
📑🆘 A Beginner Operative’s Guide
The Agency HQ has prepared an introductory briefing for operatives being deployed to explore the Multiverse. Reviewing the material is recommended before proceeding.

The Agency HQ has prepared an introductory briefing for operatives being deployed to explore the Multiverse. Reviewing the material is recommended before proceeding.
In August 1943, the Red Army launched a strategic offensive operation codenamed "Suvorov" that aimed to clear the German presence from the Smolensk and Bryansk regions. It ended on October 2nd, shortly after the liberation of Smolensk, and it had an important effect on the Battle of the Dnieper, as the Germans had to divert their forces that otherwise would have been critical to stop the Soviet troops from crossing the river in the south.
From October 1st (13:00 UTC) to October 7th (13:00 UTC), you can get rewards for completing tasks.
For completing 7 and 8 out of the 9 tasks, you will receive an order that you can use to buy an SKS-30, a VMP 1926 or a sword for Germany or the USSR.
Phase 1 (October 1st - October 3rd):
Phase 2 (October 3rd - October 5th):
Phase 3 (October 5th - October 7th):
Operatives! Here is a quick update following your feedback. We’ve adjusted Distorted pursuit behavior and noise sensitivity, made fire damage from Molotovs and flamethrowers affect monsters more reliably again, and restored your ability to squeeze past surrounding groups of monsters.
The Multiverse awaits!
This update makes extraction safer on Dalniy Island with relocated exit points and new cover, improves stability with fewer crashes, makes Seeds give up the chase sooner and prevents Hellhounds from spawning on rooftops. We have also adjusted how Distorted pursue targets that run from them — see the developer note in the Enemies section.
Developer note:
Until now, a reliable counter to a Distorted was to run, and a monster that can always be outrun stops being a threat. This change only affects Distorted that are already pursuing you: sneaking past them or fighting them works the same as before. If you choose to run, expect one to cut you off — and to be standing in the open when it does, which can make them easier to defeat. We are also looking into reports that silenced weapons feel less effective since Distorted packs grew.
The Multiverse awaits!
Operatives! The Agency has recently mapped the fundamental processes connecting all Harmonization Cycles and, with that insight, distilled them into a new, unified initiative: the Fundamental Protocol.
Rewards in this Protocol can be redeemed with Merits at any time, whether or not you’re currently participating in a Harmonization Cycle! Rewards include consumables, unique decorations, Credits, and Monolith Tokens — everything you need to accelerate your push toward establishing your new Personal Timeline.
This update also brings numerous improvements, including a new option to reduce camera sway while walking, adjustments to other effects that can cause motion sickness, fixed squad auto-fill, and many other additional changes!
To celebrate the launch of Active Matter on Steam, Xbox Series X|S, and PlayStation 5, tune in to Active Matter live streams on Twitch from September 18th (15:00 UTC) to September 25th (15:00 UTC) and earn new rewards for your loadout! Drops run for a full three weeks; we’ll reveal the rewards for Weeks 2 and 3 soon!
NOTE: To receive Twitch Drops for Active Matter, you must first own an edition for the game. If you purchased or received the game on Steam, you need to launch it at least once first. Then, sign in with Steam on this page and select Active Matter from the list of games that appears, if prompted.
Otherwise, just head to this page to link your Gaijin account to your Twitch account in order to start receiving Twitch Drops!
What should I do to be able to receive the rewards?
Link your Gaijin and Twitch accounts:
Where can I find my rewards in Active Matter?
Rewards are delivered automatically to your storage.
Which streams do I need to watch to get rewards?
Any Active Matter stream on Twitch. If you see a pop-up at the top of chat that says "Watch to earn Drops!", you will start receiving rewards for watching!
How will I know that I’ve received a reward?
You’ll get a notification on the Twitch stream page. After that, you can find the item in the game.
NOTE: You must click the "Claim" button for each obtained reward in your Twitch drops inventory before the Twitch Drops campaign ends on September 25th (15:00 UTC).
For which platforms are the rewards available?
