- Bullet Speed Increase and Map Improvements - 25 May 2026
Changed Increased bullet speeds Replaced concrete floor sprites with higher resolution and multiple variants South Miji - more detail and buildings in the warehouse area of the map Fixed Certain obstacles/world objects no longer have an excessive Doppler effect or volume. South Miji - grass clipping fixed South Miji - optimization to out-of-sight objects
- Optimization and Vehicle Windows Change - 11 May 2026
Mostly a bug fix and optimization update but with a few changes to vehicles following some feedback. Full Changelog Changed Improved compression on several sprites and audio files AKM lower handguard top-down sprite no longer has a palm swell Improved Airport map Lower footsteps audible range Windows can now be seen through on all standard-sized vehicles (i.e. sedans or SUVs, not tall vehicles such as the M35A2) Fixed UMP weight is no longer 4 kg
- Character Customization Overhaul - 19 January 2026
Character customization has been completely overhauled! You can now change your character’s hair, shirts, gear (vests, jackets, chest rigs, gloves), headwear, and footwear.
- "Run Through The Jungle" Campaign Level Released - 15 September 2025
Exciting news! This update marks the release of the final campaign level - Run Through The Jungle. Despite this being the last level in the Obatenwe campaign, before full release I will be going through and overhauling the campaign levels, especially some of the older ones. The next set of updates will however be shifting focus towards the Tuning/Armory system for guns and adding a significant amount of character customization options. Full ChangelogAdded New campaign level “Run Through the Jungle” and various related sprites A-Frame tent sprite and object Various new guns to the Loadout menu. Currently these are all locked but they will be made playable in a later update. Code for manual-action guns Arm flags to NATO, Obatenwe, and Separatist troops. Rustling sound to bushes when walked through Changed 417 Sniper side-view sprite rear iron sight redrawn to more accurately represent the…
- PB, Uzi - 30 December 2024
The PB and Uzi are now available from the Loadout menu and can be equipped by the player. Full Changelog Added Playable Uzi Playable PB PDW animation set (used by Uzi) Fixed PB back portion of suppressor no longer reciprocates with the slide when firing
- New Campaign Level Released - 25 November 2024
The next campaign level is out now, along with a variety of feature improvements and bug fixes. Full Changelog Added New campaign level Ambient cave sound Lights to all buildings in Wolf HQ Changed Upon exiting a vehicle, both AI and player occupants are now moved to a set exit position relative to the seat Night is less dark Fixed South Miji stage map is now correctly labeled as “South Miji Stage” AI now seek cover along the sides of ammo crates Loading screen now always displays before a level starts loading Story-related camera zoom events no longer cause the camera zoom to sometimes stutter Various general bugfixes
- "Lip Service" Campaign Level Released - 4 March 2024
This update took quite a bit longer than normal, but features a lot of new additions and changes that are all in use on the newly released “Lip Service” campaign level. Full Changelog Added New campaign level “Lip Service” Commander UI New dialogue display method New radio sounds, music, and ambience More UI, character, clothing, and dialogue portrait sprites Little Bird helicopter Changed Bandits will now randomize their appearance from a much larger pool of sprites Renamed “Makarov Pistol” to “PM” to match better with other gun names AI and player now use the same code to call reload animations, and AI can now use all weapon reload animation types whereas they previously could only reference the rifle reload animation. More locations added to the South Miji map Increased raycasts used by AI for target detection to reduce instances of not seeing enemies AUG side-view sprite now display…
- Campaign Bugfixes - 17 October 2023
I noticed a few issues in the first campaign level that have now been fixed, and some code optimizations have been implemented. Full Changelog Changed Refactored campaign functions for performance Fixed Map screen overlay UI object for Wolf HQ in the Introduction campaign level is no longer duplicated on all other campaign levels AI in Introduction level no longer throws errors Technical gun in Introduction level now displays correctly.
