Ready or Not cover
Ready or Not screenshot
Genre: Shooter, Simulator, Tactical, Indie

Ready or Not

Los Sueños Stories Patch#1

Attention Officers,

This is the changelog for Los Sueños Stories Patch 1, in preparation for LSS Patch 2 expected next week which will include a larger bundle of fixes. With this smaller patch first patch, we’re intending to address some of the higher priority issues we’ve noticed since the release of the Los Sueños Stories update.

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 the 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.

Bug Fixes:

  • Fixed an issue with legacy save files, which caused scores of previously cleared missions not to appear on the mission selection screen.
  • Fixed an issue which caused commander mode progress not to be saved when starting a new commander mode save for the first time, finishing training and continuing to commander mode.
  • Fixed an issue with the crash reporter often failing to send crash reports.
  • Fixed a crash which could occur during authentication.
  • Fixed an audio related crash.
  • Fixed being able to get auto-banned from friends only lobbies by team killing too much.
  • Implemented a temporary region selection menu to support public matchmaking. [Image attached]


Los Sueños Stories Hotfix#1

Attention Officers,

[p]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[/p]
[p]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.[/p][p][/p][p]In addition to this, we're finalizing another hotfix and targeting a fix for:[/p]
  • [p]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.)[/p]
[p][/p]

Bug Fixes:

  • [p]Fixed crash when restarting or returning to station while mid-mission in quickplay[/p]
  • [p]Increasing server capacity with EGS to prevent authentication issues while connecting the EGS account[/p]

Los Sueños Stories Update Changelog

Attention Officers,

[p][/p][p]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. [/p][p][/p]
[p]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 [/p][p][/p]

Bug fixes: 

[p] [/p]

AI: 

  • [p]Fixed suspects being unable to exit surrender while player is facing towards the suspect without direct line of sight.[/p]
  • [p]Fixed fake surrenders being rarer than intended.[/p]
  • [p]Fixed civilians sometimes failing to seek out the player after the Bring Order to Chaos objective has been completed.[/p]
  • [p]Fixed various issues with suspect flee behavior.[/p]
  • [p]Fixed various issues with suspect hiding behavior.[/p]
  • [p]Fixed various issues with suspect suppressing fire behavior.[/p]
  • [p]Fixed suspects not gaining morale after picking up a weapon from a weapon cache.[/p]
  • [p]Fixed suspects sometimes being unable to surrender inside while standing in CS Gas.[/p]
  • [p]Fixed issues with AI flashlight detection.[/p]
  • [p]Fixed execute command queueing breaking the command queue.[/p]
  • [p]Fixed suspects sometimes prioritising caches over picking up closer guns.[/p]
[p][/p]

UI: 

  • [p]Fixed tablet not closing properly at times.[/p]
  • [p]Fixed bottom left attachment/NVG icons not updating correctly.[/p]
  • [p]Fixed being unable to fully cycle through customization styles carousel on gamepad.[/p]
  • [p]Fixed being unable to fully cycle through mission selection carousel on gamepad.[/p]
  • [p]Fixed overlapping UI text in gamepad settings in certain languages.[/p]
  • [p]Fixed overlapping UI text for exfiltrate prompt when using gamepad.[/p]
  • [p]Fixed text not fitting into various UI elements in certain languages.[/p]
  • [p]Removed unnecessary scroll bar on armor selection.[/p]
  • [p]Fixed issue with subtitle language carousel showing the incorrect selected language.[/p]
  • [p]Fixed instances of missing localization.[/p]
  • [p]Fixed various font issues in several languages.[/p]
  • [p]Fixed incorrect preset name sometimes appearing for whole team in the loadout menu.[/p]
  • [p]Fixed being able to highlight multiple audio files when using the tablet with a gamepad.[/p]
  • [p]Fixed various ultrawide screen related UI issues.[/p]
  • [p]Fixed mission type always displaying “Barricaded Suspects”.[/p]
  • [p]Fixed inconsistent order of optics for certain guns.[/p]
  • [p]Fixed various UI issues caused by increasing the UI scale.[/p]
[p][/p]

Customization: 

  • [p]Reduced TP-1E clipping through various shirts. (Dark Waters)[/p]
  • [p]Fixed various item descriptions.[/p]
[p][/p]

Audio: 

