Today's patch brings more fixes to Fireteam AI, more animation improvements when turning in place, and a toggle for hit marker SFX. Patch 0.4.3.1 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which Fireteam AI not returning fire correctly
Fixed an issue that could cause AI Fireteam to clear rooms incorrectly
Fixed an issue that could cause AI to stare at walls
Fixed more cases in which Fireteam AI stuck in environment
Tuned AI responsiveness
Various fixes for turn-in-place animations
Various lighting fixes
GAMEPLAY IMPROVEMENTS
Added toggle for hit marker SFX in settings
Defaulted to ON
Navigate to Settings > Audio > Hit Marker SFX > ON/OFF
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
35% Off - Steam Summer Sale!
Six Days in Fallujah is 35% off during the Steam Summer Sale!
Experience two narrative campaign missions or jump into any co-op mission with AI or human teammates. The choice is yours!
The promotion ends with the Summer Sale on Thursday, July 10th.
Today's patch brings fixes for crashes on a variety of graphics cards, our next group of improvements to Fireteam AI, some targeted performance improvements, and improvements to our turn-in-place animation technology. Patch 0.4.3 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed several cases in which Fireteam AI stuck in environment
More fixes coming
Fixed some cases in which Fireteam AI doesn’t provide first-aid
Fixed an issue in which insurgents were not firing while moving
Various performance improvements
Various crash fixes
GAMEPLAY IMPROVEMENTS
Reduced likelihood of Fireteam AI getting killed by Armory explosion
Improved stationary animations when turning for players and Fireteam AI
Introduced prototype vibration for gun fire and bullet impacts on gamepad
Defaulted to off
Only includes about 10% of planned vibration, right now
Can be toggled in the settings menu
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Patch 0.4.2.3
Today's patch brings more fixes for various crashes and scopes not rendering in third-person. As a reminder, we are still working on more fixes for AMD hardware and Fireteam AI, as well as a host of other improvements.
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which scopes not rendering in third-person
Fixed an issue in which shortcut key to player profile not functioning correctly on gamepad
Various crash fixes
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Note From Victura's CEO - May 14, 2025
Here’s an update on our progress with Six Days and insight into what’s coming next.
We believe Six Days is one of very few games in which your success depends on real-world tactics, communication, and teamwork. It is a uniquely authentic and intense experience.
But it’s also a game in which this intensity feels like it’s always “turned up to 11.” Right now, Six Days doesn’t give you enough opportunities to observe and plan before you act.
It’s also a game that can feel overwhelming for players who don’t yet know the right real-world tactics. Watching trained military veterans clear buildings in Six Days is like watching a well-orchestrated ballet. It is both suspenseful and beautiful. But we’re not doing enough to help those who don’t already know these tactics.
Additionally, Six Days can feel clunky and buggy sometimes. This is mostly because we’ve had to devote massive resources towards our Procedural Architecture and AI systems, which are also central to why Six Days is so realistic and intense.
Last month we released a major update that addressed about 60% of the quality improvements we’ve been targeting, and we laid the groundwork for our next big feature set. We’re now focused on four major categories of improvements:
Quality
Fireteam AI: We’re addressing the edge cases that can sometimes cause AI to get stuck in the environment, fail to engage nearby enemies, fail to heal you when incapacitated, push you out of position when aiming, or get in your line of fire.
Stability: We’re fixing the nine most common remaining crashes across a variety of hardware.
Performance: There are a number of things we’re doing to improve graphics performance right now. Additionally, our team has been optimizing AI and game mechanics by taking deeper advantage of multi-threading on CPUs.
Movement and Shooting: We’re addressing issues that can cause movement and shooting to feel sluggish and clunky sometimes.
Pacing
We’re going to give players more elbow room across each mission to observe situations, and make interesting tactical choices, before the shooting begins. While Six Days is already a very tactical game as you’re clearing houses and engaging enemies, we’re going to make your pre-engagement tactical choices interesting and valuable.
Mission Flow
Six Days does not do enough right now to build tactical proficiency in players before they face certain challenges. This is because we’ve taken a purely procedural approach to missions in which any one of a number of tactical challenges can present themselves somewhat randomly. Instead, we’re going to focus each mission on specific tactical challenges and ramp players into tough tactical challenges more gradually.
