📑🆘 A Beginner Operative’s Guide

🪖 End of the Smolensk operation

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.

Rewards

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.

Rewards

Tasks

Phase 1 (October 1st - October 3rd):

  • Kill 40 enemies using a submachine gun.
  • Kill 50 enemies using a bolt-action rifle or a semi-auto rifle.
  • Complete 4 battles.

Phase 2 (October 3rd - October 5th):

  • Kill 50 enemies using a vehicle.
  • Destroy 4 vehicles.
  • Complete 4 battles.

Phase 3 (October 5th - October 7th):

  • Kill 60 enemies using a machine gun.
  • Build rally points and deploy APCs that will be used 30 times.
  • Complete 4 battles.

Terms

  • The tasks can be completed in the Squads mode.
  • The list of tasks is updated every two days at 13:00 UTC.
  • Tasks can be completed simultaneously.
  • Uncollected rewards will disappear when the tasks change.
  • From October 9th (13:00 UTC) to October 11th (13:00 UTC), after the end of the event, you will have the opportunity to purchase any missing rewards for Gold.
u/MajorMcDonalds — 14 days ago

👾 Update 0.4.0.165

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.

  • Distorted that teleport in front of a fleeing player now appear farther away, giving you more time to react.
  • Agitated Distorted animate more visibly, making it easier to see whether their sleep is restless, and that they could wake up at any moment.
  • Bullet impacts now generate noticeably less noise for monsters, meaning that they react less to them. Firing with a suppressor is also now even less likely to wake nearby groups.
  • Monsters now stop reacting to noise faster and fall into deep sleep faster.
  • Fixed a bug that made monsters walk around Molotov and flamethrower fire, so it could not be used against them. Monsters now pass through such fire and take damage from it. Bonfires and other permanent fire sources are still avoided by all monsters: the bug came from that mechanic, and the mechanic itself is kept.
  • We've restored old collision physics with monsters: it's now easier to break out of an encirclement by pushing enemies aside. However, this occasionally can cause you to end up inside a monster again — we're continuing to work on a fix for this issue.

The Multiverse awaits!

u/MajorMcDonalds — 15 days ago

⚠️ Update 0.4.0.163

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.

Enemies

  • Reduced the pursuit range of Seeds: they now give up the chase sooner.
  • Fixed an issue where Hellhounds could spawn on rooftops.
  • Distorted that are already chasing a fleeing target will now occasionally teleport ahead of it. The teleport brings them out of cover and into your line of fire, where they are easier to hit. Distorted health, damage, and spawn numbers are unchanged, and Distorted that have not noticed you behave exactly as before.

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.

  • Fixed monster collision models so that monsters no longer overlap each other or the player. As a result, it is harder to slip through a tight group of monsters, so keep your distance instead.
  • Fixed the terrain placement of Hellhound portals relative to the ground on the "Shegolskoe: Distortion" raid.

Gameplay and Items

  • Painkillers are now consumed only when the usage animation completes. It is no longer possible to keep the item by canceling the animation at the last moment. Usage auto-cancels if you get back up for another reason, and manual cancellation remains available.
  • Reduced the chance of receiving duplicate rewards for turning in multiple Operative Objectives.
  • Updated the "Key" fusion recipe's required components.
  • Added the ability to select specific target dummies from a list at the shooting range's console.

Raids and Maps

  • Improved extraction point safety on Dalniy Island raids: several exposed stationary extraction points have been moved closer to structures, and cover has been added nearby.
  • Fixed errors preventing the "Point of Support" Investigation from being completed in the Airport raid.
  • Added vehicle delivery points to the "Escape from Dogorsk" raid, resolving an issue where Vehicle Transfer contracts completed automatically due to missing delivery locations.
  • Adjusted gravity platforms on several maps, including at the Ozernoe fire station, so that movement no longer stutters when running across them.
  • Fixed a bug preventing players from climbing ladders near buildings #1 and #8 in Ozernoe raids.
  • Reduced the intensity of storm visual effects within Unstable Zone raids. Storms remain part of the Unstable Zone's borders; only the visual intensity has been toned down.
  • Fixed an issue causing players to get stuck in the Park raid.
  • Fixed a bug that prevented players from firing their weapons after leaving a sensor deployment zone during a raid.

Weapons and Modifications

  • Fixed tactical flashlight activation not working properly when mounted on a dual-rail adapter.
  • Fixed hand placement when using MP and F-Dev RTK angled grips.
  • Fixed player hands clipping through various modifications on the AK-15SK and PPK-20.

Controls

  • Fixed input conflicts between player actions and Shelter Edit Mode controls. Building commands now have their own dedicated section in the Controls settings with updated default keybindings. If your building keys feel different, check the new section to review or rebind them.
  • Improved Shelter wall-item placement: optimized initial selected positions, sharpened placement point accuracy, and wall-mounted objects now ignore the "Rotate with player" setting.

Interface

  • Updated contract colors so that they match the icons on the map, and fixed an issue where Collaborative Objectives spawning mid-raid would override the colors of existing contracts.
  • Fixed issues where inventory items shifted abruptly under the cursor when a row disappeared.
  • Fixed instances where rig section items overflowed past the container border when scrolling.
  • Made the quick keybinds hover hints block at the bottom of the screen more visible, and restored the rig and backpack item hover hints, including the "Transfer Some" action, in the Refiner window.
  • Added expanded weapon information to hover tooltips and purchase windows in Harmonization.
  • Renamed Workshop fusion variants for clarity: standard and monolithic variants are now titled "Standard Synthesis," while contract variants are designated A and B.