  • [p]Fixed various level related QSM / ambience issues.[/p]
  • [p]Fixed TOC not notifying the player of bombs + traps for a certain level.[/p]
  • [p]Fixed issue where ambience transitions would not play the intended ambience.[/p]
  • [p]Fixed instances of certain animations missing footstep sounds.[/p]
  • [p]Fixed bullet snaps cutting each other off at high fire rates.[/p]
  • [p]Fixed certain footstep sounds not playing on all materials.[/p]
  • [p]Fixed delay effect not working as intended on SWAT voices over distance.[/p]
  • [p]Fixed many instances of sounds not occluding or attenuating correctly.[/p]
  • [p]Fixed SWAT mask radio effect.[/p]
  • [p]Fixed incorrect SWAT VO when securing weapon caches.[/p]
  • [p]Fixed issue where SWAT may occasionally use generic lines for reportables, or not use all available lines.[/p]
  • [p]Fixed missing water leaking audio for aquariums/water dispensers.[/p]
  • [p]Fixed mission selection beep sometimes not playing.[/p]
  • [p]Fixed VOIP not working during mission selection or loadout selection.[/p]
  • [p]Fixed instances of certain characters using incorrect / null footstep sounds[/p]
  • [p]Fixed instances of certain animations missing footstep and foley audio.[/p]
  • [p]Fixed instances of certain UI sounds potentially not playing as intended. [/p]
  • [p]Fixed outdoor reflection probes potentially sounding glitchy.[/p]
  • [p]Fixed instances of gunfire causing weapon foley to stop playing.[/p]
  • [p]Fixed certain subtitle files not matching the audio.[/p]
  • [p]Fixed certain ricochet layer never playing.[/p]
  • [p]Fixed traps sometimes not playing audio on wire cut completion.[/p]
[p][/p]

Animation:

  • [p]Fixed small animation issues during loadout selection.[/p]
  • [p]Fixed animation issue when kicking doors.[/p]
  • [p]Fixed SWAT AI animation issue when shield bearer opens a door.[/p]
  • [p]Fixed various issues with chemlight drop animation.[/p]
  • [p]Fixed being able to get stuck in grenade throwing animation.[/p]
[p][/p]

Replay Viewer 

  • [p]Fixed skipping backwards sometimes causing crashes.[/p]
  • [p]Fixed loading screen audio persisting while viewing replays.[/p]
  • [p]Fixed missing throwable VFX.[/p]
  • [p]Fixed replays sometimes crashing while clicking along the timeline.[/p]
  • [p]Fixed replays showing wrong time/date.[/p]
[p][/p]

Levels: 

  • [p]Improved destructible consistency across all levels.[/p]
  • [p]LODs have been adjusted across performance levels, this is still being actively worked on. [/p]
  • [p]Fixed AI clipping through level geometry while hiding in various levels.[/p]

Training

  • [p]Fixed various issues with training progression.[/p]

Station

  • [p]Fixed mismatched skin tones on certain characters.[/p]
  • [p]Fixed shooting range target buttons sometimes both being red.[/p]

Twisted Nerve 

  • [p]Fixed windows sometimes displaying dirt decals when shot.[/p]
  • [p]Fixed incorrect footstep audio on characters.[/p]
  • [p]Fixed fans no longer spinning.[/p]

Valley of the Dolls 

  • [p]Fixed missing footsteps for certain civilian.[/p]
  • [p]Fixed hedges vanishing when hit by a flashbang.[/p]

Ides of March

  • [p]Fixed combat music taking too long to come in.[/p]

Elephant 

  • [p]Fixed small collision issues.[/p]

The Spider 

  • [p]Fixed missing briefing audio file name.[/p]

Dorms 

  • [p]Fixed evidence being able to clip through certain debris piles.[/p]

Sins of the Father

  • [p]Prevented traps spawning on doors with extra thick doorframes.[/p]

Hide and Seek

  • [p]Fixed instance of enemies using wrong footstep events.[/p]

Narcos 

  • [p]Fixed missing briefing audio description.[/p]

A Lethal Obsession 

  • [p]Fixed evidence falling through the floor in certain parts of the level.[/p]
  • [p]Fixed Gerard being unable to exit surrender when left unattended.[/p]
[p][/p]

Carriers of the Vine 

  • [p]Fixed small collision issues.[/p]
[p][/p]

Relapse 

  • [p]Fixed specific window still preventing grenades from passing through even after breaking the glass.[/p]
[p][/p]

Buy Cheap, Buy Twice 

  • [p]Fixed floating car signs after window is destroyed.[/p]
[p][/p]

