ALPHA 0.35.0 ·
THE FACILITY & ARSENAL
FEATURES
- Full wipe: all progress was reset; accounts, nicknames and editions are kept. 0.35 starts everyone over: levels, stashes, money, trader standing, quests, skills and the Shelter are reset, and every operator starts again from their edition's kit. Dead Sector also moves from EARLY ALPHA to ALPHA.
- New starting kits for the Field and Founder's editions, and both now start geared up. Field operators wear a loaded KM-74 and R17, soft armour, a chest rig with three spare magazines and first aid, a bag and a headset, with two spare pistol magazines in their pockets; the stash holds more KM-74s, KMP-19s and R17s, magazines, ammo, spare gear, medicine, food and 500,000 CZK. Founder's Edition operators wear a suppressed MDI S16 with a holographic sight and a loaded HS-57 pistol, a CR-20 rig with spare magazines for both, a T30 pack with an MRE and water, TFO-4 armour, a TOR-3 helmet and a headset, with three OF-5 grenades in their pockets; the stash holds four storage cases, a K25, a KP-46, a BX-556 and two F-45 pistols, spare magazines and rounds, spare gear, medicine, injectors, grenades, food and water, 1,500,000 CZK and $1,500. The Contractor and Vanguard kits are unchanged.
- The Facility, a new map: Axiom Biomed's laboratory deep under the reservoir shore, on two floors and a basement. Laboratories, a clean room, vaults, a two-storey test hall, offices, barracks, a power plant, a garage and sewer tunnels. 30-minute raids for up to 8 operators, with no Looters and no Looter runs.
- The Facility: every raid there uses up one Axiom access card, taken when you deploy. Carry it in your pockets, rig, backpack or secure container. Until you do, the button reads ACCESS KEYCARD REQUIRED instead of PLAY, and in a squad the leader can't START until every member carries one; the squad screen names who doesn't. Nurse sells the card at loyalty level 3, Wrench trades one for electronics, and very rarely one turns up in a filing cabinet or jacket on any map.
- The Facility: its exits open only from control panels around the lab. Throw the plant breaker for the freight lift, give up an access card at the staff lift, wind up the garage shutter, crank the sewer gate, run the decon cycle, purge the maintenance fans, dispatch through the cold-chain hatch or pull the emergency override for the loading tunnel. Every operator can use every exit, and the exit list (O) shows what you last saw or heard of each one.
- The Facility: seven colours of Axiom keycard, each opening every door of its level, and eight custody keys for closets, cages and side rooms. 26 locked doors in all, plus a vault cage on a time lock.
- The Custodian, the Facility's boss, holds the lab in 40% of raids with four guards: a pointman, a grenadier, a marksman and a medic who patches up the others. They fight as a squad: they call out what they hear over the radio within half a second, hunt it down, flank, cover each other's moves, clear rooms with grenades and lie in wait for footsteps. An alarm may bring him in when he isn't already there. His NordSec CH-5 Containment Helmet, its respirator visor and his Bastion LK-5 Lockdown Armor drop only from him, and he often carries a keycard.
- The Watch, Axiom's security force, answers the alarm panels. Working a panel with a red security lamp may call a team of two or three in through a service entry far from every operator. They search around the panel, hold the exit it drives, then withdraw. They carry lightly modded NATO rifles (now and then an AK-pattern gun) with mid-tier rounds, and only ordinary pockets. A Watch kill counts as a guard kill.
- The Facility: five new quests from level 20 (loyalty level 2): Nurse's Stability Testing, Rook's Generator Duty and Signed For, Wrench's Uplink and Lukas's Outbound. Nurse also sells a paper map of the Facility.
- Arsenal: 26 new guns. Rifles: the Raven RA-15, Helix HX-47, MDI MX-300, Kestrel KB-300, MDI S16 and S17, Krasna Arsenal KMS-74U and the Crown BX-556 and BX-762 bullpups. Marksman rifles: the Kestrel K25, Crown RS-10, Frontier FM-14, Raven RB-51 and the Crown CB-7 bolt action. Submachine guns: the Kestrel KP-46 and KS45, Krasna Arsenal KMP-19, Helix HV-45, HV-9 and HD-57. Pistols: the Frontier F-45, Orlov OT-33, Krasna Arsenal KP-18 and Helix HS-57. Shotguns: the self-loading Orlov OS-12 and the box-fed Krasna Arsenal KG-12.
