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Genre: Shooter, Simulator, Tactical, Indie

Ready or Not

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Community Content Exhibit Vol. 18

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're going to be talking about the winners of the mapping competition and give a little bit of a background on why they were rated the way they were, giving some insight into our judging process as for this one the judging was done entirely by the development team.

But before that, we'd like to announce the full launch of our new Merch line!
Currently the new store primarily serves North America, but our partners are quickly expanding and will be able to offer more affordable shipping later in the year.

Link here: https://na.merch.voidinteractive.net/


We've taken the feedback from the test run and we've improved everything across the board. What is here as well isn't it, we will be launching more and more merch in stages as production and development finishes. We've also included something a little special for our oldest and most dedicated supporters, you know where to find more information about that.



The running for maps were tight, with only two outliers that had incredible concepts and backend features but unfortunately fell a little short in the department of presentation. We'll start our analysis from third place and work our way towards first.

Third Place: Neon Tomb Remastered by Vegriv

The front end being taken directly from the front end of the original belies the amount of work that went into entirely transforming the vibe of Neon from a contemporary club feel to something that wouldn't feel out of place in 1990s Vegas.

The map almost spreads out like a spider, with the central semi-circle of the pool and bar-island surrounded with the splayed out spokes of the rest of the map, a majority of the upper and lower floors instead laid out across one spectacular maze of danger and death.

Taking the main path brings you into a vast, wonderfully designed, and decidedly incredibly dangerous new main pool area. In many testers first times on the map they'd find themselves surrounded on all sides by well armed and armored Hand members and quickly torn to shreds. Taking alternate routes in the bowels of the Tomb only further shows off Vegrivs' care taken in the redesign and the rigid adherence to the spirit of Neon while still changing the entire look of the map.

Of particular note is that hallway, of which I won't share for fear of spoiling it, but it was the aesthetic highlight for many of the Judges. In particular our entire art team.

Second Place: Shattered Nerve by Delta and StenTheAwesome

Certainly the smallest of the maps submitted, more reminiscent of Sullivans Slope in both size and suspect count, but that very much belies the care and attention paid to every nook and cranny of the map.

Opening with something that is rare, even in the custom map sphere, you're presented with not only fellow officers armed and already engaging the suspects but the ability to send team members to the other spawn point from in-map. Allowing a flexible two-pronged approach on some of the most dangerous criminal archtypes that the game has to offer.

Moving up on the house from the primary start point, we're treated with another first. The application of the Bearcat in one of its' intended use cases as a breach assistance vehicle, doing so by ripping a gate off the hinges and allowing D-Platoon to approach the home in question. The house itself is dangerous before you even set foot on its' lawn, with possible fire from the upper windows and traps set up outside on the deck and porch approaches, hidden amongst the gnomes and planters.

Inside, even more traps and a killbox set up with a custom AI script to hold their position with a machinegun at the top of the first set of stairs, which may also be trapped after the suspect is dealt with. The explorative player will find the ladder prompts, allowing officers to climb up behind the machine gun nest and incapacitate the machine gun wielding suspect.

As you approach the secondary shooting position, where a suspect had been firing down onto your fellow officers you find both the iconography of the Left Behind and their grievances as well as a somber and touching tribute to a soldier who tragically lost their life in the line of duty.

At the primary shooting position, players are treated to both an overview of the carnage that necessitated the response of D-platoon and the beautiful vista of Los Suenos in all of its' underappreciated glory.

First Place: Homeland by Lumoize and MrEman

Bringing back the old station in general wins a lot of points in the map design sense, but what was done to it brings the whole thing to a entirely different level. Lumoize and MrEman took the entire level that used to be a safe haven and hangout for many officers pre-1.0 and turned it into a lethal labyrinth.

Dripping with detail that Transends the first, second, and even third glances Homeland is absolutely dripping with details that elevated the make from just 'good' to first place material. From the proper direction of the prayer mats around the map, to the custom interactable easter eggs, to the training courses built to directly reference all of the actions that The Hand has taken.

Homeland certainly ranks among the greats of Ready or Not mapping alongside Sanctums Deciet, and just so that we don't reveal too much and end up adding another thousand words to this newsletter, we'll keep this review short.

