
Steam news
Full Steam announcements and update articles for this title.
It’s summer in the northern hemisphere, so many of us at VOID are trying to stay cool. We hope you can do the same. While we’re hard at work on what’s next for Ready or Not, we’ve got another community exhibit for you to highlight what’s going on in, and around, the RoN community.
We’re thrilled to announce that we’re working with a new charity partner, Stack Up. Stack Up supports US and Allied veterans by promoting positive mental health and combating veteran suicide through gaming and geek culture with four pillar programs:
Video game care packages full of the latest games, gear, and consoles sent to deployed units and veterans in need.
All-expenses-paid trips to bring deserving veterans to gaming and geek culture events.
Volunteer teams engaged in veteran outreach and community betterment projects in their local areas.
Peer-to-peer mental health support for veterans and civilians alike, provided through Stack Up’s online community. In their 10 years of operation, Stack Up has assisted more than 71,000 veterans. It’s an important mission. Want to volunteer, or help support their cause? You can learn more at https://www.stackup.org/
Keep an eye out for more from Stack Up and VOID Interactive in the future!
Lots of great art, mods, videos, and more, coming out of the community in recent weeks. The community’s passion and creativity continues to awe and inspire us. Here is a pull on some of our recent favorites:
Fast, claustrophobic, and deadly. 911 Figueroa puts D-Platoon into the belly of the Los Sueños subway system. Suspects have been reported as heavily armed and have been seen rigging canisters of an unknown substance on the train. It’s up to you to preserve civilian life on the densely packed platform, apprehend the suspects, and investigate the devices. Download Here: https://www.nexusmods.com/readyornot/mods/8090?tab=description
VoltsCorp brings you another excellent SCP skin. What’s not to love?
Download Here: https://www.nexusmods.com/readyornot/mods/7897
Neanderthal2 has a whole host of weapons you can add to your armory, including the Navy Rifle, the Staccato XC, and more!
Download the NOVESKE Navy Rifle: https://www.nexusmods.com/readyornot/mods/8102 Download the Staccato XC: https://www.nexusmods.com/readyornot/mods/8099
And more: https://www.nexusmods.com/profile/neanderthal2/mods?page=1
Get in touch with your artistic side with some art and in-game screenshots to appreciate.
The calm before the storm. Credit to yoahere via Discord.
Reaction time is everything in this line of work. Credit to _ARIEL via Discord.
Stay quiet. Stay safe. Credit to Null via Discord.
3 Letter Triad. Credit to thecrazy_chris via Discord.
Portrait of an officer. Credit to Emry via Discord. Looking for some tips on how to finish the “Programmed Psychosis” achievement? This video from nøx on YouTube is full of excellent suggestions.
Speaking of, we’ve seen more Officers sharing their achievement. Congratulations, and keep up the good work.
Be sure to share your achievement in the Discord or by tagging us on social media. Each exhibit we choose a few random Officers to celebrate.
House Call is a fan-made short film set in the world of Ready or Not being produced by Shayne, Issac, and several other creators you might recognize in the RoN community. The story follows David Beaumont early in his SWAT career with the Chicago PD, where a routine raid turns into a catastrophe that reshapes his understanding of duty, consequence, and survival. If you’re a fan of Kickstarter projects you can find more info here:
https://www.kickstarter.com/projects/1676293111/house-call-a-ready-or-not-story
Few missions in Ready or Not will make your stomach churn the way this one does. This week’s episode is centered around “Neon Tomb” Episode 11 of Down The Rabbit Hole with Shayne and Issac is available now on YouTube.
Looking to pick up some Ready or Not merch? Browse the collection online where you’ll find t-shirts, hoodies, body pillows, The Weight of the Badge Collection, and more!
US site: https://na.merch.voidinteractive.net/wotb
EU site: https://eu.merch.voidinteractive.net/wotb
The official VOID Interactive newsletter is coming soon! Get signed up to stay in touch with us and earn exclusive rewards! Sign up here:
https://forms.gle/buB6Z6WtXd8AkFti7
Thanks for checking in Officers. We'll see you in the next one.
Looking for more mod content? You can find it here: https://discord.gg/TjyfbXTU28
https://www.nexusmods.com/readyornot/
Follow Ready or Not on Steam here. Find Ready or Not Merch here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify, TikTok, Bluesky.
It’s been a busy couple of weeks in the world of VOID Interactive and Ready or Not as we recently headed to Las Vegas for LVL UP EXPO.
In this community exhibit, you’ll find an overview of what the team got into while in Vegas. Of course, we’ll also be covering the latest and greatest in community made mods, photos, content, and more.
Strap in!
There’s nothing quite like some fun in the desert.
As some of you know, over the weekend of April 24-26th , we traveled to Las Vegas, Nevada for LVL UP EXPO.
For the unfamiliar, LVL UP EXPO is a fan-centric pop culture and gaming convention hosted at the gargantuan Las Vegas Convention Center! We found out the hard way that it is the US’ biggest convention center when we got dropped off at the wrong building. Great way to get a 20-minute workout in.
Before all the fun, glitz, and glamor kicked off, we had to set up!
Thankfully we work with some wonderful partners who help us put the booth together and get it ready for attendees.
While the booth was under construction, our friends at KWA Airsoft and Full Breach Milsim were getting the SWAT Course Challenge ready and getting their own booth set up.
Over the course of the weekend, we had thousands of attendees stop by the booth to say hello. Some people were just hearing about the game for the first time, while others were long-time fans (shout out to all the early supporters who showed up) who were looking to say hello, grab some merch, or just meet the team.
We of course had some photo ops for anyone who was interested. As always, our real battering ram and ballistic shield were a huge hit. Special thanks to our friends at Extremis Systems for the ballistic shield!
Shoutout to the dogs (and their handlers) who stopped by!
The SWAT Course Challenge was also a huge success!
With a line wrapped around our booth throughout the weekend, KWA and Full Breach Milsim did an excellent job at helping us curate a Ready or Not experience that fans, whether new or old, won’t soon forget.
Just like in-game, Officers were encouraged to deescalate and use less-lethal tactics to clear the course. The best of the best received an exclusive Ready or Not / KWA patch. If you earned it, we hope you will cherish it!
Our booth also featured plenty of Ready or Not merch for participants to grab. Many of you walked away looking fresh in your new Flight Jackets, while others chose the comfort of a Judge Body Pillow to whisper them to sleep on those cold Vegas nights. Either way, it’s always fun to get more merch into your hands.
Missed out on a piece of merch or couldn’t make the show?
You can shop our merch collection online!
US site: https://na.merch.voidinteractive.net/wotb
EU site: https://eu.merch.voidinteractive.net/wotb
Overall, LVL UP EXPO was an awesome experience. There’s nothing like showing up to meet fans and being reminded how incredible our community is, and how quickly it has grown. We want to extend the kindest thank you to everyone who stopped by, tried out the game, ran through the SWAT Course Challenge, grabbed some merch, took photos, and just generally showed up for us. We appreciate it!
Lastly, one final thanks to our new friends at KWA Airsoft and Full Breach Milsim for their help in building and running the SWAT Course Challenge. We couldn’t have done it without them!
The official VOID Interactive newsletter is coming soon! Get signed up to stay in touch with us and earn exclusive rewards!
Mods, art, photography, and even a school project It’s one of our favorite parts about writing these community exhibits — celebrating your work!
A departure from Ready or Not’s Los Sueños, this map re-imagines Insurgency’s (a fantastic game) Asedio. For a first-time project, ARGPampi has expanded the original map and created a fun and challenging CQB experience.
Download here: https://www.nexusmods.com/readyornot/mods/7698
A previous map competition winner, Shattered Nerve was an incredible addition to the community-created maps on offer. Now included as part of the download, Shattered Remains pushes the map into the evening, just as a thunderstorm begins to roll in.
The atmosphere and level design are top-notch.
Download here: https://www.nexusmods.com/readyornot/mods/5499?tab=description
Nothing says you mean business quite like this official FISA jacket. Classic blue and yellow let suspects know the feds are on duty.
Download here: https://www.nexusmods.com/readyornot/mods/7777?tab=files
MG338 by nexGTSI Sometimes you just want a bigger gun. The MG338 is that bigger gun. Fair warning, in almost no way, shape, or form, does this follow the standard ROE.
