Ready or Not

Ready or Not Dev Tracker




22 Mar

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TOC to element - I lowkey set my leftovers on fire the other night (real, all good, big oops).    

Life will throw fastballs at you sometimes. The good news is, it can help you prepare to catch the next one.  

 You got this, element lead. And remember… switching to your sidearm is faster than reloading.


18 Mar

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Originally posted by illchayadlay

Tbh this wasn’t obvious for me, just based purely of the order that they are unlocked in?

Greased Palms occurs on, October 25, 2025, and Elephant occurs on October 17, 2025. So a few days prior. The levels are organized in difficulty for a better player experience, but I agree it's awfully confusing and not many players would be aware of this from the get-go.

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Originally posted by Alone-Cupcake5746

As a Ready or Not player, I have the right to ruin everyone's fun, by saying:

"This texture is AI generated"

You can send your death threats below.

Unfortunately for the artist who made this, that texture is not AI generated (unless I missed the joke) :P


14 Mar

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Originally posted by spaghetti_beast

why tf would anybody need the RoN source code for? if suspect.sees(swat) { instakill() } ain't no secret

Police will be at your door any second for having our most precious code


13 Mar

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Originally posted by ColHunterGathers111

How about we don't remove anything, instead, we add more guns?

I mean, porque no los dos?

My thoughts exactly ;) More guns more fun!


12 Mar

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Originally posted by SpiritAnimal01

First one, I like the drip.

Immense drip. Great mods!


06 Mar

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Extremely.


01 Mar


25 Feb

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Any mods?


23 Feb

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Originally posted by arky_

The old Gas Station combat theme that got removed with the 1.0 update…

It’s still in the game on the dealer map - a lot of maps pre-1.0 were using the dealer track as their OST for the time being


17 Feb

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Originally posted by Souther47

It feels like i'm walking through quicksand, or that a magnet is pulling me. It starts to walk, then it slows down, then it stops. Sometimes the character moves half a meter, sometimes i'm able to do 2, it's very random, but really annoying, as everytime i try to strafe, it feels like someone is pulling me from the other side. Furthermore, when the character stops, the rifle starts to slightly tremble, like I'm trying to walk through an invisible wall. It's really weird.

Can you grab a video of this?

Any mods? This sounds extremely unusual

Try verifying game files?

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Controller plugged in?   

What screen mode are you using? Borderless windowed / fullscreen? Try switching to fullscreen if on borderless 

Try… Switching the USB slot your keyboard is using? Weird issue, haven’t heard of it yet


13 Feb

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Originally posted by fawgosh

One final question is what language are we going to be using?
Do you guys think BepinEx will be implemented for dotNet scripts or any other method of code that's done in C#?

Thanks for any response.

I'd have to ask my TD, but I assume what UE4 uses, which is C++.

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Originally posted by Yoda2000675

Wait, you mean judges don’t actually storm into gang raids with SWAT teams?

brb making gavel dlc

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There's a bit of backstory detail to the mission which was quite hard to tell in-game, so ultimately we left it open. A major goal for the level was to keep it quite vague, not pointing to any specific rationale. You might pick up on some different reasons from the various shooters' voice lines, but we wanted to avoid saying "this is the reason shootings happen", pointing to any specific motive. In fact; Albert, Chase, and Archie (the three shooters within the narrative) all have their own reasons for committing the WCC Shooting, but it's steeped in so much backstory and internal conflict that pretty much none of what we wrote was able to make it into the game given how we present situations to the player from the SWAT perspective.

It's an unfortunate side effect of the game we've produced: as a member of a tactical team, your job isn't to know the why, it's knowing the "what". In a lot of briefings I was supplied with from real teams, they never went into that,...

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09 Feb

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There are a few things here we'll be touching on for sure - but regarding the SDK: long-awaited for sure, it's on the books, we just want to make sure the SDK is incredibly extensive and all documentation is clear and easy to follow, hence why it didn't hit 1.0.

You'll be able to do a hell of a lot with it I hope, we have a heap of tools used to make guns do different things, and there's even an unused deadzone feature. I can see a lot of unique "gunplay overhaul" mods enter the fray, or even "ammo overhaul" mods too with the amount of stuff that can be done. We spent a huge amount of time working on the guns and building these tools out, so when it's in your hands -- man, I can't wait to see it!


28 Jan

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These tracks won't play in the bearcat anymore when loading - they were originally designed as loadout tracks / planning tracks way back in the day...

They'd only play for 10 seconds or so, and personally it felt disjointed, so we pulled em in favour of what you hear now. That being said, they might reappear somewhere in a later update.

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No nerfs, there’s a few voicelines that can play!


24 Jan

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Oh sh*t, who's that cheeky fulla


23 Jan

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Generally the technical audio talk does a pretty good job of that - oh you mean THAT kind of clearing