June Update - Babel - Blog #28

Summer update just dropped—Infantry AI and Performance both got serious upgrades.  We’re not done yet, but it’s a solid step toward the chaos you’ve been asking for.  Also, FW is $20 for a limited time as part of Steam’s Summer Sale—a good chance to bring a friend into the fight.

Tom ripped the guts of the game up and we should have improved performance as well! We understand everyone's rig is different, and some hardware plays better than others. But whatever! We will continue to do what we can so folks aren't left behind.

Lastly, Europa will have to wait a bit longer for reinforcements, they have a new unit in the works that might be our biggest yet, and we want to bake it up so it does what it was designed to do properly. Don't worry we have not forgotten.

We will update the demo shortly as well, so everyone can test their hardware and see if the game is right for them. And if it is, join us in the discord, our community is fucking rad.
Lastly, all things considered we are incredibly grateful to be here and bring the rain. If you dig what we’re making please leave us a like and if you're feeling extra helpful maybe even a sub. That helps the algorithm gods show more of these apocalyptic nightmares to the world!

Jason Willey’s latest track featured in this trailer "The Five Suns".
August 27, 2025
Greetings Scavs! We are proud to deploy another update. The main focus of this update are a new stamina system, consumable-use animations, and night mode for Babel! In addition, a new skin-pack is now available for those who want Old Man, Gunhead, and Mask Man to rock the newest and hottest aesthetics. Those major improvements are also closely followed by a slew of bug fixes and adjustments across the board! Stamina! All characters except for Gunhead now consume stamina for strenuous activities including (but not limited to) sprinting, jumping, climbing / mantling / vaulting, dodging, etc. Characters have different interactions with stamina. For example, Scav Girl can sprint for longer but is much more impacted by heavy loads: try to carry too much weight and she will exhaust herself quickly. By contract, Bag Man can’t sustain a sprint for as long but is much less impacted by heavy loads. There are Adrenaline Stims available to purchase in the Innards and / or find by looting in regions. Each of these will restore your stamina and prevent its use for a time, giving you that burst of needed stamina when you want it most. Existing Scavs will receive a handful of free Adrenaline Stims when they launch the game after the update. To top it all off, there is new rig equipment to manufacture. Having this equipment in your rig will reduce both stamina costs and the delay before stamina recharges after stamina use. Strategic Healing via. Consumables + Animations All health-based consumables will now result in animations. The Scav you select will now inject, eat, drink, smoke, or use the syringe, food, liquid, etc. that you use. This means that timing the use of these consumables is more important to think about. While you will be able to move while using them, you can no longer use them in rapid succession or perform specific activities while using them (it's pretty difficult to aim a rifle and eat ENuggets at the same time). Babel’s Night Mode Babel now has a night mode! Combine the heights of this ruined region with the gloom and uncertainty of night mode for a true cliffhanger experience and a twist to the elevated nightmare.. New Skins "The Forever Winter Fleshwraps Skin Pack" The Forever Winter Fleshwraps Skin Pack includes: T he Teddystuffa for Gunhead - “Making him cute doesn’t make him any less deadly.” The Filtermund Skin for Maskman - “No matter how much I try, I can’t ever seem to avoid the SMELL of the surface…” The Smoghide Skin for Old Man - “The chill just cuts right through me.” New skins will be applied the first time you use the character after acquiring them. After that, skins are selected at random after every death or can be manually selected in your Innards. If you want the true FW experience, treat that scav as dead and let the revolver decide. Please see the below list of improvements, bug fixes, and newly added features. ADDITIONAL FEATURES PLAYER SYSTEMS, WEAPONRY, & EQUIPMENT Player weaponry now reacts more violently / climbs during sustained fire, requiring the player to counter-act the climb Adjusted the Radial impulse / force from explosions (grenades, missiles, etc.) Pneumatic jump received animation improvements for Scav legs Player weaponry SFX have been improved for distinguishing between single-shot, burst-shot, and sustained fire Mantle and vault animation speeds have been adjusted (and are still influenced by button mashing) AI Infantry now move in a more realistic way when investigating a potential threat pre-combat Medium mechs will now sometimes sync kill eachother The stilt walker now has leg IK Soldier enemies now have fall states