Lumoize and Mreman hit it out of the park with every ounce of care and attention they put into this map.



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

Vol. 85 - Ready or Not Development Briefing

Attention Officers,



Welcome to the 85th edition of our Ready or Not Development Briefing, April 25th, 2025.

Ready or Not’s console release is on the way this summer, as you may have seen on our YouTube channel or during the Twitch Galaxies stream! We’ll be releasing on PS5 as well as Xbox Series X | S with full crossplay across all platforms. This briefing will answer some of your burning questions about ronsole.

A free update (not a form of DLC) we're calling “Los Sueños Stories” (LSS) is simultaneously launching alongside ronsole. This will bring y’all four new weapons, three difficulty modes to choose from, and two re-designed maps which existed only as grey blockouts during Early Access. In this briefing you’ll get a look at the TRPL pepper ball pistol, M32A1 rotary grenade launcher, 590M magazine-fed shotgun, and MK-V .50 AE pistol.

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.

Ronsole Release/Los Sueños Stories FAQ:



Here’s a list of some of the most frequently asked questions we saw asked following our console release announcement:

1) Q: Will there be crossplay?
A: Yes! All platforms across PC and console will be able to play with eachother.

2) Q: Can I turn off crossplay?
A: Yes, you are able to turn off crossplay if you’d rather play with others on your platform only.

3) Q: Will there be modding on console?
A: No, there will not be mods on the console version of the game.

4) Q: Will there be keyboard and mouse support on console?
A: Not at this time, no. We have a comprehensive controller support scheme and UI for each platforms’ gamepad.

5) Q: Will there be official controller support on PC?
A: You're in luck, there already is! Official controller support was added to base game with the Dark Waters Release, have fun!

6) Q: When is the exact LSS update/ronsole release date?
A: Summer 2025, exact date to be determined :)

7) Q: Is “Los Sueños Stories” a DLC?
A: No, it is a free base game update.

8) Q: Will there be a bundle that includes all currently released DLC on console?
A: Yes, there will be! It is called the “Digital Deluxe Edition.”

9) Q: Will be there cross-progression, so if I play on console and then PC my progress carries over?
A: No, there will not be cross-progression between platforms.

VOID Event Presence



Our dev team is making entry into all sorts of events throughout this spring and summer, and we may have some goodies in the form of convention-exclusive merch to share along the way if we run into you.

You can identify us by the slick new Ready or Not backpacks that we’ll be carrying. These bags won't ever be produced for mass-sale, worn only by members of the VOID team and a limited number of content creators for an upcoming event.

The first convention presence of this sort will be PAX East! While we don’t plan to have a booth there, you might see us as we patrol around.

(Image below: RoN dev team backpack)


What sort of exclusive con merch might you be able to receive from us? An official LSPD badge, of course. Congratulations, officer, you’ve earned it.

(Image below: Our convention merch exclusive LSPD badge)


New Weapons First Look



Each of the 4 new weapons added with the LSS update are intended to fill in niches that currently are empty in the game.

TRPL pepper ball pistol:



The TRPL pepper ball pistol is a less-lethal multi-shot sidearm capable of suppressing enemies with clouds of OC gas. With a further range than a taser, and 7 shots in each magazine, the TRPL is a suitable choice for shield users or those looking to take a fully less-lethal loadout.

However, with less immediate impact compared to a taser and still relatively limited mag capacity, officers must be strategic in its usage and avoid one-on-one engagements.

Consider the spicy loadout: VPL-25, TRPL, pepperspray, CS gas grenades, and a CS launcher. Don’t forget your gas mask for this run.

(Image/GIF below: Cinematic angles of the in-game TRPL pistol model)



590M Shotgun:



This shotgun is a magazine-fed pump action with a 10 round detachable box magazine, whereas all of the other existing shotguns in RoN are manually loaded one shell at a time. This allows a 590M user to perform a rapid reload of 10 shells at once; it is though somewhat more difficult to swap between shell types on an individual basis and tactical reloads can result in an inventory of partially loaded mags.

(Image/GIF below: Cinematic angles of the in-game 590M shotgun model)



M32A1 Rotary 40mm Launcher:



This grenade launcher is a six-shot 40mm launcher that fires flashbang and CS gas rounds. No need to reload after each shot, the revolving cylinder will simply cycle the next round into the chamber.

