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

Ready or Not

Community Art Contest

Attention Officers!

Today we’ll be revealing the winners of the first Ready or Not Art contest! All three of these winners were chosen via a combination of Staff and Community vote, and for their adherence to the theme , the keys that these three users will be receiving are well deserved.

Third place: The Rock



The third place piece, brought to us by The Rock illustrates something that has happened to every Los Suenos SWAT officer at least once, being rushed by a very much self assured suspect and erased before you can properly respond.




Second place: Moto



Second place, brought to us by Moto, brings a much more meme-y take on the danger of approaching suspects while unprepared. Sometimes when approached by a Terminator suspect, the only chance for survival is to retreat from the situation and regroup.




First place: Etnad



First place, populated by Etnad, brings us a piece that nails the theme of the contest right on the head. It depicts a moment of happiness in between the bursts of violence and stress that being a LEO entails, as well as all the staple characters that you can find around the station. The light sprinkling of easter eggs and the technical skill on show really pushes Etnads piece over the edge.





We’re glad that our first of such an event gathered so many applicants, a whopping 44 entries, stepped up to show off their artistic skills to the rest of the server. Being the first of many such contests we plan to run, we hope that the community will continue to put their best foot forward as we roll out more of these events.

If you'd like to join future contests, join our Discord!

https://discord.com/invite/readyornot

Keep your feet on the ground and pen in your hand.
Void Interactive.

Vol. 31 Ready or Not Development Update

Attention Officers,

Welcome to the 31st edition of our biweekly newsletter!! This time around we'll be taking a deeper look at Club, Valley, and Penthouse, all three of which have progressed significantly in recent weeks.

The Prysm Night Club


Pulsing lights and pounding music, strong drinks and intoxicating vibes. The promise of something more within. A crowded dance floor left vacant and streaked with blood. Pain and chaos. Bring an end to it.


Above: The heart of the club.


Above: The lounge. An uneasy stillness lingers.



Above: Death and destruction in a place of joy and respite.


The Valley of the Dolls


A poolside party under the warm rays of the Los Suenos sun. A birthday and all the presents money can buy. A dark secret waiting for you to bring it to the light.



Above: Decadence and excess.



Above: The entrance and bar, respectively. These folks are living the life.



Above: An abstract art gallery and a themed sitting room, in the Penthouse. What else do you need?


Conclusion


This concludes our 31st biweekly briefing, showcasing Club and Valley as they get closer to their final forms. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and playtesting events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
Community Management Team


Community Content Exhibit Vol. 1

Welcome to the first in our series of monthly newsletters, dedicated entirely to community creations and contributions to Ready or Not! This month, we’re focusing on popular, well made, and unique mods to take your gameplay to the next level. Let us know if you’ve already experienced one of these in the comments!

Community Spotlight – Mods of the Month




1.) In-Game Menu by TheRareKiwi



For many players this will be one of the first mods they download, and often the first they are recommended. The simply named ‘In-game menu’ offers users more granular control over their lobbies in both single and multiplayer. The mods feature set includes a proto-server browser, user limit changes, a map selector, and even a simple mod management and identification interface, to see what mods you have loaded at any given time.



2.) The Fairfax Residence Remake by bmatthew9342



The Fairfax Residence is a map that features many veterans of the Tactical Police Action genre. It’s a faithful remake of the old SWAT 4 map, and faithfully maintains both game’s high level of environmental storytelling. Most present is the slow feeling of dread from the compact map, the well decorated environment, and its sparse use of NPCs.





3.) Old Wenderly Psych Hospital by WasabiParty



Old Wenderly’s claustrophobic corridors, and high density of both civilians and suspects, lend themselves very well to the short, furious firefights that test all players' target acquisition and identification skills. The only downside to the map is the lack of decoration, but given the map's size combined with how hectic the action tends to be, it’s very easy to overlook its missing flair.





Editors Choice

4.) ODST RONMOD by Sierra107



I really think the name of this mod speaks for itself! Though given the in-universe talents of the ODSTs and the incongruity of placing them in a reasonably modern space, it doesn’t mean that Absiv didn’t hit it out of the park with a modern version of the ODST battle suit and aesthetic. The cherry on top of this mod, is that HoltDT also contributes voices that sound like they’ve been passed between helmet comms, as well as two weapons provided by Unselles! The headliner is the venerable M90 pump shotgun, whose sheer imposing presence makes it an absolute joy to use. The other is the MK50 Sidekick from Halo Infinite, whose replacement of the USP is quite a fitting choice.

