Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Attacker Shield and Zombies Limited Time Mode

This patch includes a major shakeup to Attacker strategy: The Ballistic Shield.
The shield fully protects users from the front, and players can equip it without taking up any of their equipment slots, similar to a wall charge.


Shield Added:



  • The Shield is a new equipment item has been added to the attacker truck which is completely bulletproof
  • Shield is a held slot item that does not take up a weapon or equipment slot like the wall charge
  • Shield has a wide glass viewing window for people to look through it from both sides
  • Shield has a powerful, toggleable floodlight on top that can be used to see in the dark or make it hard to return fire
  • Added player collision interactions, so players can now collide with each other (cannot stack vertically)
  • Player collision ignored before execution phase to make defender room/attacker truck easier to navigate
  • Any two handed items are forced to be dropped while defusing (shield/wallcharge)
  • Added on-screen indicators for positions of nearby teammates, mostly when they are behind you to help with the shield. They will fade to black onscreen if the player behind you has died.
  • Fairly slow traversal, equip, and aim times means that Shield is best used with team strategy


Halloween Event:



  • New Limited Time gamemode has been added for Halloween: Zombies
  • Zombies effectively replaces "Co-op" for the duration of the limited time event, and is a PvE gamemode.
  • The difficulty of this mode scales with player count, you might find it easier with less players
  • Many facets of this gamemode were made as a fun side-project and not as a serious gamemode, as such there are bound to be small bugs, issues or inconsistencies
  • A few experimental features have been tested in this gamemode, and may not ever make it back to the final game after the event.
  • Halloween battlepass has been re-enabled for those who missed it or didn't finish it last year.
  • Requires two players to start, invite someone to your squad and queue for the Zombies mode

Other Changes:



  • Lobby Mode is now using the 5v5 economy ruleset and truck/hideout on 2v2 sized maps with 3 rounds per half, instead of one round per half
  • Item dropping now has interpolation. This feature is a work in progress
  • Dropped items including anything ranging from flares and grenades to the new shield will now gracefully fall downwards
  • Dropped items sit on the floor in more natural positions as opposed to floating
  • Player movement speed has been increased by (5%)
  • Player sprint speed has been increased by (7%)
  • Sprint Jumping speed cap raised slightly (12.5%)
  • Mawp scope has been updated to remove the jittering bug and make the crosshair scale better with resolution
  • Fix crouching bug that allowed players to crouch against certain ceilings and clip through them
  • Fix NVG bug that prevented you from swapping away from it without pressing the NVG slot button first
  • Fix a bug with the fire extinguisher and Molotov interactions
  • Fix several bugs with bots, including errors, chokepoint behaviors and getting stuck in certain spots
  • Fix interaction bug that prevented players from picking up items or interacting with doors in very specific circumstances
  • Changed some code in player movement to change how extreme slope climbing is handled
  • Increased the size of a geo collider on a jungle tree in dome (to prevent standing in the leaves)

Developer Note:



  • While new maps for 5v5 gamemodes were originally scheduled for this patch, they are not included due to an unforeseen issue and will likely be added in rotation the following week along with any patches for issues if required.
  • If you played in the Cadet testing, the movement changes related to jumping and player speed were reduced.

Weapon Balance Tuning, Matchmaking Adjustements, Bugfixes

To summarize this patch, weapons have been re-tuned following our hit registration changes, some changes are happening to ranked matchmaking to improve the experience, and some other smaller bugs that couldn't go out without requiring downtime are going out with them.

Matchmaking Changes



  • Adjust rank update formula to reduce falloff in expected win probability for lower ranked teams. Reduces impact on rank gains/losses when playing opponents of different ranks.
  • Add 10 minute matchmaking timeout for players who fail to ready up for a ranked match 2 times within an hour
  • Add config to restrict maximum team average rank difference for ranked matches. Should prevent skilled 5 stacks from being matched against noob teams, while still allowing these players to form a relatively balanced match if not stacked.
  • Add additional debug logging for matchmaking flows. Should help diagnose issues with imbalanced matches, as well as cases where a match is not formed when there are 10+ players in queue.
  • Ranked matches have a configurable disconnected player kick period that is longer than casual matches. (Now five minutes)

Weapon Changes


This weapon update is a general tuning and balance update that contain changes which reflect player feedback and a shift in the game’s meta based on recent events, namely a major improvement to hit registration.
Across the board, weapons will have less ‘movement sway,’ namely viewbob while moving, and aim jitter/jiggle/waggle/pick your favorite terminology.
Some weapons which were having a hard time competing with automatic weapons after the hitreg update such as the Auto Shotgun, have received major buffs.
We will monitor these changes and your feedback. Overall, players should feel more lethal and impactful with nearly all firearms present in the game.