- Arsenal: seven new calibres (7.62×51, .300 Blackout, .45 ACP, 7.62×25, 9×18, 5.7×28 and 4.6×30) and 51 new rounds in all, with new 5.56×45 and 7.62×39 loads and five new 12-gauge shells (magnum buckshot, flechettes and three slugs). The best armour-piercing round of each calibre sits at loyalty level 4 behind a late quest.
- Arsenal: 244 new weapon parts and 55 magazines for new and existing guns: optics (each with its own reticle), suppressors, brakes, stocks, grips, handguards, barrels and rails. Every gun and part has its own art, side-on in the inventory and from above in raid, and traders sell light and full builds of most new guns.
- Workbench: hover a part in the attachment list, or drag it onto a slot on the gun, and BUILD STATS shows the build with that part fitted: the new weight, ergonomics and recoil, each with a green or red change and its bar, plus any parts that would come off with it. Nothing changes until you click.
- Arsenal: every 5.56 gun now comes with the 30-round STANAG, and the .300 Blackout guns take the same STANAG magazines. A magazine holds one calibre at a time, so a loaded one only goes into guns that fire its rounds.
- Recoil rework: every gun family kicks its own way, and there is no random spread: pull the mouse against the kick to hold a burst on target. Paced single shots land where you aim, a better build and ergonomics matter more, and firing on the move kicks harder.
- Recoil patterns: every gun follows its own pattern that you can learn. Hold the trigger and the barrel climbs to one side, kicks back the other way mid-burst, then sways from side to side for as long as you keep firing, so a long burst never settles into a straight line. The KM rifles pull right, the 5.56 rifles left in small zig-zags, the 7.62 battle rifles take big, heavy steps, submachine guns shake fast and tight, and pistols, marksman rifles and shotguns hop back every few shots.
- Recoil reticle: while you fire, a small ring beside your crosshair shows where recoil is pushing your aim, and follows it back as it recovers. Your aim is never moved. Turn it off under Settings > Game > Feedback.
- Combat feedback: the screen shakes a little when you fire and when a grenade goes off nearby, muzzle flashes are animated and briefly light up the area around the shooter (much dimmer through a suppressor), and barrels smoke after a string of shots. The shake has a slider under Settings > Game > Feedback, and Reduce motion turns it off.
- Sound direction marks: small arcs around your operator show where unseen gunshots, explosions and close footsteps came from. A suppressed shot gives no mark from far away and a slow walk never does. When you are hit, a red band at the screen edge points toward the shot. Each can be turned off in Settings.
- Slow walk: hold Ctrl to creep at under half walking speed. Your footsteps carry a third as far, and doors you open half as far. In a browser on Windows or Linux it is C (Ctrl+W would close the tab), and a setting lets Caps Lock toggle it.
- Floor view: inside a building or near one, press H to look into its other floors. From outside you see into the upper floors through the windows (from far enough back), and from inside up or down the stairs: only what your eyes could see, and only who stands there. A grenade thrown while looking a floor or two up is lobbed at it and gets in only through a window. Firing, taking the stairs or walking away ends it.
- Grenades break through window glass, in and out, with a crack of glass. You still cannot climb through.
- Doors no longer stop you while they swing: walk on through a door as it opens or closes, and AI do the same. A swinging door still blocks sight, bullets and grenades. Doors swing through people, so standing in a doorway never stops a door opening or closing; if a door closes on you, it nudges you out to the side you're standing on. Closed and locked doors hold as before.
- You now see an enemy the moment any part of him comes into your sight: a shoulder past a door frame, a barrel round a corner.