Player Progression
We’re building a class-based progression in which you can allocate Rank Points you earn from your success to upgrade your character’s weapons, equipment, abilities, and cosmetics.
We plan to provide much more detail about all of these things in the coming months.
Release Schedule
You’ll see subsets of quality improvements throughout the next few months, especially related to stability and Fireteam AI.
The Pacing, Mission Flow, Player Progression, and a bunch more of the Quality improvements will take longer. Some of these pieces require us to re-work lower-level systems, and the Pacing, Mission Flow, and Player Progression interact enough with each other that it’s difficult to release them in pieces. We’re targeting Autumn for a big release where all these come together.
So, again, in the meantime you’ll see subsets of stability and quality improvements. Additionally, we’re anxious to keep you posted throughout this time with updates as we make progress on all the other pieces.
I also want to express our appreciation to the 1,000+ people in the Six Days community who provided feedback in the last few weeks through our survey, direct messages, forum posts, etc. Every one of these has been reviewed within our team, and this feedback has been super useful in shaping our priorities.
Thanks,
Peter
Patch 0.4.2.2
Today's patch brings more improvements to lighting on Low graphics settings, some stability improvements for AMD hardware, fixes for a couple situations where Fireteam AI can get stuck, and a variety of other improvements.
We are still working on more fixes for AMD hardware and Fireteam AI, as well as a host of other improvements.
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed the known cause of disconnects when using pings
Fixed an issue causing acog artifacting
Fixed an issue in which interacts missing on Jolan Public Square
Various fixes for lighting not functioning properly on lower-end hardware
Various fixes for AI getting stuck in environment
More fixes coming
Various fixes for players getting stuck in environment
Various crash fixes
More fixes coming
GAMEPLAY IMPROVEMENTS
Added alternative key bind option for GO! Commands
Navigate to “Alt. GO! Commands” in the keyboard and mouse settings
Functionality limited to keyboard and mouse
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
35% Off - Steam Wargames Fest!
Six Days in Fallujah is 35% off during the Steam Wargames Fest!
Steam is dedicating an entire week to games where you lead a squad during armed conflict, and we're participating! Jump into the latest quality of life improvements to Six Days in Fallujah with our Player Experience Upgrade. Our core player experience has been overhauled with new GO! Command control functionality, improved Fireteam AI reliability, and more.
https://steamcommunity.com/games/1548850/announcements/detail/519709875052217887 The promotion ends with the Wargames Fest on Monday, May 5th.
Today's patch makes significant improvements to lighting on Low graphics settings, addresses a couple specific performance and stability problems, as well as some specific Fireteam AI bugs.
We’ve also made it clearer that you can adjust the GO! Command / Radio button key bind to anything you’d like in the settings menu.
You will see significant additional improvements to performance and stability, as well as Fireteam AI, in future patches, as well as another upgrade for lighting on Low graphics settings.
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which Fireteam AI got stuck on doorways
More AI fixes coming
Fixed an issue in which lighting not functioning properly on lower-end hardware
More lighting fixes coming
Fixed an issue in which Marine body parts mis-shaded
Fixed an issue causing LOD pops
Various fixes for crashes
Our investigation into crashes using AMD hardware is still ongoing. If you’re experiencing a crash, please reach out to us at: support@victura.gg
GAMEPLAY IMPROVEMENTS
Players can now remap GO! Commands using either “GO! Commands” or “Use Radio” options in the “Keyboard & Mouse” settings
Temporarily disabled Foveated Scope setting
Addresses acog artifacting
Addresses hitch when using acog
Added DX11 incompatibility warning message with localization support
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Player Experience Upgrade Available NOW
Our player experience update for Six Days in Fallujah is live! We’d love to get your feedback through this survey: https://form.jotform.com/251045652392051
Experience a host of improvements to GO! Command control functionality, Fireteam AI reliability and performance, general combat and player movement, graphics and lighting upgrades, networking and performance, and more.
For a full list of features and bug fixes, read up on our Update Notes: https://steamcommunity.com/games/1548850/announcements/detail/519709875052217889
Player Experience Upgrade Notes
This update includes a host of improvements -and changes- in the basic player experience. We’d love to get your feedback through this survey: https://form.jotform.com/251045652392051
One of these changes is a new method for issuing Go! Commands to your AI fireteam. This new method shows all your GO! Command options on the screen when issuing commands, which is something many players requested.