SFX for the Orga have been improved The Kotleta melee punches have improved SFX SFX hooks for HK spawning have been improved Medium mechs can now be killed with LARGE amounts of firepower (aka sustained attacks from other medium mechs, tanks, or a LOT of player aggression) REGIONS Downtown received a lighting pass and additional scaffolding art Updated the HLODs for numerous regions INNARDS Players can now buy-all and sell-all of a specific item in vendor interfaces Players can now buy or sell multiple items at once in vendor interfaces ADDITIONAL IMPROVEMENTS / BUG FIXES PLAYER SYSTEMS, WEAPONRY, & EQUIPMENT Pump action shotguns have had their SFX adjusted for reload to match the animation speeds Fix for tombstones sometimes spawning at the world origin instead of at a reachable spot Projectiles no longer block loot attempts Shaman animations fixed to no longer cause unintended twisting for pistol movements Fixed issue where the HUD sometimes shows a negative value for weight AI AI taking shots at undetected players should now be fixed Fixed issue where a patrol order might be issued before an AI was completely initialized, causing them to just stand there vs. move. Fix for enemy AI that spawn far away from any player occasionally falling thru the terrain Mech weaponry will no longer collide with other mechs Cyborgs now play the correct hit VFX when damaged Fixed potential crash when an AI tries to perform a melee attack Fixed issue where brawlers would attempt to melee attack if not in range Fixed issue where melee attacks could happen if their target was on the other side of a thin wall Addressed issues with larger mech patrol paths Opal terrain navigation improvements Drones no longer spam their SFX calls in specific situations Exo death and hit reacts now play correctly Cyborgs will hit react more often when under focus fire from player(s) Soldier dropped loot containers should be spread out more / not on top of each other as often, making choosing which container to loot a bit easier REGIONS Elephant Mausoleum’s navigation mesh has been rebuilt to mitigate / eliminate Medium Mechs getting stuck in the trenches Various invisible collision / incorrect collision has been fixed in Frozen Swamp, Scorched Enclave, the Innards, and Elephant Mausoleum Fixed several areas in Downtown where players could get out of the environment Scrapyard Nexus VFX fixes for ambient sparks Quest volumes for Theater of War / Radar quests improved in multiple levels INNARDS Fixes for recruits and rigs in vendor menus occasionally not initializing properly when entering the menus Fixed clients seeing join / dismiss text that should only be displayed for the host Quests now properly validate when re-entering the Innards
August 27, 2025
Good to see you all again, Scavs! The team is excited to give you another update influenced by your requests! The community voted to reinforce the Europan Faction and we heard you loud and clear. Introducing the first implementation of the StiltWalker! This terrifying multi-legged beast is armed to the hilt and will be a terrifying foe for Eurasia, Euruska, and (if provoked) will be none too kind to the Scavs either. We are excited to introduce this boss and will continue to iterate on it with even more features as updates continue! We also added a new region to search for loot: Lost Angels. The first pass of this region is a journey through ruined urban nightmares where threats can appear around any corner. On top of all of that there are more performance improvements and feature improvements to make the Scav experience both smoother and more responsive to control. We are and continue to be incredibly grateful to be here and for your continued support. If you dig what we’re making please leave us a like and if you're feeling extra helpful maybe even a sub. That helps the algorithm gods show more of these apocalyptic nightmares to the world!
May 29, 2025
Greetings Scavs. This update focuses on the grand scope and the minute-to-minute: the dynamics of the war at large are brought to focus while additional tools to eek out survival are made available. Theater of War (Beta / 1.0) This update allows Scavs to pull back the curtain and earn the right to see the current status of the war in each region. Regions now have three radar walkers each. These radar walkers can be decrypted by the Scavs to reveal the current faction control percentages for that region. Decryption needs to be done in sequential order, and the order changes every time Scavs enter the region. Once completed, the status of the war will be available on the Region Map for a set amount of time (which resets on daily intervals), allowing Scavs to see who is winning and who isn’t. Take care when approaching a radar walker, if a Scav is underneath it when it decides to crouch they may be crushed! There are also specific actions that can be taken in many of the regions that can tip the balance of the war in a specific faction’s