Big news from EXFIL HQ! From January 30th to February 3rd, we’re kicking off a free weekend event, and you’re invited to join the action. Whether you’re a seasoned squad leader or just getting your boots on the ground, this is your chance to experience everything EXFIL has to offer.
Here’s what you need to know:
Free Weekend Details
When: January 30th – February 3rd
Where: Right here on Steam
What: Play the full EXFIL experience free of charge!
If you’ve been on the fence or itching to get your squad mates involved, now’s the perfect time to dive in.
Exclusive 20% Discount During the free weekend, you can enlist full-time with an exclusive 20% discount on the game. Secure your copy and keep the fight going after the event ends.
Major Content Update
To make this weekend even more special, we’re deploying a significant update packed with new content:
Seek and Destroy Mode: A new game mode where you’ll need to locate and eliminate high-value targets. Tactical coordination is key—don’t go in alone!
Expanded Arsenal: Gear up with four new pistols and a grenade launcher. Whether you’re up close or covering your squad from afar, these additions give you more ways to play.
New GPS: large-scale redux of the GPS with a zoomed 2-handed view and a handy quick reference watch for basic bearings and information in the heat of battle!
Fireteams! Choose your squad assignments and break them down into fire teams. Team members are designated and tracked on the new GPS.
Dynamic Winter Conditions: Experience a 20% chance of frozen water in winter, introducing an unpredictable element that can dramatically alter map flow and tactical opportunities.
Hawks Haven 2v2 Tournament
On Saturday, February 1st, join us for the Hawks Haven Powered 2v2 Double Elimination Tournament. Test your skills in this intense showdown or watch the competition unfold.
Rally Your Squad This is a weekend you won’t want to miss. Whether you’re trying out the new Seek and Destroy mode, competing in the tournament, or just dropping in to explore the battlefield, there’s something for everyone.
Mark your calendars, sharpen your skills, and we’ll see you on January 30th!
– The EXFIL Team
Week 1 patch notes and Developer Update
Entry to Early Access
A huge thanks to our community, publisher Microprose and Development team for countless hours of maintenance, organization and play time during our Early Access entry.
Our commitment to iterative improvements and responding quickly to community continues from pre-release into early access as we play the game with active servers daily, take notes, discuss the game on discord, and update the public-testing branch.
The public-testing branch is updated several times a week, and we play together with the community to ensure we catch bugs and feedback early. These updates are then packaged together in an update to the main game.
Week 1 Patch Notes The main focus that became critical was to smooth out the experience in regards to AFK players in the lobby and in game - who would stop the game from progressing. To tackle this AFK timers, and Vote-Kick features have been added.
We continue to support community hosted servers with a range of match and server settings, therefore the new AFK features have new admin settings to explore.
AFK timeout configurable by server hosts
AFK vote kick system configurable by hosts
A magazine check system with animation only for m27 and hk416 atm
the lobby will automatically start a timer if no admins are present
A main menu redesign
Match settings to allow pings to attach to players or not (for more hardcore server option)
Players can now set a [Clan Tag] which helps hosts identify groups of players when organizing / balancing teams
Various bug fixes (see Discord Changelog)
We hope these features help combat problematic players, and enhance and empower you all to foster a positive public server experience.
Join the Discord Community The EXFIL Discord is growing with players who share our vision towards creating a realistic infantry combat simulation with advice and input from both players and veterans.
Whether you are a player looking for a realistic fps (that will never feature hotdog suits and unicorn fart emotes) or you are a military enthusiast or veteran who wishes to join our advisor group - please jump in and find us in discord and in game!
We have a vision to break free of gear fear and overwhelming inventory simulations of recent tactical FPS games. Our goal is to make getting into the boots of a soldier more immediate when you choose to play EXFIL, and to focus on communication, teamwork and military realism.
What's Next? AI will be started in January, but first, we have something cooking...tick tock...
See you in game, Misultin Out.
A New Chapter with MicroProse
Hello, Operators!
We’re thrilled to announce a monumental step forward for EXFIL. After months of hard work, dedication, and discussions, we’ve officially partnered with MicroProse to publish our game!
For many of us on the team, MicroProse is more than just a name—it’s a legacy. As gamers, we grew up inspired by their iconic titles that set the gold standard for military strategy, realism, and innovation. As developers, it’s an honor to collaborate with a company that shares our commitment to delivering not just games but experiences that stand the test of time.