All round it’s a wonderful package, with more tweaks and firearms on the way!

https://www.nexusmods.com/readyornot/mods/896

Addendum
I have miscredited several creators in the above post, this has been fixed:

Both Unselles and HoltDT have authorised ODSTRoNMOD to utilise two mods separately uploaded on Nexusmods - these mods are;
*.357 Bonanza, M90, and MK50 by Unselles
*Trauma Team style voices for SWAT by HoltDT
*ODST Armor designed by https://www.artstation.com/abisv







Closing



Going forwards, we can’t WAIT to see what else the community brings to the table as we update the game and to give modders more functionality to play with and improve their own works.

Outside of our highlight posts you can find more wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Don’t forget to share your mods with us on Twitter, Facebook, and Instagram, and join our modding community on Discord.

TOC, signing off.

May Update Addendum

To the Ready or Not Community,

Our developers have been hard at work on putting together our largest content update yet, including new levels, characters, weapons, and a complete cover system for civilians and suspects to utilize. The extra time allotted to our team to work on this update has allowed us to perform necessary bug hunting, problem solving, and mechanical integration.

At this point we now have a firm grasp on how much work is left ahead of us to get the update in a playable and test-ready state. Unfortunately, we'll need just a little bit more time to ensure we can adequately prepare the large amount of new content and systems being added to the game.

Our biggest content update yet will be available to all Ready or Not players in the first week of June.

We know that we've already asked for you to wait for us once, and we know that this delay will come as frustrating news for our community. These extra few days will be crucial in making the update consistently playable and ready to experience with your friends without forcing our dev team into a crunch period that is all too common in the industry.

Going forward, we will continue to communicate any such development news so that we are maintaining openness with our player base. We thank you for your patience, for your support, and for your passion that pushes us to make the game better every day.

We're so excited to share everything that we've been working on with you, and we'll see you in the first week of June!

Vol. 30 Ready or Not Supporter Development Update



Howdy gamers,

Welcome to the 30th edition of our biweekly newsletter! In this week's issue we're going to be taking a look at some work-in-progress shots of Club and Valley as well as a(quite scary) suspect you can expect to see on Meth in the near future!

Club and Valley Come to Life



With each passing week our level design team continue to add details and improvements to our existing lists of maps, and we're excited to show off some of their fine work. The potential for environmental storytelling in Ready or Not is something that excites us, and that means adding the little details that stand out whether it's your first play through or your hundredth.


A cascade of violence in the Club. Take control in the Aftermath.



It's important to keep the flowers tended to




A truly luxurious party. Time to crash it.


Preview of New Meth Suspects



In addition to a myriad of improvements and variations to existing character models, our team has been putting together an entirely new and unique cast of characters for Meth, aka 'Twisted Nerve'. While we're excited for players to run into all of these variants, there's one character in particular we'll be focusing on today.


One of 123 Park Home's residents. His cloths have seen better days, and so has he.


I don't like the way he's lookin' at me, Sarge.

Between the gentleman above and the rest of the new suspect and civilian models coming to Meth, players will encounter a dozen new faces in their journey to bring order to chaos.


Conclusion



As with every aspect of Ready or Not, we're focused on creating an immersive environment that is conducive to tense and fun game play. This means interweaving elements of the game's story with its characters and the world, and we can't wait for you to experience it.

This concludes our 30th biweekly briefing, focusing on a few level previews and a new character model for Meth. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play test events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
Community Management Team

https://store.steampowered.com/app/1144200/Ready_or_Not/

Vol. 29 Ready or Not Supporter Development Update




Howdy gamers,

Welcome to the 29th edition of our biweekly newsletter! This time around, we'll be showcasing our team's work on updating the game's SWAT models and adding new variations for players to choose from. Expect to see more of these models(and others we haven't teased yet) in the near future!

Updated SWAT Models and Variants



Our modelers have been working hand-in-hand with our on staff police advisor, implementing the feedback of an experienced SWAT team member to improve existing equipment and add new options for players to take advantage of. We're excited to show off what we have so far, so without further ado, let's get to it!









Customization



Countless new kit options, from uniform color, to vests, to helmets.







Above: New helmet variations with functioning IR strobes.


Conclusion



This concludes our 29th biweekly briefing, unveiling a variety of changes we're working on for the game's SWAT models. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play test events occurring

https://store.steampowered.com/app/1144200/Ready_or_Not/


Vol. 28 Ready or Not Supporter Development Update




Future Update News and Community Spotlight



Howdy gamers,

Welcome to the 28th edition of our biweekly newsletter! In this briefing, we'll be primarily focusing on content made by our wonderful and passionate modding community, as well as a few sneak peeks at what our team is working on behind the scenes.

