
Major Update "To the sky"
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The Agency has stabilized a portal to the complex floating above Saltriver City. Now you can enter the "Vanilla" skyscraper and find out what secrets the Icarus corporation is hiding in its offices.
Signals are coming in from the power plant in Anguka Anga, and a new threat has been spotted on Dalniy Island. You will need to determine the level of danger at these sites, the raids are already open.
To increase operatives' effectiveness, new equipment, vehicles, and weapons have arrived: an APC, a paratrike, a jetpack, and fresh weapon models. We've also changed the behavior of Hellhounds, Ball Lightning, and the Distorted – details in the "Monsters and Anomalies" section.
Raids

New raids
- Icarus Offices (Saltriver City)
- Powerplant (Ankuga Anga)
Saltriver City
- Rare and epic items can now be found in the police department’s containers. The valuable loot zone is marked on the raid map.
- Armories and military containers now hold US/NATO weapons and NATO-caliber ammunition, while household containers hold pistols and hunting weapons.
- On American locations, vending machines now contain food and drinks, and server cabinets contain computer parts.
Loot and containers
- On all raid maps, loot now thematically matches the place where you find it. Desks hold more stationery, lockers more tools, offices more documents, and ammo boxes more ammunition.
- Added new themed items. Some existing items have been split by rarity.
- New loot containers have appeared in America and Africa: wall-mounted first aid kits and modular furniture.
- Valuable loot zone panels on the raid map now show pictures of those places.
Environment and anomalies
- Many objects are now destructible: doors, electrical panels, glass, windows, bunker objects. Street objects in Saltriver City and the Park break under vehicle wheels.
Weapons and equipment

New weapons and equipment
- 6P67 Assault Rifle (5,45x39)
- STG77 A3 .300 BLK Assault Rifle
- Wolverine Assault Rifle
- AEK-999 Machine gun
- KSVK Bolt-action rifle.
- FD-12 Shotgun
- RDG-U Smoke grenade
- BJ10 Jetpack
- A.C.U. (Anomaly Container Unit) — traps that capture monsters. A full trap becomes a grenade: throw it to release the captured monsters near enemies.
- Added a rope anchor. Attach it at a high spot, such as on the edge of a ledge. You can use the rope to descend to a lower level or climb up to the anchor point. While the rope is free, any player can use it.
Changes and fixes
- Fixed inaccurate firing through the STG77 A1 integrated scope.
- Added module slots to the M4A1 and M110A1: side tactical rails and underbarrel mounts.
- The weight of an installed modification now replaces the weight of the stock part instead of adding to it. Applied to the AK-74 for now.
- PK-AV: improved visibility through the scope
- When realistic aiming is enabled, the weapon model is now visible through the scope lens. The reticle is centered, and the image darkens less when the eye shifts relative to the eyepiece.
- When the weapon sways due to breathing or fatigue, the camera now moves together with it. The reticule no longer diverges from the point of impact.
- Weapon sway while moving now depends on movement speed and is reduced while aiming.
- When leaning left, the character now shifts the weapon to the left shoulder, making it easier to shoot from behind cover. Shoulder swapping works with all weapons except grenade launchers and melee weapons.
- Reduced muzzle flash on assault rifles: it no longer obstructs the view. Shot effects for the RSh-12 and ASh-12 have also been adjusted.
- The VSSK "Vykhlop" supressor is no longer a separate module: it is now built into the rifle and cannot be removed. The rifle's characteristics have also been adjusted.
- Animations for the Makarov pistol have been updated.
- Added a setting for sight behavior under heavy recoil: when enabled, the crosshair will smoothly return to the point it was aimed at before you started firing.
- Fixed a bug that prevented changing the zeroing distance on weapons without attachments.
- Fixed a bug that caused the weapon-mounted flashlight to turn off after climbing a ladder.
- Fixed a bug where a night vision device picked up from the ground and attached to a helmet remained visible lying on the ground.
- Improved melee hit detection — strikes follow the look direction more precisely.
- Fixed a bug where quick-throwing a grenade wouldn't work even when you had grenades in your inventory.
- Fixed a bug where unjamming a weapon didn't work while in the passenger seat of a vehicle.
- Fixed a bug where the muzzle flash from shots could differ from the weapon's physical position.
