Announcing our first Developer Q&A—an opportunity for the community to ask questions directly to our development team! If you have burning questions for our designers, engineers, or leadership, this is your chance to ask. Simply submit your questions via Discord, and we’ll publish a series of responses authored by developers in the appropriate disciplines!
HOW TO PARTICIPATE
Join our Discord community and navigate to the "Six Days Game" category. Submit your question in the "qna-ask-questions-here" channel for a chance to have your question answered by a member of our team!
https://discord.gg/SixDaysGame
TIMING
The questions channel opens today, February 12th, and will remain open until Monday, February 19th! This gives the community one week to pose their questions to the development team. We’ll compile our responses and share them across our social channels by the end of that same week.
RULES
Questions that do not adhere to the following rules will not be addressed or will be removed:
Questions must be shared in the "qna-ask-questions-here" channel on Discord.
Questions must not contain offensive, suggestive, or inappropriate content.
Questions must contain a concise title and brief description.
There are no restrictions on content—feel free to ask anything related to Six Days, our team, or game development.
Participants are welcome to ask more than one question, but it’s likely we’ll limit responses to one player each to provide more players the answers they’re looking for.
Thank you to everyone participating, and we'll see you on Discord!
Q1 Focus: Quality & Controls
To our community,
As we continue late-stage development of our long-awaited AI Fireteam Control features, it has also become clear there are a number of improvements we should make to the basic game experience and quality. Therefore, while our AI team continues its progress on our AI Fireteam features, other parts of our team are upgrading the game quality and experience.
Here are some of the improvements that will be released during the next three months:
Significant adjustments to player flinch/evade system
Improved weapon aiming, alignment, and accuracy
Reduced situations where weapon is forced lower
Tuned mortar targeting and accuracy
Reduced ability of AI to target players unrealistically at distance
Fix bugs allowing AI to see through smoke
Fix bugs affecting game difficulty
Upgraded interaction system to create smoother experience
Tuned player movement speeds and sprint controls
Reduced stumbling over objects
Improved reliability and clarity of in-game VOIP
Significantly fewer lost network connections and dropped games
Fix known crashing and hanging bugs
Fix remaining issues that can wipe player progression
Improved performance, especially on mid-range machines
It has also become clear that we need an exciting tutorial mission to help all players better understand the Marine tactics needed to be successful in both co-op and single-player, as well as how to use the controls needed to direct their AI fireteams.
Although you’ll see a steady pace of improvements throughout the next three months, late-Q2 is a more realistic timeframe for us to release our AI Fireteam features. We know many of you have been waiting a long time for our GO! commands and AI Fireteam features, and we can assure you that these features are indeed in the later stages of development, and they will play a central role in our future. For our fans eagerly awaiting consoles, these are still planned alongside our full release on PC.
As always, you can follow our development progress with our updated roadmap: https://steamcommunity.com/games/1548850/announcements/detail/3686807334211640734 Finally, we’re excited to announce that we’ll be hosting our very first Developer Q&A to give players the opportunity to ask questions directly to our development team in response to our announcement. We’ll be collecting questions on our official Discord server, and we’ll have more details about this early next week. Please join the community conversation!
https://discord.gg/SixDaysGame
Patch 0.3.0.2
Today’s patch addresses a few core issues reported by the community, including disconnects after returning to lobbies and another known cause for progression resets. Patch 0.3.0.2 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed an issue in which players disconnected when returning to lobby
Fixed the known cause for first-time progression resets
Improved matchmaking for peer-to-peer connections
Improved logging for networking
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
Jolan Park Challenge Winners!
Hey everyone!
