After Patch 0.3.2, we identified an issue causing a small portion of players to receive connectivity errors related to our Dedicated Server testing. This patch addresses this issue, unblocking players so they can resume gameplay normally. Hotfix 0.3.2.2 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which connection errors resulted from Dedicated Servers
Fixed an issue in which players unfairly targeted by RPGs too early in missions
Fixed an issue in which Incremental Matchmaking created 5-player lobbies
Fixed an issue in which Incremental Matchmaking stopped after finding 3 players
Various fixes for common crashes
Various fixes for server stability
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
Hotfix 0.3.2.1
DEDICATED SERVER: Today we’re soft-launching a new Dedicated Server capability for matchmade games, specifically. This should reduce the frequency of high-ping matchmade games, improve reliability, and avoid kicking players out of games if the host-player drops out. IMPORTANT: This is a soft-launch of this feature. We plan to turn it on and off, as well as tune settings, and fix bugs as it gets stress-tested by players.
INCREMENTAL MATCHMAKING: Players will now see other players join the lobby as they’re found through the matchmaking system, and they won’t have to wait for a full fireteam to start a game.
Hotfix 0.3.2.1 is available now on Steam!
Please restart the Steam client to download the latest build.
DEDICATED SERVER TESTING
Added dedicated server for matchmade games, exclusively
Wargame lobbies still P2P
Fireteam Mode lobbies transferred to Wargame use DS
Servers available globally, improving the quality of connections
Prevents games being terminated by hosts from previous system
INCREMENTAL MATCHMAKING
“Start Matchmaking” now merges lobbies of varying players in real-time
Allows lobbies to form more quickly (no longer depends on full fireteams to form)
Party leader must stop matchmaking to start the game with less than four players, if desired
Available exclusively in Fireteam Mode
BUG FIXES
Fixed an issue in which players clipped through walls when leaning
Fixed an issue in which interior lighting was too bright
Various fixes for common crashes
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
May-24 Quality Update Available NOW
Our May-24 Quality Update is available NOW, introducing Interaction System reworks, Emergent Objective improvements, and more.
For a full list of features and changes, read up on our latest DEVLOG and Update Notes: https://steamcommunity.com/games/1548850/announcements/detail/4213755760602803922
DEVLOG & Update Notes: May-24 Quality Update
This release includes many improvements in the connectivity, reliability, game difficulty, and overall “feel” of Six Days in response to requests from our community:
POINT-SHOOTING: We’ve added another crosshair option for players who preferred our previous Point Shooting system. A single “dot” can be selected in the game settings, offering players more flexibility for how they engage in combat. Please note that the latest Point Shooting system is still active, and fire will continue to be less accurate at longer ranges and more accurate in CQB (even with the “dot” active). We’re still looking into ways of making AOS (aim-over-sight) more viable for players who prefer having the crosshair disabled.
INTERACTIONS: Our interaction system has been reworked. Now, players no longer stand directly in fatal funnels in order to perform interactions. These can now be performed from a wider angle, are more reliable in focus areas, and can even be cancelled for a brief window of time. Giving players more control over exactly how they breach into interiors, for example, is just one of the many improvements to interactions we have planned for Six Days.
GAME DIFFICULTY: Finally, game difficulty has received a major balancing pass. Based on player reports, we’ve identified and addressed a series of bugs that “broke” game difficulty. This resulted in a series of unintended difficulty spikes during gameplay and created a frustrating experience for new and veteran players alike. Just like real-life, Six Days is still very much balanced for a full fireteam, so solo play will still be realistically challenging. But now, we hope players will find difficulty a little more manageable. Of course, we’ll continue to iterate on this with the community as we continue development.
NOTE: We initially planned to include Dedicated Server testing and Incremental Matchmaking in this release, but we’ve identified some bugs. We plan to hot-patch these into the game as these issues are resolved, in the coming weeks.
UPDATE NOTES
INTERACTION SYSTEM IMPROVEMENTS
Improved interact prompts
Added brief window for animation cancelling
Press “Backward” to abort interact
Added ability to interact even while standing to the side of fatal funnels
Increased angle in which interacts operate
More registration consistency
Interact visibility more reliable in focus area
Increased camera panning during bandaging and BIED interacts
Improved camera positioning when interacts end
Improved camera smoothing during interactions
New animations
Resupply from AAV
Clearing weapon caches
GAME DIFFICULTY IMPROVEMENTS
We opened the hood and dug deep into the game’s innards to fix issues that were causing the game’s difficulty to be un-intentionally spikey. While the game is still intentionally challenging, it should also seem fairer.