Monsters and anomalies
New enemies
- Banshee — encountered in the Icarus raid in Saltriver City.
- Omega Mimic — an armored Mimic boss in the updated Escape from Dogorsk raid.
- Wall-climber Mimic. Encountered in Saltriver City, can attack from distance via clumbs of matter.
- Doll - new enemy that disguises itself as a toy.
- Hellhound pups: portals release them next to adult hounds. Pups do not attack — they circle the target and howl, and scatter once the pack leader dies.
Changes and fixes
- The behavior of the Distorted and Hellhounds has been changed. Fights with them will now be more predictable.
- Ball Lightning has become a bit more aggressive: it now actively pursues players and shoots down drones with an electrical discharge.
- The Alpha Mimic in Dogorsk and Shegolskoe takes the form of one of seven Soviet cars, and in Africa one of eight local vehicles. After death its body stays in place and becomes a loot container.
- Fixed enemies visually sinking through the pier on Ozernoe.
- Fixed a bug that caused Distorteds to slide during attacks.
Vehicles

New vehicles
- A Soviet APC armed with a 30mm cannon and a crew of seven people.
- Paratrike (single-seat).
- New example of american classic car in Saltriver City.
- Added rusty variants of Soviet vehicles and moss-covered variants of American vehicles. These vehicles have lower engine power and worse road grip.
Physics and damage
- Updated wheeled vehicle physics. Front-wheel, rear-wheel, and all-wheel drive vehicles now behave differently. Giving too much throttle causes the wheels to spin, while sharp braking locks them up. Engine braking has been added.
- Reworked damage model. Most engines can be disabled with several shots through the body, while the armoured off-road’s armor is tougher. A damaged fuel tank now leaks. Glass and headlights shatter, and a shot-out headlight goes dark.
- Added voxel armor for armored vehicles: repeated hits to the same spot gradually penetrate the armor, after which bullets pass inside.
- Vehicles react to melee hits and wheel hits with effects and sounds.
- Wheels kick up dust, dirt and splashes depending on the surface.
Interaction with vehicles
- The driver of a closed vehicle can no longer shoot from the cab; shooting from the driver's seat remains in open vehicles.
- While in a vehicle you can drop items, but you cannot pick them up from the ground or equip gear.
- The driver can no longer use medkits while driving.
Other changes and fixes
- Turn signals are noticeably brighter, and the american pickup headlights now light up the road.
- Fixed vehicle acceleration: reverse is no longer faster than forward.
- Fixed engine damage not showing in the UI.
Gameplay
- Added a squad ping system: a ping is placed where the player is facing and is announced to the squad with a voice line, sound and gesture. Holding the ping key opens a radial menu: enemy, go here, loot, watch, hold, cover, need help. Pings are shown on the map, compass, smartwatch and in the world; enemy pings are red. Ping keys can be rebound in a separate controls section.
- If a jump falls short of a roof edge, holding the jump button lets you grab the ledge and pull yourself up.
- When all body parts are equally damaged, healing starts with the head, then the torso, arms and legs. A body part with noticeably more damage is still healed first.
- Even if storage is full, it is now possible equip and use the secure container.
- Fixed a bug where keys wouldn't unlock doors.
- Industrial gas cylinders now explode when destroyed.
Investigations and contracts
- Quest items for Agency tasks are now issued from the squad container — one per task zone not yet completed. Items can be handed to teammates; a lost item is not reissued.
- Quest items in the secure container and in robodog bags count toward tasks both during the raid and after extraction — even after the player's death.
- The raid filter on the investigations screen now lets you select several raids at once.
- In Mariko Sato's investigations, fixed a bug that prevented progress from being credited in item refining tasks.
- Fixed task items floating in the air, and multi-device installation tasks where all devices could be placed in a single zone.
- Fixed tasks that require photographing several targets.
Monolith, shop and profile
- Harmonization rewards can be claimed with a full stash — they go to temporary storage.
- The RSh-12 investigation has been moved to Monolith level ETA.
- Added subcategory filters to the Shop: weapons by class, modules and ammo by type, ammo "for equipped weapons"; ammo and magazines are now separate.
- Fixed the permanent rented gear offer mistakenly granting a Replicator queue upgrade.
Crafting
- The Workshop interface has been updated. You can now access the Replicator, Fusion, or Refiner from the main screen.