Download Here: https://www.nexusmods.com/readyornot/mods/7525?tab=description
Waiting for your downloads to finish? Why not gaze at these works of art while you do?
“I understand that emotions are going to be high, but we do not know what we are walking into. I want us to be swift and sensible.”
Image by big_duke69 via Discord.
A Ready or Not school project is definitely a first for us. We really appreciate all the detail and care that went into it!
Project by paЯker via Steam.
”we have lost contact, I repeat, we have lost contact with TOC. Broadcasting this on an open signal…”
Art by thecrazy_chris via Discord.
A fresh batch of Officers have earned their marks by completing the gauntlet known as Programmed Psychosis. Well done.
If you’ve unlocked the achievement, share your proof by tagging us on social media and/or posting it in the Discord!
Episode 9 of Down The Rabbit Hole with Shayne and Issac is available for your watching (or listening on the podcast platform of your choice) pleasure. Dive into “Greased Palms” and the dirty deeds of FISA’s own, Jack Adams.
That’s all for now Officers. Thanks for tuning in.
Looking for more mod content? You can find it here:
https://www.nexusmods.com/readyornot/
Follow Ready or Not on Steam here. Find Ready or Not Merch here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify, TikTok, Bluesky.
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.
Please check our official Discord for an updated list of some known issues in the #known-issues-and-fixes channel. 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 ReportsQ: ‘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. Ready or Not Modding Update Tips: Community ResourcesQ: ‘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 InteractiveFixed instances of users being stuck on EOS authentication process.
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.
Welcome back, officers! It's been a couple weeks since the launch of Boiling Point, and it’s been a blast watching the community experience everything the DLC has to offer, so thank you for all the support! In today's community exhibit, we’ve got a lot to cover, so let’s get into it!
We’re going to Las Vegas! Join us at LVL Up Expo April 24-26th, 2026 in Las Vegas, Nevada! We’ll have Ready or Not play stations, a merch booth, and more!
You can get your tickets at https://lvlupexpo.com
We look forward to seeing you there!
In case you missed it, to celebrate our 2-year anniversary, we launched the ‘Weight Of The Badge’ Collection in December. The collection is a premium quality collection of exclusive items, tailor-made for hardcore Ready or Not fans. Included in the collection are the Entry Team 10.5" resin statue, the Collector’s Edition 2-LP Vinyl, MLO patch, the Ready or Not art book (lore nerds, this is for you), and more! You can purchase the Weight Of The Badge Collection from our web store here: US site: https://na.merch.voidinteractive.net/wotb
EU site: https://eu.merch.voidinteractive.net/wotb
The content the community has been creating lately has been absolutely S-Tier! When sitting down to write these blogs, it’s always a challenge to choose only a few pieces of content to highlight from the plethora of talented creators in the RoN community. While these are just a small sampling of what the community has been up to, it only scratches the surface of the amazing creators we’re lucky to have in our midst.
Nestled away in the hills, this sunny suburban setting becomes a nightmare as reports flood in of masked suspects breaking and entering, with shots breaking the silence of this otherwise quiet neighborhood.
Downloaded over 50k times, Hell Comes to the Hills is a map from 2023, updated for Boiling Point, and now in it’s version 2.01.
Download here: https://www.nexusmods.com/readyornot/mods/3072?tab=description
Maybe somebody should ask these guys to investigate the tunnels under Rust Belt?
Gear up. Secure. Contain. Protect.
Download here: https://www.nexusmods.com/readyornot/mods/6004
Who doesn’t want the ability to slow time to a crawl, ensuring every shot lands exactly where they want it to? Or maybe you just want to trigger C4 in slow motion. Either way, we’re not judging.
Download here: https://www.nexusmods.com/readyornot/mods/4447?tab=description
Aside from mods, some creators have been putting out some excellent videos and sharing some incredible stills/artwork with us. There are dozens more we could’ve included, but we hope you enjoy these!
And we can't forgot our screenshots/still art creators!
“And if you gaze long into an abyss, the abyss also gazes into you.”
Images by thinh9a2 via Discord.
Peekaboo
Image by Roguewolf117 via Discord.
Excellent pixel art done by Doom Guy via Discord.
Not for the faint of heart, Programmed Psychosis is undoubtedly one of the, if not THE, most difficult achievements in the game.
Clearly that hasn’t stopped some of you. Frankly, we don’t know whether to be proud or concerned!
Regardless, GGWP from all of us at VOID Interactive.
If you’ve unlocked the achievement, share your proof by tagging us on social media and/or posting it in the Discord!
We recently dropped the next installment of our lore podcast! In episode 8 of Down The Rabbit Hole, Shayne and Issac dig into the nitty gritty of Rust Belt. If you hear someone crying in the caves... no, you didn’t.
Thanks for tuning in for this one folks! Don’t forget, if you’re in the Las Vegas area, or traveling there, that we’ll be at LVL UP Expo from April 24-26. We’d love for you to swing by and see us at our booth!
Looking for more mod content? You can find it here:
https://www.nexusmods.com/readyornot/
Follow Ready or Not on Steam here. Find Ready or Not Merch here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify, TikTok, Bluesky.
With the release of Boiling Point, all of us at VOID Interactive have thoroughly enjoyed seeing you gear up and deploy into this next chapter of Ready or Not. The reactions, the intensity, and seeing you experience the most tactical suspects Los Sueños has to offer have all been amazing.
While we're thrilled to have Boiling Point out to the public, we’ve also been working to address some of the issues we’ve observed since launch. We’ve tackled performance issues, crashes, lighting issues, and more. Please check our official Discord for an updated list of some known issues in the #known-issues-and-fixes 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
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.
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 game's files with the new files 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 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 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.
Thank you for all your support!
VOID Interactive
Fixed an issue on the Hard difficulty, which caused suspects to open fire quicker than expected.
Fixed crash when skipping back and forth through, or changing the speed of, ‘A New America’ replays.
Fixed haunted house being unnaturally dark.
Fixed performance issues caused by rubber ducks.
(Xbox/PS5) Fixed invisible shelves.
Fixed sprinklers causing performance issues.
Fixed endings sometimes incorrectly triggering while the player is dead.
Fixed explosion not triggering for clients in multiplayer, if the VIP suspect was apprehended but not disarmed before the jammer timer ran out.
(Xbox) Fixed invisible microwave.
Fixed lighting breaking when looking through magnified optics.
Fixed rare crash related to physics particles.
(Xbox) Fixed graphics presets not correctly applying on launch, causing performance issues.
(Xbox PC Store) Fixed rare crash occurring during regular gameplay.
Lighting can break when looking through magnified optics on the low graphics preset.
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 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.
Ready or Not Modding Update Tips:
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 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 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 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.
‘No Good Deed’
‘All Gods Burn’
‘A New America’
CS Gas effectiveness against suspects improved, especially noticeable on Hard Difficulty
Added CQB suspect type in Boiling Point for related missions
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
Added lethal gas environmental threat to related levels, used by some suspects
Improved performance for the hosts of near-full multiplayer lobbies
Improved VOIP reliability
Improved free-lean fluidity of experience, especially on gamepad.
Adjusted helmet models to allow for moving chinstraps
Created numerous new animations in the Station
Improved many other existing Station animations
Patrol officer outfit
LSPD Patrol Top
LSPD Patrol Bottom
Haley strategic belt
Altos LP9 Shoes
Head
ADV Headset (multiple colorways)
Tactical Beanie (variant w/ Headset, multiple colorways)
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
Cosmetics available upon fully completing Boiling Point missions:
2 more Tattoos
2 more Cosmetic Items
Significant audio memory optimization
Added additional contextual dialogue for certain mission objectives across levels
Tweaked and optimized reverbs
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
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
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.
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.
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.
(XSX & PS5) Fixed non-functioning Input Audio Device option being visible.
Fixed missing description of ‘Fan Service’ tattoo.
Fixed gap at character model’s waist when equipping Low Vis Jeans without a belt.
Fixed several shirts clipping through the stab vest.
Fixed L9 Combat Longsleeve clipping into various pants.
Fixed Santa Muerte Rosary Beads not having any physics.
Fixed FM53 visor disappearing on low graphics settings.
Fixed TOC sometimes responding too quickly to player reports.