Today, we’re announcing the winners of our Jolan Park Challenge! Earning Gold medals, the following players were the world’s first to complete our newest Jolan Park missions under specific Wargame parameters:
Evirstar
SirChomp
Beat Hazardous TL
Our second-place fireteam in our Jolan Park Challenge comes all the way from Spain! Congratulations to the following players for winning Silver medals:
Mobius6
Macvalencia
Anc83
Ruben
Finally, here are the third-place winners of our Jolan Park Challenge! Congratulations to the following players for winning Bronze medals:
Kasoma
Roctis
Nomad
Hiltraud
Seven different fireteams from around the world successfully completed the challenge and qualified for Completion medals. Congratulations to our winners:
Chumpace and St. Ranger
Spiny and Holly
Zack P and fireteam
Ninja Gaijin, Rainspraytay, and 1R Maj Derryl
Paxtn, Rainspraytay, 1R Maj Derryl, and 1R RSM 94Tango
Tritium Gaming, Red_5, IowaHarley666, and King.James0
Lima, Machado, Pipoca, and General Vodka
Additionally, we want to highlight two successful solo submissions! Congratulations to the following players for qualifying in the Challenge Completion tier, completely solo:
optimise
That kid from Subway
All winners also qualify for a unique Discord role, so please join the community conversation on our official server! https://discord.gg/SixDaysGame
Congratulations again to our winners, and a big thank you to everyone in our community for participating! With submissions from all over the world, we enjoyed watching players compete on a global scale for exclusive, first-ever Six Days in Fallujah physical challenge medals!
Hotfix 0.3.0.1
This patch addresses issues with progression resets, mortar accuracy, explosion damage, AI targeting, and muffled sound.
If you experience a progression reset after installing this patch, we would appreciate you contacting us through the “Technical Support” button in the game’s main menu. In some cases, although it looks like your data is gone, it might only be temporarily inaccessible. Additionally, we want to make sure we’ve caught all possible causes of progression resets.
Hotfix 0.3.0.1 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed additional causes of progression resets
Fixed an issue causing mortars to be more accurate than intended
Fixed an issue in which AI could occasionally target players in unrealistic situations
Fixed an issue that was causing unrealistic explosion damage
Fixed issues with audio muffling incorrectly
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
Jolan Park Challenge
Announcing the Jolan Park Challenge—a competition for creators and community in which you can earn exclusive, first-ever Six Days in Fallujah physical challenge medals!
The first three fireteams to complete the challenge will be awarded Gold, Silver, and Bronze medals, and all others who complete the challenge will receive blue completion medals.
HOW TO PARTICIPATE
Record video of your mission completions for all three of the new missions: Jolan Amusement Park, Objective Virginia, and West Manor, using the following Wargame settings:
Gameplay Options > Enemy Difficulty > HARD.
Gameplay Options > Survival Rules > NO KIA ALLOWED.
ALSO > Players must complete one Emergent Objective in each mission.
Once completed, submit your entry via the Google Form: https://forms.gle/URTMfyZTVyqBy3fX9
Creators may submit a link to your online video through this form
Community may submit the video through this form
PRIZES
Anyone who completes the new missions under the specified conditions will be awarded a completion medal, but we're reserving the best rewards for the first three fireteams to complete the challenge:
1st Place: Gold medal
2nd Place: Silver medal
3rd Place: Bronze medal
Challenge Completion: Completion medal
All winners will also receive a unique Discord role!
TIMING
The challenge opens today, December 22nd, and runs through Monday, January 1st! All prizes will be shipped approximately at the end of January and delivered in February (please note this is subject to change based on winner regions and shipping times).
ADDITIONAL RULES
Submissions must adhere to the following rules to be eligible:
Players must complete each new mission—Jolan Amusement Park, Objective Virginia, and West Manor—under the settings described above.
Clips must show proof of mission completion, typically through the after-action-report screen.
Clips must not contain racist, hateful, or sexually suggestive content.
Clips must be shared via the Google Form above.
You must give us permission to re-broadcast winning clips online.
Good luck to everyone participating!
25% Off - Steam Winter Sale!
Six Days in Fallujah is 25% off during the Steam Winter Sale!
Dive into our newest combat scenarios with three brand-new missions introduced with our Jolan Park Update, nearly doubling the amount of content in Six Days in Fallujah! With secret tunnel networks and a series of torture rooms used by insurgents, players must work as a fireteam to advance further into the city.
The promotion ends with the Winter Sale on Thursday, January 4th.
Our Q4 content update is available NOW, introducing three brand-new missions that nearly double the amount of content in Six Days in Fallujah. Rally your fireteam and dive into our newest combat scenarios in Jolan Amusement Park, Objective Virginia, and West Manor!
