
Steam news
Full Steam announcements and update articles for this title.
Fixes and Balancing
added item option to search for same item at marketplace
reduced/fixed occasions of being stuck when using meds
adjusted delta extraction timers
fixed some potential root causes for the audio "nuke" some player reporting
fixed audio "stuttering" on quarry for some players
improved client movement animations for host ("stuttery animations")
adjusted delivery procedure (item can be additionally delivered from stash via right click)
made first repair station level easier to upgrade
adjusted night time brightness
adjusted lumen lighting
fixed icons sometimes not load
several level design fixes
AI Fixes
Fixed bots forgetting about enemies randomly.
Fixed bots failing to recognize when they sense a target, causing them to not react at all.
Fixed bots estimating your location in a much larger radius than intended. This was causing them to estimate your location to places in the opposite direction from where you are.
Reduced initial aim delay time for all weapon classes, especially at close range. Bots should start shooting close targets much faster.
Increased tick-rate/update-rate of bot brain/logic updates at close range slightly.
Increased tick-rate/update-rate of bot movement at mid-far range slightly. To get smooth bot movement at all ranges, you can set AI Simulation Level to "High" in AI Settings.
Reduced vision speed and vision distance of AI at night, especially with active weather.
Reduced AI Audible Range of Unsuppressed Gunshots by 33%.
Reduced AI Audible Range of Suppressed Gunshots by 10%.
Increased peripheral vision distance from 10 meters to 15 meters
Increased cooldown on several voicelines, especially when they report dead bodies.
! **DISCLAIMER** : Update will wipe your inventory !
Patch 1.3.0.0 brings a completely new dimension to the gameplay with several progression-based additions, including Act 1 of the Campaign, Safehouse upgrades, player leveling, and an overhauled economy. With this, we bring a sprawling map, Delta, alongside minor reworks to Quarry and Bunker. Several mechanics have been added to support these systems, such as a rework to the Black Market, markable resources, and grenades.
This patch represents a major step in the direction we plan to continue with as we exit the Alpha stage of development.
New Completely Reworked AI by Solarint
Story Campaign Act 1 of 3: 23 Missions, voiced by Jane Perry
New Map: Delta
New “Extreme Weather” Systems: Rain, Thunderstorm
New In-Raid events & side quests
New Safehouse Upgrade system
New Boss: Monstera
New Loose Loot
New In-Game VOIP System with realistic occlusion
New Faction: IGC (Iron Guard Corps)
New Voice Lines: IGC and VLF factions
New Improved Lighting on all Maps
New Steam achievements
New Resource system
New Repair system
Newly Added Vaulting/Mantling
Overhauled Economy
Overhauled Recoil/Stats
Improved Sounds & Ambiences
Improved Performance/Optimization
Engine Upgrade from UE 5.4 to 5.6
New Weapons:
SR-25
Galil Ace 2
M9A3 Beretta
Saiga 12
Sig Sauer MPX
Norinco CQ
In this episode we wanna spotlight the latest ai changes mainly driven by our new AI programmer, better known as Solarint. You may know him from the AI mod for SP-Tarkov called “SAIN”. Before we start, we want to get ahead of any possible confusion around the use of the term “AI”. When we talk about AI or bots, this has nothing to do with LLMs or any of the hype around “AI”. This is a normal game system inspired by decades of work from other developers. The point of this dev-log is to list the major new mechanics being introduced and explain the reasoning and goals for each system. So, let's talk about what we’ve been working on for the past few months. In 1.3 we will introduce the first version of RedFor - an AI system for all bots in Incursion Red River. Shoutout to our discord community who suggested the fantastic name!