WEAPON & SHOOTING IMPROVEMENTS
Added incremental “gun-up” state with collision
Occurs after short-stock limit reached
Improved weapon “feel”
Added minor “weapon” recoil to all player weapons
Synced ADS blend times to magnification rate for all player weapons
MOVEMENT IMPROVEMENTS
Sprint no longer requires a double-tap
Hold down the “Sprint/Run” key to ramp naturally to sprint speed
EMERGENT OBJECTIVE IMPROVEMENTS
New “Onslaught” Emergent Objective
Enemy AI “Whistleblowers” trigger waves of enemies spawning at random intervals
Communicated to players with VO and FRAGO updates
Mortars
Added “mortar zones” to communicate areas covered by mortar fire
Craters
Unexploded mortar shells
Armory
Added RPG insurgents to rooftops
Roadside Bomb
No longer exclusive to Objective Virginia
Also populate in stationary VBIEDs
IMPACT VFX IMPROVEMENTS
Bullet impacts
Increased visibility
Impact holes now visible on both sides of objects when projectiles penetrate surfaces
Increased intensity
GAMEPLAY IMPROVEMENTS
Added crosshair options in Gameplay Settings
Crosshair Visibility
Single “Dot”
AUDIO IMPROVEMENTS
Added “Sound Quality” setting options
Performance—designed for machines that meet the minimum system requirements
Higher audio latency and lower number of active sounds (gives slower CPUs more time to process audio data)
Balanced—designed for machines that meet the recommended system requirements
Cinematic—designed for more powerful CPUs
Lower audio latency and higher number of active sounds
Scales audio performance to allow for less latency and higher number of sounds
Provides Performance option for slower machines
Note that changing this setting requires a game restart to take effect
Increased sensitivity of “walkie” icon in multiplayer lobbies
Updated sniper rifle audio
Decreased hearing loss muffling in Sandstorms
Limited Tinnitus to instances of hearing loss effect (cannot be triggered by getting shot)
LOCALIZATION
Full pass on Korean localization for improved clarity (especially for military jargon)
BUG FIXES
Fixed an issue in which planting C4 suspended explosive in air
Fixed an issue in which invisible C4 persisted after canceling initial interact
Fixed an issue in which cancelling C4 animation not smooth
Fixed an issue in which players stuck in animation after throwing grenade
Fixed an issue in which bolt catch animation played after ammo check
Fixed an issue in which VBIEDs got stuck
Fixed an issue in which VBIED drivers couldn’t be killed
Fixed an issue in which transition to and from ADS was abrupt
Fixed an issue in which transition to and from ADS was offset
Fixed an issue in which loading screen quotes not displaying properly
Fixed an issue in which broken door glass not displaying properly
Fixed an issue in which weapon caches not populating properly
Fixed an issue in which weapons not functioning properly when in proximity to AAV
Fixed an issue in which friendly fire not functioning properly
Fixed an issue in which incoming damage to enemy AI not functioning properly
Fixed an issue in which Marines invisible during intro cutscenes
Fixed an issue in which a portion of player model disappeared while performing wall climbs
Fixed an issue in which character proportions not functioning properly in Apartments
Fixed an issue in which M1 Abrams not tracking properly in Objective Virginia
Fixed an issue in which black screen persisted in Objective Virginia
Fixed an issue in which weapon fire distorted during firefights
Fixed an issue in which mortars eliminated one another if in close proximity
Fixed an issue in which mortars couldn’t target northern convoy on Phase Line Henry
Fixed an issue in which players loaded exclusively into Phase Line Henry
Fixed an issue in which players couldn’t breach with grenades equipped
Fixed an issue in which players couldn’t reload after being bandaged
Fixed an issue in which unstuck not functioning properly for clients
Fixed an issue in which combat dialogue missing for clients
Fixed an issue in which audio missing while breaching with grenades equipped
Fixed an issue in which wrong controller input detected
Fixed an issue in which environmental pictures were overlapping
Various fixes for HUD scaling issues in non-16x9 aspect ratios
Various fixes for interact prompts persisting
Various fixes for interact prompts missing
Various fixes for subtitles persisting
Various fixes for subtitles missing
Various fixes for voice lines not playing
Various AI behavior fixes
Various fixes for AI getting stuck in environment
Various fixes for players getting blocked in environment
Various fixes for players spinning after interact
Various fixes for players teleporting through environment
Various environmental texture improvements
Various audio performance improvements
Various performance optimizations
Various fixes for common crashes
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
Update 0.3.2 is Coming!
Just a heads-up that we’ll be releasing another major quality update next week.