Graphics and Stability

  • Improved accuracy of shading in optical sights.
  • Fixed graphical artifacts caused by flashbang detonations.
  • Fixed screen-overlay effects such as water drops and dirt displaying over the flashbang blindness effect, which previously caused droplets to appear as black spots on the bright screen.
  • Fixed dynamic shadow rendering issues at the Shelter.
  • Restored proper fullness for beards, eyebrows, and eyelashes.
  • Improved overall stability and reduced the number of crashes.

Sound and Localization

  • Updated the sound of the flower trap.
  • Updated various Chinese, German, and Spanish localization files.
  • Fixed medkit audio continuing to play after canceling usage.
  • Updated Statue attack sounds to be shorter and better highlight impact timing, and adjusted their audibility ranges.
  • Reduced harshness of Swarm audio and tweaked its overall volume and audibility range.
  • Adjusted interaction sound volume when looting items.

The Multiverse awaits!

u/MajorMcDonalds — 15 days ago

☢️🌪️ Update "The Fundamental Protocol"

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.

Important Notes

  • The Fundamental Protocol lets you spend earned Merits even if you’re not participating in any other Cycle.
  • Access to it unlocks at Monolith access level DELTA. If you’ve already reached DELTA, access will be granted automatically.
  • Your access to the Fundamental Protocol persists after you create a new Personal Timeline.
  • Some rewards are exclusive to the Fundamental Protocol and therefore can only be obtained there.

Full List Of Changes And Improvements

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!

Comfort and Camera Sway

  • Added a setting to reduce walking camera sway.
  • Weakened effects that caused motion sickness near portals: removed the distortion ripple beneath the extraction portal and around Active Matter clusters, removed view shaking during extraction, and halved the post-explosion double-vision effect.
  • Fixed instances of image distortion from heat haze in optics.

Harmonization Cycles

  • Added Cycle 0: "Fundamental Protocol".
  • Fixed the discrepancy in Harmonization progress between players on different platforms.

Gameplay and Balance

  • Increased Flowermen toughness, boosted aim disruption from their attacks, and made them turn in place smoothly instead of snapping.
  • Added Dendroid spawns to the Headquarters, Cargo Port, and Dogorsk raids.
  • Updated sensor-placement and monster-capture contracts to place the required items directly into your inventory on raid start.
  • Updated Vehicle Transfer contracts to provide a fully operational vehicle; removed nearby repair kit and fuel canister spawns.
  • Added the interruption of the item-placement mode for contracts when you leave the required zone to place them.
  • Enabled ammo checks while running, sprinting is simply interrupted.
  • Disabled vehicle control for drivers while they are healing, reloading, or loading items.

Weapons

  • Fixed thermal scopes on high-recoil weapons cutting to black when your eye shifts away from the lens.
  • Fixed a bug causing incorrect flamethrower canister fuel remaining text when moving it between weapon slots.

Interface

  • Restored squad auto-fill for solo-queued players.
  • Sorted Investigations by availability (Available, Completed, Locked), sorted the raid filter alphabetically, and updated the available-mission counter to respect the selected filter.
  • Updated Tier 3 Chronogene messaging to show charge change as "previous value -> new value" instead of a simple "+1."
  • Updated the "Create Body Sleeve" button in customization to explain how to obtain the Sleeve if access is still locked.
  • Fixed a bug where the Contacts window appeared empty.

Controller

  • Fixed the tooltip for the button to cancel actions.
  • Fixed signal grenades in quick-access slots showing "button not assigned."
  • Enabled the right stick, when in Inventory, to open the Missions window.
  • Added a shortcut to the lighting-control radial (flashlight, weapon-mounted light, laser sight) in the action selection menu.
  • Set the controller cursor to auto-focus the Claim Rewards button in the rewards window.

Shooting Range

  • Fixed the glitch/censorship movement effects on the Shy Girl’s model persisting after switching targets.
  • Fixed Seeds so they spawn/move correctly and can be hit.

Sound

  • Made the Seeds’ buzzing noise start immediately upon activation instead of ramping up over time.
  • Enabled stream-safe mode for the track "Night Call"; it no longer triggers copyright warnings on streaming platforms.

Graphics

  • Fixed an optics projection issue that caused lens shadows to render incorrectly.
u/MajorMcDonalds — 21 days ago

🎁 Rewards for Watching Active Matter Streams All Week!

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!

Rewards

  • Beacon — x5 for 1 hour watched;
  • Medical Kit (Big First Aid Kit x3, Streaming Injector x5, Regeneration Injector x10) — x1 for 2 hours watched;
  • Small Weapon Kit (M45A1 x3, MAC-11 x3, Gun Camo: Wood x3) — x1 for 3 hours watched;
  • New unique dog tag — x1 for 4 hours watched;
  • Large Safe Container — x5 for 5 hours watched;
  • Weapon Kit (DP-12 x3, SCAR-H x3, Gun Camo: Pixel x5 and Gun Camo: Reptile x5) — x1 for 6 hours watched;
  • "Shadow" Body Sleeve — x1 for 7 hours watched; if you already own it, you’ll receive 150 Prime instead.

FAQ

What should I do to be able to receive the rewards?
Link your Gaijin and Twitch accounts:

  • 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, log into your Gaijin account you use to play Active Matter on this page, then log in to your Twitch account there. 
  • That is all! You’re ready to start earning drops!

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?

  • Link your Twitch account to your Active Matter account.
  • Enable Drops in your Twitch settings.
  • Play Active Matter, start your Twitch stream, and ensure your broadcast category is set to Active Matter in the Stream Manager.
u/MajorMcDonalds — 27 days ago

🔦 Update 0.4.0.78

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!

