As you know, we released a major update in November that included a controllable AI fireteam, 2 campaign missions, 1 new co-op mission, a major visual upgrade, and more than 300 other improvements. And, 60 days ago, we released our 0.4.1 patch that included a bunch of additional improvements.
Well over 100,000 people have played the game since our November release, and thousands of players have sent us really helpful feedback. We’ve devoted these last 60 days to suggestions requested in this feedback, and will continue making these improvements throughout March, after which we’ll release our next big update.
You will definitely notice some very big improvements in how the game plays and looks in our April update. Some of these things include:
Go! Commands: Players told us they love how quickly they can give orders to their team with Go! commands, but they have a hard time remembering all four commands in the heat of combat. You’ll see a big improvement to our Go! Command controls in this update, and we’re anxious to hear your thoughts!
Fireteam AI: We’ve improved the Fireteam AI’s use of cover, line-of-fire avoidance, focal point selection, room clearing, navigation, and more.
Enemy AI: We’re greatly reducing the likelihood enemies will spawn into rooms and yards inappropriately, removed all the ways we think they might be able to walk through walls, overhauled their perception and accuracy to be more realistic, and de-cluttered the environment so they won’t get stuck on stuff as often (and neither will you).
Performance: We’ve greatly improved performance on mid- and high-end machines. Although you should see improvements on all hardware, the biggest improvements will be found on mid-range and high-end hardware, with more improvements for entry-level hardware coming later.
Combat: We’ve improved hit accuracy, enemy reactions, enemy wounded behaviors, our health model, VFX, and lots more.
Networking: We’ve just completed a huge improvement of our network code that provides a much higher fidelity experience in animations, death, vehicles, player movement, and accurately positioning players in the environment. We’ve also greatly reduced issues transferring from lobby to game and implemented simulated proxy smoothing and autonomous proxy moving, which will create less rubber-banding in high-latency games.
Player Movement: We’re reducing stumbling and wall clipping and fixing a bunch of camera control issues.
Lighting and Visuals: This update will include the next generation of our ray-traced lighting. Plus, we’re dramatically improving reflections, and replacing many of our first-person assets with better looking models, textures, and animations.
Animation: We’ve replaced our first-person rig , implemented the first parts of our new locomotion system, improved turn-in-place, wrist twisting, elbow skinning, hand/finger deformation, and Inverse Kinematics. All of this means smoother, more realistic animations for you as a player and also for NPCs. Keep in mind that this is the next of many animation improvements that are on the way.
As you can tell, our focus since November has been on improving the basic player experience. We also have lots of new content coming in the future, as well, but adjusting the basic player experience, like we’ve been doing, causes major changes in difficulty and the mission experience. So, we must stabilize this foundation before we add more content, or we’ll have to keep re-working all the content.
We’ve only released about 40% of the game so far. There’s a -lot- more coming. We’ll update our official roadmap after we see how players respond to the improvements we’re making in the basic player experience.
Thanks,
Peter
Patch 0.4.1.1
Today's patch addresses an issue in which DLSS Upscaler settings were not saving correctly. Patch 0.4.1.1 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which selected DLSS Upscaler setting not saving
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 Winter Sale!
Six Days in Fallujah is 35% off during the Steam Winter Sale!
Lead an AI fireteam or deploy in co-op online with our Command and Control Update. For the first time in Six Days, execute sophisticated military tactics and experience the first two story missions of our documentary video game.
The promotion ends with the Winter Sale on Thursday, January 2nd.
Today's patch brings a host of improvements to our AI system, especially Fireteam AI, as well as addresses various crashes (especially with AMD graphics cards). Patch 0.4.1 is available now on Steam!
Please restart the Steam client to download the latest build.
