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Genre: Shooter, Simulator, Tactical, Indie

Ready or Not

February Update Hotfix #2: NVIDIA Reflex

New


  • NVIDIA Reflex

Fixed

  • Fixed unlimited shotgun ammo

February Update Hotfix #1: Rules of Engagement Tweaks and More!


  • Fast Reload magazines maintain velocity from animation

ROE bug fixes and improvements:

New

  • Revoke penalties if AI tries to threaten someone again (by fake surrendering, for example)
  • Fixed an issue where a suspect drawing a weapon would be considered unjustified when force was used
  • Updated SWAT engagement rules
  • Fixed an issue where fake surrender exits would not count as authorized use of force
  • Fixed an issue where fake surrenders with a knife would not count as authorized use of force
  • Shortened required yell reaction time before authorizing use of force
  • Made surrender checks more lenient in the case where accidental shots were fire as soon as an AI surrenders
  • If a suspect is hesitating or fleeing with a weapon, even after hearing a yell, force is authorized

Other

  • Civilians again avoid traps
  • 'Bring Order to Chaos' is only complete if all suspects are arrested or dead. Excludes civilians.
  • Added civilian response to yelling outside of line of sight(with a cooldown).
  • Any weapon can now be canted (Default: O)
  • Pepper spray now reduces morale
  • Knife damage now applied to AI
  • Lowest chunks of destroyable doors now ignore pawn collision (may resolve AI getting stuck inside doors)
  • Detonator now appears in tactical device slot once all C2 has been used/placed
  • Fixed an issue where clients could not see item scroll menu due to inventory not being replicated at start
  • Fixed bleed audio playing on death
  • Fixed new fake surrender exits not aborting when stunned
  • Fixed camera being stuck in mirror gun when dying while mirroring in full screen
  • Fixed several crashes
  • Fixed AI not always having correct health on start
  • Fix for ragdolls repeatedly playing collision sounds
  • Fix for ragdolls never sleeping
  • Fixed suspects being able to fake surrender multiple times


February Content Update

General

New

  • New Map: Club (Early Blockout Phase)
  • Support for displaying modded maps on the World Map (in Lobby)
  • World generation on modded maps will now have AI and Stack Up points generated automatically

Updated

  • RoE updates/improvements

Fixed

  • Fixed loading screen crash
  • Multiple crash fixes


Gameplay

Fixed

  • Fixed an issue where placed C2 explosives would spawn inside of some doors instead of on it
  • Fixed an issue where CS Gas would sometimes trigger off traps
  • Fixed crash when opening loadout
  • Fixed double evidence bagging with AI teammates
  • Fixed shotgun reloading one too many rounds when reloading from empty
  • Fixed an issue where reporting a suspect may sometimes cause a crash
  • Fixed crash when firing a projectile based weapon (pepperball gun, R7, etc)


AI

General

Fixed

  • Fixed an issue where hesitating AI would sometimes move (floating around)

SWAT

Fixed

  • Fixed possible crash when giving a stack up order when no SWAT are available
  • Fixed SWAT sometimes getting stuck on the 'Restrain' command


Suspects

New

  • Knife wielding suspects(Careful, these guys are sharp)
  • Added ability for AI to place traps

Fixed

  • Fixed suspects instantly reacting to the player deciding to kick a door
  • Fixed bug preventing AI from holstering weapons
  • Fixed an issue where suspects could sometimes exit arrests while being arrested by SWAT


Networking

Improved

  • Grenade de-sync fixes and improvements

Updated

  • Continue to search for game automatically when server is full

Fixed

  • Fixed Online Login crash
  • Fixed Tasers not properly replicating magazines from server to client post-reload


Weapons

New

  • G36C -- A German 5.56 assault rifle that looks way cooler without a carry handle.
  • BRN-180 -- A modern take on the classic AR-18 with its sleek charging handle.