Most of the action takes place around Jolan Park, an open-air amusement park surrounded by treacherous houses that contain notorious Al Qaeda torture chambers. Worse, a secret tunnel network lets insurgents disappear into thin air and then ambush from nowhere. It’s like you’re fighting ghosts.
Save 25% on Six Days in Fallujah on Steam, for a limited time!
For a preview of our three new missions, watch our Jolan Park Update Trailer: https://steamcommunity.com/games/1548850/announcements/detail/3888358641552238273 For a full list of features, read up on our latest SITREP developer diary: https://steamcommunity.com/games/1548850/announcements/detail/3888358641555213325 For a full list of changes and bug fixes, read up on our Update Notes: https://steamcommunity.com/games/1548850/announcements/detail/3888358641555209526 Download the latest Steam build and share your feedback with us!
Jolan Park Update Notes
NEW: This update includes three brand-new missions set in and around Jolan Amusement Park, a secret tunnel network used by insurgents to escape houses and ambush players, al-Qaeda torture chambers buried deep within houses, new Spotter insurgents, and more than 1,400 other changes and bug fixes.
Please restart the Steam client to download the latest build.
NEW MISSIONS
Jolan Amusement Park
Secure the open-air Jolan Amusement Park by destroying mortar emplacements hidden throughout the park while insurgents attack from all sides and pop up behind you through tunnels.
Objective Virginia
Defend “Crazy Horse,” an M1 Abrams tank pushing deeper into the city, from incoming insurgents, vehicle-borne IEDs, and Spotter Insurgents looking to detonate IEDs before you find them.
West Manor
Secure an Al Qaeda headquarters by grabbing two flags on opposing ends of the stronghold. After engaging insurgents maneuvering through tunnels, claw your way forward to your extraction point.
NEW FEATURES
Tunnel network
Used by insurgents to ambush, escape, and flank players in Jolan Amusement Park and West Manor
Entrances can be collapsed with explosives
Spotter insurgents
Identify roadside IEDs with binoculars and detonate them after a short period of time in Objective Virginia
Al-Qaeda torture chambers
Basement torture rooms, with blood-spattered walls, cages, hanging hooks, saws, and drills in West Manor
GAMEPLAY IMPROVEMENTS
Improved visual quality of scope with new “Foveated Scope” options in graphics settings
Fixed the known cause for progression resets
Fixed the known cause for players being unable to ADS
Fixed the known cause for AAV getting stuck
Fixed the known cause for AAV running over players
Fixed the known cause for players being KIA before intro cinematics end
Improved player pathing over small objects
Improved UI for muting in player list
Reduced RPG splash damage
Added radio emotes to keybinds menu
Added variety to M16A4 reloads
Added Marine dialogue to berate players when continuously trying to fire without ammo
Added variety to Marine uniform combinations—baggy pants, tucked and untucked pants, kneepads
Renamed Compound mission from “Jolan Public Park” to “Jolan Public Square”
LOCALIZATION IMPROVEMENTS
Improved support for French language
Improved support for German language
BUG FIXES
Fixed an issue in which “Start Mission” button was disabled
Fixed an issue in which black screen observed on launch
Fixed an issue in which black screen observed when pressing multiple inputs at menu
Fixed an issue in which blank prompt appeared after changing graphics settings
Fixed an issue in which players disconnected when accepting invites mid-mission
Fixed an issue in which selecting “Fireteam Missions” at the menu caused a delay before loading in
Fixed an issue in which multiple inputs were required to exit settings after resetting tutorials
Fixed an issue in which weapon swaps can be spammed for unintended results
Fixed an issue in which weapon reloads completed after canceling the animation
Fixed an issue in which clients appeared to throw both frag and smoke grenades simultaneously
Fixed an issue in which smoke grenades couldn’t be equipped after emptying m203 rounds
Fixed an issue in which smoke grenades couldn’t be equipped on gamepad
Fixed an issue in which grenades were being held incorrectly
Fixed an issue in which simultaneous keybinds caused unintended behavior on gamepad
Fixed an issue in which specific keybinds weren’t performing intended actions
Fixed an issue in which players could send invites repeatedly to others
Fixed an issue in which players could switch game modes while actively matchmaking
Fixed an issue in which Team Lead transferred between players involuntarily
Fixed an issue in which roles were displaying incorrectly on player list