Fixed suspect/civilian incapacitation VO not stopping when death occurs after incapacitation.
Fixed audio-related memory leaks.
Fixed missing VO for certain SWAT voices.
Fixed VOIP cutting out while the pause menu is open.
(XSX) Fixed voice chat not working when unplugging and replugging a gamepad mid session.
(XSX) Fixed VOIP audio looping when muting a player while that player is talking.
(XSX) Fixed VOIP audio looping when plugging in a headset while another player is talking.
Fixed suspects sometimes playing full body stumble montages after getting shot while sprinting at full speed.
Fixed suspects sometimes skipping the weapon switching animation when switching from a primary to a secondary after running out of ammo.
Fixed certain long tactical tools not correctly entering low/high ready state when standing close to level geometry.
Fixed clipping zipcuffs during certain arrest animations.
Fixed free-leaning down causing the camera to vibrate.
Fixed TPL and MP7 clipping into the character in the loadout menu.
Fixed general third person SWAT movement animation sliding issues.
Fixed broken animation when dropping chemlights while holding a pistol or throwable.
Fixed VKS and VPL-25 broken third person animation when ADSing while using grips.
Fixed ADS animation playing twice when using a shield as client in multiplayer.
Fixed clients in multiplayer being able to briefly see a duplicate chemlight as it’s dropped.
Fixed clients’ cameras sometimes becoming misaligned when returning to station in multiplayer.
Fixed jumpy free-lean when moving the camera back towards the center.
Fixed broken first person animation when automatically switching back to a gun after throwing a grenade.
Fixed jumpy first person animation when releasing ADS while reloading.
Fixed C2 clacker stowing animation playing twice.
Fixed broken SWAT AI reload animations when using a pistol and shield.
Fixed third person animation sliding while swapping weapons for SWAT and suspects.
Fixed grenade throwing animations sometimes not being as smooth as expected.
Fixed grenade pins not correctly following the hand that pulled them.
Fixed missing button pressing animation while holding the M32A1.
Fixed thrown suspects/civilians sometimes flying off.
Fixed duplicate grenade appearing during grenade throwing animation.
Fixed shooting range button interaction looking decrepit while holding a grenade.
Fixed several handguns having a visible chambered round when empty with a locked back slide.
Fixed frequent crashes when skipping back and forth through a replay’s timeline.
Fixed typo during breach and clear segment.
Fixed typo during queueing segment.
Fixed snapping officer animation during shooting range segment.
Fixed item wheel sometimes incorrectly being referred to as command wheel during the Team Camera section.
Fixed being able to use shields to circumvent station shooting limitations.
Fixed being able to shoot in unintended areas by repeatedly switching weapons and firing.
Fixed light of specific lane in the shooting range not turning on while lane is in use.
Fixed missing localization of shooting range target button prompt.
Fixed floating trash bags.
Fixed misaligned cables on station floor.
Fixed missing collision of one of the detective bureau walls.
Fixed typo in Dark Waters station note outside the chief’s office.
Fixed various station NPC animation issues across multiple station levels.
Fixed cable on the floor in the killhouse having collision.
Fixed strange looking hair of officer in the briefing room of the Dark Waters station.
(XSX) Fixed LOD issues of various pieces of evidence in the evidence locker.
Fixed indestructible coffee vending machines.
Fixed small clipping issue involving a few dollar bills on the floor.
Fixed missing locks on doors.
Fixed smoke/mist VFX noticeably popping in as the player gets close.
Fixed diner windows not breaking when trying to throw grenades through them.
Fixed inconsistent lockpick UI location on various doors.
Fixed instances of missing level geometry and foliage.
Fixed flickering shadows.
Fixed small texture clipping issues.
Fixed wooden mirror.
Fixed clipping flowers.
Fixed floating cables.
Fixed SWAT AI automatically clearing too much space after breaching and clearing the small garage.
Fixed SWAT AI being unable to breach and clear one of the tunnel entrances.
Fixed SWAT AI being unable to breach one of the main house rooms.
Fixed SWAT AI sometimes getting stuck at the second house’s side entrance.
Fixed SWAT AI sometimes getting stuck when stacking up on one of the grocery store doors.
Fixed SWAT AI being unable to breach and clear up the outdoors staircase.
Fixed wooden desks being made of concrete instead.
Fixed corrugated sheet metal clipping through chain link fence.
Fixed collision issues around the players' spawn.
Fixed AI being unable to leave/enter one of the bathrooms.
Fixed several doorframe gaps.
Fixed instances of incorrectly set up double doors.
Fixed the soles of certain civilian characters' feet being green.
Fixed typo in mission description.
Fixed small texture clipping issue.
Fixed missing doorway.
Fixed SWAT AI clearing one of the outside areas in a strange pattern.
Fixed tiny bearcat.
Fixed hole in backdrop house.
Fixed incorrect loading screen appearing when choosing the Beach spawn location.
Fixed AI sometimes sinking through or getting stuck on one of the staircases.
Fixed tiny bearcat.
Fixed missing doorway.
Fixed certain civilians sometimes getting automatically arrested at mission start.
Fixed SWAT AI being unable to breach one of the staircases.
Fixed blood particles getting stuck in mid-air in several spots.
Fixed a duplicate broken screen appearing when shooting Janey’s monitor multiple times.
Fixed characters sometimes falling through stairs when killed while standing on them.
Fixed suspects sometimes failing to seek out civilians to kill.
Fixed floating vegetation.
Fixed several wall gaps.
Fixed clipping bottles.
Fixed various LOD issues.
Fixed instances of unbreakable glass.
Fixed an invisible wall near spawn, which caused thrown grenades to bounce off.
Fixed corrugated metal sheet clipping through rocks.
Fixed unintuitive doorway placement in one of the lower floor hallways.
Fixed instances of SWAT AI sometimes clearing too far, or not far enough.
Fixed doorway gaps.
Fixed missing collision of glass panels around the main entrance.
Fixed table clipping into couch.
Fixed SWAT AI automatically clearing too deeply into the level when ordered to open and clear the front entrance.
Fixed missing weapon caches.
Fixed SWAT AI being unable to breach and clear through several doors.
Fixed SWAT AI only clearing one of the staircases half-way when ordered to breach and clear.
Fixed whiteboard LOD issue.
Fixed duplicate doorway in one of the outdoor areas.
Fixed tiny bearcat.
Fixed SWAT AI officer running off when ordered to clear one of the underground hallways.
Fixed strange looking windows.
Fixed one-sided doorway.
Fixed SWAT AI being unable to breach one of the ICU rooms.
Fixed SWAT AI being unable to breach and clear one of the stairways.
Fixed backdrop lighting issues.
Fixed SWAT AI being unable to breach and clear through certain double doors.
Fixed glowing door.
Fixed spoon clipping into a wall.
Fixed instances of unbreakable glass.
Fixed inconsistent soft objective names on the score screen.
Fixed certain doors being unable to be pushed open.
Fixed doors without visible locks sometimes spawning locked.
Fixed inconsistent door lock UI location on doors throughout the level.
Fixed levitating books.
Fixed blood particles getting stuck in mid-air in several spots.
Fixed missing collision on one of the palm trees.
Fixed floating boat model.
Fixed suspects sometimes failing to seek out civilians to kill.
Fixed doorframe gaps.
Fixed sprinklers not sprinkling.
Fixed inconsistent soft objective names on the score screen.
Fixed sign clipping into wall.
Fixed flickering warning paint.
Fixed incorrect objective name for the disable main drill soft objective on the score screen.
Fixed SWAT AI being unable to breach and clear a certain stairway.
Fixed blurry tablet map.
Fixed small texture clipping issues.
Fixed weapon cache clipping into wall.
Removed a fence to improve navigation.
Fixed suspects failing to seek out civilians to kill.
Fixed missing doorway.
Fixed audio related freeze/crash.
Fixed crash when pausing the game immediately after a loading screen and changing any accessibility settings.
Fixed crash when the player’s crosshair overlaps two separate doors that are both in use by SWAT AI.
Fixed rare crash when using optiwand with active NVGs.
(XSX) Fixed crash when unplugging a headset from an in-use controller upon entering a mission.
(XSX & PS5) Fixed crash when firing at certain surfaces with a shotgun using buckshot ammo.