Updated

  • Changed the Speed Grip's name to Angled Grip
  • Changed the Control Grip's name to Vertical Grip
  • Adjusted the BCM MK1 recoil and damage to be the same values as the SR16


UI

  • UI and HUD font overhaul


Localization

  • Added Chinese localization


VO

New

  • Meth Suspect and Civilian voices

Improved

  • Dialogue doesn't duck FP gun fire as much(prevents dialogue from artificially quieting gunfire)


SFX

New

  • Farm boiler room ambiance(I am scared)
  • New NVG toggle sound(Tacticool)

Updated

  • Volume tweaks for various ambiances for better balance
  • Use proper physics materials to various surfaces / objects

Improved

  • Backend ambiance system overhaul for Dealer, Farm, Fast Food, Gas, Meth, Penthouse, Port, and Valley
  • Additional sounds / footstep Foley areas added to Port
  • Many Farm ambiances tweaked for better atmosphere
  • Additional sound detailing to Meth raid house
  • Additional sound detailing to Valley
  • Optimized Hotel for smaller audio CPU footprint
  • Optimized Lobby for smaller audio CPU footprint
  • Adjusted certain footstep sounds

Fixed

  • Metal doors now play a sound when the player attempts to open a locked metal door
  • Certain props no longer cause incorrect SFX to play for level duration
  • Certain sounds on Dealer now properly spatialized
  • Port auction music now only plays in the correct game mode
  • Certain incorrect sounds removed from incorrect modes on Hotel
  • Certain sounds no longer pop when looped on Meth
  • Fixed many instances of incorrect bullet impacts for certain surfaces


Music

New

  • Port track added(not final)
  • Club diagetic track(a bop)


Lobby

  • Fixed a rare crash when opening the World Map
  • High quality lobby lighting bake and lightmap adjustments on broken objects


Wenderly Hills Hotel -- 'Checkin' In'

Updated

  • Lobby clock now simulates occlusion when player is behind it

Removed

  • Remove instances of sounds that shouldn't be playing in certain modes


213 Park Homes -- 'Twisted Nerve'

Updated

  • Increased physics barrel mass(even though they were hilarious before)
  • Increase velocity threshold before any barrel sounds to play (should not play sounds as often)
  • Moved physics barrels out of corridor and into another room nearby


Port

Fixed

  • Fixed navmesh in shipping services area

January Content Update Patch 1 Hotfix

General

  • Multiple crash fixes

AI


  • Reduced time AI can fire at player after breaking LoS from 2.5 seconds to 0.5 seconds
  • Removed unauthorized penalty when AI is knocked out
  • Fixed light of sight check being broken when kicking doors


Weapons


  • SBR-300 renamed SBR-556 to accurately represent caliber
  • Fixed ATACR not having secondary tilt for SR16


SFX


  • Fixed SWAT masks not sounding muffled


Music


  • Tweak to combat loop on Dealer timeline so string section is played slightly less often

January Update Patch 1

General

Updated

  • Hide Supporter verification code if not a Supporter
  • Lock Roll and Pitch rotation for characters (causing titled character bug)

Fixed

  • Potential crash fix on host migration
  • Multiple crash fixes
  • Fixed NVG offset on helmet (fixes floating headwear)

Removed

  • Performance profiler capture from settings menu (may have contributed to overall performance loss)


Gameplay

Updated

  • FBI HRT ballistic shield matches regular ballistic shield hitbox dimensions

Fixed

  • Fixed an issue where interaction would not work sometimes
  • Fixed an issue where evidence items would not be recoverable if an evidence bag is covering the interaction point
  • Potential fix for items not equipping if said item’s class was not loaded
  • Fixed an issue where a grenade could be released whilst in low ready
  • Fixed an issue where grenades could sometimes go through geometry (walls, doors, etc)
  • Fixed an issue where trap cables would not sometimes simulate properly
  • Fixed pistol equipped with shield disappearing and reappearing on alternating frames
  • Fixed an issue where the hand could be shot while using the FBI HRT ballistic shield

Graphics

New

  • Spawn blood effects when hitting players


AI

Improved

  • Improved line of sight checks to reduce instances of AI seeing their enemies through walls

Fixed

  • Multiple crash fixes for AI
  • Fixed an issue where AI would not use their unalerted/alerted perception logic (only triggered by noise)


HUD

Fixed

  • Fixed an issue where equipped player gear would occasionally not display on paper doll.


Performance

Improved

  • Scale relevant AI tick rate based on distance


Networking

Improved

  • Replication performance (Hosts should now have a considerable performance boost, especially in full lobbies)

Fixed

  • Fixed an issue where an objective status would not sync when migrating hosts
  • Various networking fixes and improvements


Weapons

Updated

  • Increased SBR-300 damage
  • BCM MK1 fire rate now matches HK416’s fire rate

Fixed

  • Fixed MP5 mag in and mag out using wrong sounds


Physics


  • Physics items (shells, grenades, taser doors, projectiles) now have character interaction disabled
  • Removed pawn interaction physics off incapacitated humans


SFX


  • Slight attenuation bump to C2 and beanbag shotgun
  • Prevent certain weapons from severely blowing out mix
  • Weapon fire can now be heard from a greater distance than before


