them to not be discovered by the loadout manager
Fixed mod actor spawn data not spawning actors on first load of the main menu
Visuals
Animation:
Base game update changes:
Improved all arrest animations’ First Person Camera Position to be more seamless when starting and ending the Interaction.
Character Art:
Base game update changes:
All SWAT heads now correctly deform/animate if a helmet with chin straps is equipped.
Bug fixes:
AI:
Fixed suspects and civilians being able to get stuck out of bounds.
Fixed flashbangs causing friendly fire penalties when hitting SWAT AI.
Fixed SWAT AI ignoring certain orders when player is looking at the sky while issuing the order.
Fixed shotgun wielding suspects trying to infinitely grab ammo from ammo caches.
UI:
Fixed having to close and reopen the public lobby search menu when trying to restart the lobby search.
Fixed being able to break navigation in the customization menu when using a gamepad.
Fixed friends list not populating when entering the options menu before EOS finishes authenticating.
Fixed friends list cross platform icon discrepancy when displaying cross platform friends.
Fixed EOS overlay not exclusively capturing gamepad inputs while open.
(Xbox & PS5) Fixed gamepad navigation breaking in certain menus.
Fixed Leader text not visible to clients in the lobby manager.
(Steam) Fixed platform icons not appearing on Steam.
Fixed instances of missing localization in new public matchmaking region selection menu.
Fixed options menu tooltips appearing in a tiny box at the edge of the screen.
(XboxPCStore) Fixed blocking players not preventing tablet drawings from appearing.
Fixed missing reticle when using list command menu on gamepad.
Fixed UI issue when queueing a fall-in command.
Fixed right shoulder button always being marked as modified in the Item & Command Menu settings.
(Steam) Fixed PS5 gamepad UI appearing while using a PS4 gamepad.
(Xbox) Missing system toast when receiving an invitation from an EGS friend.
Customization:
Fixed officers wearing Salmon 4D GTX boots on the wrong feet.
Audio:
Fixed casing bounce audio playing repeatedly at lower framerates.
Fixed SWAT reload audio breaking when reloading while stunned.
Fixed gas masks not correctly muffling character voices.
(Xbox) Fixed team voice chat not working as intended
(PS5) Fixed music layers falling out of sync after some playtime
Animation:
Fixed animation issue when pepperspraying a restrained suspect/civilian.
Fixed FOV popping after arrest animations.
Fixed helmet chin straps not moving along with SWAT officers’ jaws.
Fixed SWAT third person reload animation breaking when reloading while stunned.
Levels:
Station
Fixed black artifacts in several spots across the level.
Fixed various LOD (Level of Detail) issues.
Thank you, come again
Fixed pillar LOD issue.
23 megabytes a second
Fixed a black artifact.
Twisted Nerve
Fixed missing navmesh in a few spots.
A Lethal Obsession
Fixed players getting stuck inside of one another right after spawning.
Fixed barrel LOD issue.
Ides of March
Fixed out of bounds warning appearing while still in bounds.
Greased Palms
Fixed black artifacts in several spots across the level.
Fixed various LOD issues across the level.
Valley of the Dolls
Fixed black artifacts in several spots across the level.
Ridgeline
Fixed an issue where players would get stuck in each other on spawn.
Rust Belt
Fixed missing optiwand prompt on one of the doors.
Fixed various LOD issues across the level.
Buy Cheap, Buy Twice
Fixed glass walls in certain part of the level causing navigation issues.
Carriers of the Vine
Fixed black artifacts in several spots across the level.
Fixed suspects getting stuck in courtyard rat hole.
Coyote
Fixed a bug where the optiwand wouldn’t behave properly when interacting with a door.
Relapse
Fixed black artifacts in several spots across the level.
Hide and Seek
Fixed missing wall.
Fixed impenetrable metal window grids.
Fixed various LOD issues across the level.
Dorms
Fixed typo in mission summary.
Fixed incorrect double door setup across the level.
Narcos
Fixed small mesh issue around the roof trim of one of the houses.
Leviathan
Fixed texture merge issues on a wall.
Fixed various LOD issues across the level.
Stolen Valor
Fixed certain audio transition using incorrect sounds
Miscellaneous Fixes:
(XboxPCStore) Fixed privacy settings not being respected.
Fixed being able to cause weapon flashlights to get stuck in mid-air.
Fixed free-lean cancelling without releasing the free lean key when bumping into meshes at specific angle.
Fixed instance where flashbanging a client who then disconnects from the lobby right after counts as a team kill.
Fixed multiplayer crash when the lobby host closes a lobby while a client is joining.
Fixed rare crash caused by exploding doors.
Fixed rare crash caused by death animations.
Fixed rare crash caused by SWAT AI stackup, while either red or blue team is dead.
(XboxPCStore & Xbox) Fixed native platform blocks not being respected.
Fixed ADS speed modifier of different grips not working.
Fixed “Getting Your Sea Legs” and “From House to Home” achievements not progressing correctly.
(Xbox) Fixed rare crash when resuming game from the home screen.
(Xbox) Fixed inverted lighting quality settings for the performance and fidelity modes.
Fixed team leader indicator sometimes appearing on the wrong player in multiplayer.