(Image below: Cinematic shot of the in-game M32A1 model)


MK-V .50 AE pistol:



No, this is not a Desert Eagle. It is perhaps mildly more insane, a 1911 pistol frame that is heavily modified to chamber the massive .50 AE ammo cartridge. A stash of these eccentric yet powerful semi-automatic pistols was seized by court order and later re-possessed to the LSPD.

Control your recoil and time your shots, or the next one might end up making a hole in the floor above you. You may find more practicality with the existing .357 magnum, but with the MK-V you will benefit from fast magazine swaps.

(Image/GIF: Cinematic angles of the in-game MK-V .50 AE pistol)



Difficulty Mode System Continued Development



A primary goal of our new difficulty system is to offer players opportunities to engage with behaviors and opportunities they might not otherwise see when playing on Standard mode. Thorough playtesting of the difficulty system has given us immense insights into ways that we can refine the system to continue towards this goal. One example we will use concerns trap usage.

On Casual, the player should feel more agency and less pressure from suspects. For example: On levels with traps there may be less traps, or less lethal instead of lethal traps, and the SWAT AI should give the player more time to engage with suspects directly.

It is on Hard however where this philosophy of increased possibilities truly shines. The player is confronted with a broader spectrum of suspect behaviors and challenges. For example: levels that did not have traps before may now have traps, and suspects will act in more unpredictable and intelligent ways; some less lethal traps may change to lethal ones. What once may have been a familiar level is now one where the player must constantly be ready for anything, and complacency kills.

Conclusion



Ronsole is on the way and with it comes the Los Sueños Stories update! If you have more questions please put them in our comments here or on our socials. Huge shout out to the PS5 playerbase for their warm reception of our trailer on the PlayStation YouTube channel. Maybe we'll see some of you (and any of our fans) at PAX East where you can get a badge as part of your official induction!

This concludes our 85th 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, TikTok.

Stack up and clear out.
VOID Interactive

Ready or Aussie

Attention Aussies!

After a short vacation from the steam store, we're back and ready to welcome more Australian Officers to Los Suenos!

In short, the ACB needed verification of Ready or Nots IARC certifications via our game existing on larger recognized storefronts [PSN, XboX, etc.]. The length of the removal was not in any way punitive and it was not a ban of any sort.

Stories from Los Sueños - Console Edition Announcement

Attention Officers!

Following the reveal of Ready or Not Console during the Galaxies Games Showcase, we’re excited to share more details about our upcoming free update, Stories from Los Sueños, launching alongside the console release.

This update introduces new content and improvements, with PC players getting full access to everything on day one.

Here’s what’s coming in Stories from Los Sueños:

4 New Weapons (Available Day One for PC Players):

  • TRPL Pepper Ball Pistol
  • MK-V .50 AE Pistol
  • 590M Shotgun
  • M32A1 Launcher Primary (Gas and Flash rounds)

Other features

  • 2 old but new maps, reimagined from the ground up (familiar territory, with a whole new coat of paint)
  • Revamped Training Mode
  • Difficulty Selector
  • Full crossplay between all platforms.

We will also introduce various engine updates, system optimizations, and bug fixes for a smoother, more stable experience

Note: Console players will be able to access the MK-V, 590M, and M32A1 through preorders, while PC players will get immediate access to all weapons as part of the update.

Watch the Console Announcement Trailer here: https://www.youtube.com/watch?v=jW3zr1Jn5bM

Community Content Exhibit Vol. 17

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 doing something a little different however. Today we're going to have a word with one of our developers, Ethan. Some may know him better from the early days of Ready or Not modding, Quantumnuke, as well as a very small bit on our possible physical appearances this year.




1. Can you introduce yourself?


I'm Ethan, also known as QuantumNuke. I'm currently a junior programmer at VOID and originally started out as a modder for Ready or Not. VOID hired me while I was still attending university, first bringing me on part-time, and then transitioning to full-time once I graduated.

2. How long have you been with VOID?


I've been with VOID for two years and nine months.

3. When did you start modding?


Ready or Not was actually the first game I modded seriously. I had experimented briefly with modding other games before, but none captured my interest quite like Ready or Not did.