Gameplay and Balance

  • Updated Harmonization Cycle 2 offers: unlocking now also grants one copy of the item; unlock a weapon and receive the weapon itself.
  • Updated Quick Refine: now triggers on every raid entry, including Isolated raids.
  • Reworked damage to sensors used in contracts: they are now harder for monsters to destroy.
  • Added extra Active Matter to monster spawns depending on raid size and variant (Isolated or Open).
  • Tuned spawn invisibility: it now ends when toggling night vision devices, same as with other actions.

Monsters

  • Fixed the Alpha Mimic attacking players through walls and roofs.
  • Fixed Swarms so they no longer attacks players inside a closed vehicle cabin.
  • Fixed contact-detonation projectiles (e.g., RPG-7 rockets) passing through monsters like Statues.
  • Fixed Ball Lightnings getting stuck in one place.

Weapons and Equipment

  • Improved SCAR-H accuracy.
  • Made the SCAR-H and M110A1 now share a single muzzle device slot.
  • Allowed a suppressor to now be attached to the SCAR-H.
  • Improved the icon for the Police Flashlight.
  • Reworked loot:
  • Modern crates now contain fewer AKs and more modern weapons.
  • Added a chance to find the PP-2000, M24, and M249 Para.
  • A rusty M1911A1, crowbar, baseball bat, M1928A1 Thompson, MP-40, and PPSh-41 can now be found in raids.
  • Reduced the number of ammo packs in Turned Soldiers' inventory.
  • Fixed an issue that prevented the B-7 binoculars from being used from a quick-access slot.
  • Adjusted binocular behavior: they now lower only when right up against a wall.
  • Made empty scout drones take up less inventory space.
  • Adjusted scope blur: it no longer depends on FOV or magnification; rebalanced blur intensity.
  • Softened scope lens reflections to be less distracting while remaining noticeable in dark environments.
  • Added animations for using canisters.

Raids and Map

  • Fixed instances of missing marker zones in monster-capture Investigations.
  • Fixed an icon in the "Controlled Impulse" Investigation: the container with the body no longer overlaps the key icon.
  • Updated flashlight collection contracts to accept any flashlights.
  • Fixed a contract container in Cargo Port so it is no longer hidden inside decorations.
  • Adjusted placement of public contract containers in Downtown: they no longer float or intersect with scenery.
  • Added a gravity zone by a contract building in Park to make it clearer how to reach the roof.
  • Made subway car door glass breakable.

Shelter and its Customization

  • Improved Shelter Edit Mode: split Return to Storage and Reset Position into independent actions; no longer ignore collision checks when resetting from the Furniture menu; hid the Reset button for items already in place.
  • Improved item selection in Shelter Edit Mode: more precise selection of small, closely placed objects.
  • Fixed the transition effect between Edit and Build modes.
  • Fixed instances of flickering light and beeping that persisted in the Shelter after the tutorial.
  • Adjusted the shooting range: you can no longer select monsters as targets you haven’t "discovered".

Interface

  • Fixed a gamepad bug where one item in the shop had focus but pressing the hotkey purchased another.
  • Enabled SCAR-H ammo and modification purchases via the context menu on the weapon slot.
  • Fixed instances of incorrect weapon shown in the tooltip when viewing a squadmate’s gear.
  • Fixed the queue waiting window changing layout when switching between Open and Isolated raids.
  • Consolidated Replicator pickup to a single "Collect All" button; finished items no longer get stuck behind an in-progress replication.
  • Adjusted favorites in the Replicator: the favorite star now applies to Active Matter and chronotraces; repair cost is no longer starred by mistake; favorited Refiner rewards are shown first in the tooltip.
  • Hid quick access slot icons in Refiner and Replicator windows.
  • Fixed a bug that prevented some Investigation tooltips from opening in the Harmonization window.
  • Fixed the purchase indicator getting stuck after acquisitions not related to Monolith unlocks.
  • Fixed shop volume calculation errors preventing attempting to purchase items through the weapon slot and eliminated rounding errors for volume bonuses.

Spectator Mode and Rescue

  • Hid the deceased player’s quick slots in Spectator Mode so they no longer overlay a teammate’s gear.
  • Fixed item recognition in the watched teammate’s Rig when in Spectator Mode.
  • Hid items for hidden contracts in the inventory when spectating a teammate.
  • Fixed an issue where an accepted rescue request marker could appear outside the playable area.
  • Added accepted rescue requests to the Smartwatch HUD variant’s round compass; they were already correctly present on the horizontal compass.
  • Unified the accepted rescue request icon on the compass with the one on the map.

Graphics and Performance

  • Added a new animated loading screen.
  • Fixed instances of performance issues occurring during combat with the Alpha Mimic.
  • Fixed performance issues caused by the Alpha Mimic car's headlights.
  • Fixed incorrect shadows on the tutorial island "Singularity Point".
  • Removed graphical artifacts that occurred with low shadow quality settings.

Sound

  • Added vehicle refueling sounds for three different canisters.
  • Fixed "Always On" voice chat restoring correctly after returning to the Shelter from a raid.
u/MajorMcDonalds — 1 month ago

🎵🎼 Akira Yamaoka Joins the Musical Multiverse of Active Matter!

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".

Akira Yamaoka

"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."

https://preview.redd.it/7mnr276vkhoh1.jpg?width=1800&format=pjpg&auto=webp&s=281c5cb17d03b3931a8a6a6a7784111eb920362a

https://preview.redd.it/wg3qk2swkhoh1.jpg?width=1800&format=pjpg&auto=webp&s=4e2bfb7c6f55fc3f8bd3ecc9ae96c8954e8e8b6b

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!

u/MajorMcDonalds — 1 month ago

🌎 Update 0.4.0.73

We’ve increased the duration of the Downtown raid, improved vehicle handling, made numerous interface improvements and fixed a great many bugs you reported!