- Sound: noise from another room, another building or another floor is muffled, so a fight indoors sounds muffled from outside, steps upstairs sound overhead, and an open doorway lets more through. Enemy voice lines and radio calls carry about as far as walking footsteps. Gun loudness is levelled by class, so no gun is oddly loud or quiet, and the KM-74, R17, OP-12 and OK-45 have their own suppressed shots.
- AI fights on the move: advancing or falling back with you in sight, an AI keeps its gun on you and fires instead of turning its back.
- AI immersion: a hit makes an AI flinch, not freeze, and it never walks on toward the man who shot it. Seeing you again after losing you, it waits a moment before firing, so there are no instant shots on a re-peek. Its gun follows what it knows, it looks toward noises it walks to, and it picks whom to fight by what it saw, never by your real health.
- AI shot by someone it can't see turns toward the shot at once, takes cover from that line and goes looking for the shooter. Nobody gets free shots from behind any more.
- The Fixer, the Warden and their guards fight from cover they can shoot from, move one at a time while the others fire, and only throw grenades to flush out someone who just ducked out of sight, never at a man in the open. They can now use the grenades packed in their rigs, and bosses and guards keep their spare magazines in their rigs.
- Looters on Ironworks, Freight Yard and Blackwood no longer all start the raid at once: more arrive in waves, out of sight and far from every operator, and a fresh arrival stays quiet for a moment if you are close. A killed Looter never comes back where you could see it.
- Skills overhaul: 18 skills in one list, with new names. Wind, Load Bearing, Nerve, Scavenging, Haggling, Loading Drills, Fabrication and Upkeep, and per weapon class Rifleman, Close Quarters, Sidearms, Scattergun and Marksman. Vitality and Metabolism merge into Hardiness, Memory and Intellect into Discipline, and three skills are new: Triage (faster treatment, stims and painkillers), Fieldcraft (quieter footsteps and doors) and Lockwork (faster keys, keycards and card readers).
- Skills: ranks over the 0 to 51 levels, Green, Trained, Seasoned, Veteran and Legend. At levels 10, 25 and 40 every skill offers a choice of two perks, 108 in all, picked on the SKILLS tab out of raid; the old level-51 perks are among them. A change costs 25,000, 75,000 or 150,000 CZK, or a free respec token, and everyone starts with one token.
- Skills: five synergies reward two skills at Seasoned together: Combat Reload, Pack Runner, Under Pressure, Silent Entry and Quartermaster. Nerve also learns from surviving nearby grenades and fighting on while hurt, and Fieldcraft from walking unheard near enemies, credited when the raid ends. Wind, Load Bearing and Scavenging level faster.
- Three new Axiom injectors at Nurse: the PL-5 Payload (carry 50% more for 15 minutes, at a cost in water and energy; a barter that Stability Testing unlocks), the SV-8 Survival (slow healing, pain relief and a little Hardiness and Triage, then a short tremor) and the AN-5 Analgesic (five minutes of pain relief).
- Medical: the FieldCare FX-3 Flex Splint, three fracture treatments, at Nurse (loyalty level 3), and eleven medical supplies (gloves, syringes, saline, a defibrillator, the rare Axiom VS-7 vein scanner and more) used for Shelter upgrades, Infirmary crafts and Nurse's barters.
- The Proving Yard: new operators are offered a training raid once, right after choosing a nickname. Skip it if you like; it can't be replayed, you keep nothing from it, you can't die and it lasts at most 30 minutes. Twelve short steps, each with an objective card showing your own keys and a few tips (and a glowing ring on every item an objective needs), teach movement and slow walk, stairs, looting, keys and doors, healing (after an ambush, with a short video), the shooting range and packing a magazine, grenades, the secure container, a kill house and the extract. The yard pauses while a training pop-up is open, and finishing it ends with a short debrief on progression, Nurse's first quests and paper maps.
- The Watch menu theme: a new look for every menu screen, with the Watch's insignia and an animated main menu. Choose The Watch, Original or Random under Settings > Game.
- Three new soundtracks play with The Watch theme: Cold Room Protocol, Epoxy and Steel, and The Calculating Eye. The Original theme keeps its own four tracks. Music now crossfades when you switch themes and between tracks.