  • AP25 - Adjustments to Brace Fire camera recoil, reduction in movement induced weapon sway during ADS.
  • BLKTAR - Adjustments to Brace Fire camera recoil, reduction in movement induced weapon sway during ADS.
  • TUB12 - Lowered aim jiggle intensity, iron sights in ADS will be accurately positioned sooner.
  • DL12 - Lowered aim jiggle intensity.
  • SABR - Reduction in movement induced weapon sway during brace (canted) fire, RPM increased by a small amount. 180>200
  • F1 - Reduction in movement induced weapon sway during ADS, RPM reduced by a small amount 330>310, lowered aim jiggle intensity.
  • Ingmar - ADS move speed penalty increased, multiplier lowered .8>.7, Slight reduction in movement induced weapon sway. Very slight increase to horizontal recoil during sustained fire.
  • KR82M - Brace move speed increased slightly, significant reduction in movement induced weapon sway during ADS, weapon displacement inertia increased, lowered aim jiggle intensity, increased consistency of accurate fire upon entering ADS.
  • KR82U - Reduction in movement induced weapon sway during ADS, aim jiggle in ADS reduced.
  • Gruber5, GruberSD6 - Reduction in movement induced weapon sway during ADS, front irons are now thinner for better visibility, visual recoil increased.
  • NACK11 - Reduction in movement induced weapon sway during ADS and Brace.
  • PK57 - Large reduction in movement induced weapon sway during ADS, lowered visual recoil, improved consistency of accurate fire upon entering ADS, camera recoil reduced, RPM lowered by a small amount 420>410
  • GAT9 - Large reduction in movement induced weapon sway during ADS, lowered visual recoil, improved consistency of accurate fire upon entering ADS, camera recoil reduced, RPM increased by a small amount 420>430
  • LS45 - Reduction in movement induced weapon sway during ADS, weapon inertia increased during swift motions, visual recoil increased, lowered vertical recoil in ADS, a laser is (once again) present when brace firing.
  • Auto - RPM increase 240>325, vertical climb reduced in ADS and brace.
  • Various mesh changes to nearly all weapons, which will mostly be unnoticeable but allow the team to make quicker adjustments to the sight pictures and attachments on weapons moving forward.
  • Added a small Easter-egg to commemorate a player and their weapon of choice.

Bug Fixes



  • Upgraded to slightly newer unity version for some specific targeted bugfixes caused by previous unity version upgrade
  • Added light blue doorway to a specific killhouse cluster that had an opening but no indicator on the map
  • Changed which maps are in the Offline Mode selection
  • Updated several existing levels from player feedback
  • Fix certain UI not working in various places (apply button, customizaton preset, etc)
  • Fix a specific collider type was not being hit by bullets as expected after the changes to hit registration
  • Fix a specific collider type was not being used by the spawn size tester
  • Fix kick button logic, button showing at incorrect times
  • Fix exception caused by players leaving and joining the game when drawing that makes drawing really slow for one round
  • Fix collision missing on some cargo container props (1x1 and 2x2)
  • Fix parkour in Bank Accounting using the taller desks
  • Fix a destruction issue with a specific killhouse cluster


Devblog 84 - Director's Cut



Devblog


We've got a new post on our devblog with a boatload of content, experimental changes, and developer commentary. Come check it out and let us know what you think!

The TL;DR


If you're less inclined to read a blog post, the main takeaway is that our previous update which shipped with PVE, Ranked, Grenade updates, and Hitreg is not a one-off. We don't want you waiting ages for more content, we have a lot of stuff in the works that we couldn't fit into that patch and we'd like to ship these ASAP.

We're hoping to ship some gunplay, maps, and hotfixes soon, with new gameplay mechanics right around the corner.

