Thank you for 15,000 members on our official Discord server!
The support we've seen from our community motivates everyone on our development team, and we're just getting started.
If you're looking for a fireteam or have feedback to share, join up!
http://discord.gg/SixDaysGame
Patch 0.1.3
Before we break for the holiday weekend, we wanted to push an update addressing a third round of bug reports and community requests. Most notable on this list is the addition of push-to-talk, self-mute, and fixes to progression resets. Patch 0.1.3 is available now on Steam!
Please note that we added features in this patch that required settings to reset. We don’t think we’ll have to do this in the future, but this one will require you to reconfigure some of your settings (sorry about that).
Please restart the Steam client to download the latest build.
Patch Notes:
VOICE CHAT IMPROVEMENTS
Added "Push To Talk" Option for Voice Chat - Default is still "Always On"
Added a Global Mute button - Defaults to 'M' and can be used at any time
Added visual indicator in Audio Settings screen to show when game is receiving mic input
GAMEPLAY IMPROVEMENTS
Players will Sprint when rushing for more than 2 seconds - Players may immediately Sprint by Double-Tapping Rush
Players can now stay crouched while giving first aid
Marine vehicles fire more aggressively
Added Player List to Pause screen
BUG FIXES
Fixed issue causing player rank to reset
Fixed issue that caused wrong graphics card to be displayed in settings
Fixed southpaw gamepad controls
Re-enabled Fullscreen resolution
Improved scope fidelity a little bit (more improvements coming)
Improved visual fidelity for some times of day
Improved gamepad controls
"Assist" achievement is now awarded correctly
Added ability to interrupt ammo check to apply first aid
Added Grenade to remappable keys list
More than two dozen other bugs fixed...
For bugs we're currently tracking, please see our Known Issues list.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Patch 0.1.2
With day two of Early Access under way, we wanted to push another update to address more bug fixes and community requests. Thank you again to our community for helping identify some of these issues! Patch 0.1.2 is available now on Steam!
Please restart the Steam client to download the latest build.
Patch Notes:
GAMEPLAY
Option for reloading with Tap, instead of Hold
Ammo Check HUD displayed more quickly
Increased allowed mission times for Apartment and Compound
Decreased mortar accuracy... but standing in the street is still not advised!
Scope magnification now consistent between M16 fire modes
BUGS
“Fire” achievement is now awarded correctly
"Completed Basic Training" achievement renamed to "First Promotion"
AI are more decisive when maneuvering long distances
Pathfinding fixes for some environment combinations
Fixes for the two most frequent crashes
For bugs we're currently tracking, please see our Known Issues list.
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Announcing Our First Community Activity - Marine's Merit!
We’re celebrating the launch of Six Days in Fallujah with our first Community Activity. Introducing Marine’s Merit!
Gather your fireteam and share a screenshot of your group for a chance to win $100 (up to $400 per fireteam). Lone wolves are welcome, but we absolutely encourage teamwork! Entries will be open until July 6th. For more information, join our Community Discord here: https://discord.gg/sixdaysgame
We want to thank our community for helping us identify some bugs with today's launch into Early Access. As a result of your continued reports, a new build is available now on Steam, which includes a series of community requests and bug fixes.
Please restart the Steam client to download the latest build.
Patch Notes:
Added FOV Slider to Gameplay Settings (sorry about that)
Added native Fullscreen Display Mode
Added option to completely turn off Upscaling
Added option to minimize Head Bobbing
Adjusted default options to reduce blurriness on large monitors
Environment is now re-randomized every time “Retry Mission” is selected
Fixed loud audio stuttering when Windows had Spatial Audio turned on
Fixed bug causing permanent Incapacitation from some explosions
Fixed bug causing “Start Sighted” option to be ignored for some clients
9 other crash and compatibility bug fixes
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Early Access Content Roadmap
Below, you’ll find our roadmap for future content as we launch into Early Access on Steam. We’ll also have a graphic to accompany this sometime next week.
Please remember that all timing and content is subject to change.
Q3-2023 (July – September):
Night-time missions, alongside other times-of-day
More weather varieties that affect vision and operations
Q4-2023 (October – December):
AI teammates you lead with our “Go” command
One additional co-op mission
More systemic variables within mission simulations
Q1-2024 (January – March):
First story campaign mission
Civilians in co-op and campaign
Additional co-op mission
Q2-2024 (April – June) and Beyond:
Special Operator missions
Play as other coalition nationalities
More co-op and story campaign missions
For more context around what’s currently launching with Early Access, check out our FAQ.
