Fight upon the Ravenfield together with your Blue allies! Take down those pesky Reds using helicopters, tanks, guns, and active ragdoll physics!
Recent Reviews:
Very Positive (290) - 91% of the 290 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (8,762) - 94% of the 8,762 user reviews for this game are positive.
Release Date:
May 18, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Ravenfield is developed by one person and is largely influenced by feedback and ideas from its community. Early access allows the community to be closely connected to the development of the game, while also providing the developer with feedback and bug reports so the game can be improved.”

Approximately how long will this game be in Early Access?

“Ravenfield will be in early access for 12-24 months.”

How is the full version planned to differ from the Early Access version?

“The full version of Ravenfield will feature a conquest campaign mode where two teams fight to take control over a world map. On top of fighting battles, the player must also manage their army placement, resource control, and aquire new weapons and vehicles for use on the battlefield.

All game levels (around 8-10 in the final game) are present on the world map, and the player must decide what territories to conquer in order to supply their troops with reinforcements and resources.

Ravenfield will have modding support, including custom levels, vehicles and weapons. One of the main goals of Ravenfield is to provide an accessible yet powerful platform to create custom content!”

What is the current state of the Early Access version?

“4 levels are included in the first early access version, which are all playable in instant action (select your favorite game mode and level, then play!). At the moment, the game has 20+ equipable weapons and items to choose from, and a slew of vehicles to use in battle.”

Will the game be priced differently during and after Early Access?

“The price will not change during early access, nor when the game leaves early access.”

How are you planning on involving the Community in your development process?

“Feedback from the Ravenfield community has always been a backbone of the game's development. Naturally, not all suggestions can be implemented in the game, but community feedback is invaluable for providing a general guideline for Ravenfield's development.

Major content updates are scheduled to be released every 4-6 weeks. Additionally, minor updates may be distributed via a beta branch for those who do not fear slightly more buggy releases.

Modding tools will be rolled out during the game's development, starting with custom level support. These tools will allow those particularly creative community members to experiment with the game themselves, and share their mods with others.”
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Recent updates View all (16)

February 15

Rivers & Citadels - Early Access Build 13

Rivers? Check.

Citadel? Check.

Smoke? Check.

This update introduces new maps to Ravenfield: River Delta and Citadel. This brings the total number of maps up to 9! Included in the update are numerous tweaks to the AI. Bots will now use entirely new paths to attack flags, so expect battles to be more dynamic than ever!

The official Ravenfield armory has also received some new weapons such as a smoke grenade and entirely new grenade launchers! You can try out the new sight zeroing feature on the grenade launchers, especially useful for hitting long range shots (Hold T and scroll up/down to zero the sights). You can see what sight option you're using next to the ammo counter in the bottom left corner:

Full change log:

Main features:
- Added River Delta map
- Added Citadel map (it's still in early development, expect bugs!)
- Added Smoke grenades to block sight
- AI will use smoke grenades to cover their attacks.
- Added support for alternate weapon fire, switch with X. (available on the Patriot GL)
- Added support for alternate sights, switch by holding T and scrolling up/down (available on Patriot GL and Thumper)
- Added Patriot GL, which is a Patriot with an underslung grenade launcher.
- Added Thumper grenade launcher.
- Improved how AI navigates the map, they will now spread out and use new paths when attacking.
- Added support for objects blocking the AI's vision. This is used in smoke grenades and some trees to block their vision.
- Added loading screen when starting a map. It's work in progress and silly, I think you'll like it!

Other fixes:
- Buffed Patriot by increasing its projectile speed and reducing the spread slightly.
- Scalpel has been reworked, it now deals significantly less damage but can be resupplied and comes with spare missiles. Makes it a viable but slow anti-armor weapon at long ranges.
- Reduced bounce on grenades to make it easier to land them just where you want them.
- Some tweaks to audio mixing.
- Added a slight speed boost to infantry if they haven't been in combat recently. This makes it a little quicker to reach the front lines on foot.
- Updated weapon reflection sounds to include a firing sound.
- Fixed AI not driving animation driven vehicles (such as walkers) properly.
- Removed AI running away from incoming vehicles (It's much more fun to just run over them instead)
- AI now runs away from grenades only if they can see them.
- AI now distinguishes between different target types when looking for targets. Infantry can be spotted up to 1 km away. Vehicles up to 3 km and really large vehicles up to 10 km. These are only the theoretical maximum values, in reality AI's vision range greatly depends on the map's fog setting.
- Fixed a bug where AI would not fire in vehicles.
- Fixed a bug that would sometimes cause very long loading times for custom maps.
- Improved how AI drives vehicles. This especially affects boats and will make them less prone to crashing into scenery.
- Fixed some camera bugs with photo mode.
- Misc AI tweaks


- Added some missing colliders on houses in Citadel.

