The next update is here! We’re sorry for the delay, we had to fix some unforeseen bugs before being able to release it.
We’ve added 2 new weapons, the M9 Beretta for pistol fans, and the BAR for light machine gun enthusiasts. Both of them have unique, skinned variants laying around on several maps. The AI (both enemy- and friendly) got a new cover system, they’re now using covers efficiently, plus they can be more aggressive in close encounters. Be aware, this might increase the game’s difficulty, you now have to play more carefully!
We’ve added a soundtrack to the game, player animations got improved, your Co-op buddies will now look much better. We’ve also fixed quite a few bugs.
Attention Rift S users: we’ve got reports of the game occasionally crashing on Rift S headsets. It is a software issue, will surely be patched by Oculus (or Steam) very soon. A temporary fix is to plug earbuds/headphones into the Rift S and using them instead of the built-in sound system.
You can check the detailed patchnotes below:
Weapons | attachments
New weapons: M9 Beretta and M1918 BAR with unique skins
G36 slider fix: slider can now be grabbed from both sides with any hand
Attachment holo picture fix: previously holding any attachment in hand and releasing a magazine caused the holo picture to be replaced by the magazine picture
Gameplay | AI improvements
AI cover system overhaul: enemies now use covers more efficiently
AI behavior changed: in certain situations they move faster, and are more aggressive. Be careful in close encounters!
Player | control improvements
Player crouch and prone animations: player movement in Co-op now looks much better (still WiP)
Holstering long weapons fix: there is a delay on collision when taking weapons out of the holster. They won’t get stuck in the ground anymore!
Added a Controller Dead Zone option in Settings - Controls. This is useful when your character is drifting without pressing anything on the controller due to worn out controller components and/or unintentional interaction
Foot rotates onto surface its standing on
Multiplayer
Seamless server travel - next mission button now works in Co-op as well. You can play through the Chicago story missions with your Co-op partners without hosting every story map individually.
Improved server creation interface
Improved weapon belt transformations on client side
Checkpoint fixes: newly joining players teleport to the correct checkpoint
Experience and money can only be gained after reaching the last checkpoint of a map
SFX
New original soundtrack (can be turned off in the settings)
Master and Music Volume settings
Slider sounds when cocking manually
New weapon sounds
New, realistic flyby and ricochet sounds
More balanced soundscape
Running sound effects
Maps
Removed invisible locomotion blocker on Timber 1
GFX | Optimization
Night vision scope improvements
Overall performance gains throughout the game
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In the previous devblog, we promised a proper weapon skin- and loadout system. They’re still coming, but we had additional ideas which require more time in order for us to fully flesh them out. The next update will contain these new systems as well as a new map, even more AI improvements and other goodies! We’ll post a devblog soon about the next update.
As always, thank you for your continuous support! If you find any bugs, please report them here on steam or on Discord. Even if we don’t answer, we see everything and are working on fixing them.
Another month, another update is approaching. This time we’re focusing on core gameplay features like the much awaited weapon skin system, loadout save system, a new cover system for the AI, two new weapons: the BAR and Beretta with unique skins and a game soundtrack.
You can expect the new update to go live within 2 weeks.
Here’s what we’re planning to include in the update: Disclaimer: all images, gifs and videos seen below show WiP states and don’t represent their final state!
2 new weapons!
Many of you were asking for a WW2 inspired weapon. We chose the BAR!
We’ve also added another community favourite weapon: the Beretta.
Both weapons are coming with unique, beautiful skins which can be unlocked by reaching the required rank. This brings up a new feature we’ve been working on…
Weapon skin system!
Currently the only way you can obtain unique skinned weapons is if you find a hidden weapon on one of the maps and you keep it with you at all times. That’s about to change! We’re introducing the weapon skin system:
you’ll be able to unlock skins by ranking up (same as with weapons and attachments)
you’ll be able to equip any skin you previously unlocked for a particular weapon in the reworked armory before going to combat
This way you’ll never lose your favourite skin again!
