- Update 3.5.0 — Chat, music, and a shop that tells the truth - 29 August 2026
Chat In-match chat is visible and usable. T talks to everyone, Y to your team, Enter sends, Escape cancels. Pressing T no longer freezes your movement and mouse in a chat box you cannot see. The chat keys are listed in Settings → Controls, along with the scoreboard key. Audio Three original menu tracks, shuffled each session, that now crossfade into each other instead of cutting dead and slamming the next one in at full volume. Victory and defeat stings, and ambience for every map — no map had a single ambient source before. Music and ambience volume can be set from the in-match pause menu, not only from the lobby. PLAY TEST SOUND plays a sound. Armoury and shop A weapon you own no longer opens a panel saying it is unreleased content with a release date to be announced. Locked weapons can be inspected before you buy them: the row opens, and the panel offers BUY, GET GOLD or the level yo…
- Update 3.4.0 — Grenades get their own slot - 26 August 2026
Loadout Grenades and launchers have their own LETHAL tab in the armory. Frag, Molotov, Shrapnel, Thumper and Scatter are picked there, separately from your knife. MELEE is blades only now. A grenade you had equipped moves across to LETHAL by itself, and so does a launcher you were running as your primary — nothing you own is lost. Grenade details read honestly: anti-personnel, thrown, with the real reload time instead of rifle figures. PRIMARY lists shotguns among its upcoming unlocks again, and the home screen names the knife you actually carry. Fixes from players running the build "No Internet Connection" on a machine that is online. The game checked connectivity by fetching google.com and treated anything else as offline, so anyone whose network does not serve Google never got past it. It asks our own service now. Resolution switching. Choosing a resolution and then a display mode wr…
- Update 3.3.0 — Find Each Other Faster - 24 August 2026
Matchmaking DEPLOY now looks for any open public room before it creates a new one. A player who picked FFA and a player who picked TDM used to end up in two separate rooms — now they meet. Quick Play from the Servers screen respects your mode and the featured map instead of rolling a random one. Quick Play rooms are always 8 slots / 15 minutes — a random 2-slot room used to bounce the third player into an empty one. The server list shows your real ping instead of an estimate. Performance First launch picks a quality preset from your GPU: integrated graphics and 2 GB cards no longer start with 8× MSAA and every post effect on, and strong cards start on Ultra. Your own choice in Settings is never overridden. New in Settings → Video: FRAME CAP (30–260 / unlimited) and VSYNC. Localization Steam achievement names and descriptions in German, French, Spanish, Portuguese (BR), Russian, Polish,…
- Update 3.2.1 — Sharp on Every Screen - 24 August 2026
Display Fixed blurry rendering on scaled HiDPI desktops (Linux especially) — the game now starts at the largest real display mode instead of the compositor's scaled-down logical size. New in Settings → Video: RESOLUTION and DISPLAY MODE (fullscreen / borderless / windowed) controls. Your choice is remembered. Achievements Expanded from 5 to 21 — career tiers for kills, score, play time and the full rank ladder, plus first win, headshot kills, a melee kill and a 5-kill streak. Career progress you already have unlocks retroactively on your next login. Interface Button labels no longer run edge-to-edge in longer translations — every button checked by eye in all 9 languages. CHANGE MODE on the home screen now looks like the button it is.
- Update 3.2.0 — Now in 9 Languages - 23 August 2026
Localization The entire interface — menus, inventory, shop, barracks, missions, settings, scoreboard and match results — is now available in 9 languages: English, 简体中文, Русский, Deutsch, Français, Español, Português (BR), Polski and Türkçe. Switch languages any time in Settings → Accessibility · UI. The menu rebuilds on the spot; no restart needed. 中文玩家:完整的简体中文界面已经上线——在设置中切换语言即可。感谢提出这个建议的评测! Notes Weapon names stay in English on purpose — they are proper names. Spotted a translation that reads wrong? Tell us on Discord or [email protected] and we will fix it in the next patch.