favor. Actions in one region can impact that region AND neighboring regions depending on what is done. These actions are difficult to pull off and will certainly be noticed if accomplished, so beware and be prepared if you choose to engage. Decrypted radars will reveal what actions have occurred and their impact. Thrown Grenades Scavs can now add thrown grenades to their arsenal. For this update there are three grenade types available: Frag grenades do a concentrated amount of damage at their point of explosion but have a dramatic damage falloff at a distance. Custer grenades do less damage but over a wider area Signal Scrambler grenades (otherwise known as “Faction Grenades”) have a special purpose: Once they detonate they block ALL transmissions in the level, allowing Scavs to attempt to loot or dispatch foes without their actions being reported (and thus preventing any impact to their faction rating). Beware and be quick: any agro’d foes that are still alive once the scrambler ceases to function will be able to report what it saw, thus nullifying any benefit. Each Scav will receive a limited amount of each grenade type in their stash when they go into the Innards for this update. After those are used, grenades must be found on corpses and / or manufactured in the Innards. By default, “G” on the keyboard throws the currently selected grenade and “H” swaps grenade types. Weapon Repair Broken / disabled weaponry collected in the field can now be repaired if a Scav has properly upgraded their Innards. Each repair requires broken weaponry and a specific faction / level of an IFF card. IFF cards can be collected from the corpses of fallen combatants and are available for Eurasian, Europan, and Euruskan factions. Level 1 IFF cards are fairly common and can be used to repair common weaponry Level 2 IFF cards are more rare and are used for mid-level weaponry repair Level 3 IFF cards are EXTREMELY rare and are used for high-end weaponry repair Improved Character Control This update adds two key control enhancements to Scavs Scavs can now shoulder swap the camera to be over either shoulder. Scavs can now also do a quick 180 turn By default, “X” on the keyboard performs the shoulder swap (or use one of the side buttons on the gaming mouse if one is in use). By default, S (back) + Shift performs the 180 turn (if not already running). Update Summary Please see the below list of improvements, bug fixes, and newly added features. FEATURES Theatre of War 1.0 (beta) + Region Modifiers (c4-reaction) Radar Walkers + Radar decrypting minigame Boss Camera (beta) for large enemy entrances New Enemy Types: Euruska Field Commander and Opal Global Reinforcement Systems Grenades- fragmentation / signal scramblers / cluster Weapon Repair Station & IFF repair tags Mini Rig - stealth at the cost of carry capacity Mech Trench- Horror Lighting / Scenario Shoulder Swap Camera Functionality Quick 180 turn Functionality IMPROVEMENTS Shaman: Tactical Scanner Expertise / Longer Scan Range Ai Buddy 2.0 hand signals added (beta) Map polish for Ashen Mesa & Mech Trench (additional vignettes) Updated reload animations for Gunhead and Shaman Updated sync kills / Animations for the Brawler dy content of your post goes here. To edit this text, click on it and delete this default text and start typing your own or paste your own from a different source.
April 18, 2025
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March 14, 2025
Hey Scavs! For this update, one of our biggest challenges was modifying the water system to address player feedback and keep the system integrated into the lore. We adamantly wanted to address this challenge while staying true to the grim reality of the world. Therefore as of this update the player's water will no longer drain in real time. It is now used as a currency to enter regions. This change means there is no turning back. So, we made sure to get full buy-in from our design team and also consulted with key members of the community for their input. Our community is awesome, so the back and forth was a pleasure. This is one of the things we love about early access – the chance to build that dark future together! https://youtu.be/rX5r6lxkOTo Thank you for being here. Fun Dog out!
March 14, 2025
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March 7, 2025
Hey there Scavs! The March update has just been released ! There are a TON of QOL and fundamental improvements to check out. The team worked REALLY hard to overhaul a bunch of core systems. AI spawning and awareness are sharper, gunplay is smoother, looting is smarter, and there are some pretty rad network & performance fixes ! Oh, and did we mention Water 3.0 ? The in game timer is no more and is replaced with a brand new system that you should check out for yourselves…Plus a brand new map, Staircase . Make sure to watch your step. This update is ALL about refining the core experience..make sure to join us in the innards to feel the difference!