Loadout saving system
You like switching between different loadouts depending on your current mood? We got you! You’ll be able to save different loadouts, then equip yourself with them in an instant.
AI cover system
We’ve once again sent our AI back to military school. They’ve learnt how to use covers! Expect a much smarter and more challenging AI to fight!
Soundtrack
What is a game without a cool OST? We’ve been composing an original soundtrack for the game, it is now time to implement it. You can listen to a short sample of it here:
In Co-op mode you might’ve noticed that your Co-op mate’s animations aren’t as fluid. We’ve improved it a lot by adding animations (crouching, prone etc.) so your teammate’s movement will look much better and smoother.
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These are the main features the next update will include, the detailed patchnotes will accompagny the update itself. Are you guys as excited as we are?
The much awaited mid-April content update is live! You can now experience what a stormy battlefield would feel like on our new map: No Man's Land!
Several .50 Cal heavy machine guns are waiting for you to use throughout all maps. We have reworked the player belt system based on your feedback, and the promised new AI animation and behaviour is also here. We're very excited, can't wait to see your feedback!
Check out the full patchnotes below:
Maps
New small mission: No Man’s Land. Fight the Tlalokii in the stormy Mongolia, near the Russian border.
Player/control improvements
Reworked player belt: holstered weapons are now in a fixed position(as opposed to the previous random positions); you can slot and unslot weapons from a larger distance and weapons lerp to slots - super sleek.
Better Oculus Touch interaction: Pressing (and holding) trigger only grabs ammo, pressing (and holding) grip grabs the holstered weapon (Vive Controllers has already been working by this logic). Same for sliders (trigger) and secondary grab (grip) interaction. Oculus Touch ‘B’ button function: - can turn laser attachments on/off (if a laser is the only attachment on the weapon) - can change the zoom value for scopes or the colour of the crosshair (if it is the only attachment on the weapon) - bolt catch release on various weapons
When grabbing pistols, the secondary hand lerps to grabbing position.
Improved animation when grabbing bolts, sliders etc. with a cool lerping effect.
Fixed unintentional fire mode change when quickly removing attachments.
Improved hand positions for all magazines
Weapons
Mounted .50 Cal heavy machine gun is now ready to use throughout most maps in fixed positions.
Safety fire mode removed from weapons: the safety mode could be confusing at times, so we’ve decided to remove this function from all weapons.
Fixed: pistol magazines can not be knocked out with other magazines anymore - can only be released with the release button.
Attachments
You can now change attachments on your weapon by knocking them off with another attachment. How badass is that?
Similarly, you can now knock out mags with any other mag you find, doesn’t have to be the same type.
Gameplay
New AI animations: enemy- and teammate AI got better animations, their movement is much more smooth and fluid. Their behaviour is also improved.
Difficulty dependant AI accuracy: the AI is now more accurate in hard difficulty, less so in normal- and easy.
More challenging enemies on normal and hard difficulties.
Increased the amount of XP per level, so you can gain ranks faster.
Start Next Level button now resets the next mission and starts it from the beginning in single player mode.
Gfx
Rain effect on the new map
Tons of graphical optimizations
Sounds
Minor sfx update
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The player belt change and the AI overhaul are both significant changes, please send your feedback our way here on Steam, on Discord or via e-mail! If you encounter any bugs, please report them in the 'Bugreports' section.
As always, thank you all for your support, keep the suggestions and feedback coming!
The day of the next update is approaching, you can expect it to hit mid-April! It'll have new content as well as many improvements and fixes. We just had to share with you what is coming, we hope you are as excited as we are!
Please keep in mind that all the footage and images seen below are WiP, and don’t represent the final state.
A new map!
We’ve been working on a stormy, really immersive small mission: No Man’s Land! Get your thunder buddy, and play through the map in Co-op! Subscribe to our YouTube channel so you won’t miss the map’s teaser coming this week.
A surprise weapon!
Do you remember that scene in Rambo with the mounted .50 Cal turret? Yeah… You can now use it in Zero Caliber! We’ve added a stationary, mounted .50 cal turret to the game. Are you prepared for the action?
