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The Forever Winter - August 2026 Update

The Forever Winter · Community Announcements · August 28, 2026

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Hello Scavs!

This QOL patch is a little more experimental.

We've been working for some time on new state machine systems for the AI, and we're putting a much larger piece of that work into your hands with this update.

The immediate changes are things you'll be able to see: squads suppressing positions, flanking, maintaining a front, investigating sounds, searching after losing contact, and eventually standing down when they can't find what they're looking for.

But the more important part for us is what's underneath.

This system gives us a better foundation for how AI understands and communicates its current state. In the future, that opens up a lot of possibilities beyond combat behavior — including more interesting communication between squad-mates, contextual barks, reactions to what's happening around them, and generally making groups feel more aware of the situation they're in.

There's a lot we want to do with it.

Right now, though, we need to make sure the foundation is solid.

So, a small disclaimer.

This is a fairly significant change to systems that are running constantly before, during, and after a battle. We've tested it internally, but The Forever Winter can produce situations that are extremely difficult to reproduce in controlled environments.

That's part of why we're putting it out.

You guys will find things we won't.

We're interested in how squads behave when battles get huge, when multiple factions collide, when a group of players does something strange, when pathfinding gets ugly, and when twenty different systems all decide they need something at the same time.

If you see AI doing something particularly smart, stupid, strange, or completely inexplicable, let us know.

All of that is useful.


WE'RE ALSO TESTING SOME NETWORK CHANGES

The other big experiment in this patch is multiplayer shooting.

We've changed a fair amount of how firing a weapon works when you're not the host.

Previously, some parts of shooting depended on a round trip between the client and host. We've moved more of the immediate shooting experience client-side so pulling the trigger should feel more immediate, your shots should better represent where you're actually aiming, and latency should have less influence over the basic feel of firing your weapon.

There are a number of related fixes in this patch for things like double recoil, first-shot accuracy, reload synchronization, duplicate shots, skills not applying correctly to clients, and network traffic priorities.

Results may vary.

And we mean that literally.

There is a near infinite number of combinations of hardware, network conditions, geographic distance, latency, packet loss, host performance, and general internet weirdness represented by everyone playing the game.

Our internal environment cannot reproduce all of them.

So we're testing these changes in the wild and we're interested in hearing what happens — particularly from players who have historically had a rough experience when they weren't hosting.

For some of you, this may feel considerably better. And for others it could be worse.

And somebody will inevitably discover something we didn't know existed.

And as always, we do what we can.


WHY WE'RE DOING THIS

We're getting closer to the point where some of the work happening underneath The Forever Winter is less about fixing an individual behavior and more about building systems we can keep expanding.

The new AI state machine is one of those systems.

The networking work is another area where we're trying larger changes rather than continuing to patch individual symptoms.

Neither is finished.

That's also why we don't want to present this update as "AI improved, networking fixed."

We're implementing some things to reach that goal.

Some implementations are working as intended and easily confirmed as such. Some will probably need adjustment once thousands of people start stressing them in ways we never anticipated.

We're comfortable with that.

Early Access gives us the freedom to experiment, see what survives contact with the player-base, and iterate from there.

So this patch is partly an update and partly a field test.

Below is what we're currently changing.

Enemy AI: State Machine Combat Test

Enemy AI: Stealth, Awareness & Investigation

Enemy AI: Bug Fixes

Gunplay & Multiplayer Shooting

Weapons, Gear & Items

Spawning & Fairness

Mechs & Heavy Units

Characters & Animation

Stability & Performance

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