Fixed casings getting stuck in mid-air.
Fixed aim assist sometimes causing bullets to exit the gun at strange angles.
Fixed Suenos Ball not working as expected when trying to play it with a controller.
Fixed rare issue causing a SWAT officer to sometimes be missing from the pre-mission SWAT van in singleplayer or multiplayer.
Fixed players falling through the floor when hit by a battering ram while kicking a door.
Fixed being unable to reload partially empty tasers.
Fixed the CS Gas grenade radius being too small for CS gas grenades fired from any of the launchers, especially on the Hard difficulty.
Fixed weapon outlines sometimes appearing around equipped guns of other players in multiplayer.
Fixed both IR and visible lasers sometimes becoming misaligned with the source of the laser.
Potentially fixed Home Invasion / Dark Waters achievements getting stuck on the final step.
Fixed being unable to report incapacitated suspects/civilians while holding a tactical shield.
Fixed being unable to report objectives while holding a tactical shield.
Fixed rare instances of clients in multiplayer not being able to bandage to stop bleedings.
Fixed the skin on characters' arms looking too shiny.
Fixed customization items' LODs being too harsh on lower view distance settings.
Fixed very long chat messages degrading performance.
Fixed incapacitated/dead AI sometimes requiring a very specific arrest angle.
Fixed player’s character in singleplayer sometimes not being Judge.
Fixed being unable to turn off IR lasers without active NVGs.
Fixed firing mode resetting after ammo replenishment in station.
Fixed not being reconnected to Epic services when losing connection, then later trying to join a multiplayer lobby from singleplayer.
Fixed tasers disappearing from the player’s hands after ammo replenishment in station.
Fixed being able to move while free-leaning, after kicking or lockpicking doors while free-leaning on controller.
Fixed volumetric lighting breaking when restarting missions while wearing active NVGs.
Fixed empty pepper spray cans still being capable of producing VFX.
Fixed Optiwand picture-in-picture setting resulting in blank optiwand screens for clients in multiplayer.
Fixed grenades that are thrown out of bounds reappearing underneath the host in multiplayer.
Fixed tablet getting stuck when trying to open it while bandaging.
Fixed grenade meshes sometimes appearing inside players' guns, after interacting with any interactables while pulling the pin of a grenade.
Fixed players disappearing from tablet roster in multiplayer after death, if the host’s replay recording was enabled.
Fixed multiple players being able to defuse the same bomb at the same time.
Fixed tablet flickering when viewed through NVGs.
Fixed opposite direction lean toggle inputs setting the player lean back to neutral, rather than transitioning the lean to the other side.
Fixed toggle ADS not cancelling when swapping to utility equipment or grenades.
Fixed being able to get stuck in toggled free-lean when switching from KBM to controller, or vice versa, while free-leaning.
Fixed soft lock when opening the tablet right after spawning.
Fixed certain watches turning invisible in first person at higher FOVs.
Fixed missing cracked glass FX after firing through certain doors.
Fixed beanbag shotgun’s inconsistent recoil return rate.
Fixed .357 Magnum front sight post being hard to see.
Fixed inconsistent burst length of guns with burst fire modes.
Fixed destructible doors sometimes not falling apart correctly.
Fixed tablet becoming unusable after being returned to the operation zone with an open tablet.
Fixed clients in multiplayer being unable to replenish shotgun ammo in the station.
Fixed MP5A2 EXPS3 reticle being too far down.
Fixed XE Sight being unable to switch to the secondary sight mode on certain guns.
Fixed being able to progress the Walnut Warrior and Mahogany Masochist achievements by repeatedly opening and clearing the exact same room.
Fixed Walnut Warrior and Mahogany Masochist achievements progressing while watching the SWAT AI automatically clear a level after dying in quickplay.
Fixed CS gas grenades fired from launchers not affecting the player.
(XSX) Fixed lobby connectivity issues of users with linked Epic accounts.
(XSX) Fixed save files carrying over between different profiles on the same console.
(WinGDK) Fixed DLSS not working.
(WinGDK) Fixed native mutes not working as expected.
(WinGDK) Fixed game freezing when trying to invite friends through the Lobby Manager.
(WinGDK & XSX) Fixed native blocks not working as expected.
(WinGDK & EGS) Fixed mods not loading.
In singleplayer, 'Player left the game' message is displayed upon completing a level
After using coffee machine weapon or equipment will disappear
The rubber ducks on 'No Good Deed' can cause major performance issues.
The performance on systems can be significantly worse on start-up
Changing graphic preset from fidelity to performance or vice versa temporarily and then switching back can fix the issue on each game launch.
Incorrectly low quality lightmaps across the v1.4 DLC levels
Artemis Vest - Clipping Seen With Numerous Trousers Cosmetic Options
VOIP sometimes stops working after a loading screen
ATAK-R 1-12X and SDR 1-4X reticle behaves abnormally on specific maps
LOD issue on keyboards present throughout the level
Suspect's 'Flee' action may run towards players instead of away
Laser/Light Attachments may have a misaligned source of the lasers/flashlight
It's about that time, officers. Welcome back. We're receiving reports of an attack that was just executed at La Costa Park. We're briefing officers as quick as possible and SWAT is gearing up to deploy. Strap in, because the situation across Los Sueños is rapidly escalating.
Warning: The content in the teaser is extremely harrowing, but critical to the unfolding story of Los Sueños, the LSPD, and D Platoon.
Our next DLC is titled Boiling Point: 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. Tune in to Future Game Show on March 12th @ 1 PM PT / 4 PM ET / 8 PM GMT / 9 PM CET for the full trailer and details. FUTURE GAMES SHOW YOUTUBE | FUTURE GAMES SHOW TWITCH Wishlist Boiling Point here:
We recently released a new episode of Down The Rabbit Hole. Our hosts Shayne & Issac begin their dive into the world of the Los Locos drug trade. It all begins at the memorable houses on 213 Park.
Since our last community exhibit, we've been watching the mod scene closely, and some downright excellent maps have been released. 1. Tombstones by CptLensFlares A serene and snowy wooded landscape turns to chaos as armed suspects driving a stolen vehicle come to a sudden stop just on the edge of the forest. Not only is this map gorgeous to look at, the slow trudge through the snow with relatively little cover means that every foot-step is an exceptional exercise in building tension. As you plunge deeper into the woods, it all culminates in an excellent, and dangerous, finale that we don't want to spoil. Bring a shield for this one. Great work all around! Download Link: https://www.nexusmods.com/readyornot/mods/7240?tab=description
2. Operation Bear Claw by Aku74 Enter a shipping warehouse under the cover of night to take down a mid-level cartel member. The warehouse's ceilings make the space feel deceptively open. On the ground you'll be faced with rows of shelves blocking line-of-sight and making threat assessment extremely difficult. Step carefully and finish the mission. Download Link: https://www.nexusmods.com/readyornot/mods/7062 RCPD Police Station by DmitryPython D Platoon makes an unfortunate visit to one of the most iconic Police headquarters of all time.
Video Briefing:
Download Link: https://www.nexusmods.com/readyornot/mods/6078?tab=posts&BH=0 Maps aren't all the community has been hard at work on either! ROBOCOP by VoltsCorp You know, the world of Ready or Not isn’t too far off from RoboCop’s 2030 Detroit.
"Your move, creep." Download Link: https://www.nexusmods.com/readyornot/mods/7248
AF2011A1 by MoonDream147 Secondary weapon, how about a secondary barrel??
Download Link: https://www.nexusmods.com/readyornot/mods/7086
We're lucky to have so many talented creators in the RoN community. Over the years we've had the pleasure of watching as so many of you have stepped up your game and created some amazing art, funny videos, or show just how trained an officer you are.
Both the photos and video exquisitely capture the tone of RoN. Credit to Spirit via Discord. Rumors swirl about the caves beneath Rancho Del Sueños. If you hear the sound of someone crying, no you didn’t. Drawing of the Rust Belt eyes by Blankname via Discord. “Over the course of a few real hours, we placed hundreds of chemlights.” Teamwork makes the dream work. Credit to AbyssalSunTwitch via Discord.