AI animation and behaviour
It seems like our AI finally gave up chasing butterflies. The overhauled animation is coming! They will feel much more life-like, with smooth movement and behaviour. Besides the animation improvements, their aiming accuracy will be tweaked as well according to the difficulty you choose. Prepare for a real challenge on ‘hard’ difficulty!
Attachment physics
Swapping attachments on your guns is already possible. Now you can do it in a badass way! Grab another one, and knock the used one off of your gun in an instant.
Grabbing animations
We’ve improved the hand animations when grabbing different bolts, sliders etc.
We’re also working on a different weapon belt system with fixed weapon positions for easier handling, and countless other improvements and fixes. Complete patchnotes will accompany the update itself, these are just the most exciting additions of the next update that we wanted to share with you.
For more info about the PvP’s development, sneak peeks and behind the scenes, follow our social media, our subreddit or join our Discord server! Facebook Twitter Instagram Discord Reddit
Thank you all for your continuous support, keep the feedback coming! XREAL Games Team
Since the last update, we've been working very hard on fixing core issues, and optimizing the game's performance. We haven't forgotten about content either, another community favourite weapon got added: the Steyr AUG with new attachment and surprises! You'll see a new, initial setup guide to help you choose the settings of your liking.
It's hard to summarize all the improvements, fixes and content, so please do read the patchnotes below.
Player / control improvements
Player movement changes: - Increased top speed while running - Slower base speed, slower strafing, slower going backwards - Slower crouch and prone speed - Player can only run when not aiming (depending on weapon type) - Run can be automatically, or by-input activated (can be set in the options menu)
Fixed disappearing weapon slot
Initial Setup Menu added: it will pop up only at the first launch after this update: players are introduced to some of our most critical and useful settings
Improved main hand-, and trigger pulling finger animation
Player body stays on the ground after dying
Force pull fixed after lever release
Player weapon grab on death fixed
Gfx and optimization
Benchmark Feature under graphics settings: Auto-Set your game to 90 fps any time!
Optimized weapon and attachment textures (smaller size, same quality)
Lobby armory performance optimizations
All scopes and crosshairs have sharper reticle now
Significant Disk Size improvement of the Packaged Game (From 30 GB to 15 GB)
‘Retaliation’ lighting iteration: brightened up some dark spots of the map
Fixed ‘Retaliation’ foliage lighting errors
Weapons
Steyr AUG bullpup assault rifle with new attachments. Check the unlock requirements in the new info panel!
New info panel added to the armory, showing the rank requirements for unlocking each weapon and attachment
Improved, frame rate independent recoil
New skins hidden on different maps (The first community skins, courtesy of Koretskyy. Thank you mate!)
Weapon and skin unlock fixes
Projectile spawning is synced from client to server
Improved hand poses: Better primary gripping of weapons, improved mag holding poses
Lasersight improvements: lit when playing on high quality. A flare indicates its position when enemy holds his weapon directly at player
Scopes zoom levels changed, now all scopes can be used in Close-to-Mid range combat scenarios. Default zoom has the widest FOV.
Attachments
WiP, experimental attachments hidden as easter eggs in different maps (Magnified Holo Sight, HAMR Hybrid Scope, Canted Iron Sights Rail, Drum Kit Mag for Kriss Vector)
2 new laser attachments with new colors
Bipod: players are now able to use it as a vertical grip
Improved lasersight positions because of the new laser attachments
Laser sight visual is same for teammates and allies
Levels
The first story map, ‘Timber’ is divided into 2 parts with reworked layout and gameplay. Previously this map was huge, which negatively affected performance.
Gameplay
Co-op: respawn grab fixed on client side
Co-op: weapon drop from hand upon player death improved
Co-op: floating weapons on player leave fix
AI: reworked targeting and aiming system for more balanced fights
Unfortunately, some of our AIs decided to chase butterflies instead of shooting, so we had to delay the implementation of the new animations. We're fixing the bugs, but we need more time to sort it out. Will be included in a later update, we're sorry about it.