Active Matter rewards can be earned by game owners on any platform: PC, Xbox Series X|S, and PlayStation 5.
I’m a streamer and want to broadcast Active Matter. How do I enable Drops on my channel?
Sensors that are required to be defended for contracts have become more durable, and WWII-era weapons can now be found in raids. We've continued improving Shelter customization, the Replicator now has a "Collect All" button, and the Alpha Mimic no longer attacks through walls. All of this plus many other fixes and improvements!
The legendary Akira Yamaoka, whose melodies shaped the hypnotic atmospheres of iconic horror games, has now become one of the composers for Active Matter!
He crafted tracks with a spectrum of different moods specially for the game - from the delicate, acoustic "I’m Here" and the lingering blues of "Porcelain Heart" to the high-energy surge of "Neon Decay".
"Working on Active Matter was a very exciting and inspiring experience for me," says Akira Yamaoka. "I was given the freedom to express myself through music without being confined by any particular genre. I simply focused on creating what I genuinely wanted to express at this moment in my life as an artist. I experimented with a combination of organic instruments, electronic textures, and unconventional sounds. I wanted the music to become an integral part of the atmosphere and identity of the world of Active Matter."
That diversity of musical styles echoes across Active Matter’s locations, each with its own atmosphere, mood, and visual identity.
We plan to keep expanding the game's musical universe with new tracks, and we’ll be releasing curated compilations of them on streaming platforms.
Active Matter launches September 15th 2026, on PlayStation 5, Xbox Series X|S, and Steam. Get your best headphones ready!
We’ve increased the duration of the Downtown raid, improved vehicle handling, made numerous interface improvements and fixed a great many bugs you reported!
We’ve just launched a major content update, and Active Matter’s full release is right around the corner on September 15th. It’s the perfect time to answer more of your questions as we get ready!
Q. Exactly what time will the game launch on September 15th? Will console and Steam go live simultaneously?
A. Due to how each platform operates, exact launch times may vary. Stay tuned and follow the news!
Q. Will there be a patch on September 15th to coincide with the release, maybe to do with Harmonization Cycles? If so, how will they work and are there any changes from Cycle 1? Will we still be able to access rewards from previous Harmonization Cycles?
A. Yes, there will be a patch. All previous Harmonization Cycle rewards will remain obtainable after September 15th.
Q. Is it confirmed that there be console and PC crossplay at launch, and if so, how will it work, especially with aim assist? Will XBOX players be able to play against PlayStation players in console-only lobbies, or if we enable crossplay will we be placed in mixed lobbies with PC players?
A. Yes. Cross-platform play will be available at launch with three options: your platform only, consoles only (Xbox + PlayStation), or any platform (PC + consoles). These are separate matchmaking queues and require an explicit selection (or confirmation) in settings from each player.
Q. After French, Spanish, and Portuguese, will you consider any other localizations at launch or post-launch?
A. We’re working on expanding our official localizations, yet also exploring options for "unofficial" localization, so communities can help translate languages we can’t support officially yet.
Q. Will you add servers in South America, Asia, or Oceania for the game’s release?
A. We will be generally optimizing as well as expanding server locations to enhance your experience with the game wherever you are in the world!
Q. Will there be achievements at launch on Steam and consoles, and can you give us hints about what they’re like?
A. Yes! They won’t be too difficult but will be engaging, they will be tied to the game’s core mechanics, and will contain a few secret achievements as well.
Q. Are you still confirming that there won’t be a global wipe at release, since there haven’t been any major meta weapon shifts?
A. There won’t be a wipe with the release of the game.
Q. Will you have acted on the controller controls feedback for the launch? Many had to make a lot of control edits to make it better in the XBOX demo in June.
A. We’ve taken a lot of feedback from the XBOX demo into account and will continue refining controls, as consoles will soon be fully-supported platforms for the game.
Q. You said you would act on feedback and rework the Replicator and the pockets/pouches systems. Any insight into what it will include and when?