- What's new: on the main menu, after training and any other first-login steps, a short briefing shows 0.35's headline changes with pictures, a link to the Discord and the full patch notes. It is shown once per account.
- Change your password from Settings > Game with a code we email you.
- Quests: tasks are now called quests everywhere. Hand over items and turn in quests from the QUESTS tab in your stash, not only at the trader, using items stored inside cases and containers at any depth.
- Nurse's First Steps now asks you to buy her paper Map of Ironworks (press M in raid to unfold it) instead of deploying in body armour, which every starting kit now wears. You still have to survive and extract.
- Below level 15, right-click a stash item and choose Find at trader to open the cheapest trader offer for it.
- Focus a bag, rig or case window, or the stash itself: click into an open window, or into the stash, and its frame lights up. While it is focused, Ctrl/Cmd + click on an item anywhere else puts the item into it (with the stash focused, items from your operator or from a case go to the first free spot in the stash); Ctrl/Cmd + click on an item inside it takes the item back out. Click your equipment or carried storage (rig, backpack, pockets), or close the focused window, to go back to the usual Ctrl/Cmd + click; when looting in raid, clicking the body or container also ends a window's focus. Dragging or double-clicking never changes the focus.
- Cases opened in the stash have their own Auto-sort button, which packs the items inside the case the same way the stash's Auto-sort does.
- Stacks fill up first: picking up ammo, money or another stackable item, Ctrl/Cmd + clicking it across, buying it or receiving it tops up the partly filled stacks of the same item you already have before it takes a free cell. Found-in-raid and other stacks still never mix. When you pick up or move a stack and only part of it fits, the rest stays where it was.
- Right-click a stack in the stash and choose Top up to fill it from your other stacks of the same item, wherever they are in the stash or on your operator. If you don't have enough, it fills as far as it can. Found-in-raid and other stacks are kept apart.
- Found-in-raid and bought stacks of the same item can now be merged by dragging one onto the other; the merged stack loses Found in raid. Picking up and Ctrl/Cmd + click still only stack with matching items.
- Large containers such as the Buran Scrapper's Crate now open with smaller cells so the whole grid fits on screen.
- Orlov now sells the Lockwell Key Wallet at loyalty level 3, after his Old Growth quest, for 350,000 CZK. It is valued at that price now, so traders pay less for one than before. It now holds keycards as well as keys. An Axiom access card in the wallet counts for entering The Facility.
- More toolboxes: six on Ironworks, five more on Freight Yard and four more on Blackwood. They hold hardware and tools, never weapon parts.
- Maintenance screen: when we take the game down for an update, you see UNDER MAINTENANCE with our message, when it started and a link to our Discord, and the game returns to the login screen by itself when we are back. Raids already running finish first; new raids wait until the update is done.
- Dropped items make a sound when they hit the ground: a rifle sounds like a rifle, a med kit like a med kit. Players and Looters close by can hear it, a little farther than a slow step but much less far than a door. Opening and closing your inventory or stash makes a short sound that only you hear.
BALANCING
- Axiom EN-4: lasts 5 minutes (was 4), with +60% sprint stamina (was +30%), +6% recovery a second (was +2%) and Load Bearing +8 (was +5).
- Medical rebalance: Nurse no longer sells the VitaNova Camphor Balm (found in raids only), the Petroleum Balm moves to loyalty level 3 (25,000 CZK) and VitaNova Ibuprofen to level 4 (60,000 CZK, after Patient Forty-One). Medical boxes hold far fewer usable medicines and more medical supplies.
- Safes no longer hold the EN-4 or RC-1.
- Treatment at Nurse is all or nothing: HEAL ALL treats every injury at once, after a raid and at her TREATMENT service.
- Most barters ask for goods worth about what they buy, so trading raid goods can turn a profit; a few that open before the cash offer cost more.
- Traders pay less for partly used items (a medkit, a medicine, a drink or a limited-use key), in proportion to what is left.
- The KM-63 and the parts that fit only it move to Volkov's loyalty level 2; its barter stays at level 1.