AI behavior has been completely rebuilt. It will feel fundamentally different to the enemies you will encounter in 1.2. We are aiming for grounded and realistic behavior. Bots won't be doing jumpshots or anything that a person in their situation wouldn’t plausibly do. This first version is designed to be a solid framework to build off in future updates. That means it is not feature complete and some behavior is placeholder until the systems can be made to support it as intended. Even so, we think it will be a very compelling upgrade compared to 1.2. Just like in 1.2, RedFor is using a version of Goal Oriented Action Planning or “GOAP” called “Hierarchical Task Networks”. This is certainly not a comprehensive list of everything new, but should give you a good idea of what we are designing going forward. All the clips shown are recorded in editor on a test map, unscripted, and mostly unedited. Everything is actively in development and there are several issues currently being worked on.
The way bots move around in the world has been something of particular importance. We want bots to have a sense of physicality - like they exist in the game world. This will be an ongoing process, but for 1.3 we have rebalanced the speed at which bots move in all situations, and implemented inertia in their movement along with many smaller changes. We want them to mess up sometimes as long as their mistakes feel like human mistakes rather than buggy ai. But of course - It's a fine line here and this is going to be something I’m closely watching as play testing begins. Designing bots to fail in interesting ways is a lot more difficult compared to having them execute everything perfectly.
Bots can lean around any corner at any time, and will try to minimize how much of their body is exposed to an enemy. **Video**
The goal is to make every enemy feel like a threat and require respect, even for experienced FPS players. If things are too easy, it cheapens the experience. So much has changed that it's difficult to give an exact measure of how much more difficult it will be compared to 1.2. In some ways, it may be easier, and in others, it may be harder. At the same time, accessibility for players of all skill levels is important. We believe in allowing players to modify the experience in the way they seem fit. At risk of sounding corny - we want to “Empower the Player” to play the exact game they want, while also providing a solid default experience for those who’d rather just play. So if you either want to chill with friends, or if you want an absurdly hardcore experience where death comes quickly, we want to support it.
To us, stealth is not lost when combat pops off. It's something you should always be thinking about to reposition and put yourself somewhere that your enemy doesn’t expect to give you an advantage. Currently we have a few key features related to this:
This system gives bots the spatial awareness to understand where they should be pointing their weapon at all times. This has 3 main purposes:
There are several new checks to make sure bots don’t gun down their friends. While not perfect, it does make it much rarer than before. But you should expect several improvements to this in the future. {STEAM_CLAN_IMAGE}/43394331/832394bc1f071d233ab2960590853a75751236c5.jpg
Both players and AI will have the new Suppression Receiver System, which is able to identify when bullets are flying past their head and have suppression build up over time. The amount of suppression is scaled based on the caliber of bullet, so 9mm will affect bots much less than a 7.62 projectile. While we have new visual effects for the player as well, let's focus on the AI.
Bots can now see you shining your laser or flashlight around in the environment. That means that being careless about light discipline will give you away and cause bots to search for where they think it came from. This system is something that is going to see major improvements and overhauls as we continue working on RedFor.
The previously hidden AI customisation menu under Gameplay settings has been moved to its own tab in the settings menu with this update. In the future we will continue to expand on what you can customize including ways to share your settings easily. I come from a modding background, and want to support that by designing systems in a way that modding is as easy as possible, and allowing you to customize the game from the settings without the need for mods. {STEAM_CLAN_IMAGE}/43394331/a88bfc8ea261bb8dd23e5c736247fee58637c0d9.png
Redfor is designed to make use of multithreading as much as possible. We are still in the process of optimizing, and don’t know yet how it’ll run on every system. With that being said, early performance profiling has been promising, and it should overall run better than before when playing singleplayer or hosting a server in coop - especially when there are large numbers of bots active and fighting. We are always looking to improve our systems, and we need the bots to run great for when we start adding AI vs AI fighting in the map in the future, as that will be the true test.
Feedback is fundamental to game design and we want to hear what you think - both positive and negative. While we won't promise to implement every suggestion you have, we will always listen to feedback. As 1.3 begins play testing we will be closely watching for issues or looking to make changes based on your experience. We want to make something that YOU love, not just us. This is not a complete list of everything new. We’ll have a more complete changelog when the update is released. Also, if you want to know more about AI programming and what tools we use, feel free to reach out to Solarint on our discord, he will be eager to answer any question about AI!