Localization


  • Updated Korean translations


Lobby


  • Fixed buzzer sound playing when shooting the civilian target when timer was not running

    Coffee Machine nasty bugs cleanout:

  • Fixed an issue where non-host players could not interact with the machine
  • Fixed an issue where the coffee machine could deadlock forever if interaction was spammed
  • Fixed an issue where interaction spam and network latency could cause multiple coffee cups to be spawned at once
  • Fixed an issue where the coffee drinker could still interact with the machine whilst drinking their beverage
  • Fixed an issue where coffee machine SFX would not play for clients
  • Fixed an issue where the coffee machine would not reset when cup is left unattended beyond its max allowed time limit (causing deadlocked coffee machine)
  • Fixed an issue where interacting with unrelated parts of the coffee machine would trigger other parts of the coffee machine (especially when interaction is spammed)


Wenderly Hills Hotel -- 'Checkin' In'

New

  • Add static TV sound source to bar

Updated

  • Reduced suspects on Raid

Removed

  • Hotel briefing audio

Fixed

  • Fixed multiple sound sources not playing


213 Park Homes -- 'Twisted Nerve'

Updated

  • Reduced AI unalerted sight range on meth
  • Blocking volumes to backgarden of fumigated house (fixes falling into the void)

Removed

  • Outside AI spawns on Raid


4U Gas Station -- 'Thank You, Come Again'

New

  • Added main room radio tune to Gas


January Content Update

General

New

  • Added 3 Test Maps: Valley, Fast Food and Penthouse (Heavily WIP!)
  • Working Mirrors
  • Vivox Integration

Updated

  • New Weapon Descriptions
  • Interaction ranges and icon sizes in Lobby

Fixed

  • Fixed a rare bug causing you to get stuck on the loading screen
  • Fixed rare bug where trap wires would look incorrect (when doors were fully opened)
  • Fixed broken lightmap UVs
  • Fixed team view cam sometimes going to pre-mission planning level (viewing SWAT truck)
  • Fixed Optiwand mesh not appearing in Team View Cam
  • Various bugs and crash fixes
  • Depreciated SWAT command decal markers and outlines


Gameplay

New

  • Sight swapping/toggling for new optics
  • Free Look (with option to activate through a hold or toggle). Also has a wider horizontal range of movement
  • Alarm traps

Improved

  • Better weapon offset for super wide monitors
  • Grenades now have a more centered throw trajectory
  • Improved melee system for players and AI
  • Improved melee hit detection

Updated

  • Reduced max Flashbangs and Stingers per player to 4
  • Start match time reduced to 10 seconds (previously 20 seconds)

Fixed

  • Fixed loadouts occasionally resetting
  • Fixed bug that could cause the arrest target to teleport


Graphics

New

  • AMD FidelityFX Super Resolution graphics option
  • Options to disable world decals or modify their density and fade distance (significant performance improvement for some hardware)

Improved

  • More items now visible in mirror/team view
  • NVG visual overhaul
  • Several tweaks to reduce blinding the player
  • Re-enabled NVG spotlight with extremely low intensity to take care of fringe cases where there's not enough light data
  • New LUTs for green and white phosphor options (coming soon)
  • Updated overlay material to show inner screen reflections/lighting
  • Tweaked exposure curve for better "auto-gating" in extreme light conditions

Fixed

  • Fixed some clipping issues at high FOV and low aspect ratio
  • Fixed clipping when player was in Low Ready but playing a blocking animation
  • Fixed crash on some GPUs running low settings on DX12


AI

General

Improved

  • Allow arrested AI to move
  • Increased AI step angle so they don’t get caught on small props, causing them to be stuck in place
  • Significantly improve AI enemy detection reaction time (SWAT especially)
  • Fleeing Improvements
  • No fleeing to outdoor areas
  • Reduced occurrences of AI running into you

Updated

  • Any AI can set off traps
  • Increased default number of Roamers to 3
  • Increased morale loss from SWAT bash/melee attacks
  • Tweaked Rules of Engagement

Fixed

  • Fixed roamers so they don't try roam where they can't go (e.g. through locked doors)
  • Fixed surrender exit bugs
  • Fixed bug with instant snap aiming
  • Fixed bug causing AI that are getting up to 'pop'
  • Fixed AI being able to see through pixel perfect gaps in geometry
  • Fixed bug causing AI to be less aggressive than intended