Fixed inconsistent team colours in multiplayer. (Everyone eventually became blue, da ba dee)
Fixed rare physics related crash.
(PS5) Fixed rare crash when using canted sights.
Fixed rare crash when shooting certain surfaces with a shotgun.
(XboxPCStore) Fixed being unable to join friends via Xbox Game Bar.
(Xbox) Fixed game sometimes crashing when starting in offline mode.
(Xbox) Fixed achievement unlock conditions not counting towards earning the achievement in offline mode.
Known Issues:
Steam Deck graphics preset option may not be selected by default for Steam Deck users
The free Los Sueños Stories update is releasing now! Read on for the full changelogs, with bugfixes, 4 new weapons, 2 missions, a new difficulty system, animation changes, audio overhauls, and more.
Bug fixes:
AI:
Fixed suspects being unable to exit surrender while player is facing towards the suspect without direct line of sight.
Fixed fake surrenders being rarer than intended.
Fixed civilians sometimes failing to seek out the player after the Bring Order to Chaos objective has been completed.
Fixed various issues with suspect flee behavior.
Fixed various issues with suspect hiding behavior.
Fixed various issues with suspect suppressing fire behavior.
Fixed suspects not gaining morale after picking up a weapon from a weapon cache.
Fixed suspects sometimes being unable to surrender inside while standing in CS Gas.
Fixed issues with AI flashlight detection.
Fixed execute command queueing breaking the command queue.
Fixed suspects sometimes prioritising caches over picking up closer guns.
UI:
Fixed tablet not closing properly at times.
Fixed bottom left attachment/NVG icons not updating correctly.
Fixed being unable to fully cycle through customization styles carousel on gamepad.
Fixed being unable to fully cycle through mission selection carousel on gamepad.
Fixed overlapping UI text in gamepad settings in certain languages.
Fixed overlapping UI text for exfiltrate prompt when using gamepad.
Fixed text not fitting into various UI elements in certain languages.
Removed unnecessary scroll bar on armor selection.
Fixed issue with subtitle language carousel showing the incorrect selected language.
Fixed instances of missing localization.
Fixed various font issues in several languages.
Fixed incorrect preset name sometimes appearing for whole team in the loadout menu.
Fixed being able to highlight multiple audio files when using the tablet with a gamepad.
Fixed various ultrawide screen related UI issues.
Fixed mission type always displaying “Barricaded Suspects”.
Fixed inconsistent order of optics for certain guns.
Fixed various UI issues caused by increasing the UI scale.
Customization:
Reduced TP-1E clipping through various shirts. (Dark Waters)
Fixed various item descriptions.
Audio:
Fixed various level related QSM / ambience issues.
Fixed TOC not notifying the player of bombs + traps for a certain level.
Fixed issue where ambience transitions would not play the intended ambience.
Fixed instances of certain animations missing footstep sounds.
Fixed bullet snaps cutting each other off at high fire rates.
Fixed certain footstep sounds not playing on all materials.
Fixed delay effect not working as intended on SWAT voices over distance.
Fixed many instances of sounds not occluding or attenuating correctly.
Fixed SWAT mask radio effect.
Fixed incorrect SWAT VO when securing weapon caches.
Fixed issue where SWAT may occasionally use generic lines for reportables, or not use all available lines.
Fixed missing water leaking audio for aquariums/water dispensers.
Fixed mission selection beep sometimes not playing.
Fixed VOIP not working during mission selection or loadout selection.
Fixed instances of certain characters using incorrect / null footstep sounds
Fixed instances of certain animations missing footstep and foley audio.
Fixed instances of certain UI sounds potentially not playing as intended.
Fixed instances of gunfire causing weapon foley to stop playing.
Fixed certain subtitle files not matching the audio.
Fixed certain ricochet layer never playing.
Fixed traps sometimes not playing audio on wire cut completion.
Animation:
Fixed small animation issues during loadout selection.
Fixed animation issue when kicking doors.
Fixed SWAT AI animation issue when shield bearer opens a door.
Fixed various issues with chemlight drop animation.
Fixed being able to get stuck in grenade throwing animation.
Replay Viewer
Fixed skipping backwards sometimes causing crashes.
Fixed loading screen audio persisting while viewing replays.
Fixed missing throwable VFX.
Fixed replays sometimes crashing while clicking along the timeline.
Fixed replays showing wrong time/date.
Levels:
Improved destructible consistency across all levels.
LODs have been adjusted across performance levels, this is still being actively worked on.
Fixed AI clipping through level geometry while hiding in various levels.
Training
Fixed various issues with training progression.
Station
Fixed mismatched skin tones on certain characters.
Fixed shooting range target buttons sometimes both being red.
Twisted Nerve
Fixed windows sometimes displaying dirt decals when shot.
Fixed incorrect footstep audio on characters.
Fixed fans no longer spinning.
Valley of the Dolls
Fixed missing footsteps for certain civilian.
Fixed hedges vanishing when hit by a flashbang.
Ides of March
Fixed combat music taking too long to come in.
Elephant
Fixed small collision issues.
The Spider
Fixed missing briefing audio file name.