Fixed an issue in which menu overlapped with player list in Wargame
Fixed an issue in which aspect ratios were not displaying correctly in Wargame lobby
Fixed an issue in which players are prompted to save settings without changes in Wargame
Fixed an issue in which players are not prompted to save settings with changes in Wargame
Fixed an issue in which Unrestricted roles were auto-swapping in Wargame
Fixed an issue in which wrong mission loaded after swapping Team Leads in Wargame
Fixed an issue in which broken game state observed when switching between Fireteam and Wargame after sending friend invites
Fixed an issue in which mission ended prematurely in Jolan Public Square
Fixed an issue in which mission boundary timer failed to appear on Jolan Public Square
Fixed an issue in which door interacts appeared in the wrong place on Jolan Public Square
Fixed an issue in which incorrect dialogue played on Jolan Public Square
Fixed an issue in which mortar dialogue didn’t match subtitles on Jolan Public Square
Fixed an issue in which mortar emergent objective wasn’t clearing on Northern Train Station
Fixed an issue in which door interact didn’t appear on Northern Train Station
Fixed an issue in which additional shadows observed during intro cinematic on Northern Train Station
Fixed an issue in which sniper wasn’t firing on Apartments
Fixed an issue in which sniper wasn’t lethal enough on Apartments
Fixed an issue in which primary objective was listed as optional on Apartments
Fixed an issue in which friendly Marine AI was holding incorrect weapon on Apartments
Fixed an issue in which primary objective building wasn’t rendering on Apartments
Fixed an issue in which ROE message lingered after shooting the minaret on Apartments
Fixed an issue in which textures were missing in intro cinematic on Apartments
Fixed an issue in which insurgent reinforcements didn’t activate on Phase Line Henry
Fixed an issue in which emergent objectives activated prematurely on Phase Line Henry
Fixed an issue in which convoy vehicles didn’t return fire under Flares on Phase Line Henry
Fixed an issue in which the intro cinematic VBIED persisted into gameplay on Phase Line Henry
Fixed an issue in which bullet FX were floating during intro cinematic on Phase Line Henry
Fixed an issue in which bleed timer was infinite when being incapacitated by VBIEDs
Fixed an issue in which VBIED explosions weren’t always lethal to players
Fixed an issue in which VFX didn’t follow VBIED explosions
Fixed an issue in which VBIEDs didn’t detonate at point of contact
Fixed an issue in which VBIEDs were not being lit correctly by flares
Fixed an issue in which insurgents vaulted through blocked windows
Fixed an issue in which player list expanded in lobby when using PTT
Fixed an issue in which Marines repeated dialogue
Fixed an issue in which insurgents repeated dialogue
Fixed an issue in which Marine chin strap didn’t animate with player VOIP
Fixed an issue in which enabling mono audio prevented VOIP between players
Fixed an issue in which audio was muffled when descending into basements
Fixed an issue in which lobby music lingered into loading screens
Fixed an issue in which SAW fire audio looped indefinitely
Fixed an issue in which SAW received bonus rounds on reload
Fixed an issue in which mortars weren’t consistently tracking players
Fixed an issue in which shooting using scroll-wheel yielded high RPM
Fixed an issue in which Emergent Objective sniper wasn’t lethal enough
Fixed an issue in which ghost cam misbehaved for hosts
Fixed an issue in which player names were not visible when spectating in ghost cam
Fixed an issue in which HUD persisted for hosts in ghost cam
Fixed an issue in which ammunition counter was hidden when using “Minimal” HUD
Fixed an issue in which compass persisted after swapping to “Minimal” HUD
Fixed an issue in which SATMAP didn’t appear when using “Persistent” HUD
Fixed an issue in which AAV overrode player icon on SATMAP
Fixed an issue in which AAV respawn sequence failed for clients
Fixed an issue in which AAV headlights were not projecting correctly
Fixed an issue in which client flashlights were not projecting properly
Fixed an issue in which flashlight brightness wasn’t consistent between windows
Fixed an issue in which flashlights cast through players and enemy AI
Fixed an issue in which “Ultra” DLSS quality and “Low” resolution caused flashing lights
Fixed an issue in which staircases were overly bright
Fixed an issue in which mission failed if last player was KIA after reinforcements were activated
Fixed an issue in which wounded versus KIA text was displaying inaccurately in AAR screen