Gameplay and Raids

  • Increased the duration of the Downtown raid from 30 to 45 minutes.
  • Fixed a case in Vehicle Transfer contracts where the vehicle marker could drift far beyond the map bounds.
  • Marked the Specimen Capture contract trap on the map until it is picked up or placed.
  • Adjusted beacon activation audio to play from the victim’s body, alerting the killer to potential retaliation.
  • Fixed an issue where starting gear falls to the ground on raid start due to premature inventory recalculation.
  • Fixed an issue where laser designators stayed active after moving the weapon into a container.
  • Fixed an issue where dead players’ weapons attached incorrectly to their backpacks.
  • Fixed an issue where Seeds’ position changed from where they were idle when being aggroed.
  • Fixed an issue where the progress of Collaborative Objective contracts for collecting items could become stuck if the item was in another player's robot dog or vehicle.
  • Changed the Black Hat, White Hat investigation objective to eliminate Turned Soldiers from the Cargo Port: Darkness raid to the regular variant; where their appearance is guaranteed.
  • Prevented instances where Collaborative Objective contract containers in Ozernoe from clipping through and falling under the bridge.

Transportation and Drones

  • Updated all wheeled vehicles to steer more sharply for clearer turns; left the quad bike unchanged.
  • Improved the Ural: added a cargo rack, engine, and fuel filler; fixed headlights and paint schemes; ensured distinct color tints across trucks; the military variant no longer darkens the tarp.
  • Updated explosions and traps to also knock drones back.
  • Updated night vision to auto-disable before using the drone console to prevent image overlap.
  • Fixed night vision failing to re-enable after exiting a drone’s thermal camera and when starting to spectate a player.
  • Increased lift for the Scout Drone and "Harpy".
  • Fixed the drone camera spawning looking off to the side and snapping around.
  • Updated RPG-7 rocket behavior to drop from drones as an item instead of flying off.

Weapons and Equipment

  • Synchronized individual-round reload logic with animation; the first cartridge no longer takes longer to load than it appears.
  • Fixed instances where fully loaded weapons with an unknown round count prompted a pointless reload.
  • Fixed variable optics instability; sometimes switched weapons instead of magnification, and the action could stick after death.
  • Fixed issues where thermal sights faded under recoil or camera shake.
  • Added additional zoom levels to various optics.
  • Toned down sniper scope lens reflections in evening and night lighting.
  • Corrected SOK-94 Vepr round ejection speed.
  • Granted universal pouches (small, medium, large) bonuses to first aid kits, ammo, and grenades.
  • Prevented MX-991/U flashlights of different colors from stacking.
  • Adjusted prices for most weapons and equipment in the Store, and updated estimated values for loot- or Workshop-only items.
  • Removed the 1P87 collimator from AK-103 presets due to mount changes
  • Removed the PK-AV from the airdrop kit.
  • Increased the chance for golden backpack variants through the Workshop to at least 1%.
  • Fixed item counting in the Workshop result window; a charged Tier 3 Chronogene no longer displays as 10 separate items.
  • Fixed "xnull" captions appearing on certain melee weapons.
  • Increased level reward quantity for Chronotraces Containers to x10 instead of x2; improved the container icon and changed its category.
  • Removed instances of incorrect "x10" volume indicators from medicine tooltips.
  • Added a prompt on empty quick-access slots to purchase the missing item directly from the Shop.
  • Enabled left-click transfer to the robot dog while its own inventory is open.

Shelter and Customization

  • Fixed various Shelter customization issues: restored placed items on loading and after visiting the shooting range; recalculated volume when placing furniture; returned furniture to temporary inventory with a separate message.
  • Improved Shelter customization edit-mode selection showing the item name and icon; prevented selecting items through walls.
  • Fixed Refiner and Replicator placement, added placement-restricted zones, fixed surface gaps, and added furniture collision
  • Prevented players from seeing a second ghost preview of a placed object.
  • Blocked dog tag placement.
  • Changed base raid entry to the Monolith door with portal effects; added a Monolith access-level indicator with tier markings on the portal.
  • Restored the evacuation portal.

Monolith and Harmonization

  • Updated Monolith window design.
  • Added a sound when your Monolith Access Level increases.
  • Updated Harmonization access opening with "M" (on keyboard by default) from the Shelter; added a tooltip button hint; set the window to always open on the Cycles list; added "back" navigation and "Esc" to close (also by default on keyboard)

Shop

  • Updated the product list to a three-column card grid with large item renders; enabled right-click actions: Buy, Buy 10, Set Quantity, Add to Inventory, Add to Cart, Inspect, Favorite.
  • Fixed issues of lag when switching between Shop tabs.
  • Fixed items unavailable for purchase for a slot being at the top of the list.
  • Improved furniture presentation in the Store.

Interface

  • Updated inventory capacity tooltip to separate Body Sleeve and pouch bonuses; displayed suit bonuses on the Body Sleeves cards.
  • Marked gray an investigation that cannot be completed in any step in the current raid with a check mark and excluded them from being counted in the Fast Raid Search.
  • Updated contract progress to a compact segmented bar; removed the need to scroll the list.
  • Updated Journal design.
  • Improved raid map custom markers with a backdrop for better readability in bright areas.
  • Fixed the last raid map persisting in the Missions Terminal after raid rotation archiving raids.
  • Fixed the current squad list overlapping the raid preparation window.
  • Fixed the raid menu background being too wide on ultrawide screens.
  • Updated the audio player to open on the currently playing track.
  • Fixed instances where the item selection window remained on top of the inventory after changing menus from the Body Sleeve selection window.

Graphics and Performance

  • Fixed erroneous fog behavior when aiming through sights.
  • Fixed the display of pistol collimator sights in the store.
  • Reduced flickering in the lobby when using TSR antialiasing.
  • Improved performance of dynamic light sources.
  • Improved performance in the forest with the "realistic magnification in scopes" setting.
  • Added a destruction effect with sound for barbed-wire fences.
  • Optimized game resources; game and server loading times have been accelerated.