A. Both systems have already been adjusted recently!
Q. Will there be further changes to pockets and pouches?
A. We plan to continue developing pouches as specialized inventory, distinct from the backpack. The backpack will remain as a general‑purpose inventory for any items.
Q. After the recent healing changes, how does the Overflow Healing chronogene work? Right now it seems like it isn’t working well.
A. We will indeed be re-checking this chronogene’s logic.
Q. Why are there so many Kalashnikov assault rifles on the Downtown raid set in America?
A. These weapons were quite popular all over the world! :)
Q. Why did you return to rotating Open Raid maps instead of keeping them all available? Will you consider switching back to the old system? It’s frustrating to have to wait for a specific map for progression – I’d rather just play.
A. All existing Isolated Raids, including their variants, can be played anytime. For Open Raids, we’re aiming to balance short matchmaking times with enough players for a good experience. Offering too many raids at once would either lengthen queues or dilute the player pool.
Q. What was the rationale behind splitting chronotraces into six different types?
A. This was mostly done to make resource logic clearer and more intuitive, so you’re not memorizing bizarre recipes and wondering how fusing a rifle requires a camera and two pounds of raw hazelnuts from a church basement.
Q. The new SOS signal you can call when dead is controversial among players. Some feel it disrupts the flow of battle, prevents recovery after a win, and reveals your location even if you didn’t hack a mindvault. What was the design goal behind it, and are any changes coming?
A. The goal was to encourage more player interaction. We’ve also adjusted it already so it no longer reveals the exact position of the deceased.
Q. What was the reasoning behind changing the volume of many items and storage capacities?
A. Generally, to bring relative volumes closer to more realistic values.
Q. The update added the ability to search for multiple raids when playing solo. Will this feature also be available for groups?
A. After reviewing the results from the solo version, we will indeed then expand this feature’s capabilities for faster raid searches.
Q. I’ve seen videos of games testing DLSS 5. Gaijin often acts on the latest graphics and gameplay features – will you implement DLSS 5 support? The game already supports DLSS 4 and DirectX 12, so we’re excited to see what’s next.
A. We aim to implement these cutting-edge technologies when it truly benefits the game, not just for the sake of it. So, let’s not rush it!
Q. Are there plans to change how the same modification in different colors is treated as a completely different item? It is inconvenient to use and clogs menus in both the Monolith and Replicator. Could there be a color sub-menu?
A. For now, they’re distinct items. We don’t plan to convert them into "skins" yet.
Q. Is there a particular reason that some entire maps (e.g. Gigastructure) are locked to Open Raids (PvPvE) only? It’s understandable that certain conditions are tied to certain modes, but locking whole map areas to one mode could turn away some who might otherwise be interested.
A. We believe that some raid designs simply aren’t well-suited to certain modes. We do plan to expand the areas available for exploration, but this won’t include making Unstable Zone modes playable in Isolated Raids, for example.
Q. Footsteps are still very hard to hear; sometimes Turned Soldiers appear with no audible steps, and it’s hard to hear other players even when they’re close. Do you plan to adjust this? Similarly, are improvements to directional player audio coming with the full release?
A. We’re continually working on audio. New iterations can cause some regressions, and we’re sorry for that. We’ll keep improving footstep audibility and directional cues!
Q. The WW2 guns added with the "Dogorsk: Timeline Collision" Overtime Raid event have Replicator blueprints, but there’s no way to obtain them outside the event which doesn’t come back often, and creating new personal timelines quickly removes them. Will you add a contract – maybe a hidden one or an Investigation – to get access to them?
A. We will think about this!
Q. Will the Premium Edition get more perks in the future? Some benefits have been removed or made irrelevant. PvE raids are the same for everyone, and the robot dog and scout drone now take a lot of resources to replicate, so they don’t feel much like perks anymore.
A. Yes, more perks are planned!
Q. When might we see the Epicenter map?
A. The Agency’s top scientists still haven’t been able to stabilize the epicenter of the catastrophe. Whatever happened there caused severe multiversal disturbances.