GAMEPLAY IMPROVEMENTS
Fireteam AI can now be disabled completely, allowing solo play or co-op without AI
Fireteam AI can now be ordered to collapse tunnels with grenades
Doors pulled open now open completely, unless blocked
Campaign missions now award points on replays
Full points on full replay
Reduced points when beginning from a checkpoint
Added FPS caps during loading screens
Added "Videos" option to main menu for documentaries
FIRETEAM AI IMPROVEMENTS
Fireteam AI now less likely to obscure player line of sight in combat
Fireteam AI now cover staircases properly while holding interiors
Fireteam AI now cover more vulnerabilities when flooding interiors
Fireteam AI now follow incapacitated players properly
Players are no longer locked into receiving first-aid from Fireteam AI
Animation can be cancelled by moving
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
Leader's Acumen Discord Contest Winners!
Hey everyone!
Our Leader's Acumen Discord Contest has concluded, and we've chosen the top-three Fireteam AI clips from the community!
We'll reach out to the winners shortly to gather shipping information for the first-ever, exclusive bullet trophies. We'll also assign you the Event Winner role on Discord!
Thank you to everyone who submitted clips for us! It was fantastic seeing the many, many ways of commanding Fireteam AI in the hands of the community.
Join the community conversation and offer us feedback on our official Discord server! https://discord.gg/SixDaysGame
25% Off - Steam Autumn Sale!
Six Days in Fallujah is now 25% off during the Steam Autumn Sale!
For the first time in over a decade, Command and Control an AI Fireteam to execute sophisticated military tactics, like fix-and flank, breaching, and 360-degree security. Experience the first two story missions of our documentary videogame, and jump into our newest "HLZ Wolf" Procedural mission!
The promotion ends with the Autumn Sale on Wednesday, December 4th.
“You don't know what's behind that door. You could kick in a hundred doors and that one-hundred and first, you're dead.” – SSgt Paul Starner, USMC 3/5
Welcome back to our next entry in our SITREP developer diary series. Previously, we’ve shared a Breaching Preview and even discussed Entry Tactics that help players achieve mission success. Until this point, the discussion was centered on the roles and responsibilities expected of a full fireteam of human players. Today, we want to revisit this conversation for the solo players in our community, with the spotlight on our newest addition to the game—Fireteam AI.
Six Days in Fallujah is a realistic recreation of the events of the Second Battle of Fallujah. Unlike other shooters than allow players time to snake cameras under doorways or pause combat altogether, real-world combat does not (and will not) wait for you. The multiple phases of urban combat happen in the blink of an eye, and you not only have to be ready, but you also need the right tools for the job.
We created GO! Commands because it must be as easy for you to give orders to your team as it is to fire your weapon. Radial menus used by competitors are too slow. Fumbling over UI while bullets are flying will get you killed, plain and simple. In Six Days, simply point and tap a button. That’s it.
“Breach the door. As soon as that thing comes open, everybody in the stack is just flying in there, overwhelming the room.” – Cpl Dane Thompson, USMC 3/5
Let’s focus on the most traditional, and perhaps the most dangerous, of all entry points in Six Days—the front door. Fatal funnels were kill boxes for the Marines who passed through them. This was especially true for the first person through the doorway. This was because an overwhelming insurgent force was lying in wait, trained on every door in Fallujah. And, this was the case every single day during the battle.
By default, the Marine Fireteam will always try to provide 360-degree security around the team. When approaching doors, specifically, AI Marines will automatically stack on the door you’re pointing at. For players who want more control, you can order a manual Stack with a context sensitive GO! Command—simply press the GO! button while holding a modifier key.
Once stacked, players have a few cards to play depending on the situation. Firstly, you can command your AI Marines to kick open the door with a modifier key. This will execute a fast-breach in which Marines flood the room with overwhelming firepower and force. As the Team Lead, you’ll follow in behind them.
Secondly, you can command your AI Marines to simply open the door. This will crack the door open slightly, providing you and your team a quieter breaching option. With the door cracked, you can try and sneak your way inside, or even toss a frag grenade inside for a more aggressive breaching playstyle if the situation demands it.
If the door is locked, you’re forced to either kick open the door (as described above) or find another entry point. The latter is just as feasible, as there’s more than a dozen ways to enter a building in Six Days.
The Suppress GO! Command can also be used to enter buildings. As a reminder, issuing a Suppress order unloads firepower at your target, allowing your sub team to advance. This is one of the most effective military tactics as it distracts enemies away from the doorway, hunkering them in place. This allows you a safer entry.