SWAT

Improved

  • SWAT will fire back when sensing damage (fixes SWAT getting shot and not returning fire, also allows Suspects to fire back if they they take damage through walls/doors)
  • SWAT will abort arrest if target is not surrendered, or is already arrested
  • SWAT now use door interactions from the center (reduces issues in tight geometry spaces where the point on the navmesh will end up on the wrong side)
  • SWAT now checks if enemy is fake surrender/drawing/picking up a weapon for engagement checks (with a small buffer of time to simulate delay)
  • Improved SWAT navigation for all maps

Updated

  • Reduced time spent with weapon up on suspects so they can shoot quicker
  • Stack 1/1 on door if giving a single team command (red/blue)

Fixed

  • Fixed crash if you collect evidence while giving 'Collect Evidence' command to SWAT
  • Fixed several issues causing stalls when breaching and clearing
  • Fixed giving two commands in quick succession leading to SWAT not executing the first commands
  • Fixed issue where giving quick commands to different SWAT teams could have them execute on the wrong contextual data (e.g. previous door/location)
  • Fixed bug that could cause the navmesh to break after using 'Shotgun and Clear' on a door
  • Fixed SWAT executing 'Breach and Clear' command early.


Suspects

New

  • Hesitation Mechanic
  • Reaction animation to heard gunshots
  • Suspects investigate trap stimulus when trap goes off
  • Suspects lower weapons against walls and doors

Improved

  • Tweaked suspect accuracy for better engagements
  • Suspects are more likely to surrender if you yell at them before they've targeted anybody

Updated

  • First 3 bullets that a suspect fires have an accuracy penalty
  • Suspects in Hostage Rescue now execute hostages after spotting an enemy instead of when hearing aggressive noises.
  • Reduced shotgun fire rate to 1/sec (We will miss you, shotgun John Wick)
  • Beanbag shotgun removed from suspects on Hotel
  • Patrols can only end up inside (but can traverse outside)

Fixed

  • Fixed Suspects using trapped doors when they had been peeked open
  • Fixed Suspects spam firing
  • Fixed patrols sometimes not working


Civilians

Updated

  • Halved civilian morale


Settings

New

  • Use (Only) key bind
  • Added Toggle Secondary Sight key bind. Default is bound to P
  • Added Free Look Toggle and Hold key binds
  • Advanced mirror options (anti alias, decals and dynamic shadows. disabled by default)
  • Mouse inverted options for Optiwand

Fixed

  • Fixed Reload, Tactical Reload and Mag Check binds


HUD

New

  • Implemented crouch animation for 'Paper Doll' health indicator.

Updated

  • Changed heal prompt to ‘Press F to Stop Bleeding’

Fixed

  • Fixed NVG Paper Doll icon not being displayed sometimes


Performance

New

  • Added Performance Profiler (to capture and send performance issues to VOID)

Improved

  • Reduced VRAM usage by ~2GB
  • Loading screen improvements
  • Significantly improved Beanbag and Pepperball particle performance (especially when spammed in a small area)
  • Flashbang post process effect
  • Beanbag impact particle
  • Team View & Optiwand render performance
  • Significantly improved team view/optiwand memory usage (was using 16x more memory than needed)
  • Main Menu performance
  • Mirror performance
  • Rain particle FX performance
  • Potential stutter improvements
  • Performance on levels with many AI

Fixed

  • Fixed frosted glass (causing major performance hits)
  • Fixed stinger post process effects severely affecting game performance by ~50%
  • Fixed stuffer when team view/optiwand are active


Networking

New

  • Host Migration
  • Only attempt migration on Connection Lost or Connection Timeout
  • World state is saved from client perspective at the time of disconnect (getting you back into the game seamlessly)
  • Host admin game controls

Improved

  • Join random session within desired ping instead of always joining lowest ping (allows people with slightly higher ping to receive players / spreads players over more sessions)
  • Greatly optimized network performance

Updated

  • Allow joining of servers using Find Sessions running different mods if checksum is turned off(and server has checksum turned off), option available in settings.
  • Modded games can now always join any server that has checksum disabled regardless of their own checksum state (vanilla games will only join modded games if this is turned off)
  • Change session state in pre-login if server is full (may help with finding full servers)
  • Sync movement for physics props placed in the world
  • Stagger the initialization of the world over the full time to help reduce bandwidth load when starting a level

