
January Developer Q&A!
Here, we answer your questions about new weapons, matchmaking, Crystallized Active Matter, and much more!
General Questions
Will any progress made (personal statistics, collected dog tags, Crystallized Active Matter) in the Early Access version transfer to the full version when it is released?
We currently do not plan to wipe any progress upon the game’s full release. Only if something absolutely core to the game changes—such as the meta or the progression—might we revisit this decision.
Do you have any precise plans or a specific roadmap for when support will be added for DX12 and FSR?
It’s technically possible to use DX12 right now, but it’s hard to say exactly when full support for both DX12 and FSR will be available—we still need more testing. We’re aiming to start beta testing in about a month, but there are plenty of issues to resolve first, so the timeline isn’t set in stone.
Have you chosen an exact date for the game’s launch on Steam?
Not yet, but it is planned for this year.
Is the console demo still scheduled for this year, or has that timeline changed?
We originally planned to release the demo at the beginning of the year but decided to focus on the full console launch instead. Any demo may be just before or soon after this.
Gameplay and Progression

Right now, does matchmaking throw you into any session, or are there now any measures in place for solo players—like solo/duo priority? Do you plan to completely separate solo players from groups?
Matchmaking does try to match solo players with solo players and groups with groups. That said, it depends on queue size and the total number of players online.
Will you add a “favorites” function for items, or at least an icon for tracking, so you don’t have to remember which items you need for synthesis or which ones are most profitable to collect?
We definitely need to add that—it will make the game much more user-friendly.
Will there be further improvements to the robot dog’s interaction with gravity anomalies, so it can follow the operative along vertical surfaces?
We’re currently working on enhancements for the robot dog, but there’s still more to be done.
How do stealth eliminations and sleeping Distorteds’ reactions work? Sometimes it feels like they detect a silent takedown and rush over from another floor; other times, you can kill them with a silencer without retaliation. What determines the outcome?
Essentially, Distorteds become more alert when they hear any noise. If they’re not in a deep sleep, there’s a chance they’ll open their eyes and glance around. Afterward, they may either go back to sleep or fully wake up. There’s also now a cap on the number of Distorteds that can be awake at once. If that limit is reached, the rest will stay asleep, even if there’s a loud noise.
Why do some replicator items take the same amount of time to produce, even though they’re direct upgrades of each other? For example, medical bags with more ampoules often take the same replication time as those with fewer, despite minor differences in healing amount and speed.
Replicator items are divided into tiers by type—such as assault rifles or healing kits. Within a tier, all items share the same replication time and have similar features. For medical bags specifically:
- “Fast” (in replication time) healing kits (4 ampoules) have a 10-minute replication time.
- “Medium” kits (those with 8–12 ampoules) have a 30-minute replication time.
- “Slow” kits (24–30 ampoules) have a two-hour replication time.
With the big changes to Isolated Raids, Crystallized Active Matter (CAM) feels like it’s only worth spending on unlocking Monolith levels, not on other items. What else do you have planned for CAM?
Beyond the upcoming customizations (shelter upgrades and more), we have major plans for CAM in inter-player operations (not trading). This is still largely conceptual, but the confirmed primary uses for CAM will be accelerating your overall progress and unlocking further customizations.
New Features & Future Plans

Will future updates introduce more real-world firearms or original weapons? Since the game’s setting lets you travel through time, might we see World War II classics like the StG 44 or MP 40? Also, vehicles are currently limited to the Nexus—will tanks and helicopters ever appear on regular maps, perhaps even as boss-level encounters?
Firearms from World War II are planned. Regarding vehicles, they’re intended for large Nexus battles but may also appear in special raids.
Will there be a new PvE multiplayer boss encounter added in the future? I’m envisioning 1–12 players completing map objectives, dispatching swarming enemies, then teaming up to take down a powerful monster—kind of like the Zion Defense War in The Matrix.
Something along those lines is planned, but there’s no specific timeline yet.
Are there any plans to update binoculars? For example, adding variable magnification or reticles?
First, we’ll add weapon scopes with variable magnification. After that, binoculars can gain the same feature as well as a built-in rangefinder, which should be very useful.
Will there be thermal scopes on the Dovetail mount?
There is an SHA 3.6× Thermal Scope for the Dovetail mount. Its blueprint unlocks when you finish the primary objective in the Scrapyard: Midnight raid. From there, you research the blueprint with chronotraces and then replicate the scope.
Are there plans to make the submarine on the Dam map accessible for exploration? It would be very cool.
As you may know, submarines have extremely tight interiors, so realistic navigation inside one can be tricky. We’re working on making at least some areas of the submarine accessible in a future update.
Will there be NVGs without active illumination?
Yes—new equipment and weapon upgrades are coming. Thanks for the suggestion; more stealthy NVGs will be an interesting addition to our gadget lineup.