- It is now possible to perform a Fusion directly into a slot via the context menu or a tile in the menu.
- Through the context menu, items can now not only be added to favorites but also marked for quick recycling. Two buttons have been added under the Refiner tab: one sends all marked items from storage for recycling, the other – from the inventory.
- Fixed the MP 40, PPSh-41, Thompson and TT Fusion recipes disappearing after a self-wipe.
- The minimum replication time has been reduced from 30 to 5 seconds, the fusion cost of those items has been reduced.
Shelter and appearance
Change appearance menu
- The appearance customization menu is now divided into two tabs. The "Style" tab is used to configure the mask, glasses, headgear, hairstyle, beard, tattoos, and face paint. The "Appearance" tab is used to configure camouflage and shoulder straps.
- Glasses are now a separate item — any pair can be worn on any character. Six new pairs of glasses have been added.
- Added six new eye colors, including heterochromia.
- Hair color is now set by two natural pigments and a dye of any shade — black, platinum and vibrant hair colors are available.
- All characters share a single list of thirteen hats, including three new ones.
- Camouflage is no longer worn as an item: now it is selected on the "Appearance" tab. Shoulder straps are also configured there. The separate slot for the mask has been removed: now it can be enabled in the "Style" tab.
- Glasses, hats, tattoos and war paint are items that must be obtained; hairstyles are open from start. Locked items show a lock, can be tried on, and their tooltip shows where to get them. Harmonization Cycle goods have a "Preview" button.
- The skin color model has been reworked — skin no longer looks grayish-beige.
- Six Body Sleeves now feature forearm armor that adapts to your clothing color and camouflage.
- Appearance customization is now available for the Old Man, Mirage, Hunter, Liquidator and Phantom; the Liquidator head supports tattoos again. The Viper suit mask can be taken off.
- Added a background for the avatar card: a choice of four patterns and 12 colors. The selected background is visible to your squadmates.
Shelter and profile
- Squadmates in the shelter are shown live: they walk, crouch, aim and use emotes. Their looks are visible on the raid preparation screen, in the debriefing and the raid log.
- A character tab has been added to the character customization menu, where you can choose a name for the sleeve, a pose, and an animation.
- Added "Enter shooting range" and "Leave shooting range" to the shelter menu.
- Added a shelf for dog tags. Dog tags placed on it are preserved after creating a personal Timeline. It holds a maximum of 100 tags. If a tag is not placed on the shelf or in the shelter, it will disappear when a new Timeline is created. Dog tags take up space in the inventory.
- Statue remains can now be placed at the base. Their appearance has been updated.
Interface
- A "System" tab has been added to the raid menu. In addition to the settings and commands from the former dropdown menu, it now includes a music player, contacts, and a list of players who were heard nearby. At the top of the tab, the squad members are displayed: their nicknames, avatars, weapons and microphone icons.
- The item stack-splitting window has been reworked.
- On the raid results screen, items evacuated via the secure container or the robo-dog are now shown separately. Your character and avatar are displayed with the appearance you've selected.
- If an action requires holding down a key, a ring around its icon in the tooltip gradually fills in.
- The automatic display of item tooltips can now be disabled in the settings. This is especially handy on the Steam Deck.
- The item weight shown in tooltips now accounts for the weight of attachments and ammo. The weapon showcase also lists the weight of the stock parts.
- The login screen background is now animated.
- A warning about items placed in your hideout now appears before the start of a Personal Timeline.
Graphic and performance
Settings and visual effects
- DirectX 12 is now selected by default on NVIDIA GTX 900-series and newer graphics cards, as well as on AMD graphics cards with RDNA architecture. DirectX 11 is used by default on integrated Intel graphics.
- Ray tracing has been added. It is available only on PC, Xbox Series X, and PlayStation 5 Pro. On Xbox Series X and PlayStation 5 Pro, it is enabled with the "Quality Mode" graphics setting.
- Physical shell casings have been added to the "High" and "Ultra" presets. In zones with gravity, local gravity affects the casings.
- Effects that may cause motion sickness have been softened: ripples under the evacuation portal have been removed, the distortion effect on spawn has been reduced, and image ghosting after an explosion has been weakened.
- On Linux, you can now change vertical sync settings and resolution without restarting the game.
