Join us as we break down the significant list of Racer balancing changes coming to the game at the start of Season 7.
To kick things off, we’ll discuss standard balancing changes that will go live in Season 7 and then move onto a more specific issue with Racer stat caps that required several additional stat-based adjustments for Upgrade Level 50 Racers only.
RACER & SKILL BALANCING
COMMON SKILL: FIRE
A Racer can only be stunned once by each instance of the backwards activation.
The stun duration from the backwards activation has been reduced.
COMBAT STAT, BRAWLER RACER CLASS & STUNS
The Combat stat in-game directly affects the duration of stuns, whether that be when you stun a rival Racer or when your own Racer is stunned. Our team is implementing changes so Racers getting stunned feels less punishing for players. These adjustments are as follows:
The duration of a stun for Racers with a low Combat stat will be shorter.
The speed reduction effect from being stunned has been lowered.
The duration of stuns received from a Brawler Class Racer Dash has been reduced.
The knock back effect received from a Brawler Class Racer Dash has been increased.
RACER BALANCING
RACER JASMINE
The normal activation of Jasmine’s Unique Skill only grants invulnerability while she is in proximity to Rajah.
The duration of the charged activation of Jasmine’s Unique Skill has been reduced by 1 second across all Star Levels.
Rajah’s speed has been reduced at Star Levels 4 and 5 for the charged activation of Jasmine’s Unique Skill.
Rajah’s speed has been increased at Star Levels 2 and 3 for the charged activation of Jasmine’s Unique Skill.
RACER ALADDIN
The speed at which Aladdin travels while the normal activation of his Unique Skill is active has been reduced by 10%.
RACER GENIE
Genie’s Top Speed stat has been reduced.
RACER JAFAR
Jafar’s Top Speed stat has been increased.
RACER ARIEL
The speed boost granted from Ariel’s charged Unique Skill after collecting 4 Relics has been reduced between 7-13% depending on the Star Level.
RACER PRINCE ERIC
The length of the trail effect from Prince Eric’s charged Unique Skill has been reduced by 25%.
Prince Eric’s Top Speed stat has been increased.
RACER KING TRITON
King Triton’s Top Speed stat has been increased.
King Triton’s Handling stat has been increased.
RACER URSULA
Ursula’s Handling stat has been increased.
RACER HANS
The duration of the charged activation of Hans’ Unique Skill has been reduced by 20%.
Hans’ Handling stat has been increased.
RACER SULLEY
Sulley’s Top Speed stat has been reduced.
Sulley’s Handling stat has been increased.
RACER RANDALL
Randall’s Top Speed stat has been increased.
RACER BUZZ LIGHTYEAR
The speed boost granted from Buzz Lightyear’s charged Unique Skill has been reduced by 10%.
Buzz Lightyear’s Handling stat has been increased.
RACER MINNIE MOUSE
Minnie Mouse’s Top Speed stat has been increased.
RACER STEAMBOAT MICKEY
The duration of the charged activation of Steamboat Mickey’s Unique Skill has been reduced by 1 second across all Star Levels.
The length of the trail effect from Steamboat Mickey’s charged Unique Skill has been reduced by 25%.
RACER MULAN
Mulan’s Top Speed stat has been increased.
RACER MOWGLI
Mowgli now generates more Manual Boost when he is in proximity to the wolves while the normal activation of his Unique Skill is active.
Mowgli instantly fills his Manual Boost bar after the charged activation of his Unique Skill.
RACER LILO
The duration of the normal activation of Lilo’s Unique Skill has been increased across all Star Levels.
RACER CAPTAIN GANTU
Captain Gantu’s Handling has been increased.
RACER OSWALD
The speed at which Oswald travels while the charged activation of his Unique Skill is active has been reduced by 10%.
RACER WALL•E
The amount of Manual Boost granted by collecting the piles of scrap metal from the normal activation of WALL•E’s Unique Skill has been reduced by 15%.
RACER STAT CAPS & CREW CHANGES
RACER STAT CAPS
As some players started to “max out” their Racers by reaching 5 Stars and Racer Upgrade Level 50, an issue was identified where stat bonuses granted by Crew members were being “capped”.
After a lengthy investigation by the team, a solution was identified, but it requires re-balancing some stats for Racers at Upgrade Level 50 only. The changes to the affected Racers are listed in full below:
RACER JAFAR
Top Speed stat has been increased.
RACER ARIEL
Handling stat has been increased.
RACER PRINCE ERIC
Top Speed stat has been increased.
RACER KING TRITON
Top Speed stat has been increased.
Handling stat has been increased.
RACER URSULA
Handling stat has been increased.
RACER HANS
Handling stat has been increased.
RACER OLAF
Boost stat has been decreased.
RACER SULLEY
Top Speed stat has been reduced.