Dorms
Fixed evidence being able to clip through certain debris piles.
Sins of the Father
Prevented traps spawning on doors with extra thick doorframes.
Hide and Seek
Fixed instance of enemies using wrong footstep events.
Narcos
Fixed missing briefing audio description.
A Lethal Obsession
Fixed evidence falling through the floor in certain parts of the level.
Fixed Gerard being unable to exit surrender when left unattended.
Carriers of the Vine
Fixed small collision issues.
Relapse
Fixed specific window still preventing grenades from passing through even after breaking the glass.
Buy Cheap, Buy Twice
Fixed floating car signs after window is destroyed.
Ends of the Earth
Updated water vfx.
Leviathan
Fix certain dialogue not triggering for NPCs.
Fixed missing briefing audio description.
Mirage at Sea
Fixed small collision issue.
Fixed issue with certain elements of the OST repeating during the ending loop.
Miscellaneous Fixes:
Fixed dropped weapon physics causing them to fall through the floor.
Fixed missing friendly fire penalty when shooting the helicopter.
Fixed peeking both doors on double doors with a single door already peeked closing the peeked door, and peeking the closed door. Peeking both will now only open the closed one if both doors are not in the same state.
Fixed clients sometimes crashing when returning to the main menu from a multiplayer lobby.
Fixed wedge related performance issues.
Fixed wedges not moving with the door when breached.
Fixed rigging issues of older characters.
Fixed GPNVG overlay stretching on ultrawide screens.
Fixed XE Sight crosshair partially vanishing when crouching.
Fixed blood being too shiny at times.
Fixed attachment activation delay for clients in multiplayer.
Fixed scuffed blending into/out of stun animations.
Fixed taser hit registration issues for clients in multiplayer.
Fixed being unable to bash with a shield while using the 509 pistol.
Fixed crash related to aim assist on gamepad.
Fixed being unable to use the breaching shotgun on chainlink fence doors.
Fixed client pistols sometimes disappearing after arrest cancelling in multiplayer.
Fixed laser/flashlight misalignment while in low/high ready.
Fixed being unable to join multiplayer lobbies during the ready countdown.
Fixed players spawning inside of each other in 5 player lobbies.
Fixed laser attachments not looking right at low/high FOVs.
Fixed explosive vests of incapacitated civilians not detonating.
Fixed toggle ADS preventing players from performing ADS with gamepad.
Fixed rare SWAT AI evidence collection crash.
Gameplay
AI
Base game update changes:
Added new difficulty system. AI difficulty now scales with Casual, Standard, or Hard settings, which can be selected before each mission or commander mode.
Added suspect squad behavior system to most levels where appropriate. These dynamic behaviors include: Rally, Support, Attack, and Retreat. (On Standard/Hard difficulties)
On Standard/Hard difficulty some experienced suspects switch between semi-auto fire and full auto depending on distance to target, making them more deadly at range.
Added suspect weapon cache system to most levels where appropriate.
SWAT AI have slightly different effectiveness based on difficulty mode. On Casual difficulty they give players more of an opportunity to engage suspects, meanwhile on Hard mode SWAT AI becomes slightly more combat effective than Standard mode.
Engineering
Base game update changes:
Ready or Not is now available on Playstation 5, Xbox Series X/S, and Epic Games Store
Improved aim assist for gamepads.
Players have the option to enable Crossplay between PC and console players
Added ability to set the weapon field-of-view independently from the world / scene field-of-view.
General Performance:
Base game update changes:
Improved GPU and CPU performance across all levels.
Improved sound manager performance.
Further optimized various customization assets.
Game file sizes have been compressed and optimized, reducing disk install size.
Visuals
Animation:
Base game update changes:
New SWAT locomotion animations.
Improved ragdolls.
Improved animation related performance.
Added many new SWAT restraining animations
New first person animations for restrains, kicking doors, and chemlight deployment
Animation for civilian girl in ‘Twisted Nerve’ has changed to a sleeping animation.
Character Art:
Base game update changes:
Added clothing to a character in ‘A Lethal Obsession’, ‘Narcos’, and some characters in the mission ‘Hide and Seek.’
Dismemberment no longer occurs on already-deceased characters. Otherwise, the dismemberment effects, gore, and blood decaling have not been toned down.
Additional character model optimization refinements.
Other:
Base game update changes:
Optimized many visual effects through a newer particle system (Niagara)
Added immersive raindrop VFX that affects first person view in outdoor areas on all levels that have rain (like the raindrop VFX that exists on Dark Waters levels).
Improved fog VFX on Carriers of the Vine.
Audio
Base game update changes:
VOIP has been improved to increase immersion, allowing voice chat echo and reverb based on surroundings
5.1 mix option added
Updated foley sounds for certain weapons and improved SWAT movement foley.
Improvements to indoor and outdoor reflection probes, enhancing audio recreation accuracy.
Various sound and Quantum Sound Manager optimizations.
Updated assorted weapons and grenades audio.
Weapons
Base game update changes:
New guns
M32A1 rotary grenade launcher with CS gas/flash variants
MKV .50AE pistol
TRPL less-lethal pepperball pistol
590M magazine-fed pump-action shotgun
User Interface and Experience
Base game update changes:
Players can now access their personal stats dashboard where skill, completion, and weapon mastery are stored into your personal mission metrics.