Finally, you can split the fireteam to create two entry points simultaneously to overwhelm unexpecting enemies. Similar to Suppression, split entries surprise insurgents and prevent focus on one singular fatal funnel. With your AI Marines stacked on a door, you can wait at a nearby window with your Ready Marine. Issue the breach, and you’re free to enter at the same time to overwhelm the room. This tactic is not limited to one level, either. While your Marines enter through the front door, you’re free to breach the second floor (and vice-versa).
Now, more than ever before, it is your responsibility as the Team Lead to apply the OODA loop—short for observe, orient, decide, act—to work through the ever-changing web of conflict presented by urban combat. With Fireteam AI at your command, solo players are now responsible for the livelihood of every single member of their fireteam. But, it’s important to remember that solo players also have, for the first time, the sophisticated toolset necessary to achieve mission success in Fallujah.
In case you missed it, our Command and Control content update released on Thursday, November 7th. Take command of an AI fireteam, experience the first-ever True Story campaign missions, jump into an all-new co-op mission, play any co-op mission with AI or human teammates, and explore a visually overhauled Fallujah!
Thank you to our community for leaving hundreds of comments on our Fireteam AI already! We’re excited by the passion you bring to the game, and it’s been fantastic watching both solo and cooperative players finally get hands-on with our most anticipated feature. We’ll continue to filter through your feedback as we iterate on AI functionality and responsiveness.
Join the community conversation and offer us feedback on our official Discord server! https://discord.gg/SixDaysGame
Patch 0.4.0.4
Today’s patch addresses more issues reported by the community, including fixes for persisting mouse cursors and audio issues. Players below the minimum system requirements will now be prompted with messaging on startup. Patch 0.4.0.4 is available now on Steam!
Please restart the Steam client to download the latest build.
GAMEPLAY IMPROVEMENTS
Display message on startup if machine is below minimum system requirements
BUG FIXES
Fixed the known cause for mouse cursor persisting on-screen
Fixed an issue in which Watch! command locked players in Training
Fixed an issue in which vinery interacts locked players in walls
Fixed an issue in which gunfire audio looped
Fixed an issue in which audio crackled on Operation al-Fajr
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
"Leader's Acumen" Discord Contest
Our latest Command and Control Update introduced the ability to command Fireteam AI in every single mission in Six Days in Fallujah. We've been watching the community issue breach and clear commands, watch choke points, and split the team for simultaneous entry with varying levels of mission success. Today, we want to issue a community contest with Fireteam AI in mind!
Announcing the Leader's Acumen Discord Contest—a community competition in which community members submit their best highlights commanding Fireteam AI. The development team will choose their favorite three clips, and these players will win exclusive bullet trophies!
How to Participate
Join our Discord community and navigate to the "Leader's Acumen Contest" category. Submit your clip in the "submissions" channel for a chance to win!
https://discord.gg/SixDaysGame
Prizes
We'll have three winners, determined by the development team's top three clips:
1st Place: Gold Bullet
2nd Place: Silver Bullet
3rd Place: Bronze Bullet
All winners will also receive a unique Discord role!
Timing
The contest opens today, November 15th, and runs until Tuesday, December 10th! Winners will be chosen on Friday, December 13th!
Closing
Tuesday, December 10th: Submissions will be closed, allowing the team to vote on their favorites.
Friday, December 13th: The winners will be announced!
Rules
Submissions that do not adhere to the following rules will be considered ineligible:
Clips must not contain offensive, suggestive, or inappropriate content.
Clips must be shared in the "submissions" channel on Discord.
Clips must not exceed one-minute in length, total.
Keep discussions around the contest in Discord's "contest-chat" channel.
There are no restrictions on content—feel free to share funny moments, well-executed gameplay, or anything in between!
Participants are limited to solo play (where GO! Commands are enabled), only.
Participants can share more than one clip, as long as slow-mode in the "submissions" channel is respected. If this criteria is not respected, the submission will be ineligible.
Adding a short description alongside your clip with submitting is not mandatory but appreciated!
Good luck to everyone participating, and we'll see you on Discord!