That's all for now folks. Don't forget to tune in to Future Game Show on March 12th @ 1 PM PT / 4 PM ET / 8 PM GMT / 9 PM CET for more info on our next DLC, Boiling Point! FUTURE GAMES SHOW YOUTUBE | FUTURE GAMES SHOW TWITCH Looking for more mod content? You can find it here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/
Follow Ready or Not on Steam here. Find Ready or Not Merch here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify, TikTok, Bluesky.
Welcome to the 89th edition of our Ready or Not Development Briefing, February 13th, 2026!
With elbows deep working on the game before and after this December studio holiday, a period of time adjusting our QA workflows, and introducing a Community Manager here, we’re back for another RoN development briefing with a new game patch on its way shortly. We are working toward supporting RoN for years to come, in the process of sorting through dozens of new exciting features to slate for future updates and keeping eyes out/working through more bugs to fix.
Bugfixes are a top focus for us. Speaking of which, the patch we are releasing in the near future will contain over 200 bugfixes. These include many SWAT AI fixes, suspect fixes, CS gas fixes/improvements (particularly noticeable on Hard Difficulty), and visual fidelity fixes. A release date announcement and further details will arrive in the following weeks.
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.
Listed under this section is just a small sample of the fixes that are incoming. The full, much larger changelog will go out when the patch is released for download.
Base game features and content will be coming with this patch too. Among them are the multi-attachment system highlighted in the Vol. 88 dev briefing, improved quality of life for mission and loadout selection in quickplay/multiplayer, and some surprises.
We have refined our internal patch structure and triage process to help address bugs with high degrees of player affliction, which will also help deal with legacy bugs.
Thank you to those of you who have been using our official Discord’s #bug-report-forum channel, as several of these legacy type bugs are able to be easily corroborated with player reports in there.
Certain bugs, such as bugs that cause graphical fidelity issues, were related to our previous build server setup. There were two main types of fidelity bugs: lightmap bugs and level of detail (LOD) bugs. Lightmaps are how light/shadows for static objects are ‘baked’ into the game to enhance the fidelity of textures to give them increased detail, whereas LODs involve multiple stages of model detail often used discretely at different viewing distances as a traditional way to optimize performance in games.
Although we fixed lightmap related issues in previous patches, the remaining issues were largely Level of Detail (LOD) related bugs that were created by multifaceted means when our internal ‘development builds’ were compiled and ‘built’ into ‘shipping builds’ that are released to the public. In some cases lower fidelity LOD models were being used in circumstances where they were not appropriate. We have now moved to an entirely new build server system and are working through remaining LOD issues that have yet to be fixed.
Sample of the fixes in the upcoming patch: (Once again: this section is just a small sample of the fixes that are incoming. The full, much larger changelog will go out when the patch is released for download.)
Fixed issue where SWAT AI was 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 still active.
Fixed SWAT AI sometimes getting stuck when trying to breach and clear a double door that is open towards them.
Fixed SWAT AI sometimes failing to execute open and breach commands, when too many commands are issued in quick succession.
Fixed SWAT disarming bomb vests of civilians resulting in the civilian wearing the bomb vest being unable to surrender.
Fixed third person animation sliding while swapping weapons for SWAT and suspects.
Fixed instances where suspects were 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 suspects at times raising their guns while stunned, making rules of engagement confusing (i.e. while they are influenced by less lethal effects or about to surrender).
Fixed Supporter Edition Code button generating an incorrect code.
(Steam) Fixed frequent and repeated achievement progression popups.
(Xbox) Fixed voice chat not working when unplugging and replugging a gamepad mid session.
Fixed frequent crashes when skipping back and forth through a replay’s timeline.
(Xbox) Fixed LOD issues of various pieces of evidence in the evidence locker.
Fixed SWAT AI being unable to breach and clear one of the tunnel entrances on Twisted Nerve.
Fixed AI sometimes sinking through or getting stuck on one of the staircases on Greased Palms.
Fixed blood particles getting stuck in mid-air in several spots on Valley of the Dolls.
Fixed blood particles getting stuck in mid-air in several spots on Lawmaker.
Fixed SWAT AI officer running off when ordered to clear one of the underground hallways on Carriers of the Vine.
Fixed bullet casings getting stuck in mid-air.
Fixed volumetric lighting breaking when restarting missions while wearing active NVGs.
Fixed beanbag shotgun’s inconsistent recoil return rate.
Plus:
Many more bugfixes to SWAT AI’s ability to breach and clear rooms or doors across various levels.
~200 more fixes
Also helping to facilitate our support for RoN into the future is our new community manager, Austin, aka eyyohbee! He will be helping to maintain ongoing communications with y’all in our public platforms and helping to host any community or creator activities that we may do.
We’ll let him formally introduce himself here and we invite you all to join us for a warm welcome!
Hey everyone!
My name is Austin, aka eyyohbee, and I'm the new community manager at VOID Interactive!
I'm stoked to be joining the team, and you, on the incredible journey that Ready or Not has been for the last decade. For the past few years, I've watched as the team expanded RoN into one of the grittiest and most immersive tactical shooters in the world. As I watched from the sidelines, playing the game, and diving into the expansive RoN lore, I knew I wanted to be a part of it if I could!
I'm thankful for the opportunity and looking forward to working with both the team and the community to continue building RoN into the defining tactical shooter of our generation!
Thank you all for attending this briefing, and we’ll see you in the upcoming videos and posts leading up to the next patch and in the years more to come! Keep an eye out for our CM eyyohbee and please join us in giving him a warm welcome!
Follow Ready or Not on Steam here. Find Ready or Not Merch here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify, TikTok, Bluesky.
It's been two years since Ready or Not went into its full 1.0 release. A lot has changed for the LSPD over the years. The community has grown exponentially, but crime continues to hit Los Sueños.
In the near future, we look forward to sharing more about what's coming with Ready or Not in 2026, especially with regards to future patches and the upcoming DLC that is planned for next year. For the moment, we'll focus on reflecting back. Thank you to everyone that showed up and thank you to everyone that continues to play Ready or Not.
To give a clear idea of just how much your service has gone towards supporting citizens of Los Sueños, we have the stats to back it up.
After completing 112 million missions across the Los Sueños area, the performance of D Platoon team has averaged with a C-rank. That does leave room for improvement, yet realistically not every mission can be S-Rank even under the best of situations and the best of intel.
Of those 112M completed missions, the relative difficulty has varied widely for each team. One in five officers prefers responding to situations of lower volatility. Meanwhile nearly 10% of active LSPD SWAT have opted to take on the most dynamic situations. No matter where you land on preferences, your services are to be commended for taking the step towards ensuring the safety and security of your fellow citizens and bringing order to chaos.
In fact, from those who are the most vulnerable and need your help, nearly 9 out of 10 civilians across every completed mission have been accounted for and brought out of harm's way. Of the suspects who could not be talked down and persisted in endangering life, nearly 3 out of 4 succumbs to lethal force of our LSPD SWAT officers.
As we look back on previous mission calls, here are the areas where our LSPD officers are most often deployed across Los Sueños: The San Uriel Condominiums, 4U Gas Stations in South Los Sueños, the postal facility in East Los Sueños, the Clemente Hotel district in Downtown Los Sueños, and a private residence in Los Clemente.
It's lonely to go it alone, take command.
In celebration of our second-year anniversary, we've been working on a limited edition 'Weight Of The Badge' Collection featuring several items that are truly exclusive and only available in this collection including the Entry Team Breaching Statue, Collector's Edition 2-LP Vinyl, MLO patch, and the Ready or Not Artbook.
The Weight of the Badge Collection is available for purchase now. Delivery will occur in batches as the orders are received between now and through the end of February. Check out the collection here:
US site: https://na.merch.voidinteractive.net/wotb
EU site: https://eu.merch.voidinteractive.net/wotb
Unboxing video:
The latest on lore from Shayne and Issac is back with Lore Episode 6. In this concluding chapter on the USIA, Shayne and Issac are talking about everything around the connection between the USIA and the MLO and bring to the forefront all the known conspiracies for each of these groups.
Fan creations are a very special part of our community, and below are a few of our favorites from the years. There’s also a new arrival in the form of a group of LSPD cosplayers with a custom ballistic shield prop! We made sure they got some LSPD Officer badges to go with their kits.