- Update 3.1.0 — Steam Achievements - 23 August 2026
Achievements Five Steam achievements are live: First Deploy, Century (100 kills), Ten Thousand (10,000 score), Veteran (10 hours played) and Captain (top rank). Progress you already have counts — long-time players unlock theirs on the first login after updating. Menu The home screen now shows how many operators are online before you queue. The deploy panel has been rebalanced — the DEPLOY button is properly sized and the dead space is gone. The highlight sweep on primary buttons is actually visible now instead of a dark smudge. Fixes The PLAYTIME stat in Barracks under-reported by 60x, which also made the 10 HOURS DEPLOYED milestone unreachable. Both are fixed. Privacy There is now a proper privacy policy at vertalstrike.com/privacy, linked from Settings and the store page.
- 3.0.1 - Progression that keeps going - 18 August 2026
Progression Weapon unlocks were all packed into levels 3, 8 and 15, so about 58 kills cleared the entire catalogue and the remaining 63 levels handed out nothing. Unlocks now run from level 2 to level 62. Every weapon can still be bought, and every price is now set to half the grind to its own unlock level. Buying a weapon means having it at half the wait, instead of paying for something the level track was about to give you anyway. Match rewards pay one coin per point of score, so a kill is worth roughly 10 gold. Nothing was taken away. The first time you sign in, every weapon your old unlock level had given you is added to your account for free. Store The store no longer offers weapons you already own. It had been charging full price for weapons the loadout unlocked for free. Clicking a weapon opens its details instead of instantly spending your gold. Purchases now happen on a BUY but…
- Update 3.0 — Everything you see, rebuilt - 16 August 2026
The lobby is a room now The menu scene used to ship with a camera, the interface, and nothing else, so every screen was drawn on a flat grey slab. There is a set behind the interface now: a floor with a pool of light where the operator stands, a backdrop far enough away that the frame ends in a surface, light shafts angled through the dark, and haze along the ground. He is not a photograph either. He checks his weapon between screens, and the whole set drifts a couple of centimetres against the camera — so the crates in front of him travel further across the frame than he does. Every screen, in one design Home is a dashboard: your profile and loadout down one rail, the featured map and DEPLOY down the other, and the operator standing in the middle. The armory, the store, barracks, quests and settings were rebuilt to share the same type, the same spacing and the same colours. Buttons are…
- Patch 2.2.13 — The end of a match looks like the game - 16 August 2026
The end of a match looks like the game now When a match ended you got two pieces of interface that had nothing to do with each other, or with the rest of the game: a banner across the top in a different typeface, the countdown to the lobby floating loose at the bottom of the screen, and a summary panel below it in a different orange. It is one card now, in the same typeface and the same colours as everything else. Final standings The standings used to vanish along with the match - they existed only while you held Tab. They are part of the results card now: who finished where, with kills, deaths and score, so the last thing you see is how it actually ended. You always appear in the table at your real placing, even when it runs longer than the space for it. The rest of the card Kills, deaths, K/D and headshots are shown together, and the score is broken down into where it came from - comb…
- Patch 2.2.12 — The operator moves, and stands in a room - 15 August 2026
The operator moves He did not before. The idle he was given is a humanoid clip - it carries muscle curves, not per-bone curves - and the component playing it could only read the second kind, so he stood perfectly still while the menus were built around him. He breathes, shifts and settles now. And he stands somewhere The menu scene shipped with a camera, the interface and nothing else, so every screen was drawn on a flat slab. There is a set behind the interface now: a floor with a pool of light where he stands, a backdrop far enough away that the frame ends in a surface, light shafts angled through the dark, and haze along the ground for his boots to disappear into. The Home screen was rebuilt around him. It used to fill all three columns, which left a character behind it nowhere to be - profile and loadout are on the left rail, the map and DEPLOY on the right, and the middle belongs t…
- Patch 2.2.11 — A lobby with a room behind it, and a shop that shows the guns - 15 August 2026