This partnership is more than just a publishing deal. MicroProse's unparalleled expertise in tactical and military-themed titles will allow us to refine and expand EXFIL in ways we couldn’t have imagined. Their legacy of pushing the boundaries in simulation and strategy aligns perfectly with our vision for EXFIL as the ultimate tactical sandbox FPS. With their support, we can confidently say that this game will be the best it can be.
Here’s what this means for you:
Greater Resources: With MicroProse's backing, we can accelerate development on some of the ambitious features we’ve been teasing—like the scenario editor, global stat tracking, and NPC integration.
Expert Guidance: Their decades of experience will help us polish the EXFIL experience, ensuring the balance, depth, and realism our players deserve.
A Commitment to Longevity: MicroProse’s reputation for nurturing games long after launch means EXFIL will continue to grow and evolve with our community at the forefront.
We’re still the same passionate team of four, dedicated to listening to your feedback and building something extraordinary. Now, with MicroProse by our side, we’re ready to take this journey to the next level.
Thank you for believing in EXFIL. Together with MicroProse, we’re going to create something truly special.
See you on the field! — The Misultin Studios Team
Early Access launch - Chapter 1 - The Exfil PvP experience
Welcome Operators!
We are hard at work on the next development cycle of Exfil which will include a RAFT of improvements and additions to the game. All of these improvements will culminate in our Early Access release and charity event Dec 11th, 2024. Please Join our Discord for more details!
The Dec 11th event will include
Live Dev AMA with Irontaxi hosted by Bigpeeps from Always Give Back
Streamer and content creator invitational playing the new map Operation Anvil
Computer Giveaway draw and a veteran build
Caliber Collective hosted 4v4v4v4 Tournament with 5 wins to take the trophy!
We invite all our supporters to join us for the event as we officially kick off a truly Early Access and Indie endeavor to create the sandbox military infantry simulator we dream of playing.
And you can act now!
For just $24.99 USD or your adjusted local price you can be part of our legacy as one of our founder players. Pre-sales have been running for a few weeks and we look forward to welcoming all our new friends to the battlefield a few weeks before release. They will be eligible to play and help the hardening and feedback process as we wrap up Chapter 1. (DISCORD FOR DETAILS!!!!)
What can you expect from Exfil besides a community built on respect?
Our Arsenal is almost ready!
We continue to close off on assets for chapter 1 which will see each faction receive it's own unique compliment of weapons, gear and utilities!
Our world is growing!
6 large scale sandbox maps will greet new across 2 different biomes.. With more on the way including a largely CQB bunker map in the works.
In addition to our 2 core game modes we give hosts complete control with the option to play Exfil on both dedicated and listen servers with no restriction on use.
All the game options are configureable and at your finger tips!
Lot's more to talk about but time to get back to work! Never a dull moment on the Irontaxi desktop!
On Behalf of the Misultin team we look forward to seeing you on the battlefield!
Screenshot Contest Winners!
Happy Friday Operators!
We appreciate everyone who submitted entries in the screenshot contest during our last demo! We have the finalists for the screenshot contest, The finalists are, not in any particular order, @ rg063 , @ poyeet , @ preyus , @ eighm , @ cc-showxr.
They each won a $50 Steam gift card! Please help us in congratulating the winners!
ShowXR
Preyus
Eighm
RG063
POYEET
We will be in contact with each and add them on steam as a friend so they can receive their gift!
Onward and upward! Misultin Team
Nextfest Wrap up message
Thanks to everyone for the play hours and over 10,000 players who came and played Exfil over the week long event.
It was encouraging to us developers to see the breadth and depth of player types increasing to a much more world wide breadth.
As a follow up to our "screenshot contest" we have unfortunately discovered that the steam Demo page is setup in such a way that we can't see any of the screen shots posted on the demo pages content and there unfortunately is no way to remedy this. (Demo pages don't have public community pages)
We want to give everyone an extra week (deadline 10/27/2024) to repost screenshots of the in our discord pics channel. Please let us know if you have any questions.
If you need to find your own screen shots please see the attached image and use this source to find the screenshots on disk. These can then be posted in our discord.
Look forward to seeing all your images in the week to come!
Steam NextFest coming this monday! Post your best screenshot!
Message to all operators!
Don't forget Exfil will be in SteamNextfest starting this monday and running for 7 days. This event will be running on the DEMO branch as per steams rules. So don't forget to push that green button to gain access!
And Prizes!
We will also be running a screenshot contest and giving away some special prizes for the top 5 screenshots in the coming week!