Ends of the Earth

  • [p]Updated water vfx.[/p]
[p][/p]

Leviathan

  • [p]Fix certain dialogue not triggering for NPCs.[/p]
  • [p]Fixed missing briefing audio description.[/p]
[p][/p]

Mirage at Sea

  • [p]Fixed small collision issue.[/p]
  • [p]Fixed issue with certain elements of the OST repeating during the ending loop.[/p]

Miscellaneous Fixes: 

  • [p]Fixed dropped weapon physics causing them to fall through the floor.[/p]
  • [p]Fixed missing friendly fire penalty when shooting the helicopter.[/p]
  • [p]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.[/p]
  • [p]Fixed clients sometimes crashing when returning to the main menu from a multiplayer lobby.[/p]
  • [p]Fixed wedge related performance issues.[/p]
  • [p]Fixed wedges not moving with the door when breached.[/p]
  • [p]Fixed rigging issues of older characters.[/p]
  • [p]Fixed GPNVG overlay stretching on ultrawide screens.[/p]
  • [p]Fixed XE Sight crosshair partially vanishing when crouching.[/p]
  • [p]Fixed blood being too shiny at times.[/p]
  • [p]Fixed attachment activation delay for clients in multiplayer.[/p]
  • [p]Fixed scuffed blending into/out of stun animations.[/p]
  • [p]Fixed taser hit registration issues for clients in multiplayer.[/p]
  • [p]Fixed being unable to bash with a shield while using the 509 pistol.[/p]
  • [p]Fixed crash related to aim assist on gamepad.[/p]
  • [p]Fixed being unable to use the breaching shotgun on chainlink fence doors.[/p]
  • [p]Fixed client pistols sometimes disappearing after arrest cancelling in multiplayer.[/p]
  • [p]Fixed laser/flashlight misalignment while in low/high ready.[/p]
  • [p]Fixed being unable to join multiplayer lobbies during the ready countdown.[/p]
  • [p]Fixed players spawning inside of each other in 5 player lobbies.[/p]
  • [p]Fixed laser attachments not looking right at low/high FOVs.[/p]
  • [p]Fixed explosive vests of incapacitated civilians not detonating.[/p]
  • [p]Fixed toggle ADS preventing players from performing ADS with gamepad.[/p]
  • [p]Fixed rare SWAT AI evidence collection crash.[/p]
[p][/p][p][/p]

Gameplay

AI

Base game update changes:

  • [p]Added new difficulty system. AI difficulty now scales with Casual, Standard, or Hard settings, which can be selected before each mission or commander mode.[/p]
  • [p]Added suspect squad behavior system to most levels where appropriate. These dynamic behaviors include: Rally, Support, Attack, and Retreat. (On Standard/Hard difficulties)[/p]
  • [p]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.[/p]
  • [p]Added suspect weapon cache system to most levels where appropriate. [/p]
  • [p]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. [/p]

Engineering

Base game update changes:

  • [p]Ready or Not is now available on Playstation 5, Xbox Series X/S, and Epic Games Store[/p]
  • [p]Improved aim assist for gamepads.[/p]
  • [p]Players have the option to enable Crossplay between PC and console players [/p]
  • [p]Added ability to set the weapon field-of-view independently from the world / scene field-of-view.[/p]

General Performance:

Base game update changes:

  • [p]Improved GPU and CPU performance across all levels.[/p]
  • [p]Improved sound manager performance.[/p]
  • [p]Further optimized various customization assets.[/p]
  • [p]Game file sizes have been compressed and optimized, reducing disk install size.[/p][p][/p]
[p][/p]

Visuals

Animation:

Base game update changes:

  • [p]New SWAT locomotion animations.[/p]
  • [p]Improved ragdolls.[/p]
  • [p]Improved animation related performance.[/p]
  • [p]Added many new SWAT restraining animations[/p]
  • [p]New first person animations for restrains, kicking doors, and chemlight deployment[/p]
  • [p]Animation for civilian girl in ‘Twisted Nerve’ has changed to a sleeping animation.[/p]
[p][/p]

Character Art:

Base game update changes:

  • [p]Added clothing to a character in ‘A Lethal Obsession’, ‘Narcos’, and some characters in the mission ‘Hide and Seek.’[/p]
  • [p]Dismemberment no longer occurs on already-deceased characters. Otherwise, the dismemberment effects, gore, and blood decaling have not been toned down.[/p]
  • [p]Additional character model optimization refinements.[/p]
[p][/p]