Sound and Localization

  • Added rattle sounds for spectated vehicles, the buggy, and the quad bike.
  • Added new SCAR-H firing sounds.
  • Updated character movement sounds.
  • Revised various narrative texts, standardized objective wording, and renamed the rented equipment term.
u/MajorMcDonalds — 1 month ago

⚙️🧑‍💻 Developer Q&A: September 7th 2026!

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!

Game Release Questions

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.

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"250 Shades of Liberty" Major Update Questions

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.

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Future Plans Questions

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!

u/MajorMcDonalds — 1 month ago

🔁 Update 0.4.0.55

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.

Raids

  • The SOS signal is now displayed on the map as an area; the exact target location is only shown after the signal is accepted.
  • Fixed raid selection: the selector no longer resets the choice between Open or Isolated raids and now correctly accounts for disabled raids.
  • Fixed the positions of anomalous signal points in Dogorsk — they previously overlapped with decorations.
  • The spawn point in the “Headquarters” raid has been moved — the character no longer gets stuck inside a tank.
  • Fixed an issue where monsters were not visible after extraction when switching to observer mode.
  • Burned‑out operatives can no longer be hacked.
  • Fixed a bug that could cause a player to get stuck on the pier’s staircase in the “Downtown” raid.

Weapons and Combat

  • Fixed the ability to aim and shoot through walls when pressing the weapon tightly against them.
  • Fixed a bug where Turned Soldiers could hit a player inside armored vehicles.
  • Fixed character offset to the left when using a bipod while prone.
  • Fixed weapon “sticking” when interrupting the reloading process to insert a magazine.
  • Standard magazines (MP5N, UMP, AK‑103, etc.) can now appear in raids in an enriched variant.
  • Increased chance to find the TGP‑A suppressor together with compatible weapons.
  • The RPL‑20 magazine is now available for purchase in the in‑game store.

Vehicles and Drones

  • Fixed a bug causing dead operatives’ bodies to get stuck inside vehicles or appear on their roofs.
  • Fixed camera shaking during driving and braking.
  • Fixed a bug where destroyed rear wheels of the armored off-roader would twist abnormally.
  • The recon drone is now more maneuverable: turn and tilt speeds increased, handling improved.
  • Fixed a slight delay in drone camera response.
  • Fixed the conflict between night vision and thermal imaging when using the drone — the thermal mode no longer gets overridden by night vision.

Items, Inventory, and Crafting

  • Item fusion is now performed in a separate slot of the Replicator — items no longer occupy the regular crafting queue.
  • Fixed quick‑healing priority: medkits are used first, then injectors; the search goes through pockets, then inventory; a tooltip now appears if there’s nothing to heal with.
  • Fixed discrepancies in character inventory size when using different Body Sleeves.
  • Fixed the possibility of overloading inventory by clicking “Add from Stash” in the context menu.
  • Fixed a bug preventing the removal of the mask from a Body Sleeve.
  • Added context actions for moving items into the Robot Dog.
  • Furniture is now available in the store: shelf, table, and wardrobe.
  • Added a new icon and in‑game model for “Medications”.
  • Fire extinguishers now break into debris when burst, instead of “teleporting” away.

Investigations and Objectives

  • Fixed the “Reroll” and “Ghost” investigations: early‑stage objectives have been replaced, route points added, and localizations corrected.
  • “Extanded Choice”: in the first stage, two different ATV variants now count toward the objective; kills of Turned Soldiers can be accumulated across multiple raids instead of requiring them all in one.
  • Fixed progress tracking for objectives involving the Robot Dog and ATV, including monster capture tasks.
  • Fixed objectives related to crafting items; investigation texts now refer to the Replicator instead of the Refinement Module.

Interface

  • Removed the duplicate raid list panel that appeared when zooming in on the corner of the map.
  • Fixed the purchase button in the Monolith unlock window being active for items from an unstarted Harmonization cycle.
  • Fixed night vision goggles appearing on the character mannequin after removing the helmet.
  • Fixed the missing killer’s name in the token tooltip.
  • Improved the recipe search block in the Replicator.
  • Fixed false “raids unavailable” messages after changing the interface language.
  • Operative statistics (Hired Ops) are now tracked separately and no longer affect K/D ratios in raids.

Graphics and Performance

  • Fixed depth‑of‑field artifacts when aiming through optics.
  • Fixed volumetric fog in scopes — it no longer moves with the main camera.
  • Fixed flickering of procedurally placed objects.
  • Fixed headlight dimming and the appearance of refractive glass.
  • Grass now gets pressed only under the character’s feet, not under their entire body (except when prone or in water).
  • Fixed a potential game crash when loading Hired Ops.

Environment and Effects

  • A new Monolith room has been added to the base.
  • The campfire effect has been raised to the correct height.

Localization

  • Major update to narrative texts for the Chinese localization.
  • Fixed the description of one of the old VHS tapes.
u/MajorMcDonalds — 1 month ago

📦 Update 0.4.0.50

Turned Soldiers now always drop enriched loot, added some Hellhound spawns to Headquarters, as well as a number of other bug fixes and improvements!

Raids and Balance

  • Improved the Headquarters raid: 
    • Removed one Turned Soldier threat location zone near one of the contract completion points.
    • Added two Hellhound threat locations to support related contracts that previously lacked valid targets.
  • Made Turned Soldier threat locations now visible on the Missions Terminal raid map.
  • Updated Turned Soldiers to always drop enriched loot.
  • Retuned rare weapon specification documents to yield approximately one quarter of the previous chronotrace amount.
  • Adjusted returns from refining: made salvaging an idea chronotrace yield 10% of its original credit value, with all other chronotraces yielding half that amount.
  • Prevented hip-fire recoil reductions from multiple laser sights equipped on the same weapons from stacking, now only the highest bonus applies.