We’ll share a deep dive of new features, improvements, and bug fixes in the patch notes on release day. In the meantime, here is a highlight of some of the items players can expect:
Dedicated Server soft-launch (for matchmade games)
Incremental Matchmaking
Interaction System rework
Game Difficulty balancing
Emergent Objective improvements
Additional crosshair option
We’ve been hard at work improving the core experience of Six Days, and we’re excited for these quality changes to hit the live game!
As always, join the community conversation and offer us feedback on our official Discord server! https://discord.gg/SixDaysGame
25% Off - Steam FPS Fest!
Six Days in Fallujah is 25% off during the Steam FPS Fest!
Steam is dedicating an entire week to first-person shooters of all kinds, and we're participating! Jump into the latest quality of life improvements to Six Days in Fallujah with our Aiming & Shooting Update. With updates to Point Shooting, player flinch, difficulty balancing, and more, our core experience is stronger than ever before.
The promotion ends with the FPS Fest on Monday, April 22nd.
Today, we’re kicking off a new community activity—Community Polls!
Community feedback is critical to our development process, and we're always looking for new ways in which players can share their thoughts with us.
We’re targeting feedback related to our Aiming And Shooting Quality Update, and we've opened four questions to the community in our official Discord server.
How to Participate
Join our Discord community and navigate to the "Feedback" category. Emoji react to each of the four questions in the "community polls" channel to submit your response. Please note that players can only submit one vote per poll.
https://discord.gg/SixDaysGame
Timing
The poll opens today, March 26th, and runs until Tuesday, April 2nd! This gives players one full week to submit their responses.
Thank you to everyone for participating!
25% Off - Steam Spring Sale!
Six Days in Fallujah is 25% off during the Steam Spring Sale!
Dive into our newest combat reworks introduced with our Aiming and Shooting Quality Update. The core experience of Six Days has been tuned with improvements to player flinch, point shooting, difficulty balancing, and overall quality!
The promotion ends with the Spring Sale on Thursday, March 21st.
After Update 0.3.1, we identified an issue causing players to crash on Steam Deck. This update addresses this issue, unblocking players so they can resume gameplay normally. We also fixed an issue in which smoke grenade duration was reduced unintentionally. Hotfix 0.3.1.1 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which players crashed on Steam Deck
Fixed an issue in which smoke grenade duration was reduced
Fixed an issue in which “Last Selection” Aim Preference not functioning properly (now functions per weapon)
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
Developer Q&A Responses: #1
Thank you to our community for taking the time to submit questions on Discord for our very first Developer Q&A session! We received so many questions, in fact, that we’re dividing the responses into two parts. Today’s entry addresses the most commonly asked questions to give everyone the answers they’re looking for. We’ll follow up with a second entry in the coming weeks, addressing more technical questions around gameplay and mechanics.
Today’s responses come directly from our CEO, Peter Tamte:
Why has the Fireteam AI release been delayed?
The #1 reason we’ve had to push back release dates for Six Days in Fallujah is that we grossly underestimated the cost of creating and maintaining Procedural Architecture, and this has diverted resources away from overall game quality and other features. But, as you’ve already seen, the uncertainty Procedural Architecture creates in urban environments is a major step towards creating a much more realistic experience.
The #2 reason for delays is AI. There’s a very good reason so few companies tackle “real AI,” and instead settle for simple “Bot AI” or even just PvP – real AI is hard. Plus, we’re also building a friendly AI system players can control, and we’re doing all this in environments that randomly change shape.
The #3 reason for delays is that our team is 95% smaller than the Call of Duty team. Each Call of Duty is typically created with 1,000+ people working for three years. Until recently, we had 25-40 people. Now, we have 82.
Why did you choose an Early Access path? And is the feedback from players disheartening, encouraging, or both?
There are three reasons we entered Early Access:
#1: Feedback. Marines say, “no plan survives contact with the enemy.” We say, “no design survives contact with the player.” With hundreds of thousands of people having played the game now, we have lots and lots of really useful feedback, and it continues shaping our choices, as well as our ideas. Some of this feedback is disheartening, some is encouraging, but all of it is useful.
#2: Community. Even two decades ago when I was helping to run Bungie, I saw firsthand the incredible role Bungie’s community played in providing feedback to our team, spreading the word to new players, and giving satisfaction to the development team as they watched players enjoy their hard work.
#3: Money. Activision and EA now spend, literally, hundreds of millions of dollars making their military shooters, and, over and over, we’re seeing players expect that our team can make something of a competitive quality. But we don’t have hundreds of millions of dollars. And, as we hope you’re seeing, we’re trying to build something much more innovative.