Q. Are programs like ReShade allowed for Active Matter?
A. It is possible that they may be interpreted by the anti-cheat as attempts to interfere with the game.
Q. When will Active Matter get a native Linux launcher? Since it runs on Steam Deck and on Linux if using BattlEye, why isn’t there one yet?
A. Once we’re confident everything is solid on the other platforms, we’ll return to this!
Q. Is there any plan to let us fully customize the weapon storage rack, rather than tying it to a limited number of slots for placing general items around the Shelter?
A. Yes. We’re happy with the response from players to Shelter customization and will keep expanding its capabilities!
Q. Will there be a function to revert a chosen permanent Monolith reward, for example if you misclicked on one before creating a new personal timeline?
A. Not for now, so choose carefully before opening the door on the special Monolith scene itself!
Q. We liked the hidden quests and secrets on the maps. Will there be more added to older locations and to new maps in future updates?
A. Yes, we’ll be adding more of these!
Q. What inspired you to make this game?
A. We love realistic weapons and grounded settings, and we’re fascinated by SCP-style anomalies and mysteries. We aim to stay true to this to make it all really fun. We want players who share those values to experience them with us in this project!
We’ve added a new Monolith room and furniture for the base, moved item fusion from the regular replication queue to a dedicated slot, made the scout drone more maneuverable, as well as various other improvements and fixes.
Turned Soldiers now always drop enriched loot, added some Hellhound spawns to Headquarters, as well as a number of other bug fixes and improvements!
The Multiverse awaits!
Commanders, we're back with another look at what's live, what's next, and what's cooking behind the scenes. This series is your early peek at upcoming plans; a situation report, a SITREP. While we can't reveal everything yet, and some plans mentioned are pure teasers, as each update approaches you'll get the full deep dives in our devblogs as usual.
Rein your horses in, this one's another long ride!
Disclaimer:
We're excited to share work-in-progress details ahead of devblogs, the dev server, and the update itself, but do note anything mentioned here may change, be delayed, or be cancelled. In some cases, we're sharing ideas first to gather feedback before development proceeds. Enlisted is in active development, and as with any game, delays or unforeseen issues can occur. Thanks for your continued support!
A bit of background on the new location Omaha - split into the distinct Omaha and Sword beach areas with their own missions - which arrived with the Operation Neptune major update. We initially planned a refresh of the original Fortified Beach map with the D-Day missions (one of our oldest) based on player feedback, but the scope of improvements kept growing. The old map is generally narrower and more vertical than our newer maps, and we wanted to provide more flanking opportunities. At the same time, many of you told us the classic D-Day is iconic, so we changed course and built a new, larger-scope location in addition to keeping the one everyone knows well. Huge thanks to our Alpha team as well for extensive feedback throughout, and we're thrilled to see your positive reactions on it.
We've also seen a surge in well-sourced submissions since the "Suggestions" forum area rework. As the game grows, finding historically authentic firearms gets harder, but your research keeps yielding credible candidates. As a result, we're considering sharing a live shortlist of weapon candidates we've forwarded to the development team - many from your posts - tagged by likely use (tech tree, events, Battle Pass, premium). Entries that would be on that list are already carefully under review by developers, after which many of the suggestions are brought to life in the game. Thanks to your help, we navigate this tough selection process a little easier.
Looking forward to the next major update, the headline addition for both the tech tree and pre-order is something brand-new to Enlisted; and a popular community request. We'll withhold specific details for now though, as it'll become clear soon!
Another focus of the last update was animation improvements; and you noticed. We're doubling down in the next major, focusing on melee this time: including crawling melee attacks, charge animations, and how the strike at the end of a charge looks and feels.
Here's a quick peek at the new work-in-progress charging animations in action:
Here's a quick peek at the new work-in-progress charging animations in action:
In short, in this coming update there will be improved charge animations (for all charging-capable weapons), bayonet stabs, buttstock strikes, and standard knife attacks - even the knife idle stance is getting a facelift.
We'll also likely continue polishing specific weapon families as they feature in news and releases. For example, we updated M1941 Johnson LMG animations shortly before the M1944 Johnson LMG event - it's fair to expect more of that pattern. Remember too that the 1944 version even has a dynamic bipod!