Other:

Base game update changes:

  • [p]Optimized many visual effects through a newer particle system (Niagara)[/p]
  • [p]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).[/p]
  • [p]Improved fog VFX on Carriers of the Vine.[/p]
[p][/p]

Audio

Base game update changes:

  • [p]VOIP has been improved to increase immersion, allowing voice chat echo and reverb based on surroundings[/p]
  • [p]5.1 mix option added[/p]
  • [p]Updated foley sounds for certain weapons and improved SWAT movement foley.[/p]
  • [p]Improvements to indoor and outdoor reflection probes, enhancing audio recreation accuracy.[/p]
  • [p]Various sound and Quantum Sound Manager optimizations.[/p]
  • [p]Updated assorted weapons and grenades audio.[/p]
[p][/p]

Weapons

Base game update changes:

[p]New guns[/p]
  • [p]M32A1 rotary grenade launcher with CS gas/flash variants[/p]
  • [p]MKV .50AE pistol[/p]
  • [p]TRPL less-lethal pepperball pistol[/p]
  • [p]590M magazine-fed pump-action shotgun[/p]
[p] [/p]

User Interface and Experience

Base game update changes:

  • [p]Players can now access their personal stats dashboard where skill, completion, and weapon mastery are stored into your personal mission metrics.[/p]
    • [p]Can select people from friends list to compare their stats against to for some friendly competition between officers. [/p]
  • [p]The gamepad-focused Equipment and Command wheels have a visual rework aimed at improving ease of use and readability. [/p]
    • [p]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[/p]
  • [p]Enabled evidence outline setting by default.[/p]
  • [p]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. [/p]
  • [p]Added new achievements and integrated them, some can only be attained when playing on certain difficulty modes[/p]
  • [p]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.[/p]
[p][/p]

Levels

  • [p]Added Missions:[/p]
    • [p]Stolen Valor: An officer gone missing is reported to be located at an apartment building in the Rollers territory.[/p]
    • [p]Hunger Strike: A gang meetup gone wrong at Chicos, a local Los Sueños fast food franchise[/p]
[p][/p]
[p][/p]

Known Issues:

[p][/p]
  • [p]Game sometimes crashes when restarting or returning to station mid-mission in quickplay.[/p]
  • [p]Audio devices may default to a muted state when joining a game on PC. [/p]
    • [p]Workaround: Reselect your audio device in the audio settings menu or within your Windows settings. Alternatively, try disabling unused audio inputs.[/p]
  • [p]In rare instances, VOIP may loop until the current session is restarted.[/p]
  • [p]In rare instances, unplugging and replugging a microphone may cause issues with VOIP.[/p]
  • [p]Certain SFX does not occlude correctly.[/p]
  • [p]Certain UI buttons don’t fire any audio. [/p]
  • [p]Certain weapon foley may produce doubled audio when playing as a client.[/p]
  • [p]Bullet casing SFX may rapidly fire at low framerates.[/p]
  • [p]Certain destructible audio may not always play[/p]
  • [p]Some minor known issues with Turkish language text in the Command Wheel/Swat Cam/Loadout Renaming[/p]
  • [p]If player does not select the Ironman Mode setting toggle while on the difficulty select screen, the Ironman Mode setting may not save[/p]
  • [p]Obtaining exactly a C on Gas does not contribute to the achievement, “The War”[/p]
  • [p]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.[/p]
  • [p]Some minor texts on the controller layout options are not translated to all languages[/p]
  • [p]In Casual difficulty, shotguns can sometimes cause friendly fire[/p]
  • [p]On PC, the cancel button when quitting a mission or from the station, the cancel button is not translated into all languages[/p]
  • [p]Some mission objectives are not translated into all languages[/p]
[p][/p]

Community Content Exhibit Vol. 20

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 various community projects and collaborations we have running over the course of our console launch window, including our video with EXP, catching up both Jonathan and Dave with three DLCs worth of new arms, the announcement of the Vinyl for our OST, and finally the content that will be trickling out from all the participants of SWATfluincer.