Major Changes, New Mode, Maps and Fixes

We took some time to improve them and we're now ready to push features that we tested in the PTE to the public. This means the Ranked Overhaul, Hit Registration changes, PvE content and Grenade changes are now live. If you're not sure about what the PTE is, you can see our blogpost about how we brought changes to public testing and read more about what we are working on.

Size on Disk


The game's size on disk is increasing in size, but this is a change designed to reduce future patch sizes. Maps are split away from the main game files, allowing maps to be patched and replaced individually without forcing users to download 7 or 8 gigs for a small hotfix of two or three maps, and allows us to make and deploy patches in an hour instead of taking up to 18 hours (due to the insane map count)

Hit Registration and Player Networking Changes



  • Hit Registration has been completely re-written to give players more confidence that the game will correctly count their hits when shooting at players
  • As part of those changes, we've improved how player movement is networked to make shooting players easier as well
  • Player positions are networked with interpolation and extrapolation now to smooth out "laggy" players and reduce the benefits of "peeker's advantage"

Ranked Overhaul



  • New ranking system with easy to distinguish symbols, names and color coding
  • Improvements to the way ranks are calculated, including accounting more for individual player performance
  • Improvements to the ranked leaderboard handling
  • Added placement matches
  • Added UI for post match rank changes, ranking up, and placement match progress
  • Added behavior to penalize players who abandon matches

Co-Op and Singleplayer PvE


Still somewhat work in progress, the PvE mode is being slowly integrated into the game

  • PvE against bots as Attackers, as practice for Online PvP modes
  • Players can access singleplayer mode in the Training menu, select different maps and difficulties
  • Co-Op mode can be done from the Multiplayer menu, invite players into your squad and you will start a private match to practice against bots with you and your friends
  • Feedback is appreciated, as adding a PvE mode is a big change for our game and will need lots of attention and improvements

Throwable Improvements



  • Throwables and deployables have gotten animation overhauls for aiming and throwing
  • Prepping a throwable will now give you an indicator that helps you aim the throwable
  • Barbed wires have special deployable ghosts that show you how they will be placed

Improvements since PTE:


There was a decent delay in moving PTE to prod, we basically gave ourselves an extra month to work on various bugs and issues that popped up while also continuing to develop upcoming features for the next update. The following is a list of improvements to this build specifically that have been borne from that wait time:

General Improvements



  • Added Main Menu Home Screen overhaul
  • Fixed decals from gun hits not showing up
  • Upgraded to a newer unity version with some bug fixes and minor performance improvements to occlusion culling
  • Clients will no longer incorrectly predict charge placement, and will wait for the server to reply before placing a charge (adds slight delay on higher ping)
  • Changed Dome pillboxes to be less problematic for parkour
  • Fix exploit where attackers can destroy defender fire extinguishers from killhouse midground
  • Fix bugs with defender room, players not teleporting and items getting left behind on defender room floor
  • Fix defender item smuggling exploit
  • Made hit sound testing against smoke grenades more accurate
  • Fixed various level objects ignoring the audio mixer groups (volume sliders)
  • Fix direct join prompt showing up or saying wrong text when cannot join
  • Fixed incorrect region flags for matchmaking
  • Fixed object destruction on some prefabs which were erroniously getting destroyed by frag grenades
  • Fixed some cluster based object destruction involving blockers which will only apply to newly generated levels after the patch
  • Fixed some background parkour on a couple tilesets
  • Fixed factory fences not blocking hit-sounds

PTE Related Changes



  • Tweaked lag/prediction values to overlap to fix rejected hits at the lag boundary
  • Fix issue where extrapolation could force players under the ground
  • Rank icons are textured instead of flat images, with color coding and easier to recognize naming schemes
  • Fixed crashes while alt tabbing caused by changes to level loading
  • Fix various text and image fields not showing correct ranked level data
  • Fixed 2v2 / Lobby / Singleplayer maps not loading under certain circumstances
  • Fixed being able to see throwable arc from the map view

Co-Op/PvE Changes



  • Fixed issue where bots could get orphaned when loading a new co-op map and have no behavior
  • Reduced issue where bots would get stuck walking in a tiny circle
  • Fixed issue where bots could break if they saw a player get killed while playing EASY mode
  • Fixed issue where certain bot behaviors were not applied on Online matches
  • Fixed issue where bots make hit effects that cover the players screen in Offline
  • Bots are slightly more aggressive when the bomb is being defused, needs more work still to make them actively attack when the bomb is threatened
  • Added ability for bots to see through certain types of materials which don't block line of sight or bullets, such as fences
  • Bots gain a minor amount of prediction so they react faster to quickly peeking players
  • Tweaks of various bot behaviors, difficulties, accuracy


More to come!