One last thing while we're on the topic: some select weapons have recently been given hidden reload animations. It's possible to encounter these, as for now they have an exceptionally low chance of appearing, and they will act as rare "Easter egg" reloads. If you catch one, show it off!
We've seen reports from players of reduced performance right after major updates. We've been looking into it a lot already, but without before and after performance logs, isolating root causes has been tough - but we've made progress, and have a solution.
To give additional context here, with each update and ongoing engine upgrades, shaders need to be re-cached. If many do at the same time, that can cause short-term dips that you might feel. Some can cache while idle in the hangar, but most only initialize in battle on your first encounter with this shader, and different maps use different shaders, so full caching can even take multiple matches. This currently affects PC; console players don't need to worry about it.
However, starting with the next major update, there will be improvements to infrastructure warm-up for DirectX 12 (which most players already use) so that most shaders pre-cache during first boot of the client; even before your first login. It'll pull in shaders from as many maps as it possible to minimize in-battle hitches.
This should greatly smooth the post-update experience on PC. As always though, if you encounter other performance regressions after a major, we'd encourage all affected players to generate performance and client logs before and after the update and submit a bug report so we can investigate thoroughly.
We're also planning several quality of life upgrades around UI and Battle Rating (BR) for the next major update.
To begin with, we'll be adding a new animation prompt that will appear when you switch to queue into a different BR than what the player was just on. This is mostly aimed at helping new players avoid accidental high-BR battles, but also saves veterans from mismatched equipment and queues.
Alongside that, there will also be a number of other improvements, not least including to squad slot redesign and fixes, to mission lists in custom battles and the likes/dislikes menus, to the reasons for anticheat kicks, to how unavailable settings are displayed, and to quick-switching between soldiers on multiple screens like when changing weapons, uniforms and soldier perks. Ongoing updates to equipment descriptions for consistency is something you may also notice over time.
Keep calm and check your tickets
Right now, the Alpha team is playtesting Tunisia missions with CMs and developers to gauge their readiness for higher BR battles. Initial feedback suggests the revamped Kahif Cave Village - with much more cover for both sides - could enter BR III-IV as a trial, but of course these are just early thoughts and we are eager to hear what players think.
Continuing on the gameplay theme, we're going to be tuning the Assault mode; where two points often need to be captured and held simultaneously to advance. It can notoriously be brutal for solo attackers without a squad, so to add more strategic depth for defenders and another win path for attackers, defenders will be given tickets, but we'll also be adjusting attacker ticket drain too. We hope for this to meaningfully help well-coordinated or high-performing attackers, and we'll be watching your feedback closely once it's live.
As a side note, additional Conquest improvements are under also consideration, though specific details will come when they're ready.
For upcoming updates, some global balance passes are on the way:
One of these will be for flamethrowers. We can see they aren't the most used class right now, so we'll be removing the "forced walk" when firing (no pun intended). Mobility is returning; it's time to bring fire back into the equation.
Another is for machine guns, as we plan to reduce movement dispersion penalties (both while aiming and hip-firing) by a flat 30% across all MGs. You may notice that MGs are the only class to endure these increased shot dispersion rates for these actions, and this was a legacy due to the old campaign system where weapons could vastly differ in performance and in which machine guns were too powerful overall. Even after the changes, they will still feel heavier with slower movement and initial ADS speeds, but this buff should slightly broaden their viability across BRs versus SMGs, assault rifles and select-fires.
And lastly, we're evaluating balance options for select-fire rifles. At BR V, nine-man rifleman squads running top-tier select-fires have become dominant (one-hit potential, low recoil, fast reloads), and some players have asked for reasons to consider smaller squads or other weapons. We're looking into this, but haven't decided what to do next; we'll let you know once we have a plan.
We'll continue expanding representation of other WWII-participating nations through special event and premium squads - just as we've already done with France, China, Morocco, New Zealand, and others. This way, we can introduce historically grounded units and equipment from countries whose documented WWII arsenals are more focused or specialized, helping us avoid equipment repetition while keeping authenticity high. We're reviewing several candidates for this approach, such as Canadian units, but these are very early explorations.