Can select people from friends list to compare their stats against to for some friendly competition between officers.
The gamepad-focused Equipment and Command wheels have a visual rework aimed at improving ease of use and readability.
Gamepad players can opt to use the traditional Command list menu instead of the radial menu, and there are now additional button layout and customization options for gamepads
Enabled evidence outline setting by default.
New difficulty system integrates throughout the player experience, and provides players with different degrees of challenge across the game. This can be changed in quickplay, multiplayer, and Commander Mode.
Added new achievements and integrated them, some can only be attained when playing on certain difficulty modes
The amount and types of traps vary based on the difficulty mode the player selects. On Hard mode more maps have traps, and are more likely to be lethal traps.
Levels
Added Missions:
Stolen Valor: An officer gone missing is reported to be located at an apartment building in the Rollers territory.
Hunger Strike: A gang meetup gone wrong at Chicos, a local Los Sueños fast food franchise
Known Issues:
Game sometimes crashes when restarting or returning to station mid-mission in quickplay.
Audio devices may default to a muted state when joining a game on PC.
Workaround: Reselect your audio device in the audio settings menu or within your Windows settings. Alternatively, try disabling unused audio inputs.
In rare instances, VOIP may loop until the current session is restarted.
In rare instances, unplugging and replugging a microphone may cause issues with VOIP.
Certain SFX does not occlude correctly.
Certain UI buttons don’t fire any audio.
Certain weapon foley may produce doubled audio when playing as a client.
Bullet casing SFX may rapidly fire at low framerates.
Certain destructible audio may not always play
Some minor known issues with Turkish language text in the Command Wheel/Swat Cam/Loadout Renaming
If player does not select the Ironman Mode setting toggle while on the difficulty select screen, the Ironman Mode setting may not save
Obtaining exactly a C on Gas does not contribute to the achievement, “The War”
Players on singleplayer quickplay may potentially crash if they restart a mission before completing it; a fix is on the way. This issue does not affect Commander Mode or multiplayer.
Some minor texts on the controller layout options are not translated to all languages
In Casual difficulty, shotguns can sometimes cause friendly fire
On PC, the cancel button when quitting a mission or from the station, the cancel button is not translated into all languages
Some mission objectives are not translated into all languages
Breach the barrier between platforms: the world of Ready or Not gets more connected.
Cross-Play and Epic Friends Integration in Ready or Not
With the upcoming console release of Ready or Not on July 15, 2025, players across PC, Xbox, and PlayStation can now play together through full cross-play support. This article breaks down how cross-play works, how to manage it, and how to unlock the Epic Friends List Overlay by connecting your Epic Games account.
What Is Cross-Play in Ready or Not?
Cross-play allows players on different platforms to play together in the same game session. In Ready or Not, this feature is available to all players on:
Steam
Epic Games Store (EGS)
Xbox Series X|S
PlayStation 5
Cross-play can be toggled on or off via the Gameplay Settings in the Main Menu (not accessible mid-game).
Some players (especially on Xbox or PS5) might see this option greyed out if platform-level restrictions apply (e.g., parental controls).
Enabling or Disabling Cross-Play
The first time you try to play multiplayer, you’ll see a one-time popup asking whether you’d like to enable cross-play. This decision can be changed later:
Go to Main Menu > Settings > Gameplay Options
Scroll to the bottom to toggle Cross-Play On/Off
Cross-Play Lobbies
Public Lobbies
Lobbies respect the host’s cross-play setting
Only players with cross-play enabled can join host’s with cross-play enabled
Friends-Only Lobbies
You can toggle cross-play during the creation of the lobby as well as the difficulty setting
This setting does not persist and doesn’t change the global cross-play setting
If a player is invited to a cross-play lobby but has cross-play disabled, they will receive a prompt to enable it before joining.
Mods and Cross-Play Limitations
Mods are allowed on PC but not on consoles. If a PC host uses mods, console players cannot join, even if cross-play is enabled.
Epic Account Linking & EOS Overlay
You do not need to create or link an Epic Games account to use cross-play. However, linking your account gives you access to additional social features via the Epic Online Services (EOS) Overlay.
What You Get With a Linked Epic Account:
Epic Friends List across platforms
Friend search and invites from other platforms
Lobby visibility and party management from overlay
EOS Overlay (Shift+F3 on PC, Touchpad/View on console)
Without Linking:
You can still play with friends on other platforms
But you cannot add or track them through the Epic Friends system
How to Link Your Epic Account
Linking is entirely optional (except on EGS, where it’s automatic). To link:
Open Main Menu > Settings > Gameplay Options
Scroll to the Multiplayer Options section
Click the Account Linking button
Once linked, this button becomes inactive and only shows status.