We’ve also made our next batch of improvements in our friendly and enemy AI, movement and shooting, lighting, animation, networking, reliability, stability, performance, and a bunch more.
Please restart the Steam client to download the latest build.
Some highlights:
NEW GO! COMMAND CONTROLS
On-screen Go! Command Menu:
Go! Commands are now issued by long-pressing the Radio button
Holding the Radio button will show a menu of Go! Command options
AI IMPROVEMENTS
Marine Fireteam AI
Improved reliability and awareness
Use of cover
Added ability to lean from behind cover to fire
Line-of-fire avoidance
Line-of-sight selection
Room clearing and navigation (especially through doors)
Bandaging player when incapped
More fixes coming
Enemy insurgent AI
Updated perception and accuracy values
Reduced cases of walking through walls
Reduced cases of inappropriate spawning
COMBAT IMPROVEMENTS
Re-tuned damage required to eliminate enemy AI
Updated hit reactions
New enemy reactions
Added physical hit reactions
Hit reacts properly interrupt AI actions
More visible blood splatter VFX
Added audible impact FX
Improved enemy ragdolls
PLAYER MOVEMENT IMPROVEMENTS
Reduced cases of losing Sprint speeds when turning
Increased sidestep and backstep speeds
Reduced time required to crouch/stand
Locked doors capped at two door kicks, maximum, to unlock
Reduced wall clipping
Reduced stumbling over objects
Decluttered environment causing player stuck
Doors
Windows
Hallways
GAMEPLAY IMPROVEMENTS
Crosshair
Added color options
White
Red
Green
Blue
Added opacity slider
Long, single-press interactions updated to hold function
Player bandaging
Player healing
Planting C4
Can be canceled until specific committal point
Canceled by movement or damage taken
Increased speed of interact animations
Camera improvements
Reduced jarring camera control during actions
Updated Training tutorials to support new GO! Command keymapping
ANIMATION IMPROVEMENTS
Replaced first-person rig
Character animation improvements
Elbow skinning
Hand/finger deformation
Inverse Kinematics
GRAPHICS IMPROVEMENTS
Updated first-person assets
Improved models, textures, and animations
Improved ray-traced lighting fidelity
Improved reflections
GAMEPAD IMPROVEMENTS
Updated controller mapping across all schemes
Supports new GO! Command controls
Fewer discrepancies between layouts
Adjusted input curves
AUDIO IMPROVEMENTS
Added audio for m16 bolt carrier release from empty
Added prominent feedback FX
Bullet impacts
Kill reactions
Sprinting
Improved dialogue reactions for Marines and insurgents
Getting shot
Death
Ally death
NETWORKING IMPROVEMENTS
Improved client responsiveness (especially at higher latencies)
Reduced cases of AI bullet sponginess
Smoother player movement
More responsive player actions
Wall hops, climbs, vaults
Weapon swapping and reloading
Opening, kicking, breaching doors
Dead checking
Mission interactions
Improved lobby stability
Reduced issues transferring between lobby and game
Improved lobby flow
Players can now manually select lobby owner independently from assigned roles in invited (peer-to-peer) games
Lobby owner indicated by star icon
Lobby owner defaults to game host in P2P games
Lobby owner defaults to Team Lead in matchmade (dedicated server) games
PERFORMANCE IMPROVEMENTS
Increased performance gains
Most apparent on mid-and high-end machines
Additional improvements coming for entry-level hardware
Reduced cases of spikes in fps (with more fixes coming)
BUG FIXES
Fixed an issue in which enemy AI ignores players
Fixed an issue in which camera control not functioning correctly during fall animations
Fixed an issue in which bullet impact and footstep occlusion audio not functioning correctly
Fixed an issue causing door desyncs
Various AI behavior fixes
Various fixes for AI clipping in environment
Various fixes for AI getting stuck in environment
Various fixed for players clipping in environment
Various fixes for players getting stuck in environment
Various fixes for collision in environment
Various fixes for interior and exterior lighting
Various fixes for missing textures
Various audio fixes
Various networking optimizations
Various performance optimizations
Various fixes for common crashes
300+ more bugs fixed
For a list of major, unfixed bugs we're currently tracking, please see our Known Issues list.
Join the community conversation and offer us feedback on our official Discord server!