In order to be eligible the screen shot must be shot in game, between monday the 14th to sunday 20th and posted on the Exfil steam community hub.
Winners will each receive a $50 steam gift card!
So get your war correspondent cameras warmed up and keep your eyes on the potato!
The Misultin team is looking forward to playing with you all this coming week! Catch you at the extract!
Steam Playtest change list
Welcome to the weekend folks and another iteration of the Exfil steam playtest weekend!
Here is a detailed overview of changes.
Last Public Build 0283
- Rogue Mode - Ballistics Simulation - Loadouts and Attachments (Scopes and Ironsights) - Frame Generation - Body Armor simulation / damage reduction - Steam Friends Integration - GPS notifications - Action keybinds - Optional First Time user popup guides
Public Build 0312 Overview
- NEW BIOME Map - Renegade Oil Version 1 - Dedicated servers available for both windows and Linux - Optional Briefing Screen with Duration Control - Spectator UI overlay (teleport to player list, cycle players, toggle outlines) - Spectator UI Map updates (see all markers, see objective locations, pan and zoom, see map and mode name) - Post Death Free Cam options for host, and voice chat enabled for dead players channel - Event Log Timeline of player movement and key events - Event Log Updates (Added objective exact locations, and starting spawn locations) - Combat Log and Accuracy % Log of each player with filters and hit log on 3D soldier turntable - Rogue mode now only 2 teams, controlled by host - Lobby Host QOL (drag drop players to teams, force and lock players in ready state, lock teams) - Lobby Player QOL (click team to join, chat window update with notifies, layout more organized) - Match Setting Presets - Major bug fixes to FSR and ballistics crashes and Start of round black screen spawning issues - Improved recoil with procedural implementations and configuration across weapons with community feedback loops - Improved scope clarity and framerate - New scope Options 3x,4x,6x
Dedicated servers are also up and ready to accept players this weekend. Woo hooo!
Public Build 0312 Change Log
Additions
+ Briefing Phase (After lobby, during start of round, configurable duration - note: voip coming soon) + Briefing Screen with mission objectives, map, and loadout select (next voip and text chat will be added) + Host match setting added 'mission briefing duration' and ability to disable the feature for veteran communities + Spectator UI now includes UI overlay (space bar to access) + Spectator UI added player list (with state color, and click to teleport) + Spectator UI added settings panel (with toggle name tags for local spectator) + Spectator UI map now shows the active mode + Spectator UI map now shows all markers for all teams + Host match setting added 'allow dead players to enter free cam' (press Up arrow to enter free cam) + Hosts can now drag and drop players to change their team + Players can now click on the team name to switch team + Loading Screen implementation + Enable VOIP chat to team during briefing screen at start of mission + Host can lock teams from being joined + Host locked teams cannot be left by player, host can still move them with drag and drop + Host lock all players to ready does not affect host, allowing host to lock everyone else, and ready when ready + Replicated match settings for Rogue Mode + Operation Log Timeline (map with event log, scrollable timeline of events and player routes) + Player route and EventLog data are saved to disk as JSON for communities who wish to use them + Add pan and zoom to briefing screen, ops log, and spectator view maps + Join (NUCLEON) Work In Progress custom browser (later removed, WIP) + Hosts can now promote players to 'admin' allowing them to edit match settings, start and stop rounds (this is part of ongoing dedicated server support ie non-host admins) + Host can Ban users from their Server for a specific time + Host can see a list of banned users and the end date of the bans + Host can remove bans from a user + Dead player route opacity setting to event log after action report (default 40% after death) + Player route length setting to event log after action report (default full duration) + Add highlight for the server host versus admins + Add host auto start round setting + Add host steam ID / dedicated public IP to lastmatchdata + Add player steam ID to player trackers in lastmatchdata + Add a copy of the match settings to the lastmatchdata + Match Setting Presets (Create, Rename, Delete) + Event Log Auto Play feature (Play, Stop, Speed) + Auto play countdown text in top right of lobby (and controls for host) + Setting for Add auto start time per new joined player + Setting for Minimum required players to auto start countdown in lobby + Admin can toggle individual players ready state + Dedicated server support + Combat Log in Operation Log (shows shots, hits, kills, accuracy, status per team) + Kill feed tooltip when hovering KILLS in the combat log + Procedural Recoil and shooting animations to improve gun feel + Encrypt Round Data to respect user privacy (make sensitive round