4. How long did you work with Ready or Not specifically?


I began modding shortly after the game's public early access release and continued until VOID reached out to me. At the time, a few other community members were actively creating mods, which inspired me to explore what was possible and become involved in the modding community myself.

5. What was it like when VOID reached out to you?


It was an incredible moment. I'd heard stories about modders being hired professionally but never imagined it happening to me. Knowing my work had caught the attention of a studio felt very rewarding. Of course, watching mod downloads increase and reading user comments was great, but receiving something as personal and validating as a job offer was quite different. And especially so for a game I had modded for and followed for so long.

6. Has your view on GameDev changed at all now that you've begun working in the industry?


Absolutely. As a player, I never fully appreciated the complexity behind game development or the challenges teams face regularly. I definitely used to be one to complain about bugs or delays, but working in the industry has given me a completely new perspective and appreciation for the various challenges developers face during development.

7. Any tips for aspiring gamedevs or even just budding modders?


Just start working on something and push through any obstacles you encounter. Try different ideas, complete your projects, and don't hesitate to share your work with the community. You'll gain invaluable experience by actively creating and contributing, and people will definitely notice if you're persistent and passionate.

8. Is there anything you'd like to say to our player base?


Thank you all so much for your support. Seeing everyone enjoy the game, along with the feedback you share, both positive and critical, means a tremendous amount to us as developers.



Now, about our appearances.
Going into Q2 and beyond, we fully intend to appear at more gaming-centric events to both strengthen our ties with our community as well as further increase our reach among our peers many good and proper studios do.

Further announcements will come prior to the events we will be appearing at and will detail the capacity we'll be appearing in. Please do not hesitate to approach and talk to us if you manage to find us, and don't worry, we should be relatively easy to pick out of a crowd and we should have some items to give any player that hunts us down.



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

The item everyone has been waiting for is finally here!

Attention Officers!

It's with great pride that finally announce a highly anticipated piece of merch coming to our slowly growing roster of quality and very real products!

The David 'Judge' Beaumont bodypillow!

You can find the product page below and don't worry, the buy button does indeed work.

https://voidinteractive.net/judge-body-pillow/

Vol. 84 - Ready or Not Development Briefing

Attention Officers,



Welcome to the 84th edition of our Ready or Not Development briefing, March 28th, 2025!

Today's briefing will cover some of the progress that we’re making in optimization, some details into our AI difficulty system dev process, narrative content pieces, and convention merch.

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.

Optimization



A whopping 1,200+ assets are being updated in pursuit of our persistent optimization efforts. So far internally we have seen some noticeable gains that prevent CPU bottlenecking, which should allow for higher GPU usage and therefore overall performance.

Stuttering across levels has been reduced by an effort to ‘instance’ assets, meaning that multiple otherwise duplicated assets are being grouped together to be treated as just one asset (e.g. for walls). Many excessively performance-intensive materials are also now optimized, decreasing unnecessary shader complexity in scenes.

Collisions were updated across over a hundred assets to be more performant, including fixing some complex collisions across the game.

We began adding Simplygon to our development pipeline, affecting our characters models and some other assets. By doing so we are decreasing the presence of ‘quad overdraw’ in the game, which is when multiple pixels are computed for rendering even when some of them may be hidden under another, and therefore unnecessarily harming performance.

We fixed an issue with long hair physics in-game that could cause a large frame drop.

SWAT AI underwent a performance pass to help its systems run more smoothly, and we did a shadow pass across base-game levels in order to reduce any shadow-related performance hinderances.

Our animation team sorted out some notable bottlenecks in the character movement systems, and are working on tying in some additional animation fidelity improvements that are being polished behind the scenes.

AI Difficulty System Process



Our game design, engineering, and QA have been hard at work hammering out the new difficulty system across all missions in the game. We are now entering a phase of intensive difficulty playtesting that will focus on three missions: Ides of March, Elephant, and Dorms.

The reason these three levels are selected for intensive playtesting is that they each represent key suspect AI archetypes and scenario types that exist across Ready or Not. By dedicating intensive playtesting efforts on these three missions, we are able to get a solid representative idea of how the global difficulty mode modifiers broadly affect the game as a whole.