We are now ramping up to the next big update for Incursion, which means we will also start testing soon! Should you wish to participate in playtesting when the time comes, be sure to join our Official Discord Server. Where you can assign yourself the playtester role, and give feedback over in the respective channels. Additionally, if you are interested in picking up the game, the Steam winter sale just started and Incursion has a 20% discount!
Welcome back to another Dev Update. The team has been incredibly busy and focused on getting this next major update out to you all. Some of the major talking points we have are on the fresh AI mechanics, fixes, gameplay tweaks, and the new map: Delta. So much has been worked on and added, as well as some brand new story elements in our first phase of story telling to the player. Our main focus however was on the new map. AI improvements have also been made thanks to our talented Lead AI Developer, Solarint. And, of course, overall engine improvements and optimization as we look to upgrade from Unreal Engine 5.4 to 5.6.
The previous Dev Update featured the Industrial Zone of Delta, and now we’re proud to present the other half of the map; Featuring dense urban residential zones, sprawling rice fields and terraces, and faction outposts in key chokepoints. We’ve heard the feedback from everyone requesting urban combat, and this area will be the first to feature this style of gameplay. You will be able to explore open interiors, set up sniper's nests from windows, flank through back alleys, and duck between suppressive fire from the IGC. On the outskirts of the town, you and your team can gain elevation and perform reconnaissance for your next mission. This region will favor snipers heavily with long sightlines, trenches, and bridges to conceal yourself within the landscape.
Over the past many months we have been working on building out the story and lore for Incursion Red River. The challenge of blending the real world with our own fictional narrative has been an exciting one to explore and one we are excited to start sharing. Most of the story is told through mission briefings and world buildings so we worked to create a story that gave the player as much actionability as possible. Mission types will ask you to get pieces of information that slowly reveal the mystery, scope out specific buildings that play major roles, and extract with important packages to unlock new capabilities. You will follow a fairly linear story and take jobs for each faction but will only truly be working for FANG. Each faction is entangled in their own motivations and goals: VLF is seeking for liberation, IGC for control and the UICS to plant a western perspective. Each is more than they seem. But, we don’t plan to hold your hand through it. It will take deduction and attentiveness to learn all that is going on under your nose. We wanted the story to have substance to it, so the length is planned to take a while and be enjoyable in co-op as well. The larger plot has been broken down into three or so smaller arcs to be released incrementally, with phase one coming out with the next major update. Currently phase one features around 24 missions that will have you asking one question: Why was I sent here?
“FANG is infamous the world over. They are spoken highly of in all the darkest corners and most secure rooms. The higher ups have connections so deep they might as well be blood ties. They have utilized those relationships to ingratiate you with each faction who trust FANG to provide confidential talent. You are that talent. Each faction has agreed to bring you on board, unbeknownst to the others of course. Assignment 12908 RR is an extended on-site residency. In other words, you’ll be here for a while. Consider it an honor to join, few get the pleasure, but know there are enough waiting in the wings to step up if you fall short. FANG was founded alongside the United States, it’s that old, and they expect a lot from all of us. They expect a lot of you. To put it lightly, failure would be an incredible inconvenience. You do not want to fail FANG. And please, do not fail me. Your first mission is to get the satellite connection going. Good luck and get out.”
Alongside the expansion of the story, we overhauled our mission systems. While we previously had Operations and Tasks as trackable missions, Operations are now In-Raid Events and tasks are now separated between “General” Tasks and Story Missions.
Tasks/Story Missions are locally tracked and can only be completed by the owning player. They can be tracked from the terminal. To support the development of our new story, we added an in engine story graph editor that enables us to set up the order of the story missions and the conditions on which it progresses. This tool will enable us to maintain the current story in its linear nature, and eventually expand it into a branching narrative with future updates.