Fixed

  • Fixed 'Time Until Bomb Explodes' on Bomb Threat only showing for the host
  • Fixed occasionally not being able to join sessions
  • Fixed quit to main menu not going back to main menu if not a listen server
  • Fixed being kicked when restarting the mission
  • Potentially fixed some issues causing disconnections (and added further logging to determine any other causes)
  • Fixed other SWAT appearing in truck for clients
  • Fixed issue where light/laser could fall out of sync if used outside of network relevancy range


Weapons

New

  • R7 Launcher, a magazine-fed customizable pepperball gun.
  • MK.16, reliably accurate 5.56 assault rifle.
  • BCM MK1, weapon skeleton with new audio/model/mesh exclusive to Supporter edition owners. No statistical advantage over other 5.56 ARs currently in game.
  • SLR 47, modernized Eastern carbine boasting compactness and power.
  • Added ATACR and SDR optics to M4, SBR-300, SA58, BCM MK1, Mk. 16, SR16, and HK416

Updated

  • G19 Gen5, updated model/audio for the G19.
  • P92X, updated model/audio for the M9A1.
  • Reduced camera shake when shooting SA58
  • Significantly lowered UMP45 Recoil
  • Shortened the SBR-300's barrel significantly
  • 'Thumb over bore' combat grip now used for HK416, SBR-300, and SR16
  • New Stinger Grenade model.
  • New Flash Grenade model.
  • New CS Gas Grenade model.
  • Increased fire rate of AR-pattern weapons to be more realistic
  • SRS optic now uses risers for HK416, SBR-300, and SR16 (if you had the SRS equipped before this change, you may have to re-equip on the workbench)
  • Corrected laser rotation when right up against an object

Fixed

  • Fixed M4A1 socket for M600V
  • Fixed double sound playing for MPX, UMP45 and SBR-300
  • Fixed brake scaling for SR16
  • Fixed shotgun accuracy
  • Fixed P92X(M9) pistol using wrong inertia values
  • Fixed G19 backplate not moving with slide
  • Fixed G19 slide plate not actually disappearing when an optic is attached


Animation

  • Fixed lowered shield reloads with Python revolver
  • Fixed A-Pose when killing arrested AI
  • Fixed wrongly assigned animations for m45A1 speed reload
  • Fixed arrested death poses


Physics

  • Re-enabled physics prop interactions (Increased push force so you cannot get stuck on/behind them)
  • Fixed collision with thrown items (Chemlights and Grenades)


Scoring

  • Scores will no longer save if game is modded
  • Traps no longer impact scoring


UI

  • Removed loading screen percentage when going back to main menu (as it's a blocking load)
  • Fixed mission select not working if two inputs were sent at the exact same time
  • Fixed 'Finding Session' text not showing on the menu


VO

New

  • TOC Voice
  • New set of generic female voice lines

Removed

  • Removed unused voice files
  • Removed legacy/placeholder voice lines

Updated

  • Only agender Judge lines play when ordering arrests
  • Updated female civilian voice lines


SFX

  • Footstep tweaks for 3P Civilians / Suspects
  • Bump sound size for pistol melee so it doesn't pan as player moves
  • 3P weapons slightly sidechain bullet impacts now
  • Lowered volume for certain sidearm melee foleys
  • Tweaks to certain 3P weapons for better parity
  • Slightly lower bullet crack chance, removed EQ
  • Added updated taser assets and updated taser shot / hum
  • Lower trap cut volume
  • Many tweaks to existing events across the board to minimize sound drop out
  • Updated Mk. 16 / SBR300 / SA58 / Stinger sound events
  • Disabled auto activation for many sound sources to prevent leaking
  • SWAT voice lines can be heard in headset at range


Music

New

  • 'Fast Food' restaurant song(It's a bop)
  • 'Penthouse' music


Localization

  • Added Korean, French, German and Czech translations
  • Korean text now uses Numan font


Miscellaneous

  • Fixed spelling/grammar misteaks
  • Added Discord Supporter Code in settings (for Supporter server verification purposes)
  • Crash reporter now displays a simple error message (ie. Crash, GPUCrash, Assert) and the reason, if possible


Lobby

  • Shoothouse target mini-game (Shoothouse timer is now operational)
  • Coffee machine in Lobby (with speed buffs for certain drinks)
  • Updated Shoothouse trigger box range to get out of forced Low Ready at the first door


Wenderly Hills Hotel -- 'Checkin' In'

New

  • Active Shooter Mode
  • Hostage Rescue Mode
  • Raid Mode
  • Hotel's lobby and first floor areas now available for new modes
  • Added Chef models