Unlinking
Must be done through Epic’s Account Portal
Unlinking triggers a 12-month cooldown before the same Epic account can be linked to a different platform account
Using the Epic Friends Overlay
The EOS Overlay becomes available when you’re linked to an Epic Account. It provides:
Access to Epic Friends (if they’ve also played Ready or Not)
Real-time friend status (online/in-game)
Party invite management
Native invites to platform friends
Do Not Disturb mode and privacy filters for friend requests
Accessing the Overlay:
PC (Keyboard): Shift + F3
Xbox: View Button
PlayStation: Touchpad
In-Game Friends List
The in-game friends list is always available:
If not linked, it only shows platform friends who are currently online and in-game
If linked, it also shows Epic Friends who are online and in-game
Welcome to 87th edition of our Ready or Not Development Briefing, June 27th, 2025!
The clock is ticking on the RoNsole release for July 15th, and our console players are already stacking up. We remain locked in on delivering the best console release we can with the accompanying free Los Sueños Stories update for PC.
Speaking of which, there are a variety of animation changes that have been made for SWAT. These new animations will continue to be tweaked as time goes on considering the vast amount added. Also in this briefing we will outline some limited changes that have been made to the game for console certification standards.
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.
SWAT Animation Changes
These new SWAT animation changes affecting both players and SWAT AI represents part of a large team undertaking by our Animation Department. First person animations for many SWAT actions like kicking doors and arrests have been modified. Third person animations for movement and item handling also received an overhaul, utilizing inverse kinematics and more motion capture data to modify our movement sets acrossed the board.
The videos below showcase some of the changes that have been made utilizing this new data, accompanied by some commentary by our Lead Technical Artist, Alex. The animations are shown from within our editor to allow the cleanest view of the animations themselves.
“We reworked all our animation graphs to utilize the latest technology available in UE5, initially everything was built with custom nodes and techniques during the UE4 era. We were happy to see that Epic heavily expanded the functionality and available tech such as distance matching to be available by default in the engine. We also benefited from reducing a ton of unecessary complexity by utilizing the anim node function binding where you can run your custom logic directly on the anim node, \[in total we saw] a heavy reduction in clutter and big boost in performance”
Video below: First person perspective SWAT animation changes for door kicking and chemlight deployment.
“As for the more visual \[rather than backend] changes, we integrated a system that randomizes the player locomotion. We recorded 5 different special forces actors in our last big mocap shoot, the goal was to introduce a more organic and natural look while trying to get away from the standard everyone looks and moves the same in video games. We completed the graph rework and we are now dedicated to polish and further improvements using latest cutting edge technology available.”
Video below: Third person and first person angles of some of the arrest animation changes.
“Given our new motion variance system we also made sure to capture a unique set for every item the player can hold, especially where its worth emphasizing the nuances \[like with the shield]. We now have entire motion sets dedicated to items, grenades, shield, pistols and rifles. All of them were shot on the mocap stage with the actor holding the actual item to allow for the most detailed animations possible.”
Video below: Third person animation changes for SWAT shield bearers.
Our team paid special attention to the shield animation set to keep the players head covered, and as much of the body possible concealed, especially when crouched. Since these new movesets are modular and dedicated specifically to the shield they will be much more easily tweaked if or when necessary. The same modular nature goes for the rest of our equipment movesets!
Console Rating Content Changes
Throughout this console port process we’ve done our utmost to only make changes when they are flagged as absolutely required by our first party partners, and any changes aim to remain faithful to the original tonality of the game, so there is no reason to be alarmed.
Our age rating as it stands for console is ESRB M-rating, PEGI 18, and USK 18 to give an idea. Still, there are other game content requirements that console platforms have in order to exist on their systems, and a portion of these changes will be visible on the PC version.
If a content change was just a texture swap, we were able to apply it to console only while keeping the PC version the same as before. However, if the change involved transforming an entire asset (like adding clothing to a character model) this was less feasible.
There are 2 main reasons that these limited asset changes may be visible on the PC version as well:
1) Maintaining multiple versions of the game with different assets and system mechanics increases the likelihood of bugs to occur in future updates, and subsequent challenges keeping the game updated across multiple versions. Think lighting or optimization issues, for example (or any number of unexpected bugs from maintaining different versions).
2) If the in-game assets were not the same it would make crossplay unusable; the game content must be equal or basically equal for multiplayer to work. Different versions of assets affects multiplayer replication, which is the ability for the server to understand what’s happening in-game and host players in the same lobby/server.
Dismemberment (aka Gore)
Player-induced dismemberment still has a large presence in the game, but is a little more limited as to when it occurs: when alive enemies are shot they can undergo dismemberment, however once they are dead no further dismemberment occurs. Gore dismemberment effects are still gruesome to communicate the dismal reality of deadly force, yet somewhat less gratuitous or extreme. Ultimately, we consider this an okay compromise considering our gameplay design already dissuades use of lethal force anyway.
Image below: A single image showing how the dismemberment currently looks in our development build and will look for all platforms of the game post-console release, none of which has been toned down. A shotgun headshot, horrifying as ever.
Lastly, some character art involving torture were tuned down slightly to be less over-the-top. For example, the tortured police informant on Narcos is still missing fingers, eyes, and covered in fresh wounds and blood, but a little bit less so.
Nudity
Some instances of explicit nudity for a handful of civilians and one suspect (Gerard’s ghillie suit only scantily concealed himself) have been covered up a bit more.