Six Days in Fallujah Early Access Available NOW
The wait is over!
Experience modern war as it’s really fought.
Six Days in Fallujah is available NOW in Early Access on Steam. Today, the battle begins.
Official Discord Server Launch
We're excited to announce the launch of the official Discord server for Six Days in Fallujah!
Introduce yourself to the community, recruit fireteam members, or share feedback with the development team.
Team tactics and cooperation is critical for mission success, and we encourage everyone to join our ranks!
Six Days in Fallujah arrives in Early Access on June 22 on Steam. Based on true stories from one of the world’s toughest modern battles, Six Days drops you and your team into real-world scenarios that require real-life tactics to overcome.
DEVLOG: May 12, 2023
Welcome to the second entry in our Developer Log series. These short-form updates are designed to provide context on what we’re currently working on in between our larger SITREP diaries. Performance continues to be an ongoing priority for the team, and we’ll be providing some more updates in this area today.
Please remember that all assets shown are currently a work-in-progress.
We want to start off by thanking the community for their recent questions around performance and optimization. This is an extremely relevant conversation around the industry as we’re seeing the largest of studios struggle to meet performance goals as games become more and more complex to develop. We are very mindful of this, and our goal continues to be a smooth experience regardless of where you play Six Days.
Frankly, every developer is struggling right now with a convergence of contradictions. While it was acceptable ten years ago for shooters to play at 30fps, every player now expects at least 60fps. Players also want these games to display 4x more pixels, much more sophisticated lighting, more post-processing and special effects, and much smarter AI and physics—all while needing to perform at twice the speed.
This actually wouldn't be a problem if we could just build all our games for processors that can handle 4K graphics and sophisticated AI. But, the range of capabilities within PCs currently marketed as "gaming PCs" is very, very wide.
The only way to accomplish performance in a sophisticated game is through "multi-threading." Earlier game software would tell game hardware what to do through a single series of instructions that were sent sequentially to the computer's processors, one after the other. In contrast, multi-threading divides these instructions into separate threads that the processor handles simultaneously. For example, the game's AI might be on one thread, the game's rendering on another thread, the game's physics on a third thread, and the game's audio on a fourth thread.
The real challenge with multi-threading is that all these threads must stay in sync with each other. This isn't just so the audio from a weapon plays at the same time the AI has fired said weapon, for example. It's that all these instructions and data are flying around independently in all these different threads, and the whole game will crash if any of these threads gets a nano-second out of sync.
Performance can be examined under two different lenses—CPU and GPU—and we want to provide an update in each area, along with some charts our engineers use to help optimize performance.
Let’s start with an update on CPU. While Six Days is currently running at an acceptable “steady state” on average, we’ve also identified intermittent hitching that is represented by the pattern of spikes in the graph below. These hitches, albeit brief, cause slowdowns that impact player performance. After identifying when the game spikes, our engineers then investigate ways for the game to more efficiently handle the process that was causing each spike. A few months ago, we had more than three dozen separate factors driving these spikes. Today, we have just half a dozen.
We have a similar graph for our latest pass on GPU performance, and you’ll notice intermittent spikes in this area as well. Like our CPU spikes, we've eliminated the vast majority of GPU spikes during the last few months. For example, we found that some of our graphics systems were calculating certain processes during gameplay and throwing them away, rather than pre-calculating them and then caching them for future use. As you can see, there are still a few spikes left to fix.
Let’s round this entry out with a discussion on networking—more specifically player connectivity and matchmaking. For context, players can find others to play with in two ways. The first is through our automated matchmaking systems, which try to optimize which players to join together based on their internet connectivity. The second is through invites sent directly to their friends or to those they've played with recently.
We recently hosted a studio-wide playtest to test our matchmaking feature and identified a bug that would sometimes cause lobbies to form with only 2-3 players, even if there were 4 players available to play. This has already been fixed, and players can now matchmake reliably into full fireteams of four players based on our testing so far.
As far as game invitations go: we’re tweaking our in-game notification system to allow for a number of special use-cases when players invite their friends to play. Currently, when invites expire, notifications are dismissed for both the sender and receiver of the invite. This isn’t super helpful when a player receives a Steam invite before launching the game, for example. Improvements we’re making to the UI can better communicate where invites are sent and how long they remain valid.
Of course, with a team of more than 55 people currently working on the game, these items are just a sampling of the work we've done during the past few weeks on Six Days.