Sounds
Updated semi gun sounds.
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As you can see, we've been focusing on fixing and improving things. Bugs might still occur, if you see anything unusual, please report it in the 'Bugreports' section here on Steam, or via our Discord server. Your help is greatly appreciated! If you have any suggestions, ideas, contact us here, via e-mail, social media or Discord, we're all ears!
New maps, the PvP mode and further improvements are in development, stay tuned for the news about them!
We hope you guys are all wondering when and what will be the next step for Zero Caliber en route to its full release. We know we still have a long road ahead of us, but with all the great feedback and suggestions we could gather from the community already, our team is now working harder than ever to make the game just like you all want it to be!
The next update will be a major one, scheduled around 15th March.
What can you expect from this update?
Disclaimer: all footage seen below are from the testing phase and don't represent their release state.
First part of a massive AI overhaul
Our AI -both enemy and teammate- isn’t perfect. We know that. Our team has been working very hard to bring new life to AI behaviour and animations and we are eager to show you its result! Although still far from final, their behaviour will be much more lifelike: they received proper animations, be it regular movement, reloading, cover finding or aiming. That, combined with a reworked aiming system means that they will move much more smoothly, and will behave more like a human instead of their current choppy nature. We still need a lot of internal testing and bugfixing, but you can expect to fight a much more intelligent enemy starting from the next update!
Improved and fine tuned movement system to avoid possible motion sickness
Zero Caliber is one of the more intense titles out there when it comes to movement. This means that people prone to VR induced motion sickness might feel a little dizzy after longer play sessions. We’ve already implemented a so called ‘Comfort mode’ to counter this (found in the options menu), as well as started to even out the terrain to avoid frequent and sudden up and down movements. In the next update, you’ll see a few changes, namely:
Slower base speed, slower strafing, slower backward speed
Slower speed when crouching
Player can only run when not aiming (depending on weapon type)
Run can be automatically or by-input activated (can be set in the options menu)
We are hoping that this change will further help in countering motion sickness, and will also give a more realistic movement feel.
‘Timber’ rework
The game’s first campaign map, ‘Timber’ is currently very demanding performance wise. People with weaker PCs might experience FPS drops due to the huge gameplay area and all the details that can be seen at the same time. We’ve decided to change the map’s layout. The mission’s length and aesthetics will remain the same, but the overall performance will be much more optimized across all the mission.
Initial setup guide
The game has a lot of options, which can all be found in the settings menu. To make things easier for players, we’ve implemented a setup guide, which will pop at the first start of the game (and can be skipped for experienced players). This quick setup guide will help players to select the optimal graphical settings, preferred locomotion type (head or hand oriented, left or right hand, snap or smooth turn) and other important settings. All these settings can be adjusted later in the options menu, but inexperienced players will have an easier time setting up the game in order to achieve the best experience possible.
Better hand animations
We’ve also improved the player’s hand animations. Pulling the trigger and reloading the guns will feel much more natural!
Steyr AUG
Our weapon selection will be expanded with yet another community favourite: the Steyr AUG bullpup assault rifle.
Based on your feedback, and the fact that we want to polish Zero Caliber as much as possible, we’ve decided to concentrate more on core mechanics and gameplay improvements for this update. This of course doesn’t mean we’ll leave you without content updates! We’re also already working on two new singleplayer/coop maps that will be released a bit later. The list of things we’re working on doesn’t stop here! Our PvP mode is in the works too, we’re expecting a beta-ready state next month! Are you guys excited? We surely are and will count on all your feedback in this stage more than ever! We’ll keep you guys posted about future updates as we progress.
If you have any questions/request/advice, feel free to contact us here on Steam, on r/xrealgames, on our Discord or our social media channels any time!
Thank you guys for your continuous support, and again, as we make the game for you it is essential to keep every feedback coming!