Explicit Representations of Violence/Mistreatment against Children
Although we already make a substantial effort to present mistreatment against children in the game in a responsible way, we made slight thematic expansions of this philosophy in order to better meet certification standards. For example, the child on “Twisted Nerve” has had an animation change to be unconscious/sleeping, instead of the previously convulsive animation from before that had a violent appearance.
The changes with the console version are small enough that most people here wouldn’t notice if we didn’t say anything, but we want to be transparent. It’s largely just evidence and nudity that’s altered, and the texture changes don’t affect the PC version.
Console Content Changes Conclusion
The texture changes on console are just small things that make the evidence in levels more like hints that connect with other evidence in rather than something practically screaming ‘this is illicit child stuff happening!’ However, the player can easilly connect the dots based on the other evidence in the level.
This is probably one of the more extreme examples from the Streamer level, left side is PC version of the game (and will remain as such), right side is console version of the game. There is still a bunch of other evidence in the room that connects to show what’s going on.
Image below: a texture example from the mission ’23 Megabytes Per Second’ showing how the evidence appears and will continue to appear on the PC version of the game (left) compared to the console version of the game (right)
Conclusion
We are looking forward to our console launch and relieved to be fully finished with all of our console launch certification processes. We were fortunate enough as a team to pass our certification for the launch on our first submission. Certifying in such a manner is relatively rare in the industry, let alone for a team who has not went through this process together before, and we extend a massive thanks to our entire VOID team and all of our partners who helped make completing this process possible.
We hope you will enjoy the new weapons, animations, difficulty system, levels, and all other great content that Los Sueños Stories/console launch will offer next month. We maintain our focus to bringing this gritty tactical experience to the wider gaming audience true to its spirit.
This concludes our 87th development briefing, thank you for joining us. Be sure to fall in next time for more development news!
Welcome the the 86th volume of our Ready or Not Development Briefing, May 30th, 2025.
Today we’re going into more depth on the changes and content coming in the free Los Sueños Stories update; new weapon gameplay videos, teasers of the two new missions, and details about how NPC behaviors will change with the new difficulty system. It’s been a week longer than the normal 4 week dev brief schedule, but we’re back.
Our new lore series “Down The Rabbit Hole” recently launched too, see the first episode on our VOID Interactive YouTube channel!
Speaking of launches, the Ready or Not console release date announcement draws ever nearer. More to come on our socials.
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.
Down the Rabbit Hole: Episode One
The first episode of “Down the Rabbit Hole,” a Ready or Not lore series on the VOID Interactive YouTube channel is now released! Hosted by our community’s venerable RoN lore detectives/content creators, “Isaac Morgan” and “Shayne, Please Shut Up.” Settle in and listen to their deep lore dive on the RoN mission “Thank You, Come Again.” Make sure you like and comment on the episode if you want to see more episodes covering other missions!
Initial Mission Reveals
Hunger Strike
Hunger Strike is best known as ‘Fast Food’ from its previous existence in our early access phase. A fan favorite even in its untextured blockout days, it’s now included in a polished state as part of the base game, benefiting from years of additional level design experience.
Pull up with your squad and bring order to chaos in this quick active shooter scenario.
(Image below: This restaurant will definitely pose a health and safety risk to your team)
Stolen Valor
LSPD SWAT responds to a search and rescue mission deep in 213 Hillside Rollers territory. This early mission is little known, just as the threats that lurk inside each level of this compact apartment building. The central staircase serves as an expedient means to traverse the floors as well as a flanking route for occupants.
(image below: This dilapidated building could qualify as a high rise, as far as the Rollers and decaying city of Los Sueños are concerned)
New Weapon Gameplay Videos
M32A1 Multi-shot Grenade Launcher
We’re spinning things off with the M32A1 rotary grenade launcher. In this video you can also see the new magazine-check UI element for weapons with a rotary ammo cylinder (e.g. the .357 magnum revolver). Missions like Greased Palms will be a tad bit more manageable with this bad boy.
(Video below: M32A1 in action)
The M32A1 uses the primary weapon slot on your officer’s loadout, capable of firing either CS or Flash rounds. The primary weapon slot is a large commitment for this highly powerful piece of kit, but also means you can take something other than a grenade launcher in your long tactical equipment section. Still.. if you’re feeling on a roll you can opt to carry two grenade launchers, the M32A1 as primary and a M320 as long tactical.
Considering the capacity, bulk, and gameplay balance of the six-shot M32A1, you can only carry a couple drums of ammo for this launcher.
MKV .50AE Pistol
Overkill, maybe, but with escalating threats and funds low, LPSD D-Platoon will take what it can get. Confiscated from a weapons shipment in a raid, this oversized 1911 platform can return to sender with the hulking .50AE caliber. Consider attaching the massive custom laser sight that came with this setup to bewilder your opponents further. No, it is not a scope. Yes, there is also a low-profile trigger guard mounted laser sight if you’re feeling plain.
(Video below: Better square up if you’re going to be firing the MKV)
TRPL Less-Lethal Pepperball Pistol
Fire your pepper-based munitions from this sidearm-sized package. Keep in mind how many magazines you may want to carry, though.