data non-readable outside of round) + Post Round Combat log drop down filters for damage to self, to others, and to specfic players, with 3D viewer of hits + Combat Log shows hit lines on operation log map + Match history viewer in main menu (drop down for past matches) + Match history viewer in lobby for listen server hosts (review old rounds with other players) + Improved ADS bullet spread implementation and configuration + Allow admins to drag drop players to spectator team + Lobby layout overhaul + Add next match data to lobby + Allow to edit server name and max players in dedicated servers. + Add option for admins to leave the dedicated game + Add keybind display to dead cam / spectator for the available actions + Add a 'browse folder' button to launch the folder URL where the match data is so users can delete if wanted + Dead player can talk to each other + Players in a team during briefing can talk to each other + Spectator players can talk to each other + Add Lumen Global Illumination as an option (later removed, WIP) + Renegade Oil facility map WIP + Scope render texture PIP removed, replaced with FOV method (much better performance and visual clarity) + Server admins can shut down dedicated servers from the Lobby + Add weather settings, and time of day settings to dev builds match settings + AcogTA32 added + Replicated Freelook (press Left Alt) + Add tooltip of event description when hovering pips on the Operation Log Timeline + Add first pass to new weapon collision system (move weapon away from surfaces) + Generate minimap for Renegade Oil. + Admin console command exec in lobby and spectator view + Toggle outlines tooltip in spectator overlay settings + Freelook keybind to input settings + DeadCam Mode for 'all team dead' + Spectator now has marker on heli wreck + Spectator can toggle outlines on heli wreck + Re-Add feedback form in lobby
Changes
~ Rogue exfil locations are now visible at round start if enabled (previously only appeared after intel pickup) ~ Rogue mode is now only 2 teams, host can control which teams ~ Optimize wasteful ticks for ballistics simulation ~ Players now enter the operation log when returning to the lobby after a mission (visual iteration planned, with map and timeline) ~ Add operation log events for start of round spawn locations (prep for the timeline pass) ~ Show team color on team name when spectating players ~ Host ready all button is now a toggle lock all ready, client cannot unready while active ~ Toggle Ready button now more visible, has button background and checkbox, and is visible on each lobby screen ~ Edits to briefing screen team Voip ~ Edits to soldier spawn intro logic to try fix black screen hang issues ~ Prep work for creating preset match settings ~ Change Deploy down arrow icon to Team Icon on briefing screen ~ More prep work on dedicated executable via steam ~ More fix for rogue mode spawning (please be gone) ~ Tweaks to MatchData JSON formats thanks to Scordo ~ Improvements & fixes to the Nucleon browser. ~ Change wording on dead player opacity setting to dead player route opacity ~ Change deploy icon to team badge in briefing screen ~ Remove the highlight on the main objective during briefing screen ~ Auto equip correct grenade from loadout after spawning ~ Rogue mode will always start with at least 1 Rogue player ~ Ban Time changed from UTC date to remaining time ~ Move event log filters to tabbed page ~ If you read this far, you win! ~ Add loadout to player data (Prep for new event log tab) ~ Change all map name refs to same format in JSON match history (ie Map04 handle) ~ Add server name to match data JSON ~ Adjust thunder volume for storm weather variation ~ Move saved match data JSONs to /Saved/ folder ~ Move southern spawn on Northwoods ~ Improved storage of match data (prep for match history viewer) ~ Improved recoil patterns across a variety of weapons ~ Improve performance overhead of the post match operation log data ~ Improve recoil to include procedural controls ~ Speed up operation log loading by reducing file size and increasing the sent data from 5kb to 20kb ~ Fix loading mission log history from main menu ~ Improve player icon on log map ~ Improve visibility of TOGGLE READY button ~ Implemented community feedback on weapon recoil ~ Improve performance and update speed of player routes on the post-match operation log ~ Max 32 players on dedicated custom max player count ~ Improve performance of landscapes by removing unused RVT logic ~ Updated screenshots of maps in match info panel in lobby ~ Event log timeline now stops on the final event when using auto play feature ~ Combat log now shows damage dealt as the first dropdown entry, as the log is primarily focused on your hits ~ Zero Acog and Specter scopes to 100m ~ Optimize texture load to eliminate memory warnings. ~ Remove distance field shadows & Global Illumination options to fix Recurring Crashes due to Distance Fields in packaged game ~ Move admin related settings to separate tab ~ Edit drone flashlight distance ~ Temporarily remove Nucleon ~ Edit Renegade Oil map NVG sensitivity
Fixes