In short, it’s a project we undertook to bring 18 content creators and 2 members of the development team to LA last June, train them in SWAT tactics under active and retired LAPD D-Platoon members. Our roster included:


  • SyncedDez
  • AquaFPS
  • Rimmy Downunder
  • Martincitopants
  • Blarg
  • WiKeD
  • Soup
  • BasicallyIDoWork
  • Yumi
  • BigPuffer
  • Isaac Morgan
  • ShaynePleaseShutUp
  • SGT Jackson
  • EXP [Dave Jewitt]
  • War Daddy [GLID Gaming]
  • Caveman [GLID Gaming]
  • Bearki
  • Skadoodle
  • Mr Wobbles


You can see some here!
https://www.youtube.com/watch?v=LZ2DZ8FTgWk

https://www.youtube.com/watch?v=O-oz1mWJgBg&t

All of them either have videos out or will have videos out in the coming days, be sure to check them out!


With the help of our incredibly talented Sound Direct, Zack, we’ve just released out OST on a Vinyl with the help of Laced Records!


You can get your copy here-
USA store: https://www.lacedrecords.com/collections/ready-or-not
Global store: https://www.lacedrecords.co/collections/ready-or-not



Lastly, shortly after release we will be releasing a video with the ever talented Dave Jewitt and Jonathan Ferguson of EXP and the Royal Armories respectively for both a review of the guns of the last DLCs and Los Suenos Stories, our console update!

If you’ve never watched their content, you can find it here:
https://www.youtube.com/@WatchEXP




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

VOID Interactive Clarification on Content Changes

[p]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. [/p][p]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. [/p][p]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.  [/p][p]Missions such as Elephant, Neon Tomb, and the infamous Valley of the Dolls remain unchanged. [/p][p]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. [/p][p]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. [/p][p]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:  [/p]
  • [p]Twisted Nerve: The girl is now depicted as sleeping instead of convulsing.  [/p]
  • [p]A Lethal Obsession: Nudity involving the ghillie suit suspect has been adjusted [/p]
  • [p]Hide and Seek: Female hostages now wear underwear [/p]
  • [p]Narcos: Police informant hostage now wears underwear [/p]
  • [p]23 Megabytes a Second: ‘Photo of Minors’ objective model was revised, also to better connect narratively with the later ‘Sinuous Trail’ mission. [/p]
[p]Note: There are black boxes in the "before" images due to the Steam Community Hub content guidelines. [/p][p]Image below: Twisted Nerve: The girl is now depicted as sleeping instead of convulsing. [/p][p][img src="https://clan.akamai.steamstatic.com/images/36750080/b5fa3850f166925167b6cbbacff83f3b1c1ba583.png"]Image below: A Lethal Obsession: Nudity involving the ghillie suit suspect has been adjusted 
[img src="https://clan.akamai.steamstatic.com/images/36750080/3b3eca901576e97db02eeb8eb9d8a06f95c7f738.png"][TAG-70]Image below: Hide and Seek: Female hostages now wear underwear  [img src="https://clan.akamai.steamstatic.com/images/36750080/d501a344bb073de6d6e3f1b47b9aef026435505d.png"]Image below: Narcos: Police informant hostage now wears underwear  [/p][p][img src="https://clan.akamai.steamstatic.com/images/36750080/e1b3cebeb3462d1ed9a1cf6720ad8eb17127e83f.png"]Image below: 23 Megabytes a Second: ‘Photo of Minors’ objective model was revised, also to better connect narratively with the later ‘Sinuous Trail’ mission. [img src="https://clan.akamai.steamstatic.com/images/36750080/6f7eca437eb1b7c415e711837ce3e2fc78306ccc.png"][TAG-90][/p][p]Thank you for standing with us, [/p]

The VOID Interactive Team 

Ready or Not Development Briefing Vol. 87

Attention Officers,

[p][/p][p]Welcome to 87th edition of our Ready or Not Development Briefing, June 27th, 2025! [/p][p]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. [/p][p]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. [/p][p]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. [/p][p][/p]

SWAT Animation Changes 

[p][/p][p]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. [/p][p]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.[/p][p]"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, \[in total we saw] a heavy reduction in clutter and big boost in performance" [/p][p]Video below: First person perspective SWAT animation changes for door kicking and chemlight deployment.[/p][p][/p][p]"As for the more visual \[rather than backend] 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." [/p][p]Video below: Third person and first person angles of some of the arrest animation changes.[/p][p][/p][p]"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 \[like with the shield]. 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." [/p][p]Video below: Third person animation changes for SWAT shield bearers.[/p][p]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! [/p][p][/p]