Fixes

  • Fixed a crash occurring during raid preparation that displayed a message stating the raid no longer supported the selected mode.
  • Prevented dog tags of different types from merging into a single stack or disappearing when moved.
  • Fixed a sensor placement bug when attempting to complete the "Drift" Investigation.
  • Fixed instances of visual artifacts (banding) on ​​shadows in the passageway leading to the Monolith.

Interface

  • Moved unavailable Open Raids to a separate, collapsed section at the bottom of the raid list to make Isolated Raids easier to access.
  • Updated the Missions Terminal menu to remember the selected raid; switching tabs returns to the previously selected raid instead of defaulting to the first Open Raid.
  • Updated the weather and time of day widget in the corner of a selected raid in the Missions Terminal to display both the opening time of the next raid and the closing time of the current one, with an icon and a colored alert.
  • Displayed the cost of reviving another player in the revive prompt.
  • Added an option to any pocket’s context menu to add more of that item to an equipped backpack from the player’s storage if there are others to add.
  • Hid rescued players’ real nicknames in chat when Streamer Mode is enabled.
  • Added a successful extraction notification for the player’s robot dog.

Localization and Audio

  • Fixed various Investigation text errors across various localizations.
  • Added localization for some AMD graphics settings (Anti-Lag).

The Multiverse awaits!

u/MajorMcDonalds — 1 month ago

💼 SITREP №3 - Teasers, Tickets & Tunisia

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!

Neptune's rings

Neptune's rings

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!

The melee major

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!

Optimization: Possible

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.

Mind the (BR) gap

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

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.

The great equalizer

The great equalizer

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.

Deter-mi-nation

Deter-mi-nation

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.

It's giving cartography

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?

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.

Apply Here!

Closing words

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

u/MajorMcDonalds — 2 months ago

🚗 Update 0.4.0.44

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.

Equipment and Raids

  • Updated Vehicle Tansfer contract logic: the delivery point now cannot be located right next to the transport’s spawn.
  • Prevented gas canisters and repair kits for the Vehicle Transfer contracts from floating in midair.
  • Switched the Vehicle Transfer contracts’ fuel canister to a small canister that requires no backpack to carry.
  • Temporarily replaced the pickup truck in raids with an American off-roader due to its lack of refueling capability, and removing the pickup from raids.
  • Increased the impact of cargo weight on drone behavior.
  • Allowed gravity anomalies to correctly affect the Flowerman’s detached and flying-off armor.
  • Fixed a bug affecting teammate revival.

Progression and Contracts

  • Removed the Open Raid requirement from the "Rock of Solitude" Investigation by replacing the Scrapyard raid with the Airport raid in one of its subcontracts.
  • Fixed unlocking of the EV‑MG’s Replicator research by removing an erroneous Harmonization Cycle 2 requirement for unlocking the Investigation.
  • Updated Shop and Monolith tooltips to display the number and name of the required Harmonization Cycle for a piece of equipment.

Interface

  • Updated the slot icons for two unique melee weapons: the Brass knuckles knife "Bouncer" and the Hatchet "Woodcutter’s Argument".
  • Moved the camouflage slot to the end of the quick weapon modifications list in the inventory, after the stock slot.
  • Fixed hovering over equipped weapons to now highlight only compatible modifications in the inventory, not all other modifications.
  • Improved node selection visuals in the player’s Perks Tree.
  • Fixed various errors when opening the Refiner and when entering the shooting range with the Refiner already open.
  • Removed the purchase button in the Monolith for items currently locked by the Harmonization Cycle.
  • Prevented the chronotrace storage from appearing on the raid preparation screen.

Localization and Audio

  • Updated Simplified Chinese subtitles.
  • Added a Chinese voiceline possibility for Miss Second.
  • Corrected various tooltip localizations.

Other Fixes

  • Fixed instances of shadows flickering in the Shelter.
  • Ensured shadows from doors and other moving objects update correctly.
  • Fixed crashes that could occur when joining the Gigastructure raid.
u/MajorMcDonalds — 2 months ago

☢️🕊️ Major Update "250 Shades of Liberty"

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\"

Raids and Game Modes

Head into new anomaly concentration zones!

Added new raids set in North America:

  • Downtown;
  • Downtown: Unstable Zone;
  • Downtown: Collapse (updated version of the Overtime Raid "America: Collapse").

Added a new raid set in Africa:

  • Airport — search hangars with military gear and a plane suspended in a gravity anomaly.

Changes to raids:

  • Enabled simultaneous matchmaking for multiple raids.
  • Marked rare loot zones on the raid selection map and in-raid with color-coded resource icons.
  • Increased prevalence of valuable loot in Dalniy Island raids.
  • Added the possibility for monster clusters to appear — high danger with higher-tier and more loot.
  • Illuminated Dalny Island’s night sky with aurora borealis.
  • Improved airdrop landing logic to avoid getting stuck.
  • Made rental equipment independent of the selected raid.

https://preview.redd.it/7r585qa20xlh1.jpg?width=1100&format=pjpg&auto=webp&s=f5233e5c3ceaeba4b0be71f933fedf3eb2fe348c

Weaponry and Equipment

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:

  • RSh-12 (Handgun) (Harmonization);
  • MAC-11 (Submachine gun) (Harmonization);
  • P17-V (Handgun);
  • SCAR-H (Assault rifle) (Harmonization);
  • M14 (Assault rifle);
  • M39 EMR (Semi-auto rifle) (Harmonization);
  • DP-12 (Shotgun) (Harmonization);
  • 3 other Russian weapons (Harmonization).