Will the Quality Updates be one update or a series of updates?
We plan to release one batch of quality-focused updates in March and another in late-April or early May. Improvements to aiming, shooting, and movement will be included in both updates.
I know it says AI fireteams will be added in Q2 2024, but do you have a more specific date?
We’re hoping for June, and, right now, we’re on target for that. But, since we believe a controllable fireteam sits at the foundation of our whole experience, we won’t release it until we believe it’s working well, and we’ve created really compelling ways for players to learn how it works – and how to use real military tactics.
Is there any plan after the AI update releases to allow our fireteams that aren't a 4-player group to have AI fill in the missing spots?
Yes, we do plan to offer this, but it won’t be included in our initial Friendly AI release.
How many AI are planned to be under command? Will the game maintain the fireteam as the primary element, or will larger groups of Marines ever be present? Will we be able to command an assault team and a fire team to use fire and maneuver tactics similarly to the first 2 Brothers in Arms games?
We’re initially concentrating on the 4-person fireteam. However, you will be able to split this team into fire and assault elements, and there will be many uses for this. As we continue optimizing our AI system performance, we do plan to add more fireteams in the future. This is blocked by technical reasons right now, rather than creative reasons, but we’ll push through these over time.
How long is the campaign, and when will it be released?
The campaign should run 8-10 hours. The full campaign will be released with the Full Release of the game, with parts of the campaign released before then.
Why are you releasing the campaign in pieces, rather than at one time?
There are two related reasons:
#1: Trying to teach players how to control an AI fireteam, as well as how to use real military tactics, would create too long of a conventional tutorial (we worry it would be boring). So, we’re building much of this into our campaign story. Even in our co-op games, we’ve noticed a huge gap in knowledge about military tactics. So, we believe the deeper understanding of tactics provided through our campaign will benefit many players in co-op, as well.
#2: Our lack of a controllable fireteam is the #1 thing holding many players back from participating in Early Access, and revenues from Early Access are a key component funding the game’s development.
Will the campaign maps be procedurally generated or hand-made?
Both. There are times when the geography, or the architecture of the space, played a role in the tactics or outcome, and there are times when they didn’t.
“The nature of war is uncertainty,” as VonClausewitz said. We default to Procedural Architecture whenever possible because we believe stimulating uncertainty is often more important than the layout of the space in understanding why a scenario played out the way it did. But, where this isn’t true (and there are many examples of this), we hand-create the map, or a specific building within a procedural map.
This being said, the example you gave, Hell House, is a tricky one because both uncertainty and the layout of the house were essential elements. So, to be honest, we haven’t figured out yet how to balance this in all cases.
When will the game be released for consoles?
We plan to release the full game, with full campaign and co-op missions, simultaneously on PC and consoles early in 2025.
Will Console players be able to play with PC players, and can I opt-out of cross-play if this is the case?
Yes, a very substantial portion of our players want to play co-op with friends on another platform (whether this is Xbox to PlayStation or PC to Console). The central reason we built our multiplayer technology on Epic Online Services is to enable this cross-play.
Since the biggest need for cross-play is among friends, we do intend to allow players to opt out of cross-play.
Do the connection improvements in the Quarter’s update(s) include moving away from EOS?
We must continue supporting EOS, or we will lose our future cross-play functionality. This being said, many of our connection issues are not related to EOS. You can expect improvements to our networking in both March and late-April/early-May.
Will the next update improve performance (at least somewhat) on an AMD Radeon 470rx?
Maybe a tiny bit. But, overall, it will become increasingly difficult for us to continue supporting this generation of GPUs.
Are you guys planning on making suppression more effective at keeping enemies' heads down and making enemies less accurate, or do you want to keep it how it is now?
Yes. Suppression is not working correctly in the game right now. You should see improvements in this in our March and late-April updates.
Will you let me play in bigger squads?
Yes, but right now we are restricted by the number of characters we can have active in the game simultaneously. This will improve as we continue optimizing the game, but keep in mind that we’ll also have to add more AI, and balance difficulty, besides allowing more players.
Will the game ever offer PvP?
Yes, we do intend to offer PvP eventually. But, this is a ways off.
Do you plan to let me play in support roles, like a Sniper, for example?
Yes, but it is not on our near-term roadmap.
Will the game offer more options for clothing, weapons, and equipment? Will I be able to customize this?
Yes, we plan to offer a variety of clothing, weapons, and equipment variety within the “Operator Mode” of the game. This will roll out over time. We also know that, while we would lose some authenticity if we offered a wide range of weapons and equipment customizations for Marine fireteams, IRL Marines were offered more customization than we offer right now in the game.