The lobby has somewhere to be The menu scene contained a camera, the interface, and nothing else, so every screen was drawn on a flat grey slab. There is a room behind it now: an operator standing in the profile column, three lights, and embers drifting up through the dark. The surfaces the interface is made of went from blue-grey to neutral, and the warmth comes from the lighting instead - which is the difference between a game menu and an admin panel. The shop shows what you are buying The weapons catalogue was four columns of text - item, stats, price, status - which is a list of products rather than a shop. It is a grid of tiles now, each with the weapon's render, its class and damage, and a rarity that comes from what it costs. One thing worth saying plainly: FRAG, MOLOTOV and THUMPER were being sold under a picture of an assault rifle, because anything without its own render fell…
- Patch 2.2.10 — You can see how the match ended, and who killed you - 15 August 2026
Patch 2.2.10 — You can see how the match ended, and who killed you The end of a match is visible again When the clock ran out the match simply stopped. You were left standing in the map with the timer on 00:00, never told who won or what you earned, while the coins were awarded silently in the background. The end-of-match summary is back. So is the kill camera — the panel naming who killed you, with which weapon, and how long until you respawn. It had been drawing nothing at all. The picture gets graded, and this time for real The 2.2.8 notes said post-processing was fixed. It was not. It threw an error on every single frame, and 2.2.9 quietened that by skipping the whole stack rather than running it. Ambient occlusion, colour grading and the vignette are rendering now for the first time in any released build. Every lighting and saturation value had been chosen against a stack nobody ha…
- Patch 2.2.8 — Antialiasing, lighting and shadows that finally do what they were - 12 August 2026
Patch 2.2.8 — Antialiasing, lighting and shadows that finally do what they were told Most of this patch is not new work. It is settings and systems that were already in the game, already switched on, and never actually reached the screen. Antialiasing The antialiasing option never applied. The menu stored the position you picked in the list and handed that number straight to the renderer as a sample count, so "2x" asked for a count that means "off", and the default "8x" asked for one no graphics card supports. Every setting, including the default, ended up with no antialiasing at all — which is why a game made almost entirely of hard polygon edges drew every one of them as stair-steps. It works now, and 8x really is 8x. Lighting and shadows Post-processing never ran during a match. Ambient occlusion, colour grading and the hit feedback flash were all being applied to a camera that gets…
- Patch 2.2.6 - 10 August 2026
Sniper scopes Scoped weapons show the world through the lens again instead of an empty circle. Bots Bots no longer get stuck on spawn on Fantasy Arena, Megapolis and Desert Arena. Bots stop crowding each other into corners. Matchmaking Everyone now connects to one region (EU), so lobbies fill instead of splitting a small player base four ways. The server browser shows the real mode and map, and joining a match in progress works reliably. Quick Play filters by the featured map. Progression The end-of-match time bonus was paying 60x too much. It now pays what the scoreboard says. Daily Missions and quests grant the XP they advertise, and claims stick. Combat and HUD Cleaner kill feed and kill text, no longer overlapping the kill counter. The red damage flash no longer stays on screen after you die. Distant players are no longer swallowed by the outline. Interface Inventory shows the corre…
- Patch 2.2.5 — Your progress is safe now - 4 July 2026
Progress protection Quest counters, battle pass XP and clan membership were tracked under an identity that could momentarily change mid-session — progress could silently land in the void, and quests could even lose the match you just played. All progression now uses one stable identity per session. Creating a clan charges gold only after your clan is safely saved. If saving fails, you keep your gold and see why. Matchmaking Joining or creating a lobby now tells you when it fails and why (full, closed, no longer exists) instead of fading to black and dropping you back with no explanation. Quick Play tells you when the connection isn't ready yet instead of doing nothing. Shop & inventory Removed shop rows that showed a BUY button which did nothing. The Default Kit row's EQUIP button works again — you can return to your class default loadout. A batch of internal fixes so failures (balance…
- Patch 2.2.4 — Your loadout finally sticks - 4 July 2026
Loadout Fixed the long-standing bug where the weapon you equipped in the lobby could silently revert to your class default in a match. Loadout picks are now stored under a stable player identity and are never wiped by temporary validation states. The shop and the inventory now only offer weapons that can actually be carried into a match. Scoreboard & HUD The Tab scoreboard got a full redesign: a frosted-glass panel that blurs the world behind it, sizes itself to the player count, and no longer paints a huge black box over the action. Player nameplates no longer bleed through the scoreboard. The timer capsule and the kills/health/ammo chips hide while the scoreboard is open — its header already shows mode, time and team score.