Weapon changes:

  • Enabled purchase of the M24 in the store after completing the corresponding Investigation.
  • Assigned the AR416A5 its own Investigation: it can no longer be bought in the store, acquisition is now via replication.
  • Assigned the M82A1 its own Investigation; it can no longer be bought in the store, acquisition is now via replication.
  • Several weapons have received balance adjustments.

Added new melee weapons:

  • Crowbar;
  • Pry bar;
  • Baseball bat;
  • Police Flashlight.

Added new gear:

  • Kamikaze drone (Harmonization);
  • Thermal drone (Harmonization);
  • Enabled drones to carry more item types, not just grenades.

Added new weapon modifications:

  • Variable magnification for optics with the ability.
  • Various new foregrips and pistol grips (Harmonization); 
  • Various new dovetail-to-Picatinny rail adapters (Harmonization);
  • Various new optic risers (Harmonization);
  • TGP-A Suppressor;
  • Spectrum Scope 1-4x magn. (Harmonization);
  • C5 Laser Sight (Harmonization);
  • Various new pistol red dot collimators (Harmonization);
  • XV ACP 40 rds. drum magazine (Harmonization);
  • Various new gun camouflages;
  • New suppressors for the M14 and M39 (Harmonization).
  • New stock for the M39 EMR (Harmonization).

Chronogenes:

  • Added a charge system for Tier III chronogenes: up to 10 charges, with 1 charge consumed on each raid death.
  • Enabled charge replenishment via fusion: each merge of Tier II chronogenes into a Tier III chronogene adds 1 charge.
  • Prohibited equipping multiple identical Tier III chronogenes.

https://preview.redd.it/ral6yyh30xlh1.jpg?width=1100&format=pjpg&auto=webp&s=9ddb803dd321cd27a3834d3233e275063a9963d6

Medicine

  • Reworked medkits: one use now initiates the healing process, multiple uses are no longer required to fully recover your condition.
  • Reworked the Streaming Injector.
  • Added the Burst Injector (Harmonization).
  • Replaced healing ampules with the new "Medications" item: loose medication doses that can be used to refill medkits.

 

Body Sleeves

  • Added a new operative: Naomi Carter, providing two new Body Sleeves for her that unlock after Harmonization.
  • Strengthened the Beast Body Sleeve: increased bullet proof bonus to 9.5% (from 6%).
  • Reworked the Pulse Body Sleeve: now provides 10% additional healing for all body parts as its bonus.
  • Updated callsigns for several Body Sleeves.

Vehicles

Get behind the wheel of new rides — from American off-roaders to the iconic "Kopeyka."

Added new vehicles:

  • American armored car;
  • 1978 American off-roader; 
  • 6 unique Soviet cars.

Vehicle changes:

  • Enabled working turn signals, dash indicators, sirens, and light bars.
  • Increased Repair kit spawns in car trunks.
  • Added emergency lights and signals:
    • Gave traffic police cars flashing beacons;
    • Enabled the buggy’s projectors to blind enemies.
  • Improved buggies.
  • Improved ATVs.
  • Reworked the model of the Soviet jeep.

https://preview.redd.it/onmwika50xlh1.jpg?width=1100&format=pjpg&auto=webp&s=3ebae417e391937a91fe5df239074c2d005efe63

Monsters and Anomalies

New monsters:

  • Deployed Police and SWAT patrols to the new "Downtown" raid.
  • Split Flowermen by biome into African and American variants with their own Alpha minibosses, lure-bushes, and roots.

Monster changes:

  • Prevented monsters from being able to see through walls, bushes, and trees.
  • Taught Turned Soldiers to be able to flee from Operatives.
  • Enabled Alpha Flowerers to be able to reach snipers on rooftops.
  • Increased Poltergeist audio activity: now it can rattle unlocked doors and make noise to awaken other monsters.
  • Enabled Mimics to be able to possess objects.
  • Fixed Mimic tendrils being able to pass through walls.
  • Added trailing discharge to Ball Lightning.
  • Increased Hunter echolocation radius to 100 meters.
  • Added dedicated traps to capture Hellhounds, Invisibles, Distorted, Flowermen, Ball Lightning, and Fireballs for the new "Specimen Capture" and "Anomaly Capture" operative objective contracts.

Investigations and Contracts

The Agency has plenty of new work — and rewards — for you!

  • Added various new Investigations.
  • Added various new contract types and variants of existing types.
  • Extended neutralization credit for Investigation progress to count hits from all Operatives within 20 seconds before the target’s death.

Item Crafting

Many changes to the process of replication and fusion have been enacted by the Agency.

  • Moved item fusion (instant creation from components) from the Refiner to the Replicator; preserved all existing synthesis recipes.
  • Added additional fusion possibilities with costs of special resources: new chronotrace types (metal, composite, fiber, chemicals, energy, idea), where acquisition of them is by dismantling any items, with especially large yields from valuable raid finds.
  • Removed the blueprint completion requirement to unlock full replication of an item; now, unlock fusion and replication recipes immediately upon extracting an item, but now it is required to charge the replication blueprint with the new chronotraces.
  • Introduced a replication limit; replenish it using the new chronotraces.
  • Removed the "replicated" item status; replicated items are now indistinguishable from purchased or looted versions.
  • Removed old universal chronotraces: granted "Chronotrace Containers" to players who held them and enabled recycling those containers into the new chronotraces.
  • Added the ability to craft a small backpack from rugs directly in a raid on Dalniy Island maps.