Fixed an issue in which friendly fire not consistently reported in AAR screen
Fixed an issue in which players couldn’t shoot through open geometry
Fixed an issue in which insurgents infinitely fired pistol rounds
Fixed an issue in which KIA insurgents were still smoking cigarettes
Fixed an issue in which dust FX were overtuned on insurgent models
Fixed an issue in which safety was visually enabled for insurgent weapons
Fixed an issue in which host was unable to plant C4 if client was killed planting C4
Fixed an issue in which host was not appearing on client compass
Fixed an issue in which Team Lead promotion messaging not displaying for clients
Fixed an issue in which “Return to Mission Area” messaging not displayed for all players
Fixed an issue in which hand placement in cover was wonky using M16A4
Fixed an issue in which hand placement in cover was wonky using M4 Shotgun
Fixed an issue in which “Slow is Smooth, Smooth is Fast” achievement unlocked under false conditions
Various AI behavior fixes
Various VBIED pathing fixes
Various performance optimizations
Various audio performance improvements
Various fixes for primary objective not updating properly
Various fixes for objects clipping in environment
Various fixes for objects floating in environment
Various fixes for AI getting stuck in environment
Various fixes for players getting stuck in environment
Various fixes for common 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
SITREP: Jolan Park
“November 10th, we finally get to the Jolan District. Jolan District was the district that was kind of the al-Qaeda headquarters. The volume of fire started picking up on us. It was like, “Okay boys, here we go.” – SSG Paul Starner, 3/5
We’re back with our ninth entry in our SITREP developer diary series! Our Jolan Park Update is live now, and we’re taking a deep-dive into all of our newest content.
Community is one of the pillars of our development process, and we’ve collected a series of feedback across all of our channels since our release into Early Access back in June. One common thread has stood out from all the rest, and that is the community request for more in-game content. Today, we’re nearly doubling the amount of content available by introducing three brand-new missions to the game with Update 0.3.0—Jolan Amusement Park, Objective Virginia, and West Manor.
Located a quarter-mile south of the AO from our first set of missions, Jolan Amusement Park is an open-air playground that flips our traditional combat geometry formula. Instead of engaging in close-quarters, house-to-house urban combat, players will discover a play-space with more penetration points, longer sight lines, and fewer opportunities for cover. Dense houses have been replaced with hollow concession stands; Signature Buildings replaced with a Ferris wheel and octopus ride. Despite the landscape physically offering more breathing room to players, claustrophobia has never been stronger due to a psychological fear of a surrounding enemy force drawing closer and closer. How do you overcome a fatal funnel that’s everywhere at once?
The mission itself tasks players to locate and destroy mortar emplacements scattered throughout the park. This comes with two unique twists. Firstly, mortars are no longer situated above surrounding rooftops but concealed in shallow pits, making them more difficult to locate. Second, insurgents will use an extensive tunnel network that connects the park to neighboring buildings to ambush players one second and escape the very next. While players cannot traverse these tunnels themselves, they can collapse them with explosives to permanently take them out of commission.
“I think the deadliest thing they did in houses that I encountered was the tunnels from one house to another. Because we would attack a house, think we had them pinned down, and they would be gone. Then they would pop up somewhere else for us to fight.” – SGT Adam Banotai, 1/8
Destroy all mortar emplacements and eliminate all surrounding threats to secure the rally point for mission completion.
For the first time in Six Days, we’re introducing an M1 Abrams tank into the mission formula. While “Crazy Horse” cannot be manned, players are responsible for escorting the vehicle deeper into the city. The only path forward is a narrow one, and CH will be exposed not only at its flank but also at its sides—all serving as blind spots. The independently operated cannon may provide accurate coverage at 12-o’clock and neighboring areas, but this simply won’t be enough against the many, many threats that present themselves up close in Objective Virginia. What’s your plan of action when your strongest asset can also become your most vulnerable?