Community Spotlight -- Mods of the Month



Since Ready or Not entered Early Access, we've been lucky enough to see tons of mods from our community that add content to the game and offer unique experiences for players. We love our modding community and will continue to support it and expand support for it throughout development of Ready or Not. Today, we'll be sharing three mods in particular that caught our eye this month.

1.) 'Pup SWAT' on Nexus Mods, by BeYkeRYkt

Based on concept art released for Ready or Not, this mod provides high quality character skins that bring an old school, classic look to your SWAT team. Lovers of the 90s and early 2000s aesthetic rejoice, we've found just the mod for you.


Above: A timeless look for door kickers everywhere.

2.) 'Super-A Club' on Nexus Mods, by matthew9324, TayW, and mal0.

The neon lights, vibrant decorations, and numerous private rooms of the Super-A Club make for an exciting environment to move through and clear. This is an incredibly colorful map that radiates personality and clearly had a lot of love put into it.


Above: The club's entrance. Blinding lights are ignorant of the chaos brewing within.

3.) 'Breaking News' on Nexus Mods, by CCRifles.

Breaking News provides a new map for Ready or Not constructed of entirely unique assets laid out with care and precision. Alternating between claustrophobic close-quarters combat and open office spaces, your journey through this independent media office will require careful attention and a steady hand.


Above: Advancing through Breaking News.

Fast Food Update Preview -- Under the Hood



We're happy to share some updates from our level design team on one of Ready or Not's test levels, 'Fast Food'. Still in its very early stages, we've seen a lot of progress on expanding and texturing the level to get it up to our standards.


Above: The familiar fast food place is starting to look a bit more alive.


Above: The back is coming together as well.


Above: The competition across the way.

Conclusion



This concludes our 28th biweekly briefing, focusing on community-made content and some sneak previews of how Fast Food is starting to come together. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and playtesting events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

https://store.steampowered.com/app/1144200/Ready_or_Not/

March Update Hotfix #1

Bug Fixes


  • Fixed multitool not removing traps properly
  • Fixed grenade launching two projectiles for clients
  • Fixed crash when using the ammo refill box
  • Gratr is now clientside only

Ready or Not Briefing 27: Future Content Preview




The March Update Has Arrived!


Howdy gamers,

Welcome to the 27th edition of our biweekly newsletter! This time around, we wanted to showcase a few different concepts and weapon variants that are further out from being ready for public release. We're keeping an eye on any necessary hotfixes for the recently released March update and are hard at work on a much larger update for April, so we thought it would be good to offer a few teasers of what the future might hold.


New Weapon Variants -- MP5A3 and MP5A3/10MM


As we continue to work on brand new weapons for Ready or Not, we also want to show love to the subtle intricacies that existing weapons platforms already have. Whether these be different calibers, different furniture, or the ability to utilize different attachments, so long as it offers more options for the player to enjoy we're happy.

To that point, we've been working on two new variants of the venerable MP5 for Ready or Not. The MP5A3 and the MP5A3/10MM, its higher caliber cousin, are perfect examples of weapons that showcase and emphasize the subtle differences. This updated version of the world's most well-known and best trusted submachine gun features a lot more rail coverage for attachments, and in the case of the 10MM variant, a higher caliber. Both feature unique, updated audio to represent their differences from the existing MP5.


Above: The new MP5A3, available in addition to the existing MP5.


Above: The MP5A3/10MM, a favorite of officers looking for a bit more punch. Or who just like straight mags.


Suspect Ingenuity, AKA Shotgun Traps


On the conceptual side of development, we've been working on adding more variety to the traps and tools that suspects can utilize against the player. Chief among these has been the shotgun trap, an idea that we've held close to our hearts for years but never been able to dedicate time to creating it. Now, however, we're happy to showcase an in-game render of the new shotgun trap, and what it looks like from the other side of the door.


Above: The shotgun trap requires an elaborate setup, but packs a devastating punch.


Above: The business end of the shotgun trap. Be alert, or you might go home in a body bag.


Above: A very early concept of shotgun traps, as well as a few others that may show up...