For the fourth and last major update of 2026 (not the next major update), we're preparing a large, brand-new map in a completely new theater - with many new buildings, fortifications, and fields. This location is seen consistently in player requests and is currently in the concept stage, making sure the map will be inspired by and authentic to the region.
We may share more details, or a teaser image, in a future SITREP between the two major updates. For the upcoming major in the meantime, we're focusing on bug fixes and polish across existing maps based on your forum reports. We'll also continue improving how tanks and wheeled vehicles leave tracks on various surfaces like platforms, fences, funnels, and more.
May I be of assistance, brudda?
We recently re-opened Alpha team applications, but now we also want to open up applications for our Helper team.
Historically, Helpers were hand-picked by CMs. Now, we're widening the net to find talented players who represent different corners of the community and think critically about suggestions and their impact.
What's the difference between Alphas and Helpers? Alpha team works with QA on finding, reproducing and reporting live-game issues. They also use one of our internal clients - the final build before release - to test features early and join playtests with CMs and developers. Their focus is on testing. Helpers on the other hand work with CMs and game designers on filtering community feedback and other reports to the team. They also propose suggestions that can cover all parts of the game both in and out of the client, and help with communication. Their focus is therefore on the feedback and ideas aspect. Both sign NDAs with us.
We've already reached out to a few candidates, but if you're passionate and can contribute to furthering the development of Enlisted, apply - and tell your friends. We're especially looking to add console players to our ranks, though we're of course keeping an eye out great PC candidates, regardless of what you specialize in.
From all of us on the Enlisted team, we want to thank you for playing, for your feedback, and for your bug reports. With this experimental SITREP series, we'll keep you more regularly updated on plans and progress; and we might sneak in the occasional bonus for readers in future episodes. As always, today's SITREP highlights only a slice of what's coming over the next few months.
Commanders, you're all caught up - now lead your soldiers to victory!
Cheers,
The CM team
The Vehicle Transfer contracts for Investigations and Operative Objectives have received fixes and improvements, temporarily replaced pickup trucks with an American off-roader, and a large number of bugs and errors have been fixed.
Operatives, the Agency authorizes Operation "250 Shades of Liberty."
The center of a North American city becomes a new raid zone: avenues, ruined skyscrapers, school buses, and taxis are your cover. But the city isn’t empty: former law enforcement — police and SWAT — continue their patrols under distorted protocols.
Enter fast, act decisively. Deploy new vehicles, prepare updated medicine, and restock your pouches for combat. The objective remains unchanged: loot, intel, extraction.
☢️🕊️ Major Update \"250 Shades of Liberty\"
Head into new anomaly concentration zones!
Added new raids set in North America:
Added a new raid set in Africa:
Changes to raids:
The Agency has prepared lots of new tools to help you withstand the horrors of the Multiverse. Content labeled “(Harmonization)” unlocks during Harmonization Cycle 2, which begins on a later date.
Added new firearms:
Weapon changes:
Added new melee weapons:
Added new gear:
Added new weapon modifications:
Chronogenes:
Get behind the wheel of new rides — from American off-roaders to the iconic "Kopeyka."
Added new vehicles:
Vehicle changes:
New monsters:
Monster changes:
The Agency has plenty of new work — and rewards — for you!
Many changes to the process of replication and fusion have been enacted by the Agency.
A new inventory system, plus overhauls to respawn beacons and safe containers — get more control over your loadout!
Inventory overhaul:
Other changes:
Operatives!
Today, on August 27th (12:00 UTC), the game servers will be taken offline for scheduled maintenance to deploy the "250 Shades of Liberty" major update. The game may be unavailable until maintenance is complete.
Follow us on social media and check the website for updates!