- Sprites, Lights, Bugfixes - 2 October 2023
v1.27.0 A smaller content update this time as the primary focus was on writing the next few campaign levels, which were previously only outlines. As for the content in this update, most of it will only show up in the upcoming campaign level, but most of the new content and features will be added to past levels as well. Full Changelog Added Overhead lights Sprites for characters appearing in the upcoming campaign level World-space waypoints for objective markers. Changed Garbage bin and bed sorting layers changed to render below characters Code refactoring Fixed APRF officers now randomize appearance from the correct list Removed Unused enemy spawnpoints from the “Old Friends” and “Rule of Law” campaign levels
- AUG, Length Stat, and Bugfixes - 31 July 2023
Added another new gun, the AUG, and added an Overall Length/Total Length stat to all guns currently in the game, which will play a role in the upcoming campaign level. Full Changelog Added AUG and its’ associated sprites and sounds Gun total length stat Changed Refactored Loadout UI code Fixed Correct ambient sound now plays on the Grocery Store contract map Gun positioning on the humanoid backpack and bomb planting animations UMP collider has been shortened to match the visible sprite’s length
- UMP, .45 ACP Adjustments, and Bugfixes - 26 June 2023
A brand new gun, the UMP, has been added and will show up in the next campaign level. It can also be unlocked through the ingame loadout menu. Along with the UMP, .45 ACP and the M1911A1 have been rebalanced as it was erroneously using 9mm muzzle velocities when calculating its damage output, which resulted in it inflicting significantly more damage than it should. The friendly AI was causing some annoyances on the latest “Rule of Law” campaign level and so their behavior has been adjusted now so they will no longer crowd around the player. An issue was also found with Separatist AI causing errors due to them referencing a gun they weren’t actually using which has been fixed now. Full Changelog Added UMP (sprites, sounds, magazines) Changed M1911A1 now uses a realistic muzzle velocity whereas it previously was using the same muzzle velocity calculations as the 9mm handguns, causing it t…
- Map fixed and other bugfixes - 22 May 2023
Several bugfixes in this update, most notably the issue with map objective markers being off in the newest Hot on the Trail has been fixed. Changed Map in the “Hot on the Trail” campaign level now changes when moving between the Savannah and Plantation, and the final objective is now marked on the map. Fixed Delivery truck can no longer be seen through and now acts as a solid obstacle Injuries on friendly AI are now always visible, rather than only when they are in view In-game map offset calculation. This fixes the markers being off in the new Rule of Law level, and allows for the map to be changed mid-level AI in the campaign level “Hot on the Trail” gun positioning and animations synchronized
- Rule of Law Campaign Level Released - 8 May 2023
The next campaign level, “Rule of Law” is out and playable now! As with many of the campaign level releases so far, there’s a lot of new content, mostly focused on improving South Miji and the many sub-maps (such as the Grocery Store from a previous update) belonging to it. The next update will focus on some new weaponry that will be used in the upcoming campaign level, and some annoying behavior with friendly AI will be ironed out. Full Changelog Added “Rule of Law” campaign level and related content (sprites, sounds) Helicopter startup sound South Miji full city map Several new areas to South Miji Changed Lowered helicopter audio South Miji grocery store exterior improved Fixed Parked Mi-8 on the Wolf HQ no longer spins up rotors when the level starts. 417 Sniper left-side idle animation positioning now aligns with the holders’ hands. Null Reference Exception is no longer thrown when…
- 417 Sniper Improvements - 13 March 2023
The biggest change in this update is the 417 Sniper, which received a major face lift. I noticed several inconsistencies between the top-down and side-view sprite of the 417 Sniper, which then evolved into remaking and touching up large parts of the gun’s art. The focus for the next update will be AI animations to make them work the same way as the player. Currently, they’re handled by two completely separate animators, but this will be changed so AI can be animated in the same way. As of this update, the AI gun positioning and movement are now handled in the same way as the player, and all other animations will follow suit until both are unified. Full Changelog Added Road flare sprite, sound, and effects West and northeast parking lots to grocery store map, and more detail behind the store itself New sprites: delivery truck, traffic cones Changed 417 Sniper side-view and top-down sprit…
- Grocery Store Contract Map - 6 February 2023