“And you can imagine, a tank is a huge target. A very well protected target, but it's a huge target.” – LT Elliot Ackerman, 1/8
Firstly, oncoming VBIEDs have their sights set on breaching the fireteam line to destroy the tank. Next, insurgents are occupying neighboring houses and lying in wait for their best opportunity to strike from any direction. Finally, our newest Spotter insurgents are prepared to detonate roadside IEDs if left unattended. Players must develop an aggressive offense in order to advance forward while simultaneously maintaining a strategic defense to keep CH in play. If the tank is destroyed or all players in the fireteam are KIA, the mission is a failure.
DEVELOPER COMMENT Insurgents can become “Spotters” when they have line-of-sight to players who are within a certain range of a roadside IED. After pulling out binoculars to identify the target, these insurgents will then pull out their detonation triggers. Players cannot disarm roadside IEDs themselves, but they can mark them and eliminate the threat posed by Spotter insurgents.
Even our most seasoned Second Lieutenants have never assaulted a stronghold like West Manor before. This al-Qaeda headquarters is positioned nearby, harboring an insurgent force that must be eliminated. While some similarities can be drawn to our Jolan Public Square (Compound) mission, the primary differences are clear—this fortress is not only much larger and less accessible, but it also requires two flags to be secured instead of one. With one flag on the rooftop and another buried deep in the basement, do you split the fireteam to simultaneously retrieve each flag or tackle each one as a unit? If the mission timer expires or all players are KIA, the mission is a failure.
West Manor features one of the many new architecture layouts introduced with version 0.3.0, introducing new interiors and exteriors that are certain to keep players guessing. What’s more, this headquarters isn’t so easily breached, with barricaded doors preventing players from simply kicking in the front door. Here, players will be forced to apply the OODA loop—short for observe, orient, decide, act—to work through the ever-changing web of conflict presented by urban combat.
West Manor is also our first mission to explicitly present one of the most shocking aspects of the battle. Basements are filled with instruments of torture—cages, hooks hanging from ceilings, power saws, drills, hammers, and screwdrivers—and blood splattered across the walls. Terrorists even turned Fallujah’s amusement parks into torture chambers.
Using the same tunnel network employed in Jolan Amusement Park, insurgents will continue to navigate between these basement tunnels to escape, ambush, and flank players. How will you prepare for an enemy attacking from the dark?
“I remember we walked in and there was a basement. We opened the door, it's damp, there's jerry-rigged cages, hooks from the ceilings, and Al-Qaeda Flags in the corner. It’s like ah, this looks like one of the setups we seen in the beheading videos. It gets quiet, we look around.” – LT Elliot Ackerman, 1/8
After eliminating the insurgent threat inside West Manor, players must claw their way to the extraction point. Fortunately, players will also have the support from “Crazy Horse” here, thanks to the efforts of Third Squad during Objective Virginia.
DEVELOPER COMMENT Our three new missions still operate within the same ruleset as our previous missions, meaning each of them has a chance to roll one of the many Emergent Objectives available in Six Days. You may be tasked with assaulting Jolan Park, but will you steer from the main path to destroy an insurgent armory? “Crazy Horse” needs to advance forward, but an enemy sniper may complicate the forward push even further. With Procedural Architecture, players will never know what to expect—just like actual combat.
Looking to the future, we want to let everyone know we haven’t forgotten about our dedicated community of solo players. We’re very excited to begin discussing the function and implementation of friendly Marine AI teammates later next quarter. With our innovative “Go Command,” commanding your AI fireteam will be as easy as firing your weapon.
Thank you to everyone for taking the time to check out the latest in Six Days in Fallujah! We’re anxious to see the community response to three new combat simulations that fundamentally change the way our game is played. Remember to leave us your comments so that we can continue developing the most authentic military shooter to date.
Join the community conversation and offer us feedback on our official Discord server! https://discord.gg/SixDaysGame