Look no evil, speak no evil. Credit to Blackbird
Officer Down. Credit to Born_Wild
A tight knit team of LSPD SWAT Cosplayers: @nona.cosplay, @Macka1tack, and @Karaxian.cosplay.
A good boy, the best of boys. Credit to CraziestBoi.
As we close out 2025, and our second year of Ready or Not in full release, we're forever grateful to our community who've been with us since the beginning and the new recruits that are making Ready or Not the quintessential tactical shooter. At the close of this year, we are now at nearly 14 million SWAT officers across our PC and console platforms.
Going forward, we can’t wait to share more on what is coming for Ready or Not, see what the community brings to the table as we update the game, until then stack up and clear out.
VOID Interactive
Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.
Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025!
Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating.
In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game.
There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis.
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
This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes.
The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately.
This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems.
Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up.
Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system).
Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward.
One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update.
At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together.
The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features.
Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package.
(Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped)
(Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser)
A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode. Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option.
(Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces)
(Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification)
Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments
As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile.
(Image below: G36C w/ carry handle optic and multiple barrel attachments)
(Image slideshow below: MK18 w/ carry handle and G36C option without carry handle)
These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary.
There are a couple reasons for this new schedule:
The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready.
Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between.
This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing.
Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing.
One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come. (Image below: Mousepads and more rolling out to our merch store page)
This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news!
Follow Ready or Not on Steam here. Find Ready or Not Merch here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.
Los Sueños Police Department officers have made a tremendous effort taking on the most violent scenarios in the city the past few months.
This all-points bulletin report breaks down key player mission statistics across platforms for Q3 of 2025. Thank you to these officers for your continued efforts, standby for further info.
Attention Officers, We are now Steam Deck Verified! Fluidly respond to situations regardless of wherever you may be.
A game update is now pushed on Steam that releases the Steam Deck Verified build.
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
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.
Improved Steam Deck support.
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
Improved all arrest animations' First Person Camera Position to be more seamless when starting and ending the Interaction.
All SWAT heads now correctly deform/animate if a helmet with chin straps is equipped.
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.
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.
Fixed Leader text not visible to clients in the lobby manager.
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.
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.
Fixed PS5 gamepad UI appearing while using a PS4 gamepad.
Fixed officers wearing Salmon 4D GTX boots on the wrong feet.
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.
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.
Fixed black artifacts in several spots across the level.
Fixed various LOD (Level of Detail) issues.
Fixed pillar LOD issue.
Fixed a black artifact.
Fixed missing navmesh in a few spots.
Fixed players getting stuck inside of one another right after spawning.
Fixed barrel LOD issue.
Fixed out of bounds warning appearing while still in bounds.
Fixed black artifacts in several spots across the level.
Fixed various LOD issues across the level.
Fixed black artifacts in several spots across the level.
Fixed an issue where players would get stuck in each other on spawn.
Fixed missing optiwand prompt on one of the doors.
Fixed various LOD issues across the level.
Fixed glass walls in certain part of the level causing navigation issues.
Fixed black artifacts in several spots across the level.
Fixed suspects getting stuck in courtyard rat hole.
Fixed a bug where the optiwand wouldn’t behave properly when interacting with a door.
Fixed black artifacts in several spots across the level.
Fixed missing wall.
Fixed impenetrable metal window grids.
Fixed various LOD issues across the level.
Fixed typo in mission summary.
Fixed incorrect double door setup across the level.
Fixed small mesh issue around the roof trim of one of the houses.
Fixed texture merge issues on a wall.
Fixed various LOD issues across the level.
Fixed certain audio transition using incorrect sounds
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.
Fixed ADS speed modifier of different grips not working.
Fixed “Getting Your Sea Legs” and “From House to Home” achievements not progressing correctly.
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.
Fixed rare crash when shooting certain surfaces with a shotgun.
Steam Deck graphics preset option may not be selected by default for Steam Deck users
Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art! We've got a lot to talk about relating to our appearance PAX, but first, I'd like to talk about one of our partners hosting an event in a little under a week from now. The guys over at GLID Gaming will be hosting their own Ready or Not Tournament! You can find more details on their Discord here: https://discord.gg/zvRSfr7hcC Now, onto the main event-
Over the labor day weekend, VOID Interactive appeared at PAX West in Seattle with our first good and proper booth. The event was good to us, we had managed to get a choice spot on the other side of PAX Arc right next to the Capcom booth, which certainly helped with our attendance and visibility. In the past we've sent members of the team to events to meet partners or talk to prospective partners, as well as our very limited appearance at Dreamhack in 2019 with one of the earliest publicly available versions of the game but for our console release we wanted to give it a proper showing. This was our booth at Dreamhack 2019- for comparison, our PAX West 2025 booth- And this was the backside- It was the first time many people have ever heard of our game, mainly from the console space, but it was very interesting to see how different players from different gameplay backgrounds engaged with the game. We had horror game players, players that traditionally don't play FPS games, and every flavor of shooter player, all of them handled the game and the scenarios in different ways. We met fans of all degrees at the event, from fans that were made immediately after their first taste of Ready or Not at the booth all the way to some of our first supporters. One of which was actually able to show us their proof of purchase and even their shipping notification for their supporter mousepad from 2019, regardless of their pedigree it was incredible to be able to finally talk to fans of all ages and veterancy. We very much intend to do a lot more of this and we hope that our fans will enjoy what we're cooking up for them in the realm of merch and IRL events. Several of the merch items have been revealed at the event, the biggest of which being our collaboration with Starforge PCs to create a custom Ready or Not themed case which will be going up for sale sometime next year alongside the LSPD patches and new Desk mats which will be up for sale later this year. It was an incredible and unforgettable four days where we met other professionals, dev team members, creators, and literally thousands of fans. We can't wait to meet more of you, fans new and old, as we go into the future of Ready or Not and continue to expand the game.
Going forward, we can’t wait to see what else we're able to do for our community in the realm of events since without all of your support over the years we certainly would not be able to do any of this. Thank you to everyone that showed up and thank you to everyone that continues to play Ready or Not. Keep your feet on the ground. VOID Interactive
Welcome to the LSS Patch 2 changelog! In this patch we have over 185 fixes across the game. A few fix highlights include a grid-like lightmap texture bug that caused some lighting to appear lower resolution than intended (lightmap shadow edges still being worked on); suspects not reacting properly to CS gas, a bunch of crashes, and blood not soaking into clothing properly.
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
Fixed grid-shaped lightmap artifacts bug that caused light textures on levels to look low resolution, as if a grid was overlayed on it.
We are still in the process of fixing a different incorrect lightmap issue which causes low resolution edges of lightmap shadows
Fixed various LOD issues across all levels.
Fixed windows across various levels not breaking when bashed.
Fixed floating shower wall handles after destroying the glass.
Fixed missing texture at the split team section.
Fixed split team section soft locking when quickly releasing queue command key and only ordering one team to breach.
Fixed being unable to continue training on the shooting range after finishing the shooting range section.
Fixed crash caused by aiming after using the ammo box.
Fixed crash when picking up and dropping civilian during tablet section.
Fixed visual issues with one of the hockey mask wearers.
Fixed suspect sometimes spawning without weapons.
Fixed only being able to interact with mission selection table from a specific angle after selecting a mission.
Fixed black visual artifacts across all the various station variations.
Fixed certain officers in station having transparent heads.
Fixed black visual artifacts appearing in various spots across the level.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed height inconsistency in suspect briefing.
Fixed front door chimes not playing when door is kicked or exploded.
Fixed black visual artifacts appearing in various spots across the level.
Fixed issues with music triggers, especially in multiplayer.
Fixed certain music transitions not working well under certain conditions.
Fixed certain light-absorbent mirror.
Fixed black carpet at main entrance.
Possible fix for portions of a room blocking bullets (caused by candle collision)
Fixed various issues with the navmesh.
Fixed black visual artifacts appearing in various spots across the level.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed interactable being harder to access than intended.
Fixed certain environmental audio not playing as intended.
Fixed Gerard getting stuck while moving through vents.
Fixed black visual artifacts appearing in various spots across the level.
Fixed instances of incorrectly assigned reverb.
Fixed issues with existing music timeline for better flow.
Fixed clipping issue between two walls.
Fixed potential sound issues with TV audio.
Fixed penthouse TV audio being inaudible too soon.