We will be doing a more detailed post on discord and on Steam soon detailing our plans for our next patch, which we expect to be not too long after this one. Keep an eye on our news for more info.

PTE Closed, Update Soon

Public Test Environment



Thank you to everyone who participated in our PTE! It was a big success. Everyone who played it and experienced our new features and better hit-reg could not stomach playing the main server again, which is a good sign, we think.

We have received lots of comments about our ranked overhaul and have updated the visuals and are continuing to adjust the Elo system in response to the feedback.

The next update will feature everything from the PTE as well as some features we couldn't ship just then, which mostly include new audio and visual effects. Full patch notes will be available when the patch releases, which will be in the very near future.

Developer Blog Post



In case you missed it, details about the update for those who missed the PTE are in our last post on the developer blog which you can find here:


As always, for assistance with technical issues and direct feedback to the developers, you can head over to our Discord.

Public Test Environment Release

Public Test Environment



If you haven't already heard, our new PTE is online right now, and loaded with new content to test including:

  • Our new Ranked Overhaul
  • Grenade animation changes and deployment ghosts
  • A complete hit registration overhaul
  • A brand new PvE mode with bots, for both solo and co-op play
  • Quality of Life improvements and fixes


There's a lot in this test, and more content on the horizon, so your best bet is to head on over to our new post on the devblog and read all about it there.

How to join the PTE



  1. Open your Steam Library
  2. Right click Due Process and open its properties
  3. Select 'Betas'
  4. Open the drop down menu beside Beta Participation
  5. Select 'public-test-environment'
  6. Steam will now download the test branch.


Don't fret if you notice all your cosmetics, rank, and your matches played reset! This branch has that data stored separately. You will get your normal account data back when you move back to the standard version of the game.
Please also be aware that only US East and US Central servers are available for the PTE.




All content on the PTE is work-in-progress, and as such, subject to change. For assistance with the PTE and direct feedback to the developers, please head over to our Discord.

Minor Update 797

This is a minor update that contains a map count redistribution, 46 new maps, and some fixes for issues reported in the bug reports channel on our discord.

46 New Maps



  • A few of these 46 new maps are some weird amalgamation maps that will be removed from the pool after a limited time that is TBD.
  • Lowered the count of the 2v2 maps somewhat, specifically 2v2 Killhouse as there was like way more of those than any other set, as well as slightly lowered the number of 2v2 cstores.
  • This should put every 5v5 tileset at 20 maps and the 2v2 tilesets at 30 maps each, for a total of around 160 still but instead of having like 11 or 12 of some 5v5 tilesets, and like 40 2v2 tilesets, it's a more balanced ratio. No old maps were brought back to do this, just new maps.


Bug Fixes



  • Fixed a bug that prevented startup on the client in some cases where the client would start but not think it was either a server or a client and therefore got stuck
  • Fixed bug(s) caused by clients attempting to shuffle users to start lobby mode when they don't ever have the appropriate data, causing all sorts of edge cases and bugs. (The cause of most of the recent 6v4 bugs, and some others, but there might be another cause of this.)
  • Fixed a bug where the first frame of highlighting an object would be wrong if the user used a stretched gameplay resolution that was not a fractional ratio equivalent to their native resolution.
  • Fixed error in UAV simulation that caused some minor UAV related edge cases
  • Fixed another error around the same place where the client would erroneously resimulate the UAV killing the player multiple times, which could cause some bad edge cases in some places but was quite rare.
  • Fixed an error in the phase change UI that was found in some bug report logs, but the actual representation or impact of this bugfix is unknown and is assumed to be minor.

Just as a note we are still working on more substative changes for the game, but they are not ready yet. When they are, we will bring them to live.

Small list of changes, fixes and new maps

Apologies for the delay with this patch, the re-organization of our server backend and some other outstanding issues delay the fixes for a couple weeks after they were ready.

Server Region Changes:



  • Only US-Central, US-East and EU are now selectable regions.
  • This is not intended to be a permanent change, this is partially in response to the low player counts, and unused servers (over many months) in regions such as SEA or AUS.
  • US-Central servers have been physically relocated to be more... central.