-Fix scopes not working correctly when spectating -Fix Janky movement when spectating -Fix cannot see GPS when spectating -Fix incorrect GPS marker visibility when spectating another team -Fix alt+tab spectator not updating to next player -Fix dead cam going to dead player permanently if viewing their drone when they die -Fix player not listed as victim from grenade kills in operation log -Fix attachment selection not correctly invalidating when switching weapons -Fix issue where spectators would randomly change view target after a previously viewed player dies -Fix issue where spectators would lose view target if a spectated drone was destroyed -Fix missing GPS markers caused by incorrect indexing -Fix for missing POI when HUD is not valid (POI registered before player has a HUD) -Fix for 0,0,0 spawning when spawn points aren't ready yet (spawning too soon) -Fix nanite errors on maps -Fix Trap size not matching choice after placement -Fix black screen start of round, added debugging and fallback handling -Fix players falling from map on round start, possibly spawning too soon (now delayed) -Fix instant extermination win event, possibly based on players falling from map -Fix match settings reset to default in lobby -Fix players hidden in lobby due to match settings reset -Fix spectator losing mouse control when using new UI overlay -Fix spectator creating multiple spectate HUDs when using new UI overlay -Fix spectator able to teleport to players without pawns -Fix spectator seeing popup tips for gameplay (nvg, torch, gps, grenade etc) -Fix players being able to switch team whilst in game by using escape menu player list -Fix Rogue and Hunter team match settings being able to choose the opposing team -Fix for potential multiple loading screens -Fix bug where empty rogue team randomized hunter team after readying up -Fix losing mouse and KB control when using spectator player list UI to teleport -Fix invalid playername state in spectator playlist UI -Fix spectator UI underneath Drone UI -Fix incorrect attachment in spectator POV entry after leaving and re-viewing the same player -Fix spectator cycle player view mouse wheel controls not working in spectator UI -Fix an issue where a player can drag and drop themselves into locked teams (a host only feature) -Fix players blocking each other spawning (black screen) -Fix players crashing on start and in game due to new loading screen plugin (removed) -Fix 0s briefing screen duration resulting in no spawning -Fix locked players can still switch team by clicking team icons -Fix Host being able to change players teams in round by drag-drop -Fix log warnings for access exceptions in player list, tactical pin-Fix sandbox mode -Fix rogue hunters briefing poi persisting into gameplay -Fix Spectator see every marker highlighted -Fix Spectator can see all GPS markers instead of team specific markers when in POV cam -Fix server able to toggle team locks in game -Fix Escape menu during briefing causing loss of mouse control (no input stack) -Fix Briefing screen VOIP too quiet -Fix incorrect team members and data in spectator player list UI -Fix null reference warnings in various plugins and featuresg, mortar team, reload and worn inventory logic -Fix intel pickup in Rogue noted twice -Fix win condition appearing before win event in event log -Fix multiple registers of config ini -Fix for player route save/load skip -Fix for keybind UI issues -Fix Rogue Mode Spawn issue -Fix map setting reset to default when returning to lobby -Fix not all players routes are shown to clients -Fix Spectator player list late joiner appearing as 'alive' (now red) -Fix issue where GPS icons were not moving correctly whilst viewing the map as Spectator -Fix issue where GPS icons were not showing and hiding correctly whilst viewing the map as Spectator -Fix log warnings about admin list settings -Fix northwoods 'falling through map' spawn location issue -Fix Rogue 2x2 spawn points to 6x6 spawn points -Fix issue where GPS icons were not moving correctly whilst viewing the map as Spectator -Fix issue where GPS icons were not showing and hiding correctly whilst viewing the map as Spectator -Fix log warnings about admin list settings -Fix northwoods 'falling through map' spawn location issue -Fix Rogue 2x2 spawn points to 6x6 spawn points -Fix issue where match settings tab is not selected by default -Fix issue where dead player route opacity slider doesn't update in real time -Fix issue where banned users are not correctly denied entry to a server -Fix bug where demoted admins can still remove bans from users if viewing ban list before demotion -Fix issue where admins could be kicked -Fix spectator movement stops whilst using the map -Fix spectator map icons appear at wrong scales -Fix current page tabs not initialized for the active page -Fix issue where new settings dont appear if you already have a local copy of settings -Fix issue with invalid player file name format when saving JSON (for players names with #$$^)(/) -Fix resolution changes causing issues in timeline scrubbing -Fix falling to death on round start -Fix spawning in Range -Fix player route opacity not updating reliably -Fix issues where admin