Console Rating Content Changes 

[p][/p][p]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. [/p][p]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.[/p][p]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.    [/p][p]There are 2 main reasons that these limited asset changes may be visible on the PC version as well:  [/p][p]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).  [/p][p]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.   [/p][p][/p]

Dismemberment (aka Gore)

[p]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.  [/p][p]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. [/p][p][img src="https://clan.akamai.steamstatic.com/images/36750080/a78fd4700a6cf9f42e29205fdd4840e60af6fcf3.png"][/p][p]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. [/p][p][/p]

Nudity 

[p]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. [/p][p][/p]

Explicit Representations of Violence/Mistreatment against Children 

[p]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. [/p][p][/p]

Conclusion

[p]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.[/p][p]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.[/p][p]This concludes our 87th development briefing, thank you for joining us. Be sure to fall in next time for more development news! [/p][p][img src="https://clan.akamai.steamstatic.com/images/36750080/90eea2aeb7449fef24bf55b66fe1bc4c923c6b69.jpg"][/p][p]Follow Ready or Not on Steam here.  
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify. [/p][p] [/p][p]Stack up and clear out.  
VOID Interactive [/p]

Ready or Not Summer Sale | 50% Off all Editions

Attention Officers!

Once again it's that time of the year, it's time to let in the latest batch of new recruits from the Academy with a 50% sale for the base game, all of our DLCs, and the all-in LSPD Edition!

Pre-Order the No JUDGEment Bodypillow NOW

Much to the chagrin of some and the delight of others we’re finally ready to reveal the results of the surprisingly significant turnout of signups for our April fools showing this year.

After a thorough search and selection process, an artist was found to bring our vision to life.

Pre Order Here: No JUDGEment Body Pillow



Via a suggestion from a trusted community member, we locked in on moonkez, whose incredible attention to detail, penchant for tactical pieces, and almost life-like style was a perfect fit to bring David Beaumont to life.

You can find more of their art below:
x.com/moonkez0

Community Content Exhibit Vol. 19

[p]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


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




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 [REDACTED] 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.




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[/p]

Ready or Not Development Briefing Vol. 86

Attention Officers,



Welcome the the 86th volume of our Ready or Not Development Briefing, May 30th, 2025.

Today we're going into more depth on the changes and content coming in the free Los Sueños Stories update; new weapon gameplay videos, teasers of the two new missions, and details about how NPC behaviors will change with the new difficulty system. It's been a week longer than the normal 4 week dev brief schedule, but we're back.

Our new lore series "Down The Rabbit Hole" recently launched too, see the first episode on our VOID Interactive YouTube channel!

Speaking of launches, the Ready or Not console release date announcement draws ever nearer. More to come on our socials.

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.

Down the Rabbit Hole: Episode One



The first episode of "Down the Rabbit Hole," a Ready or Not lore series on the VOID Interactive YouTube channel is now released! Hosted by our community's venerable RoN lore detectives/content creators, "Isaac Morgan" and "Shayne, Please Shut Up." Settle in and listen to their deep lore dive on the RoN mission "Thank You, Come Again." Make sure you like and comment on the episode if you want to see more episodes covering other missions!



Initial Mission Reveals



Hunger Strike



Hunger Strike is best known as 'Fast Food' from its previous existence in our early access phase. A fan favorite even in its untextured blockout days, it’s now included in a polished state as part of the base game, benefiting from years of additional level design experience.

Pull up with your squad and bring order to chaos in this quick active shooter scenario.

(Image below: This restaurant will definitely pose a health and safety risk to your team)


Stolen Valor



LSPD SWAT responds to a search and rescue mission deep in 213 Hillside Rollers territory. This early mission is little known, just as the threats that lurk inside each level of this compact apartment building. The central staircase serves as an expedient means to traverse the floors as well as a flanking route for occupants.

(image below: This dilapidated building could qualify as a high rise, as far as the Rollers and decaying city of Los Sueños are concerned)



New Weapon Gameplay Videos



M32A1 Multi-shot Grenade Launcher



We're spinning things off with the M32A1 rotary grenade launcher. In this video you can also see the new magazine-check UI element for weapons with a rotary ammo cylinder (e.g. the .357 magnum revolver). Missions like Greased Palms will be a tad bit more manageable with this bad boy.