Handling stat has been increased.
RACER RANDALL
Boost stat has been increased.
RACER BUZZ LIGHTYEAR
Handling stat has been increased.
RACER WOODY
Boost stat has been decreased.
RACER MINNIE MOUSE
Top Speed stat has been increased.
RACER GOOFY
Acceleration stat has been increased.
RACER CAPTAIN GANTU
Top Speed stat has been increased.
Handling stat has been increased.
RACER OSWALD
Top Speed stat has been reduced.
RACER ORTENSIA
Top Speed stat had been reduced.
RACER THE BEAST
Boost stat has been increased.
RACER MULAN
Top Speed stat has been increased.
CREW CHANGES
The previously mentioned Stat Cap changes gave us an opportunity to review how Crew stat bonuses are applied. Previously, Crew members granted a purely numerical stat bonus, for example, +500 to Top Speed. Going forward, Crew members will now grant percentage-based stat bonuses with the max percentage for each individual stat being +5%. Taking the Top Speed stat as an example, the 5% bonus is tied to the maximum possible Top Speed stat for a Racer.
These changes also allow us to increase the number of different Racer stats a Crew member can grant bonuses to. This means that Common Crew members will now grant bonuses to 2 different stats, while Rare Crew members will now grant bonuses to 3 different stats.
We are also making a change to normalize the behavior of Epic Crew members. Previously, Epic Crew members granted a higher stat bonus to Epic Racers than to Common or Rare Racers. From now on, Epic Crew will grant the same stat bonuses, regardless of the rarity of the Racers they are equipped to.
We are also making some adjustments to the skill bonus granted by the following Crew members:
King Louie will now grant a skill bonus to Boost instead of Shield. (The Jungle Book Collection)
Auto will now grant a skill bonus to Rush instead of Shot. (WALL•E Collection)
Mrs. Hasagawa will now grant a skill bonus to Shot instead of Hack. (Lilo & Stitch Collection)
Elephant On A Bicycle will now grant a skill bonus to Hack instead of bomb (Oswald the Lucky Rabbit Collection)
That’s it for all the balancing changes to Season 7. See you all out on the racetrack!
We’re happy to share that Update 1.3 is coming out next week! We aim to release it on Tuesday, April 23 at around 1:00 pm - 4:00 pm UTC (subject to change based on external factors).
With that in mind, we wanted to share a final sneak of the update!
Update preview
So, what features can you expect from the update? Undoubtedly, the most eye-catching one is a new Dangerous Glade event - the River Kelpie.
Will you dare face it?
On top of that we’re adding new perks themed around a more corruption/blight-heavy playstyle, we’re looking closely at the balance of various game elements, such as Embarkation Bonuses, Blight Post upgrades, cornerstones, and others.
We wouldn’t be ourselves if we didn’t include multiple UX improvements, such as:
Precision tree marking mode
Improved visibility of highlighted trees
Clicking on goods in resource bar opens Recipe Panel
Ancient Seal overlay for World Map
Setting to enable house entrance arrows
And many more (let’s leave some tiny surprises, shall we?)
We will release the full changelog when the update goes live. Stay tuned!
Settlement Save
Important: Due to numerous systemic changes, the Update will close the ongoing settlements to avoid potential issues. As compensation, you’ll receive extra Citadel Resources and Royal Resupply. If you don't want the settlement to be closed, please make sure to finish it before the update goes live.
Alternative (Steam only): For those of you who won’t find the time to finish the settlement before the Update goes live, we also prepared a separate branch on Steam where we’ll keep the current version for an extra week.
To switch the branch, right-click on Against the Storm in your Steam library and select Properties. Then go to the Betas tab and select “Against the Storm version 1.2” from the drop-down list:
Once Update 1.3 goes live and you finish the settlement on the Beta branch, select the “None” branch to return to the main branch.
Preview livestream
We invite you to join us on our Twitch channel on Monday, April 22, at 3:00 pm UTC for a full preview of the update and a Q&A session:
This update is back on the main branch! If you are on the beta branch, you will also be updated to this version automatically.
Here are some things that are new this week:
Added a base to level 24
A BNTG base has been added to level 24. Unfortunately, the base has been overrun by entities! Clear those out and you'll see that there are tons of supplies in every little section of the building. Suggested by @LunaNightZ on our discord server.
Added the custom gun skins feature to the AK-47
The custom gun skin feature that we introduced last week is now applied to the AK-47. More will be coming in the near future.
Added some new chunks to level !-!
A couple of new hallway chunks have been added to level !-! for variety. In addition, some bugs have been fixed with the generation.
