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Responding — New Update & What's Coming Next

Responding · Community Announcements · August 13, 2026

Read the original on Steam ↗

Read the full patch notes further below to see all of the bug fixes, improvements, and new features included in this update. First of all, thank you for bearing with us over the past few months since our last patch. A lot has been happening behind the scenes on Responding, and while not all of that work is immediately visible in this update, it is laying the groundwork for a much faster pace of development going forward.

Our team is growing

In our last development update, we shared that we had welcomed two new developers to the team: a 3D/environmental artist and an animator.

Since then, we've officially onboarded five more developers, bringing the Responding team to eight people, including our lead developer, DySands.

Our newest team members include:

And we don't intend to stop there. We want to continue expanding the team where it makes sense, allowing us to bring more skills and expertise into Responding and ultimately make the game the best it can be.

Watch our development update

We've put together a short video covering this update and giving you a look at what we've been working on behind the scenes, including our growing development team, new AI systems, character customization, environments, rendering improvements, and our new character locomotion system.


▶ Watch on YouTube

For those who want to dive deeper into the changes, we've included more information and the full changelog below.


A new development workflow

We've spent a significant amount of time over the past few months restructuring how we develop Responding.

With the team growing, we moved the project onto a dedicated server and established a new workflow that allows everyone to work from the same project and access the same assets.

This gives our developers the ability to work more effectively across their respective areas of expertise, while allowing changes and improvements to make their way into the project much more efficiently.

A lot of this work isn't particularly exciting to show in a game update, but it is one of the most important changes we've made to our development process.


Unreal Engine 5.7

We've also upgraded Responding to Unreal Engine 5.7.

The new engine version brings a number of bug fixes and improvements that we're already beginning to take advantage of, while also giving us access to several technologies that we can experiment with as development continues.

This includes improvements to procedural generation, which we plan to use to help populate our map with more environmental detail.

We've also gained access to Unreal Engine's MegaLights system. We're still evaluating whether this technology makes sense for Responding, as performance remains one of our highest priorities and we're not interested in adding technology simply for the sake of it.

The upgrade also gives us access to Substrate, as well as further improvements to Lumen and geometry streaming, giving us more tools to improve both visual quality and performance as we continue developing the game.


Customization

We've added the first implementation of character customization to Responding.

Currently, the available options are fairly limited. You can choose between a shirt and jacket and toggle your police hat on or off.

This is primarily the foundation for a much larger customization system. Over time, we plan to add significantly more clothing and accessory options, so expect this system to grow across future updates.

We're also planning to introduce citation board customization.

This will allow you to apply different citation bars above your badge, ranging from general commemorative and remembrance bars to bars earned through future in-game achievements.

We'll also be adding exclusive citation bar designs for each of our pre-Steam supporter tiers.


Environment

One of the areas our environmental and 3D artists have been working on is modular shop interiors and their associated props.

Ground-level shop interiors serve two purposes: they help make our world feel more detailed and believable, while also giving us locations that can be used for future callouts and interactive features.

The example below is our fictional commercial café chain, Exploitabrew.

The modular interior system being developed for this café can also be used as the foundation for many other common interiors, including convenience stores, banks, restaurants, commercial stores, and more.

This allows us to create a wider variety of usable interiors without having to build every location completely from scratch.


Procedural Street Clutter & Environmental Updates

With the addition of our new environmental artist specializing in procedural systems, we've also begun developing procedural street clutter systems.

The goal is to make it much easier to populate our streets with litter, trash, roadside props, and other environmental details that help bring more life and realism to our recreation of New York.

The system is still in its early stages and is far from complete, but even at this stage you can already see the potential impact it can have on future environmental updates across both our existing and future map locations.


Full Changelog of the 0.854 Update

Below you'll find the complete list of changes, fixes, and additions included in this update.

New Gameplay & Callouts


AI Behavior & Navigation


Vehicle AI & Traffic


Player Interaction & Police Systems


DAS & Citation Improvements


Visuals, Audio & Presentation


Engine & Performance


Additional Fixes & Polish

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