Improved Weapon Select via Scroll Wheel Behavior:



  • Swapping by scrolling up or down can interact and be additive/subtractive if multiple inputs are input before DRAW
  • Made the hud show which weapon is about to be pulled before you finish swapping (including number key selections)
  • Added scroll wheel sensitivity for those mice that do like 2000 clicks per second and the ones that do one click every like 1/8th rotations


Added "team shuffling" in Lobby Mode



  • The lobby mode will attempt to re-arrange teams if it can do so to convert a Lobby Mode to an Unranked match, provided it is possible without breaking apart friendly squads that matched together. This will only occur at the end of a round, not during a round.


Additional Maps:



  • Community member Voxel made some new maps, so I fixed them up and added them to the current roster, these maps are nearly all Unranked maps.


Other Changes:



  • Fixed netcode issue where certain entities would carry over behavior from previous rounds unintentionally because they shared IDs. This behavior would have included things like non-functional doors, random wallcharge holes, buttons not working.
  • Reverted changes related to pucks that caused them to place "double" pucks erroneously.
  • Fixed hitboxes on the geometry surrounding the ballistic CStore door used for tellers that allowed you to shoot through the gap between the door and the frame.
  • Fixed exploit that allowed you to spawn inside of the CStore storefront archway.
  • Fixed bug with UAVs that was related to UAV pings
  • Squad votes actually require a majority instead of a partial majority on even numbered teams (need 3 yeses to kick on a 4 man squad instead of 2)
  • You can no longer vote kick the other player in your squad/team when there are only two players in your squad/team
  • Netcode libraries updated to newer version to fix minor bug (no hitreg etc. changes in yet)


De-Winterization, QoL Changes

End of Holiday Event:



  • Holiday Maps modified to be normal again
  • Some new maps in rotation
  • Fixed a couple maps from feedback
  • Various changes to remove certain holiday themed items and effects from the game (menu/training/presents/fog effects/etc.)

Added:



  • Added ability to customize crosshair color, some preset colors avaliable in Video settings. Affects red dots, holographics and scope crosshairs that were previously team-colored.

    • Config option for Crosshair Color added, this will override the option in the Video Settings and allows for precise RGB setup, as well as transparency. (Values outside of 0-1 range will be normalized.)
    • When using a custom color in the config for Crosshair Color, the game will remember this as a Custom Color in the settings until the game is shut down, if you want to compare colors without having to edit the config again.
  • Added audio option to mute game audio when the game is not in focus (does not apply to "UI Volume" so notifications will still make sounds)
  • Added (?) hover info box to explain how to use special passwords in private matches
  • Region selections can now be modified by GECNet in the case some regions aren't avaliable (mostly for test servers right now)

Other Changes:



  • Fixed bug in GECNet client code that threw exceptions if you sent a gecnet message without registering a callback
  • Fixed bug where clients disabling their own local preferred region caused myraid of UI issues and did not get sent to GECNet
  • Lobby Mode requires only 3 players on each team to start Casual after at the end of round 4
  • Lobby Mode requires only 2 players on each team to start Casual at the end of round 8
  • Fixed support for special passwords in private matches to override gamemode selection
  • Added support for special passwords when finding private 2v2 matches to override 2v2 gamemode selection
  • Move kill feed slightly to not overlap with damage done/received by right team player icons
  • Internal changes to puck logic
  • Fix admin panel generate user button not acting like a button
  • Add admin panel option to [redacted]

Double XP Weekend, Winter Event Hotfix

Fixed Bugs:



  • Unranked Gamemode will now properly give a large multiplier to XP after leaving Lobby Mode (same XP as it was before Lobby mode)
  • Fixed issue where ranked matches started in the wrong gamemode and never initiated the match
  • Tentative fix for various strange issues popping up related to doors, bomb defusing, fans, etc. interactions not syncing properly between server and client.
  • Fixed several maps with reported issues that were not covered by the above issue.
  • Fixed issue where FPS was dramatically reduced across the board (in previous hotfix on 12/22)


Added:



  • Many more maps to 2v2/Lobby mode pool
  • New feature to allow for XP booster events, weekends, etc.
  • Added XP booster for Dec 30 through Jan 2nd 10:00 (PST, -8)