- Patch 2.2.3 — Team Scores, Spawn Fixes & Dynamic Shadows - 12 June 2026
Scoreboard & HUD Team scores are now shown in the top HUD capsule in team modes — your team on the left, enemy on the right. No more guessing who's winning. Ammo counter shows your real reserve ammo and correctly hides when you pull out a melee weapon. Grenades show their count. Crosshair got a subtle dark outline — it no longer disappears against bright skies and snow. Fixed clipped labels across the HUD (RESERVE, KILLS, HEADSHOTS, kill banner). Scoreboard no longer shows internal account suffixes in player names. Spawns Fixed getting stuck inside rocks or props right after spawning. Spawn positions are now validated at spawn time on every map. Relocated several bad spawn points across Fantasy Arena, Tropical City, Farm and Megapolis. Bots no longer spawn inside players or each other. Visuals Dynamic shadows now reach across the whole battlefield on every map — trees, buildings and veh…
- VertalStrike now has an official Twitch category - 10 May 2026
We’re happy to announce that VertalStrike now has its own category on Twitch.This means the game can now be properly selected and streamed under its official Twitch game category.VertalStrike is a fast-paced multiplayer FPS focused on movement, aim, and constant action, and it’s now easier for streamers and players to share it with their audience.We’re excited to see the first streams, clips, and community content appearing under the game.
- Patch 2.2.2 — HUD Redesign · New Scoreboard · Combat Feel - 7 May 2026
The biggest UI pass since launch. Everything you see during a match got cleaner, sharper, and more readable. HUD chips (HEALTH / AMMO) Brand-new dark chips with gold accent stripe, big readable numbers HEALTH bottom-left: HP color shifts gold → orange → red as you take damage AMMO bottom-right: current bullets on left, reserve on right, no more text overlap Tab scoreboard — fully redesigned Solid dark navy panel — no more sand-colored bleed-through on outdoor maps Right-aligned K / D / SCORE columns Your row highlighted with premium deep-gold backing + gold inner-line Mode label up top (TDM / FFA) with thin gold underline Old auto-popup scoreboard removed Combat feedback Bigger, punchier hit marker Kill confirm card center-screen: "ELIMINATED +100" or "HEADSHOT +150" Distinct headshot ding-DING sound Audio mix calmer (-4 dB master) — fewer hot peaks on bright maps Bug fixes Kill counter…
- Patch 2.2.1 — Combat Feel Overhaul · Lighting Fix · Spawn Fixes - 6 May 2026
Operators —Combat just got the punch it was missing.Every hit, every kill, every shot now lands with proper feedback. Your gun sounds like a gun. Hits register. Kills celebrate. Shake, sparks, and a clean kill confirm — the whole loop finally feels right.We also gave the bright maps the lighting they deserved. Trees stop reading as black silhouettes, foliage holds its color even in shadow, and the sun finally fills the world the way it should. Plus a couple of maps had broken spawns that dropped you on the wrong side of the map — those are gone too.What's new:— Audible hit feedback on every shot that lands— Headshot now sounds different, sharper, and rewards precision— Kill confirm card with score pop on every elimination— Stronger camera shake that gives weapons real weight— Visible hit sparks at point of impact— Lighting overhaul on Tropical City, Farm, Cartoon City, Fantasy Arena— Sp…