Fixed instances of textures merging.
Fixed missing instances of shrubbery SFX.
Fixed instances of superfluous shrubbery SFX.
Fixed issues with music triggers.
Fixed certain music transitions not flowing well.
Fixed black visual artifacts appearing in various spots across the level.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed AI sometimes getting stuck in attic rat hole.
Fixed black visual artifacts appearing in various spots across the level.
Fixed players sometimes spawning slightly out of bounds.
Fixed instances of incorrectly assigned reverb.
Fixed issues with music triggers.
Fixed civilians clipping into certain hiding spots while hiding.
Fixed security guards' glasses sometimes detaching from their heads and floating in place.
Fixed black visual artifacts appearing in various spots across the level.
Fixed black visual artifacts appearing in various spots across the level.
Fixed a collision issue on a set of stairs, which caused SWAT to very badly breach and clear one of the outside doors.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed issues with music triggers.
Fixed level sometimes missing its world data, appearing as modded and taking a long time to load while generating world data.
Fixed certain low resolution floor textures.
Fixed specific characters sometimes spawning with guns between their feet (lol)
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed suspects sometimes being able to engage the player in spawn.
Fixed black visual artifacts appearing in various spots across the level.
Fixed missing foliage in various parts of the level.
Fixed black visual artifacts appearing in various spots across the level.
Fixed black visual artifacts appearing in various spots across the level.
Fixed instances of environmental audio not playing.
Fixed instance of incorrect transition zone settings.
Fixed issues with music triggers.
Fixed silence at the end of music timeline being too short.
Fixed floating assets in certain parts of the level.
Fixed civilians clipping into certain hiding spots while hiding.
Fixed black visual artifacts appearing in various spots across the level.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed black visual artifacts appearing in various spots across the level.
Fixed textures merging in certain areas of the level.
Fixed SWAT AI sometimes refusing to enter first set of double doors from the Aft Deck spawn point.
Fixed black visual artifacts appearing in various spots across the level.
Fixed black visual artifacts appearing in various spots across the level.
Fixed shiny doors and other assets.
Fixed instances of textures merging into each other.
Fixed gaps between various doors and door frames.
Fixed black visual artifacts appearing in various spots across the level.
Fixed suspects secretly having really high armor values.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Fixed being able to climb outside of the level in certain spot.
Fixed black visual artifacts appearing in various spots across the level.
Fixed ground textures sometimes merging into the bottom of car tires across the level.
Adjusted suspect behavior when fleeing from CS Gas clouds.
Fixed suspects sometimes being unable to move while reloading.
Fixed suspects being unable to perform world building actions while unarmed.
Fixed CS Gas grenades thrown by SWAT AI not affecting suspects, civilians, or the player.
Fixed flashbangs sometimes preventing players from arresting suspects/civilians.
Fixed removed friends not immediately disappearing from friend list in main menu.
Fixed quick command indicator team color not updating while using the command wheel on gamepad.
Fixed ironman mode setting not properly applying when creating new commander mode saves.
Fixed non-RoN-owners appearing in main menu friend list.
Fixed “Queue Command” command missing from controller layout when command list is enabled.
Fixed command list breaking when using specific gamepad layout settings.
Fixed incorrect item quantity sometimes appearing on the item wheel.
Fixed stacking error messages when repeatedly clicking the search button.
Fixed username of wrong platform appearing in certain cases.
Fixed crossplay prompt appearing when searching for public lobbies while crossplay is disabled.
Fixed instances of missing localization.
Fixed various subtitle issues.
Fixed mission selection menu navigation menu sometimes breaking on gamepad, after pressing specific button combination.
Fixed stuttering inside of the attachments menu.
Fixed being unable to see own chat messages when using the tablet chat.
Fixed bind conflict when using the lobby manager on gamepad.
Fixed repeated achievement progression popups when entering the main menu or starting lobbies.
Fixed placeholder text in career stats menu on fresh saves.
Fixed gamepad focus being stolen by ammunition selection after selecting the currently equipped weapon in the loadout menu.
Fixed crossplay icon sometimes incorrectly appearing in the career stats menu.
Fixed supporter edition items being visible to non-owners of the discontinued supporter edition DLC.
Fixed player avatars of steam players sometimes not updating correctly in the lobby manager.
Fixed error with polo shirt description.
Fixed low quality hair of certain player character heads in multiplayer.
Fixed microphones sometimes starting unmuted when joining a lobby using gamepad.
Fixed instances of VOIP audio looping when disconnecting a microphone while speaking.
Fixed instances of VOIP audio looping when muting a player while they’re speaking.
Fixed instances of occlusion not working as intended.
Fixed grenade indoor/outdoor sound inconsistencies.
Fixed instances of unneeded audio events persisting in memory.
Fixed interior/exterior ambience transition not being as smooth as intended.
Fixed windshield breaking audio not playing as intended at times.
Fixed 3D reflection harshness and muddiness in certain conditions.
Fixed bullet whizz SFX sometimes being too quiet.
Fixed windows not properly occluding sounds.
Fixed sounds not tracing correctly in certain scenarios
Fixed instances of bomb defusal/trap cutting SFX cutting off at incorrect times.
Fixed occlusion not working for lots of interaction audio.
Fixed various mixing issues with 2D dialogue.
Fixed overly muffled audio when using a gas mask.
Fixed various mixing issues related to room reflection probes.
Fixed MPX mag out not playing sound.
Fixed lockpick gun audio being audible across entire levels.
Made mixing adjustment to TRPL to sound less bassy.
Fixed odd looking tool/pistol locomotion animations.
Fixed 590M sights not lining up while strafing.
Fixed broken third person lockpick gun animation.
Fixed doubled weapon holster animation after clients in multiplayer restrain suspects/civilians.
Fixed broken third person SWAT reloading animation while flashed.
Fixed door kicking animation not playing properly for non-rifle items.
Fixed Film settings panel showing wrong values when re-opening.
Fixed idle time during results screen being included in replays at the end of a mission.
Fixed incorrect player count in replay viewer menu.
Fixed incorrect mission grade in replay viewer menu.
Fixed navmesh related crash.
Fixed crash when suspects look for cover while navmesh is being modified.
Fixed crash when returning to main menu mid-mission from fresh commander mode save.
Fixed an audio related crash.
Fixed VOIP related crash when returning to HQ too quickly after mission start.
Fixed slightly different VOIP related crash when returning to HQ too quickly after mission start.
Fixed multiple SWAT AI related crashes.
Fixed multiple command wheel related crashes.
Fixed UI related crash.
Fixed rare crash during evidence collection.
Fixed crash when looking at the roster on the tablet for too long.
Fixed crash likely caused by trying to open tablet during the loading screen.
Fixed rare crash in inventory component.
Fixed rare crash when accessing animation component during loading screens.
Fixed rare crash related to suspect squad behaviour.
Fixed blood soaking into clothes tech being slow.
Fixed a visual bug that caused characters' skin across the game to look too shiny.
Fixed sometimes being unable to join a session if the host ends one and immediately starts a new one.
Fixed door/objective/arrest prompts disappearing permanently after interactions.
Fixed sometimes being able to join cross-platform lobbies while crossplay is set to off.
Fixed laser misalignment when world and weapon FOV are different.
Fixed bleed damage not applying correctly when playing on casual difficulty. (Because it counted as friendly fire damage and friendly fire is disabled on casual. This says a lot about society.)
Fixed shotguns being able to deal damage to SWAT while friendly fire is disabled.
Fixed bullets sometimes firing the wrong way when switching to keyboard & mouse from a gamepad. (Thank you aim assist)
Fixed Lockpick, C2 detonator and multitool appearing as last used items for quick select on gamepad.
Fixed certain achievements not progressing when clearing missions with a C grade.
Fixed an issue with joining via invite while the game is not running.
Fixed ammo box refill causing stutters.
Fixed accuracy stat improving by shooting corpses.
Fixed being able to change checksum settings from the lobby.
Fixed unnecessary avatar fetch calls.
Fixed force feedback vibration continuing while game is paused.
Fixed modded levels not appearing in the mission selection menu.
Fixed incorrect slot count when changing to armor with fewer slot allowances.
Fixed some instances of missing VFX.
Fixed some instances of unoptimized VFX.