And now for some rapid-fire changes:
Improved supernova pumping sfx Made it so that you can put a suppressor on an MP7 Decreased ppsh-41 firerate Added a delay to firing the M82 Made more objects in level 18 grabbable Tech Tree Arena music can now be controlled by music volume slider Added several new materials to level -1
Now, if you were on the main branch you'll get a ton of other stuff from past beta updates:
Revamped level 18
A new level 18 is now here! This level revamp may just be the largest one that we've attempted yet. This is only its second week in the game, the first being as a preview. There are still many bugs, but we feel that it is in a good enough state to ship out as a Beta.
There are two maps to level 18, the spawn map and the main map. First, I will talk about the spawn map.
The spawn map is a maze of rooms, separated into three main halls. You start in a large colorful playroom with tons of oversized toys like a xylophone and rocking horse. You can even walk on the xylophone and play it! The first hallway is cloud-themed. There are many oversized dinosaur toys inside of it, among other props. The second hallway is a dark blue kindergarten classroom. There are small rock climbing walls near the edges, and a few toys in the classroom itself. In the back halls of the classroom is a strange area with uncanny AI paintings on the walls. This leads to the main map. The third hallway is a very dark children's bedroom with many blankets and beds. There are also several desks which contain drawings with some of our playtesters' names on them. This room also leads to the main map.
The main map is a vast expanse of childlike areas. It is separated into 6 main areas: the neighborhood, the school, the playground, the tubes, the clouds, and the church. First, the neighborhood contains all sorts of suburban houses similar to those of level 9. These houses contain many bits of trash and surreal scenes like lightbulbs baking on a stovetop. It is heavily implied that kids have lived in these houses at one point or another. Second, the school is an eight-part complex of rooms. The school itself is separated into two parts, the daycare and the high school. The daycare is filled with rooms like a stuffed animal room, a room full of boxes, a locker maze, and more. The high school is filled with rooms like classrooms, cafeterias, and libraries. Third, the playground is a smaller area with a large amount of modern playground equipment. There is also a tennis enclosure there, which you can walk into. Fourth, the tubes is the section that is the most similar to the original level 18. There is a lot of playground equipment here as well, however it is all run-down Russian playground equipment instead of modern American equipment. The area is categorized by a maze of playground tubes similar to the original. Fifth, you can take a rocket in the tube area to reach the clouds. This layer is the most barren of the 6 main areas, as it only has a cloud plane and an exit. However, it is a great way to get a top-down view on the map. Lastly, the church is located a bit out of the way. It is beside the school. It seems as if the church is always closed, but it is still an imposing landmark nonetheless.
There are two unique friendly entities in level 18, the Plush Dino and the Booknado. The Plush Dino is a stuffed dinosaur. He will lead you to the rocket ship slowly, but if you pet him he will follow you instead for a short time. The Booknado is a large tornado made of books and can be found in the library.
All of level 18 is categorized by a childlike atmosphere, uncanny proportions, and a strong sense of nostalgia. A great new track by LunaNightZ is in the school. More audio is coming soon though!
Added 5 new meats
Wretches, Skin-givers, Partygoers, Lighters, and Clumps now all drop meat most of the time. These meats aren't anything special, however some have some interesting effects. For example, the lighter meat has an aura emanating from it.
Added a keypad to the red room in level 2
The red room radio in level 2 had a set of numbers in the audio file that didn't have any correlation to the game until now. Now there is a keypad that leads to a secret room!
Added "far away entity spawners"
This is a new feature that continuously spawns entities if there are no entities on the level for some large levels. More entities will spawn if you shoot weapons frequently without a suppressor.
Revamped level !-!
A level !-! revamp was hinted at a couple of devlogs ago, and now it's here!
Level !-! is now fully procedural, with around 22 chunks to generate. Many chunks have multiple variants too, with different furniture variations or item placements. There are 3 main types of chunks: Hotel chunks, obstacle chunks, and blue room chunks. Hotel chunks are normal chunks that build most rooms and hallways. They range from hotel halls to laundry rooms, to receptions rooms and more. Obstacle chunks have special challenges to overcome similar to level RUN's obstacles. Mazes of barrels and fences, hallway blockages, split hallways with two fates, trap rooms, and many more. Lastly, blue rooms can generate which are safe havens where entities cannot go.
Added several props to level 5
This is part of an ongoing project to revamp level 5, and it will continue into next week. This week though, the rooms on the side of the main lobby and the rooms in the suites area have been revamped. Many more rooms will be redone in the next update.
Here's a before and after:
Added new audio to level 18
Several audio files such as kids playing, cafeteria noise, and classroom ambience have been added to Level 18's main map. Do note, we had thought that we had fixed the grass in level 18 not showing, however, we could not seem to fix that issue in time for the update.
Added new chunks to Level Fun
A couple of new wall color variations have been added to Level Fun.