(Video below: The TRPL Pepperball pistol in action)
590M Mag-fed Shotgun
Pump to chamber another round, swap to a fresh magazine for more. The 590M shotgun combines reliable pump action with easy reloading.
(Video below: The 590M feeds a full tube of 12 gauge shells when you need it most)
Extended Suspect AI Behaviors
With the introduction of our difficulty system we are introducing a substantial amount of changes to Suspect AI. After in-depth playtesting and tweaking, including controlled playtesting that was accompanied with internal surveys and focus groups, we made many tit-for-tat suspect AI changes aimed at addressing feedback directly especially across difficulty levels.
An internal quality assurance team has been attached to our design department, spending months dedicated to testing through all of the Suspect AI behaviors that are currently in the game. This focused effort for the difficulty system has helped us uncover a lot of legacy code and inconsistencies with Suspect AI behavior.
Below are just a few highlights of the general changes, you will find a full list of fixes and changes when the LSS/ronsole update releases 🙂
Extended Suspect Squad Behaviors
Suspect Squad behaviors like Rally, Support, Attack, and Retreat were previously on seen on Dark Waters DLC levels. Squad behaviors will only be implemented on levels where it makes sense for them to be there according to the factions and mission details, and depending on the faction only some but not all of the Squad behaviors may be present. Professional suspects like those on Sins of the Father will utilize the full suite of Squad Behaviors.
The full suite of these squad behaviors are: Rally on leader, Support, Attack, regroup on ally/location, and Retreat.
On Standard difficulty mode, about half of the missions in the game (including all base game and DLC missions) will have Squad Behaviors newly implemented to some degree depending on suspect type. On Hard, every level except “Thank You, Come Again” will have the entire suite of squad behaviors present. On Casual mode, however, there will be no Squad behaviors present.
Extended Weapons Cache Presence
Weapons caches are now present across many more missions in the game where it may make sense. For those of you unfamiliar, these caches are placed around missions and allow suspects to arm themselves with weapons if they are unarmed. You can secure these caches to prevent them from being used.
Countless Tweaks, Fixes, and Quality of Life Improvements
Ever notice a suspect running at you with a melee weapon as if driven by an other-worldly trance? That may have been caused by their stress level raising continuously because the suspect stress system wasn’t properly recognizing their melee as a weapon, instead treating them like an unarmed suspect who are more susceptible to stress gain. That weird hidden discrepancy and many others are gone now.
Suspects of experienced backgrounds with a capable weapon will now intelligently switch between semi-auto and full auto depending on their distance to the player. On harder difficulties this results on professional suspects delivering accurate fire that is hard for the player to pinpoint, as opposed to the long range spray-like behavior currently in the game. On certain levels like Sins of the Father, suspects may be even more deadly at distance than they are up close, encouraging the player to close the gap.
Suspects now have a more granular chance to exit their surrender state and pick up their weapon. On harder difficulties you may need more officers coordinating to watch surrendering suspects in order to keep them in check. The possibility, countdown time, and chance to occur is way more challenging on hard. Securing your downed teammates weapons becomes paramount, since with increased surrender exit behavior you may find your partner’s Mk17 being used against you more often.
Conclusion
We know you’re patiently waiting for the ronsole release date announcement to drop. Still, we’re continuing to cook up some extra polish and fixes for the update. Not to mention a whole bunch other cool stuff. This summer is a big one for Ready or Not.
This concludes our 86th development briefing, thank you for joining us. Be sure to fall in next time for more development news!
Welcome to the 85th edition of our Ready or Not Development Briefing, April 25th, 2025.
Ready or Not’s console release is on the way this summer, as you may have seen on our YouTube channel or during the Twitch Galaxies stream! We’ll be releasing on PS5 as well as Xbox Series X | S with full crossplay across all platforms. This briefing will answer some of your burning questions about ronsole.
A free update (not a form of DLC) we’re calling “Los Sueños Stories” (LSS) is simultaneously launching alongside ronsole. This will bring y’all four new weapons, three difficulty modes to choose from, and two re-designed maps which existed only as grey blockouts during Early Access. In this briefing you’ll get a look at the TRPL pepper ball pistol, M32A1 rotary grenade launcher, 590M magazine-fed shotgun, and MK-V .50 AE pistol.
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.
Ronsole Release/Los Sueños Stories FAQ:
Here’s a list of some of the most frequently asked questions we saw asked following our console release announcement:
1) Q: Will there be crossplay? A: Yes! All platforms across PC and console will be able to play with eachother.
2) Q: Can I turn off crossplay? A: Yes, you are able to turn off crossplay if you’d rather play with others on your platform only.
3) Q: Will there be modding on console? A: No, there will not be mods on the console version of the game.
4) Q: Will there be keyboard and mouse support on console? A: Not at this time, no. We have a comprehensive controller support scheme and UI for each platforms’ gamepad.
5) Q: Will there be official controller support on PC? A: You’re in luck, there already is! Official controller support was added to base game with the Dark Waters Release, have fun!
6) Q: When is the exact LSS update/ronsole release date? A: Summer 2025, exact date to be determined 🙂
7) Q: Is “Los Sueños Stories” a DLC? A: No, it is a free base game update.