Fixed being able to free lean through geometry at certain angles.
Fixed single shell reloads not working correctly for completely empty shotguns.
Fixed weapon attachments turning black in specific parts of certain levels.
Fixed instances of the bash not being able to shatter windows.
Base game update changes:
Added simple data asset for modders to spawn custom actors on BeginPlay.
Added new way for modders to increase lobby size via mods.
Refined matchmaking for players using mods:
1. If you're hosting, and you have 'Allow Modded Players' OR are modded, it's a modded lobby.
2. If you're joining a game, and you are modded, you can only join modded lobbies.
3. If you're joining a game, you are unmodded, and you have 'Join Modded Lobbies' enabled, you can join either modded or unmodded lobbies.
Base game update changes:
Further effects conversion from Cascade to Niagara.
Base game update changes:
Added thematic placeholder avatar, displayed for unlinked cross-platform players.
The UI for public match search needs to be closed and re-opened to start a second search, in cases where the initial search failed to find a lobby.
Lightmap shadow edge bug, which causes low resolution on the very edge of lightmap shadows
Can’t give orders to SWAT AI while looking at the sky.
ADS speed modifier of grips not working.
A few character arm types currently react differently to lighting, compared to their heads, resulting in the arms looking shiny.
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
For our first hotfix we will be targeting one of our known issues, a VOIP related crash which has been plaguing our singleplayer game modes, as we continue to work on our first larger patch for the Los Sueños Stories update, which already numbers over a hundred fixes for various issues. These include fixes for our blood decals appearing instantly rather than slowly appearing to soak in, improvements to SWAT locomotion animations and general VOIP fixes, among many others.
In addition to this, we're finalizing another hotfix and targeting a fix for:
Fixing legacy save file scores not appearing on the mission selection screen (absolutely no data has been lost unless a player completely deleted their save data manually.)
Fixed crash when restarting or returning to station while mid-mission in quickplay
Increasing server capacity with EGS to prevent authentication issues while connecting the EGS account
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.
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
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.
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.
Reduced TP-1E clipping through various shirts. (Dark Waters)
Fixed various item descriptions.
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 outdoor reflection probes potentially sounding glitchy.
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.
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.
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.
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.
Fixed various issues with training progression.
Fixed mismatched skin tones on certain characters.
Fixed shooting range target buttons sometimes both being red.
Fixed windows sometimes displaying dirt decals when shot.
Fixed incorrect footstep audio on characters.
Fixed fans no longer spinning.
Fixed missing footsteps for certain civilian.
Fixed hedges vanishing when hit by a flashbang.
Fixed combat music taking too long to come in.
Fixed small collision issues.
Fixed missing briefing audio file name.
Fixed evidence being able to clip through certain debris piles.
Prevented traps spawning on doors with extra thick doorframes.
Fixed instance of enemies using wrong footstep events.
Fixed missing briefing audio description.
Fixed evidence falling through the floor in certain parts of the level.
Fixed Gerard being unable to exit surrender when left unattended.
Fixed small collision issues.
Fixed specific window still preventing grenades from passing through even after breaking the glass.
Fixed floating car signs after window is destroyed.
Updated water vfx.
Fix certain dialogue not triggering for NPCs.
Fixed missing briefing audio description.
Fixed small collision issue.
Fixed issue with certain elements of the OST repeating during the ending loop.
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.
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.
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
Check out this article for more info on how Crossplay in Ready or Not works: How Cross-play in Ready or Not works – VOID Interactive
Added ability to set the weapon field-of-view independently from the world / scene field-of-view.
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.
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.
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.
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.
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.
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
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.
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
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
We recently shared that Ready or Not’s PC version underwent minor content changes to support stability and align with policies enforced by global platforms and age rating bodies. These adjustments were made to ensure a smooth global launch across platforms — while fully preserving the game’s tone, themes, and intensity.
Unfortunately, we’ve seen misconceptions and misinformation circulating around the scope of these changes. We want to ensure our entire community has full visibility into what has — and has not — changed.
We’re including before-and-after visuals to show that the game’s tone, atmosphere, and graphical impact remain intact. The effects of gore and violence — key to the game’s immersive realism — have not been toned down.
Missions such as Elephant, Neon Tomb, and the infamous Valley of the Dolls remain unchanged.
VOID Interactive has always believed in creative freedom and the right to build experiences that push boundaries in the service of immersion and realism. That will not change.
At the same time, we operate in a global ecosystem of platform standards, age rating boards, and local legal restrictions. While we may disagree with how some content is treated, we’ve only made changes where absolutely required, and only to the letter of the regulations — no further.
As a hyper-realistic tactical FPS, Ready or Not faces different scrutiny than more stylized or fictional games. That’s a reality of the world we publish in — not a change in our creative vision or values. Only 6 targeted visual changes to the PC version were made:
Twisted Nerve: The girl is now depicted as sleeping instead of convulsing.
A Lethal Obsession: Nudity involving the ghillie suit suspect has been adjusted
Hide and Seek: Female hostages now wear underwear
Narcos: Police informant hostage now wears underwear
23 Megabytes a Second: ‘Photo of Minors’ objective model was revised, also to better connect narratively with the later ‘Sinuous Trail’ mission.
Post-mortem dismemberment has been disabled (note: dismemberment for living characters remains unchanged, and can be seen in the latest Vol. 87 dev briefing: https://store.steampowered.com/news/app/1144200/view/526472884483260567
Note: There are black boxes in the "before" images due to the Steam Community Hub content guidelines.
Image below: Twisted Nerve: The girl is now depicted as sleeping instead of convulsing.
Image below: A Lethal Obsession: Nudity involving the ghillie suit suspect has been adjusted Image below: Hide and Seek: Female hostages now wear underwear Image below: Narcos: Police informant hostage now wears underwear
Image below: 23 Megabytes a Second: ‘Photo of Minors’ objective model was revised, also to better connect narratively with the later ‘Sinuous Trail’ mission.
Thank you for standing with us,
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.
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, \ 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 \ 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 \. 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!
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.
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. (Note: The level of dismemberment itself when it occurs was not actually toned down). 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.
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.
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.
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)
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!
Follow Ready or Not on Steam here. Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.
Stack up and clear out. VOID Interactive
Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art! Today we'll be taking a look at a variety of items, at first we'll be taking a look at a variety of skins that turn the officers of LSPDs D-Platoon into other law enforcement groups and cap off the newsletter with a sneak peak of some upcoming content. Before that however, I would like to remind everyone of our newly re-launched storefront with brand new high quality Merch! Alongside the regular merch, we've even got a section just for the purchasers of our pre-1.0 Supporter Edition, if you don't know how to access it then you can ask how to via the Supporter Discord! Link: https://na.merch.voidinteractive.net/ 1) Los Suenos Police Department Uniform - by Voltscorp Starting with a clean, grounded pack from Voltscorp we have the Patrol Officers uniform giving the players of Ready or Not the ability to act as the first responders. Take to the mean streets of Los Suenos with your fellow officers and do Officer Fillion proud. Download Link: https://www.nexusmods.com/readyornot/mods/4030 {STEAM_CLAN_IMAGE}/36750080/4b6fdbc1bf3429065043220413c652a0e0a02efb.jpg 2) Star Wars Republic Commando Armor - by Castanella On the complete opposite side of the realism spectrum, we have a very well done Clone Commando armor set done by Castanella. Don the Katarn class plate, set your blaster to stun, and bring peace to a galaxy city in turmoil. Download Link: https://www.nexusmods.com/readyornot/mods/5267 {STEAM_CLAN_IMAGE}/36750080/c133fdf8bc74be2b12279cb3e71e15b06bf139a4.jpg Lastly we have a sneak peak into something we have coming up very soon. Alongside news of our console release we dragged 18 Content Creators and two of our Developers to a classified site in to take place in a event that is both a first for us and a first for all of our attending partners. Keep an eye on the socials and channels of some of your favorite Creators as well as ours. We're sure you won't regret it. {STEAM_CLAN_IMAGE}/36750080/b37f86ab2afec2197ef40d5ea1de13a95871967f.jpg Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work. Outside of our drops, you can find more of this wonderful content here: https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/ Keep your feet on the ground. VOID Interactive
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Ready or Not, 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 Ready or Not 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.