controls visibility are not consistent -Fix some map issues (roads and other) -Fix post round operation log not loading when files are too large (create large file handler) -Fix an event log timeline issue where events at the same location, of the same type, would incorrectly set visibility despite time differences -Fix issue where player routes become invisible in operation log map if they stand still longer than the route duration -Fix issues with kill attribution in event log and combat log -Fix sun not occluding landscapes -Fix division by zero warnings -Fix a nucleon relogin issue -Fix issue where using the chat box would break interactions with the drag-drop players feature in lobby -Fix previous round data appearing in newly hosted rounds (from the menu) -Fix spectator toggle being visible in game in the player list -Fix shooting downed players reporting no-name in the combat log -Fix event log not loading on clients after match -Fix certain player data and event logs not encrypting correctly -Fix client saving match data to incorrect folder -Fix null directory accessor when opening a lobby for the first time -Fix intel box hovering at certain locations in Rogue mode -Fix hit lines drawing off map -Fix negative auto start round timer -Fix Player spawn with invalid equipment -Fix Dedicated JSON not saved correctly -Fix Dedicated loadout not init correctly. -Fix Dedicated JSON not saved correctly. -Fix "admin" setting. -Fix menu auto loads match history. -Fix runaway loops when files over 100kb are sent during operation log -Fix failed data send when operation logs are under 60kb -Fix long loading times when creating match history list -Fix helicopter wreck spawning in water on Mologa District city Map -Fix bug where player count and dedicated status overlap in nucleon server browser -Fix inability to read certain match data files since data privacy encryption was added -Fix missing input action in text chat box in lobby (press enter) -Fix warnings about gate assets in log -Fix warnings about failed MatchData reads in log -Fix attempt for door replications (interior, and patio doors) -Fix dedicated server name not displayed in lobby -Fix match countdown still counting down after all players ready and match is starting -Fix issue where hit-line from combat log persists when changing tabs / using timeline scrub -Fix issue when a player has less than 1 hp, and is rounded to 0, appearing as a death in combat log -Fix helicopter dust being unlit, pure white, instead its now lit, and based on the theatre -Fix nanite material warnings -Fix reticule over geometry on new scope implementation -Fix Nucleon disconnects. -Fix attempt recurring Crashes due to Distance Fields in packaged game (eventually we disabled it until next version) -Fix Nucleon timeouts. -Fix DEV random time of day NO/YES being inverted -Fix hack that allowed to remove all grass and trees -Fix Server host cannot hear proximity players. -Fix attempt for Nucleon to enable P2P joins -Remove Global Illumination to fix crash temporarily -Remove nucleon -Fix dedicated server player counts -Fix left/right cycle when dead cam spectate is allowed -Fix issue with server settings file path and naming not discoverable after changing folder names -Fix different teams dead players can talk when server chooses 'free cam after team dead' -Fix DEV command line visible in shipping builds -Fix team based event track optimisation pass causing opacity of player routes to not return to desired opacity after hover/unhover
Dev interview and Map Premiere
Hey folks.
Quick announcement regarding the upcoming Steam playtest weekend.
As a kick off to our playtest we are being hosted by our friends at Always Give Back for a quick dev chat and a preview of the new biome and map before kicking off our weekend playtest.
We are really quite pumped to sit down and chat with these guys and are also excited to start doing some charity work with the community.
Hopefully you can all come and have a watch and ask us any questions in the chat!
See you all saturday!
Weekend playtest Incoming!
Hey there Soldiers! Play test incoming!
After taking a few quick breaks over the summer we have a large update of features and content to release into gamer's hands with a lot more to come in the next few months.
This includes
A new large scale map "Renegade Oil" (WIP)
A comprehensive after action combat log (it tracks every hit in detail)
"Free-look" for all you true mil-sim players
Dedicated servers with Preset, Bans, Muting, kicks, locks and Admin whitelisting
Reworked zoom optics in 3x 4x and 6x varieties for this testing phase
And.. a lot more.
Have a watch below!
In Addition, We are happy to confirm the next Steam play test will be this weekend Sept 28-29th.
Don't forget.. You get in by wish-listing and adding yourself to the steam play test. There are a few thousand in the list and we will release them all for this weekend's play test.
A more detailed change list and additional information will be released in the coming days.
As always, if the urge to know more hits you or you want to participate in helping grow Exfil please come and find us in our discord!