(Video below: M32A1 in action)

The M32A1 uses the primary weapon slot on your officer's loadout, capable of firing either CS or Flash rounds. The primary weapon slot is a large commitment for this highly powerful piece of kit, but also means you can take something other than a grenade launcher in your long tactical equipment section. Still.. if you're feeling on a roll you can opt to carry two grenade launchers, the M32A1 as primary and a M320 as long tactical.

Considering the capacity, bulk, and gameplay balance of the six-shot M32A1, you can only carry a couple drums of ammo for this launcher.

MKV .50AE Pistol



Overkill, maybe, but with escalating threats and funds low, LPSD D-Platoon will take what it can get. Confiscated from a weapons shipment in a raid, this oversized 1911 platform can return to sender with the hulking .50AE caliber. Consider attaching the massive custom laser sight that came with this setup to bewilder your opponents further. No, it is not a scope. Yes, there is also a low-profile trigger guard mounted laser sight if you’re feeling plain.

(Video below: Better square up if you're going to be firing the MKV)


TRPL Less-Lethal Pepperball Pistol



Fire your pepper-based munitions from this sidearm-sized package. Keep in mind how many magazines you may want to carry, though.

(Video below: The TRPL Pepperball pistol in action)


590M Mag-fed Shotgun



Pump to chamber another round, swap to a fresh magazine for more. The 590M shotgun combines reliable pump action with easy reloading.

(Video below: The 590M feeds a full tube of 12 gauge shells when you need it most)
[TAG-105]

Extended Suspect AI Behaviors



With the introduction of our difficulty system we are introducing a substantial amouint of changes to Suspect AI. After in-depth playtesting and tweaking, including controlled playtesting that was accompanied with internal surveys and focus groups, we made many tit-for-tat suspect AI changes aimed at addressing feedback directly especially across difficulty levels.

An internal quality assurance team has been attached to our design department, spending months dedicated to testing through all of the Suspect AI behaviors that are currently in the game. This focused effort for the difficulty system has helped us uncover a lot of legacy code and inconsistencies with Suspect AI behavior.

Below are just a few highlights of the general changes, you will find a full list of fixes and changes when the LSS/ronsole update releases :)

Extended Suspect Squad Behaviors



Suspect Squad behaviors like Rally, Support, Attack, and Retreat were previously on seen on Dark Waters DLC levels. Squad behaviors will only be implemented on levels where it makes sense for them to be there according to the factions and mission details, and depending on the faction only some but not all of the Squad behaviors may be present. Professional suspects like those on Sins of the Father will utilize the full suite of Squad Behaviors.

The full suite of these squad behaviors are: Rally on leader, Support, Attack, regroup on ally/location, and Retreat.

On Standard difficulty mode, about half of the missions in the game (including all base game and DLC missions) will have Squad Behaviors newly implemented to some degree depending on suspect type. On Hard, every level except “Thank You, Come Again” will have the entire suite of squad behaviors present. On Casual mode, however, there will be no Squad behaviors present.

Extended Weapons Cache Presence



Weapons caches are now present across many more missions in the game where it may make sense. For those of you unfamiliar, these caches are placed around missions and allow suspects to arm themselves with weapons if they are unarmed. You can secure these caches to prevent them from being used.

Countless Tweaks, Fixes, and Quality of Life Improvements



Ever notice a suspect running at you with a melee weapon as if driven by an other-worldly trance? That may have been caused by their stress level raising continuously because the suspect stress system wasn't properly recognizing their melee as a weapon, instead treating them like an unarmed suspect who are more susceptible to stress gain. That weird hidden discrepancy and many others are gone now.

Suspects of experienced backgrounds with a capable weapon will now intelligently switch between semi-auto and full auto depending on their distance to the player. On harder difficulties this results on professional suspects delivering accurate fire that is hard for the player to pinpoint, as opposed to the long range spray-like behavior currently in the game. On certain levels like Sins of the Father, suspects may be even more deadly at distance than they are up close, encouraging the player to close the gap.

Suspects now have a more granular chance to exit their surrender state and pick up their weapon. On harder difficulties you may need more officers coordinating to watch surrendering suspects in order to keep them in check. The possibility, countdown time, and chance to occur is way more challenging on hard. Securing your downed teammates weapons becomes paramount, since with increased surrender exit behavior you may find your partner's Mk17 being used against you more often.

Conclusion



We know you're patiently waiting for the ronsole release date announcement to drop. Still, we're continuing to cook up some extra polish and fixes for the update. Not to mention a whole bunch other cool stuff. This summer is a big one for Ready or Not.

This concludes our 86th 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