213 Park Homes -- 'Twisted Nerve'

New

  • Raid Mode
  • Second house has been opened up.
  • Added destructible lights
  • TV now plays static sound(spooky)
  • Sewer area now plays dripping sounds(yucky)

Updated

  • Environmental Updates
  • Incapacitated Minor score penalty increased to -350 (previous penalty was erroneously -15)
  • Adjustments to Meth tunnel ambience
  • Tweaks to Meth audio
  • Additional sounds added to sewer
  • TV on floor in main house now plays sound
  • Chime sound added to main house side
  • Additional sounds added to spawn garage
  • Additional sounds added to street light near spawn
  • Rat / debris sounds now play around main house
  • Added volume to Meth front door so outdoor ambience plays in near it
  • Child's radio on Meth now has event cone parameter so player can't hear it behind wall
  • Female suspects on Meth now use female suspect lines

Fixed

  • Fixed popping of certain Meth sounds
  • Fixed some navs in meth
  • Fixed out of bounds areas
  • Collision fixes
  • Lighting fixes
  • Fixed some Meth spawns where AI wouldn't be able to move
  • Fixed AI not being able to navigate the hole in the fence on Meth


Caesar's Cars Dealership -- 'Buy Cheap, Buy Twice'

New

  • Bomb Threat Mode
  • Added rockin' radio track courtesy of a legend

Updated

  • Max attenuation for barrel fire reduced
  • Increased distance of Dealer car passerby SFX
  • Slight volume tweaks to outside Dealer outside quake SFX
  • Minor Dealer artwork changes


4U Gas Station -- 'Thank You, Come Again'

Updated

  • Adjustments to certain Gas ambiences
  • Huge overhaul of ambience volumes to prevent leaking
  • Certain room tones changed for better parity
  • Certain spatial sounds moved
  • Flies now fly around poor Mudasir


Port Hoken -- 'Hide and Seek'

New

  • Bomb Threat Mode
  • Added creepy auction music to auction room
  • Added blocking volume to certain area so players can't go for a swim

Updated

  • Tweaked Raid AI count

Fixed

  • Fixed drip sound from stopping and starting, remove second sound for better consistency with location


Ready or Not Alpha Testing Branch Clarification

To Our Community,

We wanted to take a moment to elaborate on Ready or Not's Alpha testing branch and how it relates to the live Early Access branch. While it is easy to understand why our players want access to new alpha content, we did not make this decision lightly or without reason.

As a new video game developer, we have managed to survive and bring Ready or Not to life thanks to our Supporters. Not only was their financial commitment a critical lifeline for us, the feedback and criticism they provided throughout the game's Alpha has also helped shape the game into a better product. Currently, we wish to continue to test content in a Supporter only Alpha branch prior to launching for all players, giving us the opportunity to correct as many errors as possible. In addition to showing Supporters our appreciation for believing in and backing Ready or Not, this allows our limited staff to more easily receive, evaluate, and assimilate feedback into the game.

By creating a short 1-2 week evaluation window, we create a much needed space to test things prior to releasing onto the live Early Access branch. For instance, we are currently testing foreign language localization and have discovered several omissions or errors caused by software glitches. As another example, we discovered a bug that merged every player currently playing the game into one voice channel together. The extra time afforded to us by this Supporter exclusive testing period is invaluable for the purpose of managing our limited resources to fix game breaking or exceptionally tricky bugs before being released to everyone.

With this method, we are not promising that the content released onto the live Early Access branch will be bug or error free, but we do believe it will be the cleanest version possible given a short window to resolve pertinent issues. We will continue to take feedback from all of our players and are taking steps to enhance our feedback mechanisms to make them more robust and easy to utilise.

We have no plans of dividing our playerbase in any way, and this brief testing period is meant to ensure when new content rolls out that it is ready to play and enjoy with your friends. Any hotfixes or patches to outstanding issues will, of course, be sent out to the live Early Access branch as we are capable of doing so.

We look forward to fully releasing the content currently on the Alpha testing branch to all players within the next week or two, and hope that we can continue to showcase our desire to communicate earnestly, honestly, and with the best of interest of all players in our hearts.

Ready or Not - Team17 Partnership Announcement!

For those of you new to Ready or Not, welcome!

This is the old Ready or Not page.


Please head over to our new page for full details on this update:


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

If you want the full details on this announcement then please head to the post on the official Ready or Not Steam page:
https://store.steampowered.com/news/app/1144200/view/3035962360469535706

Here's the trailer from the announcement:
[previewyoutube="Q-s6HOVDgiQ;full"]

Thanks everyone, see you over on the other community page!