March 7, 2025
Hi Scavs! March Update is here! There are a TON of QOL and fundamental improvements to check out. The team worked REALLY hard to overhaul a bunch of core systems. AI spawning and awareness are sharper, gunplay is smoother, looting is smarter, and there are some pretty rad network & performance fixes! Oh, and did we mention Water 3.0? The in game timer is no more and is replaced with a brand new system that you should check out for yourselves…Plus a brand new map, Staircase. Make sure to watch your step. This update is ALL about refining the core experience..join us in the innards to feel the difference! We're going to put out a water 3.0 video shortly as well, that will go into some more of the in world details so keep an eye out for that! The new water system was a really cool idea from the community that actually fits the vibe of the game, while rewarding skill. We are also looking at adding a surprise gift at a later time for anyone who stockpiled like crazy, and will lose some of their stored water that is outside their water tank. Please see the below list of improvements, bug fixes, and newly added features. Water 3.0: -Water is no longer a resource that drains real-time. It is now a currency that is used to access region entry points. -Region entry points have specific water costs that are in an RNG range. The RNG range changes daily. -The current water cost per region is on the region map and in the ready room -The host of the current game pays the water cost to enter the regions. BUT the other players can give water to the host (and other players in the game) to help with the cost. -To account for water 3.0, a rebalance of water drops in regions and rewards for quests was done. -Water barrels are now only stored in the Innard’s water supply. Any additional water brought back from regions is converted to currency. -When you update to water 3.0, only water that is in your innards water supply will remain. Your save game will also be marked with a special tag so we can reward you for your real-time water participation at a later time (don’t delete your save if you want this TBD reward in the future!) -NOTE! You can still be invaded by water thieves if: -You leave the game with 0 water in your innards. -Your water bots are followed back (if you have hired them). -Other in-battle reasons can also incur the ire of the Water Thieves, so be careful -More Base invasion triggers will occur in the future as we introduce additional enemies and objectives in the battlefield. The reward and risk will be high. Water Trading: -Players can now trade water with each other on the ready room screen. -Players receive notifications if a friend has given them water -Players cannot give water if the recipient is already full (the transaction will be aborted). Increase your innards water supply! Gunplay 2.0: -The core gunplay system for player used weaponry has been overhauled. -Recoil, dispersion, kick, swing (based on size / weight) and weapon handling are completely renovated and retuned -Weapon upgrades / mods have been adjusted for the new system. -The gun’s position in ADS has been adjusted for better sight picture -When in ADS, there is depth of field on the periphery to help focusing on the target -Reload Animations: The reload animations have been improved for the following weapons. The Old Man character has been used as the first to receive the new goodness. We will continue to expand this to all weapons and all characters as we release more updates. -The Grenade Launcher -The M60 -The R8 Pistol -The M79 Sawed-off pistol -The P90 -The TKB-0146 -The S12 Shotgun (not to be confused with the SURPLUS shotgun) -Shotgun weaponry has been retuned for cone size, # of impact decals, etc. -This results in less damage when target is far away and more damage at danger close ranges Enemy Detection Improvements: -Enemy detection icons show up more reliably with the correct information on % of awareness / detection and state (??? for investigating, !!! for aware but not targeting YOU, and eyeball-icon for aware and targeting YOU) -Enemy detection icons now show up to 4 arrows showing which players they are detecting so you can more easily see if they are tracking you or an ally -This info only appears for the 3 closest in-view enemies to avoid a super noisy HUD -Enemy detection icons will not appear if the view of the enemy is blocked (if they are behind a wall or pillar, etc.). It will re-appear if they are in view. -Enemy sensors (hearing, vision, communication / “transference”, etc.) have been adjusted to improve chances of slipping by undetected if they are occupied with combat (unless the AI is specifically tasks to hunt players aka the Hunter-Killers) Game Performance Improvements: -Various low to mid-level gamethread and rendering improvements have been made to increase FPS. -Additional crash detection has been added to help prevent item loss if a crash occurs.. -Help us help you, if you had a rough time, scope out the discord and leave a message with your hardware specs, we will do what we can! Network Stability Improvements: -Finding and joining games via session browser and friend invites should be much more stable now. -Searching for games and quick matching should be faster. -Additional tracking has been added for unexpected disconnections to allow us to improve networking in future updates. AI spawning Improvements: -All scenarios and encounters on all regions have been audited and adjusted to mitigate and hopefully completely remove: -Seeing enemies spawn right in front of you out of thin air -Having enemies spawn right on top of you or out of view New Region: Stairway to Heaven: -A new region has been added to explore and complete quests in Night Mode for Frozen Swamp Region: -The Frozen Swamp now has a night / horror mode that you may find yourself thrown into when you visit if the conditions are right Looting Improvements: -There are now HUD elements on screen indicating what object you will interact with / open / pick up and if you are close enough to do so. -It is now much easier to aim at and select the specific item you wish to pick up or open on the ground when there is a clutter of items in a pile or nearby. -There are options in the option menu to adjust this HUD feedback for more or less info depending on your tastes. AI Melee Improvements: -The system for how AI performs melee has been overhauled and made much more data driven. -The Orga has been improved using this system as well as Mother courage. Both these units will have additional surprises. Additional Quests: -Added quests that can be accomplished in both the new and existing regions Faction Status Adjustments: -Player damage to different factions will have a more deleterious effect on the faction relationship (i.e. it will go down quicker) -Quest faction influence has been adjusted per quest (completing quests will adjust the faction scores more or less depending on the quest) -Vendor faction thresholds have been adjusted so its more challenging and rewarding to gain and maintain maximum faction rating (i.e. “its more challenging to get the vendors to sell you the good stuff”) And more!: -Countless other bug fixes, tuning adjustments, and improvements -Maybe a surprise or three ;)
January 30, 2025
Hey there scavs! We are looking for your feedback to help the dev team improve some QOL features in the game! See the below graphic that goes into detail on what items we are working on and can use your input! Thanks for being here!
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