Operatives, Active Matter will launch on September 15th, 2026 on Steam, Xbox Series X|S, and PlayStation 5! 🎉
Moreover, those of you who previously purchased the Early Version of Active Matter through the Gaijin Store will get free access to the game on their Steam account. You’ll also be able to link your progress between the Gaijin Store and Steam versions, allowing you to continue playing on your PC platform of your choice without losing existing progression. 📎
Active Matter is set in a hostile, unstable Multiverse where realistic gunplay collides with twisted environments, gravity-defying anomalies, SCP-style strange objects, and nightmare creatures. Enemies can attack from unexpected angles across places like a Soviet closed island, a Central Africa quarantine zone and a dilapidated North American metropolis.
“Active Matter was built around the idea of stepping into places on our own Earth where almost nothing behaves the way it should — except your weapon,” said Andrey Zhbannikov, Game Director of Active Matter. “We’re now ready to invite players into the world we’ve been building and polishing for the last few years”. 💬
The Early Version of Active Matter was extensively tested on Gaijin.Net, and we’d like to thank the first explorers of our Multiverse. Your feedback was crucial in making the game better! ❤️
The latest major update — featuring a decaying American city, new weapons, and more — arrives in a few days, and after the September full game launch, regular updates will bring even more new content and open doors to new parts of the Multiverse, teeming with anomalies and monsters designed to bend your perception of reality.
Active Matter will be available for purchase in several editions, with the Standard Edition priced at 29.99 USD/EUR in applicable regions. We’ll tell more about edition contents and pricing closer to launch.
Thank you for waiting, and let’s get ready for launch! 🔥
Additional support protocols from the Agency are inbound.
You can gain access to the Battle Pass using Crystallised Active Matter or by completing a Monolith cycle.
To progress through the Battle Pass, complete contracts, risk your life in the field, and earn Merits — the Agency’s special currency. Exchange them for customization items, unique weapon samples, and other rewards.
MAC-11
A 9x19 mm submachine gun with an incredibly high rate of fire — up to 1,200 rounds per minute. Absolutely vicious in tight quarters.
RSh-12
A five-shot assault revolver with brutal penetration, chambered in 12.7x55 mm. One well-placed shot can drop a target. Its lengthy reload, however, can leave the wielder exposed.
DP-12
One of the new arrivals is the DP‑12 pump-action shotgun. It matches the SPAS in performance, but its dual parallel barrels let it carry up to fourteen 12-gauge shells. The tradeoff is a very long reload, so make sure you do it somewhere safe.
Thermal Imaging Drone
An indispensable field assistant equipped with a thermal imager. No enemy can hide — even under the cover of night. Track your target from above and strike the unsuspecting.
[DATA CLASSIFIED]
Weapons and equipment from the Battle Pass will also be obtainable after it concludes. Cosmetic items are exclusive to the Battle Pass.
Operatives, briefings on the Agency’s official website will soon be available in French, Spanish, and Portuguese!
Further support for these languages will be rolled out to field systems in stages:
The first wave of our expanded arsenal is locked, loaded, and ready to show. The Agency is preparing the deliveries, but today we’re already cleared to reveal what we’ve managed to catch a glimpse of.
A classic American battle rifle: up to 700 rounds per minute with a 20‑round 7.62×51 mm magazine. In full‑auto it excels in close quarters, while semi‑auto enables accurate fire at longer ranges. Pair it with an M14‑compatible optical sight when your objective calls for reach.
A more modern take on the M14 with lower recoil. Unlike its "older brother", the M39 features a long Picatinny rail, letting you mount up to five attachments for any mission‑specific builds.
An alternative “heavy” SCAR variant chambered in 7.62×51 mm for increased stopping power — at the cost of a slightly lower rate of fire and a lack of suppressor compatibility compared to the SCAR‑L — perfect for when the task at hand demands hard hits over hush.
A pistol with excellent accuracy, fast reloads, and a high rate of fire, all while taking up minimal space. An ideal sidearm choice for the Agency’s Operatives. If you’ve got 9×19 mm ammo stocked, the P17‑V will put it to work.
However, this is far from the complete list of new weapons! Details on the next firearm delivery will be included in upcoming reports.