Storage

  • Added specialized storage stashes for specific item categories (e.g., chronotraces) with significantly increased capacity but also item-type restrictions.
  • Added a temporary storage stash for items evacuated from a raid (safe containers, Robot Dogs, rented gear), moving these items into a one-way stash that persists until your next raid, then it clears before the start of a new raid.

https://preview.redd.it/2ddkmnh70xlh1.jpg?width=1100&format=pjpg&auto=webp&s=37eda210f83be5a7ad94a93af707015c235f0cc0

Gameplay

A new inventory system, plus overhauls to respawn beacons and safe containers — get more control over your loadout!

Inventory overhaul:

  • Reworked pouches: they no longer provide inventory capacity bonuses and now grant additional pockets instead.
  • Set unique starting inventory capacities based on Body Sleeve.
  • Added various new pouches.
  • Added a pockets system categorized by item type and size; pocket count now depends on the chosen Body Sleeve and equipped pouches. Pockets can accept either magazines, ammo, medicine, grenades, other consumables, or be universal, and can be large or small.

Other changes:

  • Allowed Beacons to be picked up after placement.
  • Added Tactical beacons that revive a player with random Agency-issued rental gear.
  • Enabled the ability to opt out of evacuating items from the safe container when dead.
  • Added sleds; attach them to an operative to haul cargo.
  • Enabled mindvault hacking by an ally or its owner to gather active matter, with faster hacking in those cases.
  • Enabled sending the Robot Dog to extract without a player escort.
  • Improved Robot Dog pathing to follow your vehicle and get stuck less often.
  • Enabled fire extinguishers to react when shot.
  • Reworked the death screen; showing detail of the Operative’s status and damage report.
  • Enabled the ability to revive any Operative, not just allies.
  • Enabled the ability to send a help request to other players upon death so they can revive you.

Interface

  • Added global chat; separate channels also added and a new "Chat settings" tab to adjust options with them.
  • Added map markers with the ability to type chat messages inside them.
  • Reduced item tooltip card size; hold Alt (on keyboard) to view full details.
  • Updated Missions Terminal UI with a full-size map, quick search, and clear labeling of Isolated Raids.
  • Moved access to the music player from the old "Audio" tab to a new button with a visual equalizer in the top-right of the screen.
  • Merged the "Controls" settings tab into the main game "Options"  tab.
  • Increased Raid Archive capacity to 20 of the most recent raids.
  • Added a low-ammo warning if you don’t have enough equipped in the raid deployment window.
  • Added a quick option to queue up (if the raid was played solo, the raid location is still active, and there are no contracts to turn in) for the same raid location and type (not the same session) from the raid debriefing menu after a failed raid.

Music Player

  • Added various new music tracks: find them in Africa, America, on Dalniy Island, and even in the Gigastructure raid.
  • Added a visual equalizer, pause and rewind controls, a favorites section, double-click to launch, and notifications for new tracks.

Audio

  • Updated quick-chat phrases in English, German, and Chinese.
  • Updated other players’ footstep sounds on certain surfaces.
  • Improved reload sounds across all weapon types.
  • Refined volume balance between Ball Lightning and Fireballs.
  • Improved zone collapse sound.
  • Fixed overlapping audio when firing the Scorpion EVO 3.
  • Reduced the audible range of injector use by other players.
  • Corrected sound-animation desync on War hammer swings.
  • Added a "Mute when inactive" setting to silence the game if it is unfocused (on by default).
  • Added a "Sound occlusion" setting that muffles or blocks sounds behind obstacles (on by default).

Graphics

  • Increased global illumination range.
  • Set DirectX 12 (BETA) as default on Intel Iris Xe (enables XeSS).
  • Reworked eye adaptation for aiming: exposure now measures from inside the optic, meaning optics used with NVGs no longer blind you.
  • Made muzzle flashes adapt their brightness to the background, meaning no more walls of light when firing in the dark.
  • Made clouds move with the wind.
  • Darkened the night sky for a more cinematic look.
  • Prevented fog from desaturating the world.
  • Optimized client performance during environment rendering.
  • Fixed foam artifacts along shores.
  • Reworked firearm impact VFX across different surface materials.
  • Adjusted the brightness of fire.

Fixes and Improvements

  • Improved Shelter decoration system, allowing many different types of items to be placed as you please.
  • Enabled the possibility to move the Refiner and Replicator in Shelter customization.
  • Fixed instances of ammo count desync between client and server that could break reloading animations.
  • Fixed incorrect hit registration for RPG-7 rockets.
  • Fixed an issue that could grant double storage sizes or allow claiming level-up rewards multiple times.
  • Fixed instances of bodies falling through the ground after high falls and blocking door opening.
  • Fixed flamethrower damage applying through walls.
  • Fixed black screen hangs at raid start and when spectating.
  • Smoothed monster movement even at high ping.
u/MajorMcDonalds — 2 months ago

📅 ⚙️ Scheduled Maintenance

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!

u/MajorMcDonalds — 2 months ago

🚀 Active Matter Launches September 15th on Steam, Xbox Series X|S and PlayStation 5!

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! 🔥

u/MajorMcDonalds — 2 months ago

🔫 🛸 Battle Pass

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.

Season Pass Rewards

MAC-11

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

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

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

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]

[DATA CLASSIFIED]

Weapons and equipment from the Battle Pass will also be obtainable after it concludes. Cosmetic items are exclusive to the Battle Pass.

u/MajorMcDonalds — 2 months ago

📈 Agency Communication Upgrades

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:

  • With the next major update, there will be full translations of in-game text interfaces and subtitles. 💬
  • Full in-game voice-over support will follow in a later update. 📢
u/MajorMcDonalds — 2 months ago

🆕🔫 Arsenal Expansion: New Weapons

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.

M14

M14

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.

M39 EMR

M39 EMR

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.

SCAR-H

SCAR-H

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.

P-17V

P-17V

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.

u/MajorMcDonalds — 2 months ago