8) Q: Will there be a bundle that includes all currently released DLC on console? A: Yes, there will be! It is called the “Digital Deluxe Edition.”
9) Q: Will be there cross-progression, so if I play on console and then PC my progress carries over? A: No, there will not be cross-progression between platforms.
VOID Event Presence
Our dev team is making entry into all sorts of events throughout this spring and summer, and we may have some goodies in the form of convention-exclusive merch to share along the way if we run into you.
You can identify us by the slick new Ready or Not backpacks that we’ll be carrying. These bags won’t ever be produced for mass-sale, worn only by members of the VOID team and a limited number of content creators for an upcoming event.
The first convention presence of this sort will be PAX East! While we don’t plan to have a booth there, you might see us as we patrol around.
(Image below: RoN dev team backpack)
What sort of exclusive con merch might you be able to receive from us? An official LSPD badge, of course. Congratulations, officer, you’ve earned it.
Each of the 4 new weapons added with the LSS update are intended to fill in niches that currently are empty in the game.
TRPL pepper ball pistol:
The TRPL pepper ball pistol is a less-lethal multi-shot sidearm capable of suppressing enemies with clouds of OC gas. With a further range than a taser, and 7 shots in each magazine, the TRPL is a suitable choice for shield users or those looking to take a fully less-lethal loadout.
However, with less immediate impact compared to a taser and still relatively limited mag capacity, officers must be strategic in its usage and avoid one-on-one engagements.
Consider the spicy loadout: VPL-25, TRPL, pepperspray, CS gas grenades, and a CS launcher. Don’t forget your gas mask for this run.
(Image/GIF below: Cinematic angles of the in-game TRPL pistol model)
590M Shotgun:
This shotgun is a magazine-fed pump action with a 10 round detachable box magazine, whereas all of the other existing shotguns in RoN are manually loaded one shell at a time. This allows a 590M user to perform a rapid reload of 10 shells at once; it is though somewhat more difficult to swap between shell types on an individual basis and tactical reloads can result in an inventory of partially loaded mags.
(Image/GIF below: Cinematic angles of the in-game 590M shotgun model)
M32A1 Rotary 40mm Launcher:
This grenade launcher is a six-shot 40mm launcher that fires flashbang and CS gas rounds. No need to reload after each shot, the revolving cylinder will simply cycle the next round into the chamber.
(Image below: Cinematic shot of the in-game M32A1 model)
MK-V .50 AE pistol:
No, this is not a Desert Eagle. It is perhaps mildly more insane, a 1911 pistol frame that is heavily modified to chamber the massive .50 AE ammo cartridge. A stash of these eccentric yet powerful semi-automatic pistols was seized by court order and later re-possessed to the LSPD.
Control your recoil and time your shots, or the next one might end up making a hole in the floor above you. You may find more practicality with the existing .357 magnum, but with the MK-V you will benefit from fast magazine swaps.
(Image/GIF: Cinematic angles of the in-game MK-V .50 AE pistol)
Difficulty Mode System Continued Development
A primary goal of our new difficulty system is to offer players opportunities to engage with behaviors and opportunities they might not otherwise see when playing on Standard mode. Thorough playtesting of the difficulty system has given us immense insights into ways that we can refine the system to continue towards this goal. One example we will use concerns trap usage.
On Casual, the player should feel more agency and less pressure from suspects. For example: On levels with traps there may be less traps, or less lethal instead of lethal traps, and the SWAT AI should give the player more time to engage with suspects directly.
It is on Hard however where this philosophy of increased possibilities truly shines. The player is confronted with a broader spectrum of suspect behaviors and challenges. For example: levels that did not have traps before may now have traps, and suspects will act in more unpredictable and intelligent ways; some less lethal traps may change to lethal ones. What once may have been a familiar level is now one where the player must constantly be ready for anything, and complacency kills.
Conclusion
Ronsole is on the way and with it comes the Los Sueños Stories update! If you have more questions please put them in our comments here or on our socials. Huge shout out to the PS5 playerbase for their warm reception of our trailer on the PlayStation YouTube channel. Maybe we’ll see some of you (and any of our fans) at PAX East where you can get a badge as part of your official induction!
This concludes our 85th development briefing, thank you for joining us. Be sure to fall in next time for more development news!
Following the reveal of Ready or Not Console during the Galaxies Games Showcase, we’re excited to share more details about our upcoming free update, Stories from Los Sueños, launching alongside the console release.
This update introduces new content and improvements, with PC players getting full access to everything on day one.
Here’s what’s coming in Stories from Los Sueños:
4 New Weapons (Available Day One for PC Players):
TRPL Pepper Ball Pistol
MK-V .50 AE Pistol
590M Shotgun
M32A1 Launcher Primary (Gas and Flash rounds)
Other features
2 old but new maps, reimagined from the ground up (familiar territory, with a whole new coat of paint)
Revamped Training Mode
Difficulty Selector
Full crossplay between all platforms.
We will also introduce various engine updates, system optimizations, and bug fixes for a smoother, more stable experience
Note: Console players will be able to access the MK-V, 590M, and M32A1 through preorders, while PC players will get immediate access to all weapons as part of the update.