Each map now has a set of In-Raid Events that all have a certain probability to occur given certain conditions. These events are displayed on each player's GCPS and once interacted with in the Operation Device, will be started and tracked. Similar to previous operations, these Events are shared across all team members and all members will earn the same rewards. An important note is that Boss missions no longer exist as “Operations”, but they will be tied into the story. Once key missions are completed, bosses will spawn with a certain probability on their respective map.
There are many exciting features being worked on. Just about every single aspect of the AI is getting tweaked in some way. Because of how extensive the changes are, we are preparing a separate Developer Update specifically for the AI. Here's a short list of a few of the new and improved features:
AI utilizes suppressing fire.
AI are affected by suppressing fire.
Friendly fire checks before shooting.
Cover-finding changes.
New behavior design that prioritizes self preservation.
Flashlight detection.
AI Grouping/Squads.
Additional difficulty customizations.
This update will come compiled under engine version 5.6 (previously 5.4). This version offers a significant performance boost along with more stability. Features like Nanite and Lumen are now much closer to production ready states than in previous versions. Also, the Procedural Content Generation (PGC) tool introduced in 5.0 got a great update, and we’ll be utilizing it extensively going forward. As a quick comparison between the previous and current engine versions… Overall, we observed a 10-20% performance gain most of which coming from Lumen. In other words, performance wise, with lumen enabled in the new patch will be nearly identical to having “None” selected for Global Illumination in the previous engine build (what you’re playing now).
At long last, Extreme Weather is finally making it into the upcoming update — featuring fully dynamic rain, thunderstorms, powerful wind gusts, lightning, and ground puddles. These events can happen at any moment in-raid, so best to always be coming prepared. The sound of rain will oftentimes occlude footstep audio and decrease visibility at range, keep your senses sharp! Something we eventually want to achieve during extreme weather is how it affects nearby powered objects such as lighting, radio towers, and generators. Lastly, AI enemies will be on the same playing field as you when a storm is brewing. AI perception will be dulled depending on the current intensity of the storm. As we previously showcased the extreme weather effects on X, here is a more technical aspect of the new weather: we had to review all our foliage and redo the vertex painting to allow for more realistic bending during extreme weather conditions.
Several new weapons and attachments are coming with the new update. This time we would like to showcase the classic 9x19mm Beretta M9A3 pistol and the 7,62x51mm Knight’s Armament SR-25 DMR. This combination should provide you with good long range punch, and mobility for sudden close quarters surprises! We hope that you find these new additions fun and enjoyable to play with and customize!
We've been hard at work continuing to capture the authentic look and feel of Vietnamese semi-urban areas for our new map, Delta. The key props we've developed are essential to bringing this environment to life, starting with the roofs that show the traces of humidity and heat.The high rainfall and tropical climate are evident on the tiled roofs, which are covered in realistic moss, lichen, and overgrowth. Alongside these are painted steel roofs, used primarily as overhangs for shade and rain protection, but occasionally as main roof structures. The new map features detailed roads and pavements. We use modular road-segments that allow us to quickly yet realistically construct the detailed network of streets you'll traverse throughout the map. The pavements follow classic Vietnamese tile patterns and feature displacement for high detail, providing an essential, realistic ground feel. Finally, the map is punctuated by other relevant environment props. The concrete water tower serves as a key landmark, but also an elevated threat — be wary, as it's a perfect spot for snipers. We are also scattering various miscellaneous streetside items across Delta to complete the immersive, lived-in feel of the entire environment.
By popular request, we’ve implemented a new interior mapping system that now works for Bunker! We felt it was best for newcoming players to be able to interact with the GCPS directly in order to avoid any issues with objectives being overly difficult to find and signage not being fully clear. Bunker’s GCPS display has several (height) levels and shows the according ‘floor’ wherever you are on the Bunker map.
Some more QoL features have been added to our GCPS/GPS system. Set pings from both you and your teammates now display on the compass. To help distinguish your pings from the rest, each player gets a dedicated color assigned. You can ping now directly mission markers on the GCPS, making the overall GCPS experience a lot smoother.