- Trader rebalance: Marshal sells the Specter QD-5 muzzle brake, the Helix HD-57 and Crown BX-762 flash hiders and the Helix HS-57 20-round magazine at loyalty level 1, and the Kestrel KP-46 20-round magazine at level 2. Nurse's apple juice and energy drink move to level 2, and her TraumaKit 300 and Field Pharmacy barters open at level 2. Orlov sells condensed milk and sugar at level 2, beef stew and the MRE at level 3. Rook sells the K4A1 and FM-14 at level 3, the RB-51 at level 2 and 9x19 7N31 at level 4. Volkov's TS-54 suppressor moves to level 3. Wrench now trades the Greyforge Cartridge Chest (level 2, after Heat Signature) and the Blackline Rifle Transit Case (level 3, after Contacts) for Dakšoin coins and other goods, a level before you can buy them.
- Every fixed 1× sight now improves ergonomics.
- Barrels and handguards must match: a short handguard never goes on a long barrel, nor a long one on a short barrel. The workbench greys out what the mounted part rules out.
- Looters carry six cheap new guns: the KMS-74U, OS-12, OT-33, KP-18, KMP-19 and KG-12, none with rounds stronger than the KM-74's PS.
- A Looter holding cover now fires back the moment you show yourself, so flanking one is no longer a free shot.
- Jackets hold keys more often.
BUG FIXES & POLISH
- Esc now closes the inventory in raid (an open menu, dialog or window inside it closes first). With nothing open, Esc still opens the raid menu.
- Gun and item names follow one style, maker, model, calibre and type: for example, Kestrel K4A1 5.56x45 Assault Rifle.
- The Infirmary's hemostatic injector craft is now named HC-3.
- Items, places and Shelter modules carry Dead Sector's own names: FieldCare Relief Tablets, the MicroDyne GX-40 Graphics Board and the Axiom VS-7 vein scanner among the items; the hostel rooms are renumbered (the red-seal room is now 354), the bunkers are SK-21, SK-22, SK-104 and SK-107, and the Shelter has an Infirmary, a Washroom, a Signals Room, a Bunk Room, a Galley and a Rain Cistern.
- The Facility: the announcements at the top of the screen when you work a panel now show under your weapon and quick slots instead of behind them, and grow with the interface size.
- Ironworks: the Container Exit can be reached again with its key; its doorways were too narrow for an operator.
- Freight Yard: the shipping office door sits in its wall. Blackwood: three spawns moved out of the places quests send you to.
- Freight Yard: the warehouses, shacks and construction site are less cluttered, and the Compressor Hall's drums gave way to sandbag cover. The Facility: the drum pallet in the basement garage no longer crowds the foot of the stairs.
- Weapon parts sit better on 32 guns: sights, stocks, grips, foregrips, handguards, magazines and muzzle devices are realigned on the workbench and in the inventory.
- The Zarya RT-5 has its own look on operators and bodies, and no longer muffles your hearing like the K-5.
- Other operators move more smoothly on your screen, doors they open and close swing smoothly, and walking sway follows the ground you actually cover.
- Walking footsteps follow your real pace, wooden doors are as loud as metal ones, and map ambience fades in from silence.
- Tracer rounds burn their own colour: the M62 and BT gzh burn green.
- Inspect names armour zones in words, and weapons no longer list fire modes.
- OP-12 is now 5×1 and the OS-12's stock build matches it; rotated items keep their size in the grid.
- The single-use AN-5 injector no longer shows a 1/1 uses label in the stash, inventory or quick slots, nor a Uses line when inspected, like the other injectors. Multi-use medicine such as Relief Tablets still shows its uses.
- Messenger: a chat opens at its newest message and follows new ones while you are at the bottom, LOAD OLDER keeps your place, your own message always shows, and no toast pops up for the chat you are reading.
- A double click on CONFIRM or TURN IN in a quest sends it once.
- Game art downloads are smaller and stay cached between visits, and the menus use far less graphics power.
Protocol update: hard-refresh the browser (Cmd/Ctrl-Shift-R).