We've been hearing a lot from the community that Zero Caliber needs a CQB map, so we made one! Our new small mission, 'Retaliation' brings you intense Close Quarters Battles, and what is even better is that it's a night map! Grab your flashlight attachment, put it onto your favourite gun, and you're good to go! Or don't, and enjoy the darkness. It's your call. 'Retaliation' can be unlocked by replaying 'Boot Camp'.
Check out the detailed patchnotes below.
Missions
New level: Retaliation - Unlocks after replaying 'Boot Camp'
Reworked music for lobby
Player/control improvements
Better VR experience: we removed the collision from most of the small objects, so your movement will be smoother - less likely to experience heavy motion sickness
Weapons
Attachments on AI weapons: the AI is now using weapons equipped with various attachments. Check out the fallen AI's weapons and take any attachment you want!
Minor fixes on various guns
Progression system
XP, player rank and weapon-unlock system improvements [previously the player unlocked weapons at the end of levels, only once]:
Players now get *XP* points for completing levels
Better accuracy, more kills and headshots, plus more co-op buddies mean more XP!
XP points get *Ranks* for players
With each rank, players unlock some weapons, special magazines or attachments
Fortunately, previously unlocked and/or bought weapons, magazines or attachments are kept, not lost with this update
What is more, previously skipped weapons get unlocked automatically if current player rank allows them
Known issue: unique weapon skins are not handled yet, will be added in a future update
Gameplay
Totally reworked enemy spawning (improved and more balanced)
The enemy uses attachments on weapons too
The friendly ai will use more weapons with better attachments
Various bugfixes on every level
Gfx
Effect, texture model fixes
Optimization on multiple levels
Stuff we're currently working on
A massive AI overhaul [both animation and behaviour]
Pump acion shotguns
New maps
PvP [more info soon™, please be patient :)]
Optimization and fixes
As always, thank you guys for the continuous support and feedback, it's greatly appreciated! Keep the feedback and suggestions coming!
We’d like to share with you what you can expect from the XREAL Games Team regarding Zero Caliber VR in 2019. :)
TL;DR version:
Monthly map updates
Regular weapon updates
Massive AI overhaul, both animation- and behaviour wise
PvP with dedicated servers
Tutorial and weapon showcase videos
Reworked progression and unlock system
Complete dialogue and voice acting rework
Conclusion of the story
Soundtrack
Massive optimization improvements
Last year was a blast! Thanks to the community’s feedback, suggestions and bugreports, the game has come a long way! We’ve been working constantly on fixing, polishing the game and adding new content, and we will continue to do so in 2019! We’re still a small indie team of enthusiast developers, so your continuous support means a lot to us! :)
Please welcome our new trailer! Subscribe to Pewdi our channel for the upcoming weapon showcase- and tutorial videos!
And now on to 2019: we won’t leave you without updates!
You can expect monthly map updates, the first one coming at the end of next week. Are you afraid in the dark? We hope not! ;) It will be a smaller mission, just like ‘Dust’ and ‘Frostbite’. The flashlight attachment might come in handy!
Between the map updates, there will be regular new weapon additions. We’ve already added a community favourite, the KRISS Vector. Let us know which one should we add next!
AI
We have to talk about the dreaded AI. We know it isn’t perfect, but don’t worry! It will get a complete overhaul. New animations and behaviour updates are on the way!
PvP fans shouldn’t be let down either!
We’ve started working on the PvP mode of Zero Caliber VR. Our vision is to bring something new to the market, we’ll share the details when we get closer to testing around April. Stay tuned!
Graphics
In terms of VR, optimization is key. We have a few tricks in our bag, graphics and performance will get better and better with each update! We’ve already decreased the blurriness in our latest update and will continue to optimize the game even better!
Story and Gameplay
The dialogue, and the voice acting will get an overhaul as well. We do know it isn’t perfect either, we’re reworking it based on the community’s feedback. We’re also producing a badass soundtrack for the game, and of course the story will get a conclusion.