The next campaign level is taking a while as it requires a large portion of the South Miji map to be finished. So in the interim, I’ve added a new playable contract map – the grocery store. This is one of the newly created South Miji areas, and is just one of many that will appear in the next few campaign levels. Full Changelog Added Grocery store contract map Bathroom sprites Grass patch sprite Grocery store sprites Elevator music loop 417 sounds Shopping cart sounds Changed More small clutter on the Airport map 417 Sniper now uses a unique set of sounds South Miji map updated with grocery store and other structures for upcoming campaign levels Fixed Small clutter objects no longer obstruct your FOV G17 dryfire sound now uses a striker-fired dryfire sound effect M1911 magazine instantiation in survival mode no longer throws an error
- "Old Friends" bugfixes and upcoming level preparation - 28 November 2022
Mostly bug fixes relating to the “Old Friends” campaign level, though some content for the upcoming level has also been added in this update as well. Full Changelog Added Police variant of the “American Cold-War era sedan” vehicle Changed Optimized “Old Friends” level code Some South Miji map changes for the upcoming campaign level Fixed Screen overlay now fades again on successive calls Wires are now also destroyed along with the mortar round in the “Old Friends” level Player control always re-enables after restoring from a checkpoint on the “Old Friends” level
- "Old Friends" Campaign Level Released - 21 November 2022
The next campaign level, “Old Friends” has been released, along with more bug fixes and optimizations. Full Changelog Added “Old Friends” campaign level Another pistol magazine unloading sound Two more handgun magazine loading sounds RPG-7 and FIM-92F Stinger side-view sprites Hidden area on the Hot on the Trail level Dialogue portrait sprites for characters appearing in the new campaign level More fallen log sprite variations Changed Optimized sounds to reduce total file size Garbage cans no longer block line of sight Fixed AI conversations set to end after the final text no longer continually loop Camera panning no longer causes the world to “flicker” UI notifications no longer play their sound if another notification sound is already playing. This prevents excessively loud notification sounds from playing such as when several objectives are added to the map at the same time. Occasion…
- M1911A1 - 20 September 2022
The classic M1911A1 handgun, as well as a custom story-related variant of it have been added to the game. The basic M1911A1 can be unlocked similarly to other handguns from the Loadout menu, however the custom variant will only be usable after completing the upcoming story level, which is being worked on now. Full Changelog Added Alternative door unlock sound. Two door locking sounds. Door locking and unlocking functionality via script for campaign levels M1911A1, new gunshot sound, .45 ACP rounds A custom M1911A1 called “Belu’s M1911A1”, belonging to a character who will be introduced in the next story level, has been added to the Loadout menu. It will be unlockable after the upcoming story level is completed. Changed AI groups in Contracts now determine the closest point to patrol or defend and move to it when a contract is started. Handgun firing animation has been adjusted so the sl…
- "Hot on the Trail" Level Fixes - 29 August 2022
Fixed a lot of issues with the checkpoints in the new campaign level, as well as some general code optimization. Full Changelog Changed Optimized and refactored player code All friendly Wolf operators in Hot on the Trail can now be seen even when not looking at them Fixed Hot on the Trail Fixes Worthsfeld consistently plays the charge planting animation in the new Hot on the Trail level No longer throws an index out of bound exception when the last AA site is destroyed Player no longer spawns in the middle of nowhere when restarting from the third checkpoint Worthsfeld will now always continue to walk to the AA site to plant charges rather than walking off if he gets interrupted by enemy fire Trees that have overlapping leaves with other trees no longer have occasional clipping between their leaves Checkpoints have been fixed
- "Hot on the Trail" Campaign Level Released - 22 August 2022
It took a lot longer than I was expecting, but the next campaign level – “Hot on the Trail” is out now. This level features the all new gas mask and smoke system that was also added in this update. Full Changelog Added Several sprites for AA sites which will appear in later missions Sniper overwatch AI behavior Gas masks Smoke New music Changed Pressing the Escape key when certain UI are open (inventory, map) now closes those UI from most recently opened before pausing the game Opening a UI now always places it on top of all other open UIs Ambient bush swaying animations have been simplified significantly due to their impact on performance Fixed Dialogue text out-of-bounds error no longer occurs when multiple characters are looking at the same target TakeDamage() no longer does anything after a target has been destroyed/killed Grass no longer randomly flickers on edges Dialogue now corr…