- A charring effect has been added for soldiers and monsters. After taking fire damage, burn marks remain on the body and gear. The body of a character killed by fire now appears charred.
Performance
- Performance in Vulkan has been improved through Variable Rate Shading (VRS).
- Performance has been improved in the "Store," "Monolith," and "Harmonization" menus, when looking at a forest through a scope, and near Banshees and other shadow-casting light sources.
- Screen-space reflection rendering has been optimized.
- Load on the main and worker CPU threads has been reduced: object culling, vegetation gathering, and transparent object sorting are now faster and run in parallel.
- Wind shaders for vegetation and trees have been simplified. On consoles, the draw distance for vegetation detail and wind effects has been reduced.
- The number of decorative objects in areas with Flowermen has been reduced.
- VRAM usage on Xbox Series S and PC has been reduced.
- On handheld PCs, motion blur is now disabled by default.
Scope
- The image in thermal scopes has been reworked. Colors now look more natural, and shaded and distant surfaces appear cooler. The thermal image now fits precisely within the scope lens.
- The PK-AV red dot sight now simulates aiming with both eyes open, so its long body blocks much less of the view.
- Fixed a rare bug that caused bushes to disappear when looking through a sniper scope.
- Fixed artifacts that appeared over bright crosshairs in sniper scopes.
- When looking through a scope, the lenses of other nearby scopes no longer look like black spots.
Fixes
- Fixed rare graphical artifacts on inventory and shop icons.
- Fixed water flickering. A gap in the water surface no longer appears under the camera.
- Fixed GPU hitching caused by bullet holes in glass.
- Fixed flickering of Active Matter piles while collecting them.
- In DirectX 11, bullet holes and decals are once again displayed on glass.
- Screens and portals no longer glow white due to blood traces and bullet holes. Static decals no longer display on top of portals.
- Fixed overly bright or bluish indoor reflections that, for example, made windows in dark rooms appear to glow.
- Fixed indoor global illumination, which was too dark and had a blue tint.
- Fixed a bug where, at low shadow quality, trees near the player had no shadows for the first 1–2 seconds after appearing.
- Water reflections no longer disappear near shorelines.
- Fixed trailing artifacts behind moving objects.
- Small ripples on water no longer vanish during strong waves.
- Fixed the incorrect color display of vines on PS5.
- Fixed FSR frame generation in HDR mode. Every other frame was dark and oversaturated, and the game could crash on AMD graphics cards.
Sound
- In nearby voice chat, voices now fade smoothly with distance and remain intelligible at medium range.
- Added a "Voice via server only" setting. You can also choose who to establish direct voice connections with: no one, friends and squad members, friends only, or everyone.
- Each type of squad marker now has its own sound.
- Added a sound for the activation of a nest's minor rift. It can be heard within a 50 m radius.
- Added a sound effect for when a Mimic teleports a player.
- Fixed a bug where connecting a DualSense or DUALSHOCK 4 to a PC switched all audio to the controller's speaker.
- The sounds of your own gunshots now muffle enemy footsteps less.
- Added voiced quick phrases in French, Spanish, and Portuguese.
- The "SFX Volume" slider no longer affects music in the player. Its volume is now adjusted separately from sound effects volume.
- Fixed the positioning of the flyover sound during airdrop cargo delivery.
- Doors and cabinets no longer muffle their own sounds.
- The sounds of sleeping Flowermen now blend better with ambient sounds. Flowermen make less noise when killed.
- Softened low frequencies in some interface sounds.
Network and matchmaking
- If connection drops, the game immediately offers to reconnect to the raid. There's no longer any need to restart the game. Also fixed a bug that prevented starting a new raid search after a connection drop.
- You can now join a cooperative Isolated raid that has already started.
- In Hired Ops, two raids are now available at the same time, so matches start with a full roster more frequently.
- On Dalniy Island, the raid rotation has been changed: at least one classic raid: Shegolskoe, Factory, or Ozernoe is now always available.
- Fixed a bug that allowed the number of players in a raid to exceed the set limit.
- The "Ready" mark no longer resets on its own.
Consoles
- Fixed depth of field behavior in the sniper scope.
- Fixed the updating of the friends and blocked players lists.
Localization
- Updated translations for all supported languages, including separate updates to Spanish and German.