Ides of March was selected due to being a barricaded suspects scenario that has a high proportion of skilled professional suspects with usage of traps. Elephant is meanwhile highly dynamic with amateur suspects in an active shooter scenario, including bomb defusal. Finally, Dorms has inexperienced suspects that utilize melee, accompanied with a high proportion of civilians— yet is a more manageable level size compared to a mission like Twisted Nerve.

With a solid understanding of how these global difficulty modifiers function in gameplay for these controlled environments, we can better analyze how they function in other levels and set up the mission-specific difficulty modifiers to be carefully tuned for each mission.

Automated AI Behavior Tests



A new automated test program created by a member of our programming team is accelerating the testing process for AI difficulty system behaviors across all levels. This automated testing procedure artificially speeds up in-game and executes actions that allow over 50 types of AI value modifiers (i.e. hearing range, accuracy, vision) to be tested in a matter of a second, with every level in the game able to be loaded into and tested in a total of just 15 minutes.

Our QA team would otherwise have to manually go around these levels, finding suspects in the level and testing each stimulus value manually, such as by shooting at the suspects or throwing grenades. With this automated process we are able to much more rapidly iterate on and fix AI behavior without requiring additional QA testing time for these tedious aspects of stimulus value testing.

(Video Below: The automated testing program in action, if you blink you’ll miss it. To the right of the viewport are a handful of the checked stimulus values outputting once the test concludes)


Narrative Content Pieces



Our marketing and narrative team are creating a few promotional content pieces that will be rolling out in the near future, which will help expand on Ready or Not lore and world building. These sorts of pieces may also include details drawn from behind the scenes narrative building that are not explicitly visible in-game.

If you’re not subscribed to the VOID Interactive YouTube channel already, now’s the time!


Convention Merch



For those of you that will be attending gaming conventions over the next six months or so you could have a chance to snag some exclusive Ready or Not convention merch!

We will not necessarily have a booth nor merch at all these occasions, but if you run into some of us while supplies last there’s a chance you could be given a bag of goods!

Other than that, we’re fleshing out a bunch of new designs and merch items to be offered later on.

Conclusion



As you can see, one of our big focuses for the next content update is quality of life improvements, particularly around optimization. Our updated AI behavior testing process is now fixing a variety of strange quirks that have persisted across suspects and civilians, while helping us create the difficulty system. Lastly, with creative content and conventions on the way there's plenty more to pay attention to on the horizon!

This concludes our 84th 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

Community Content Exhibit Vol. 16

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!

After a short hiatus we'll take a look at some of the top performing Maps on mod.io, in spite of its maligned status in the community as well as our new system of handling regional Discords on our main server. In an effort to better serve and cultivate our non-english communities we've refreshed how we attend to the needs of the communities.

In our old system we were not as flexible in featuring them as it was designed when we were much smaller, but now after a revamp we're able to give these new Community Representatives more flexibility in how they showcase their communities.

At the moment, we have representatives for:

  • Português
  • Deutsch
  • Italiana
  • Nederlands
  • Spanish LATAM


With many more currently in our approval process. If you'd like to become a Community Representative, then please apply on our Discord!




In the spirit of the Mapping Contest that is currently in its scoring phase, we're going to feature two recently updated oldies but goodies.

1. Lustful Remorse by Paperboathat

Not only a venerable map, Lustful Remorse remains as one of the Gold Standards of high-end modded maps. Featuring a dangerous, claustrophobic, and maze-like alongside a bespoke voice actor as well as custom interactable and destroyable props the map comes together as a must-play package.



Download Link: https://mod.io/g/readyornot/m/lustful-remorse

Video Briefing: https://www.youtube.com/watch?v=0Ex1B18Zdgk

2. A Florida Man by StenTheAwesome

Coming from another well-known mapper, Sten expertly serves the communities thirst for micro-maps with a 2 for 1 package of experiences. With two versions of the map, one during the day and the other taking place in the future and during the night, both offer unique challenges and short, intense, and deceptively dangerous operations.

Download Link: https://mod.io/g/readyornot/m/a-florida-man-a-trailer-in-darkness





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

Ready or Not | 50% Sale

Attention Officers!

To celebrate the arrival of Spring and the influx of new officers, we're putting Ready or Not on a prodigious 50% sale.

With the wonderful weather, now is the perfect time to bring your friends on patrol with you!

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