Enjoy the update!

108 comments Read more

November 23, 2018

Going Prone - Early Access Build 12

That's right - you can now go prone in Ravenfield! Being prone makes you a smaller target, but it will also let you fire weapons with reduced recoil and spread, making those long range shots easier to land!

You can now load skins from your favorite mod into any map! Skins are even saved with your game configuration. On the instant action page you can now see a preview image with a sample of what weapons/vehicles/skins each team has available:

In the example above, the Eagle team uses all official weapons, vehicles and skins while the Raven team uses items from various WW1 themed mods created by the Ravenfield modding community.

Also, the main menu now has a button taking you to a list of featured mods. This is a list of community-curated mods that are worth checking out. The plan is to feature those really cool mods that might have slipped you by, so both new and old mods will be featured here.

Finally, you can now enter photo mode from an ingame match. Simply press F8 at any time. This will pause the game and put you in a spectator camera which controls just like the normal spectator mode. If you want to disable the UI, you can do that with the Home and End buttons. Here's an example of a photo taken by Mason from the Ravenfield Discord server:

Full change log:

Main features:
- Added prone (Default key: Z)
- Added skins
- Added game preview image when setting up an instant action match
- Added photo mode
- Added featured mods list

Other fixes:
- Fixed a bug where AI would sometimes spawn with the wrong skins (including the box man skin)
- Improved how the player transitions between stand/crouch/prone stances. It now feels more smooth and is less likely to get the player stuck.
- Added FOV based mouse sensitivity. This makes the mouse sensitivity consistent on all weapons based on how zoomed in they are.
- Fixed an issue with bullet hole material where it would render fog badly.
- Blood and bullet hole decals are now cleaned up when exiting a level.
- Fixed a bug with AI on custom maps where they would never leave their spawn
- Added debug key (F9) to show all available AI orders that are assigned by the AI commander.
- Fixed a bug where jeeps/quads would sometimes spawn instead of turrets.
- Added charing bool value to custom weapon animators so you can play custom animations when a weapon is charging up.
- Fixed various spectator camera bugs.
- Fixed a bug where AI weapons would sometimes not render in the killcam.

I hope you'll enjoy this update!


Quick edit: Don't forget to nominate Ravenfield for a steam award on the store page. Maybe the “Most Fun with a Machine” award fits best seeing as how you're playing against machine controlled bots??
182 comments Read more
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About This Game

Fight upon the Ravenfield together with your Blue allies! Take down those pesky Reds using helicopters, tanks, guns, and active ragdoll physics!

Ravenfield is a singleplayer game in the vein of older team-vs-team AI shooters. The game is designed to be easy to pick up and play, but also rewarding for all skill levels!

Key Features

  • Easy-to-pickup, singleplayer mayhem
  • Fight as infantry, or in ground vehicles, aircraft, or watercraft
  • Active ragdoll physics combines tactical strategies with a sprinkle of silly fun
  • The number of combatants is only limited by what your computer can handle!
  • Damaged soldiers drop team-colored blood splats, indicating where battles have taken place

Development Roadmap

Ravenfield is being developed as an early access game, with major content updates scheduled to be released every 4-6 weeks. Additionally, incremental updates are distributed via a beta branch for those who do not fear slightly more buggy releases.

While some content, such as new weapons, vehicles and maps will be released on a regular basis, other key features will be added roughly in the following order:
  • Custom map support
  • Steam Workshop integration
  • AI Commanding
  • Custom weapon support
  • Custom vehicle support
  • Conquest mode

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2
    • Processor: 32-bit, 2 GHz or Faster
    • Memory: 4 GB RAM
    • Graphics: Intel HD 3000
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: Windows 7 or Newer
    • Processor: 64-bit, 3 GHz or Faster
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 750
    • DirectX: Version 11
    • Storage: 1 GB available space
    • OS: Mac OS X 10.8
    • Processor: 32-bit, 2 GHz or Faster
    • Memory: 4 GB RAM
    • Graphics: Intel HD 3000
    • Storage: 1 GB available space
    • OS: Latest OS X
    • Processor: 64-bit, 3 GHz or Faster
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 750
    • Storage: 1 GB available space
    • OS: Ubuntu 12.04, SteamOS
    • Processor: 32-bit, 2 GHz or Faster
    • Memory: 4 GB RAM
    • Graphics: Intel HD 3000
    • Storage: 1 GB available space
    • OS: Latest Ubuntu, SteamOS
    • Processor: 64-bit, 3 GHz or Faster
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 750
    • Storage: 1 GB available space

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