While the current state-of-things are being presented to you all, the AI and map are undergoing an accelerated level of development and will be playtest ready sooner rather than later. Should you wish to participate in playtesting when the time comes, be sure to join our Official Discord Server. Where you can assign yourself the playtester role, and give feedback over in the respective channels. We’re very excited to show you all of our story elements coming to the game. We’ll start to incorporate more story related missions, areas, and secrets that you, the player, will piece together. We’ll disclose more information regarding plot on our next Developer Stream the moment this update enters a more playable state. Until then, thank you for all of your support, and we will talk to you soon. Thank you!
To celebrate our first appearance @Gamescom, we are bringing a new small content update to Incursion Red River.
With this update, the popular honey badger finally makes it to the game with various attachments to modify it. It even comes with the new ammo type .300 Blackout!
If you are visiting the Gamescom this year, feel free to stop by and grab some of the exclusive merch we brought to the event. Stay tuned for that also on our social channels, we will be posting a lot!
Our booth is at Hall 10.2 - A11 - Indie Arena Booth.
We can’t wait to see you in person and we hope you enjoy the small new content update.
PS: this update was planned and executed separately so there are no further bug fixes nor other gameplay relevant changes.
We're currently looking for Vietnamese Citizens/Locals to help Incursion Red River become more authentic. If you are from or live in Vietnam, you can submit a Google Application here: https://forms.gle/Uk7yGkQ8s86gHYQW8
Preferably within the Red River Delta or Northern region of Vietnam that could become the visual basis for in-game environments. Note: We are taking the general look and layout of an area, but we have our own lore that we will place all locations within the context of. Thank you for helping us work towards our goal for authenticity and immersion in the game's world. Thank you for helping us work towards our goal for authenticity and immersion in the game's world.
Firstly, thank you for all of the feedback and support on our #1.2 Update. Our Steam Summer Sale, starts now, and end's July 10th. This will be the LOWEST price. Currently, game is $13.59 after the 20% discount. After the sale, full price will increase from $16.99, to $18.99.
BlueTheRobot here -
Firstly, I just wanted to say thank you for the continuous support over these last couple of months.
We've been focused on making the upcoming update solid and stable with the help of our Discord Playtesters. Speaking of, if playtesting sounds interesting to you, feel free to join the group over on our Discord. It's been amazing to work alongside our community to ensure put out a solid update.
So, the day you have all been waiting for, the highly anticipated 1.2.0.0 Update is set to launch on June 25th, bringing everything we've showcased these past few months, and more. Players can look forward to new AK Variants, a new durability system for weapons, armor repairs, a complete overhaul of the Quarry Map, an additional section in the Bunker map, completely new UI, the highly requested Audio Overhaul, and so much more. All of this is aimed at enriching the overall immersive combat experience in Incursion Red River. Check out the teaser trailer here!
So as stated earlier, internal testing is currently underway within our Discord. The team is actively seeking feedback from the community to refine and enhance the update, ahead of the June 25th release. Players that are interested in checking out the new build and providing feedback, sharing insights can join using the hyper link posted here. Your participation is extremely invaluable, and helps shape the final version of this major overhaul update. To join, make sure you click on the little wrench icon to gain access to the playtester role, and check the pinned message to gain access to the test build on steam. Here's a few more screenshots from the current test build.
To all our amazing content creators: we’ve made a slight adjustment to the early access schedule for Update 1.2.0.0. The exclusive creator test has been moved from June 11th to June 18th. We apologize for the delay, but we’re taking this extra time to fine-tune some key features so you get the best possible experience during your hands-on preview. We truly appreciate your patience —it’ll be worth it!
Stay connected with everything about Incursion Red River by following the team over on Twitter/X for the latest news, announcements, and behind-the-scenes updates. We also invite you to join our official Discord, where you can stay up to date on all development progress, share your feedback, and be part of a growing community. It really is the best place to engage directly with the devs, and fellow players as we continue building the future of Incursion Red River together.
Thanks everyone!
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This page aggregates Steam news feeds, patch notes, and developer announcements for Incursion Red River, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Incursion Red River statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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