Conclusion


This brings an end to our 27th biweekly briefing, sharing some new weapon variants and a deadly new trap that we look forward to integrating into the game. Please tune in next time for even more development news!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and playtesting events occurring within the Ready or Not Alpha, you can become a Supporter at www.voidinteractive.net or at our Steam store page.

https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
Guinevere, Community Manager

Ready or Not March Content Update

Gameplay

New

  • Carry Arrested AI

Updated

  • Increased melee bash range

Fixed

  • Fixed SWAT AI becoming 'Injured' to CS gas when wearing a gas mask

AI

General

New

  • Bomb vests for Suspects and Civilians in certain levels and scenarios

Settings

New

  • NVG Phosphor display option (Green or White)

HUD

New

  • Paper doll UI showcases when you're carrying AI

Updated

  • Team View is no longer tied to HUD visibility. (HUD can now be turned off and team view will still visible)
  • Player nameplates independent of HUD visibility

Performance

Improved

  • HUD optimizations
  • Team View optimizations

Fixed

  • Fixed a performance issue with the significance manager causing hitches on certain maps

Networking

Updated

  • No longer able to join co-op games in progress

Weapons

New

  • M32A1 Launcher (Flashbang Rounds)
  • M320 Launchers (Flashbang, Stinger and Gas)

Fixed

  • Fix for pepperball projectiles hanging in the air when firing at sky
  • Fixed shotgun ammo inaccurate counting


Physics


  • Greatly improved player physics interaction against physics props
  • Physics props no longer affect player movement

UI


  • Fixed shotgun ammo UI display

VO

New

  • Shared death screams now added to all NPCs

Fixed

  • Swan no longer repeats certain lines
  • Removed duplicate death sound from GenericSuspectMale voice batch

SFX/Music

New

  • Foley sounds for various SWAT and NPC actions
  • Knife attack audio
  • SWAT Breaching
  • Compliant and fake surrenders
  • Universal rifle draw / holster sounds

Updated

  • Gunshot stereo width is no longer as thin as Zack’s hair
  • Volume balance across tons of sounds
  • Python snubnose gunshot now slightly different than non-snub gunshot
  • Surface impacts now more pronounced in the overall mix
  • Tweaks to certain step foliage sounds
  • SWAT footstep gear foley sound now plays slightly more often
  • First-person dirt footstep sound sounds more like dirt now

Fixed

  • Metal impacts now use shared metal impact sound for better audibility / consistency
  • Fixed instances of incorrect impact sound being applied to various surfaces
  • Fixed tons of instances where doors would incorrectly sound occluded on various maps and modes
  • Fixed certain step sounds not firing for all characters
  • Optimized many events so they don’t continue playing even after stopping
  • Fixed instances of SWAT steps being waaaaay too quiet
  • Fixed instances where pre-game music wouldn’t play
  • Optimized certain gunshot tail layers
  • Optimized bash sound
  • Optimized first-person footstep sounds
  • Increased sound size for all weapon foley to mitigate left / right channel switching if sound fires while player is moving mouse

Hotel

Updated

  • Hotel now uses updated ambiance backend
  • Massive amount of tweaks to existing sounds/ambiances across all game modes(sizing, adding, deleting, etc)
  • Massive amount of tweaks to existing 3D sound sources across all game modes(stereo width, positioned closer to sound sources, etc)
  • Implemented 3 unused ambiances (Bar, Kitchen, Gym)
  • Implemented unused occluded traffic effect in parking garage
  • Fixed instances where sprinklers on Bomb Threat game mode wouldn't all play
  • Fixed instances of bomb threat puddles not producing splishy splashy sound
  • Increase stereo width of certain sounds for better realism
  • Game music now stays quiet until player is in certain areas on the first floor
  • Upper rooms music section now plays during upper rooms game modes

Meth

New

  • New Areas: Attic, Meth Lab, new rooms in tent house

Updated

  • Changed and removed sounds to match updated visuals
  • Re-implemented second combat theme

Fixed

  • Backend improvements to Meth music
  • Optimize certain sounds

Dealer

Updated

  • Game music fades to silence when close to rockin' stereo song

Fixed

  • Fixed instance of ambient tension not playing during certain combat outro

Gas

Fixed

  • Fixed instance of incorrect ambience playing in certain areas

Port

Updated

  • Game music now fades out when inside and around the Auction room
  • Optimized/balanced most ambiances
  • Apply LFO to rain sound / rain on clothes to simulate rain gusts
  • Increase stereo width for certain sounds
  • Slight adjustment to add reverb to certain areas

Fixed

  • Fixed instances of certain warehouse rooms not having reverb
  • Fixed instances of rain sounds continuing indoors on Port
  • Fixed instance of incorrect ambiance playing on Barricaded Suspects spawn
  • Added invisible wall to hostage rescue to prevent players from jumping out of map
  • Added invisible wall to prevent players from getting stuck in certain external warehouse area