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This post is long as it is, so we haven’t listed everything we’re planning to do this year (like the reworked progression and unlock system). If you have any questions, feel free to ask us here on Steam, on r/xrealgames, Facebook, Twitter, e-mail or our Discord server. We’re more than happy to answer!
If you have trouble or issues with the game and need assistance, contact us directly, we’re always there to help!
On to a very exciting and update-filled 2019! :) XREAL Games Team
In this update, we've added the most requested weapon by the community: the KRISS Vector submachine gun and its attachments. Such a unique gun! It can be unlocked by replaying 'Boot Camp'. Let us know which weapon would you like to see the most in the game!
We've also majorly decreased the blurriness some of you might've experienced. We're constantly working on optimization, so expect even more improvements in the near future!
See the detailed patchnotes below:
Weapons
KRISS Vector, Light+Heavy stock, two suppressors, a holosight and a vertical grip - replay 'Boot Camp' to unlock it
GE36 slider stays back when emptied
SMG 45 slap reload added
Fixed folding stock scales
GFX
Significant improvement on the impact effect - now different calibers make different damage to various surfaces
Force pull effect added - a laser beam that makes it a lot easier to select the object you want to pull (can be enabled/disabled in the settings)
Decreased blurriness and tons of optimizations and fixes
Gameplay
Players get XP and money at the completion of each level. It is calculated differently than before and will be changed in the near future
Improved (more accurate) colliders for various objects
Timers are shown on the objective marker
Improved AI cover finding
Maps
Fixed playzone problems on ‘Tinder’ in Co-op mode
Fixed minor playzone problem on ‘Hail’
Moved Ka5c stock unlock to the same map as the weapon unlock
Frostbite can’t be rushed through without fighting
Fences don’t block bullets on Frostbite
As always, thank you guys so much for the continuous support! Your feedback is greatly appreciated and needed, please send us suggestions, feedback, ideas or questions here on our Community Hub, on r/xrealgames or our Discord server!
'Tis the season to be jolly! The Holidays are coming, and we prepared a little surprise for you. In this update, you'll find a new, snowy mission: Frostbite with a present: a tactical shield hidden somewhere on the map. It's for testing purposes, please send us feedback!
We implemented a much awaited weapon: the M14. You suggested, we made it happen! Comfort mode is also here, hopefully it will help those who suffer from motion-sickness!
We fixed and improved countless things thanks to your overwhelmingly positive feedback and suggestions. Thank you guys for all the feedback, keep them coming! Detailed patchnotes below:
Player / control improvements
Added “Comfort mode”, which you can enable via the options menu. This adds a black fade on the edges of your view if you are moving too fast. This way we hope you can avoid VR sickness.
Added “VR Center Arrow”, which you can enable via the options menu. This will indicate the center of your roomscale VR setup.
In Co-op mode now you can view your stats with the long press of the ‘option’ button.
Improved weapon pick up for oculus
Grenades can be cooked with top action button (no need to pull out pin manually)
Weapons
New M14 Rifle
Winter Camo
Red Dot with Darkened Sight designed specifically for bright levels
Improved Projectile Visuals, more variated look between the different calibers
Improved Performance on ‘Comfort’
‘Comfort’ and ‘Timber’ Environment fixes
Pixel density setting slider fixed: previously it was set to default regardless of the selected value - crispier graphics when set to high, better performance when set to low
Missions
New level: Frostbite - replay Boot Camp to get access to it
Tank, Stryker improved collisions
Gameplay
Optional respawn at checkpoint in Co-op
Rare crash on 'Comfort' fixed
Occasional crash on 'Timber' fixed
Removed collision with small items on the floor, so the VR experience is smoother
More weapon types for your friendly soldiers
Easier to survive with the Second Wind feature, you have half a sec to move to cover when you are about to die
Sacr stock unlock fixed
Shooting and Clipping through Walls on ‘Timber’ and ‘Comfort’ fixed
Audio
Music can now be turned off
Sound slider bug fixed
Once again thank you guys for all the feedback and suggestions, we couldn't be more thankful! Keep them coming!