Revamped level 31
Level 31 has gotten a facelift. It is much darker now and has typical arcade theming. The carpet and walls all have multicolored 90s patterns, there is now steam in the main area, and there is a new model for skates. You all voted for this level on our discord polls.
Improved mk3 operation
The force required to pull the bolt has been decreased, tolerances have been worked on for interaction points, and the animation has been improved to take less time.
Categorized gameplay settings
Gameplay settings is now divided into three parts: the first is a technical part containing system settings and controls, the second is devoted to gameplay options, the third is for more fun settings. Suggested by @LUKA on our discord.
Added MP7 SMG
A new SMG has been added, the MP7. This top-charged, 30 round SMG is a more accurate and deadly SMG than the Mac-11, while being less bulky than SMGs like the Vector. The community voted on this in a poll.
Added Barrett M82
A new rifle has been added, the Barrett M82. This .50 BMG Anti-Materiel Rifle is a hefty piece of machinery. It doesn't work very well as a primary or a secondary, but is instead meant for a support weapon role. This rifle can be seen in levels 3, 4, and 11 protecting MEG bases. The community voted on this in a poll.
Added mac-11 custom gun skins
The Mac-11 now has a custom gun skin system. You can apply the custom skin in the gun store. Then, to choose the texture, upload it to the internet, copy the link, create a file in a directory C:/BrVRFiles called m11.txt, and paste the link in there. Templates are in the discord server under #guides.
Overhauled many rooms in the starting area of level 25
The starting area of level 25 has gotten a facelift, receiving updates to many rooms. There is now on average more lighting and detail. More vending machines are now present, and several of the walls have been replaced with futuristic ones from level 201.
Improved bounciness
Bounciness of the player against walls has been improved, however half-height objects still bounce just as much.
Added the spaceroom
Ah yes, an orange room in level 18 with two white-out windows and a single school desk in the very middle. Sound familiar? Suggested by @LUKA on our discord.
Added chicken bomb
This may seem like a strange concept, however it was one of the very first weapons to be in BrVR. It is now back. It is a chicken that you can through at clumps to kill them. There is also a timed detonation system on the chicken itself. Suggested by @Cameraman on our discord.
Improved revolver animation
The revolver has a new animation when popping out the cylinder.
Added new chunks to level !-!
A pool chunk and a new hallways chunk have been added to level !-!.
Now for some rapid-fire changes:
Fixed collision bugs with !-! Added several props to level 5 Increased cyclic rate of 870 Fixed a bug with cassette audio Added more pipe collars to level 2 Fixed the lods on the red room radio Added a blue tape square to level 0 Turned down the effect of the metro's glow Added more partygoer balloon color variations Gun cases now delete themselves in hard mode
Fully reworked starting weapon system (now you choose characters with unique weapons and relics instead of just weapons!)
4 new weapons
9 new relics
6 new mods
3 new boss relics
balance changes
minor bug fixes and visual changes
and other game changes
I also updated press kit with new update stuff! You can find it HERE!
REWORKED STARTING WEAPON SYSTEM The reworked starting weapon system is definitely the most exciting part of this update! Now you choose characters instead of weapons! Each character has unique relic that changes game in big way and also unique weapon to start with! Weapons are very similar to old ones, but there are new ones too and old weapons got big buffs, so I would recommend trying all of them :)
NEW CONTENT I won't spoil anything! Explore new upgrades by yourself. I will just mention that I designed all of them to make less popular build more interesting and fun.
GAME CHANGES
Mark damage bonus: 25% → 30%
Explosion, poison, lightning damage chance to trigger (on hit) effects: 35% → 50%
Added enemy health increase after boss fight to danger levels and decreased enemy health bonus (these changes will make first zone less tedious, but later ones will be much harder)
Made some trinkets a lot cheaper and some starting weapons (now characters) a bit more expensive
Thunder staff: complete rework: (on deflect): shoot bullet that will trigger chain lightning on enemy hit Dev note: his will open up more opportunities for interesting combos)
Bloody scarf: added: +20% dash recharge speed and on kill effects will be triggered twice
Bouncy balls: damage 40 → 50
Bullet fries: max ammo -2 → -4
Destruction protocol: explosion size 2.5 → 3.25
Evil spirit: damage 40 → 50
Hive: on hurt critter amount 8 → 7
Shattered mirror: now effect will last for entire area instead of 3 seconds, spread 10 → 5, trigger chance 30% → 20%, added: -5% haste along side with +1 bullet
Thunder drums: removed lightning damage bonus, added: (on bat hit), trigger chain lightning
MODS
Barrage: chance to trigger 15% → 25%
Hamster wheel: removed range penalty
Laser marker: chance to mark 20% → 25%
Strange worm: added +1 bounce
Twin strike: range -25% → -15%
BOSS RELICS
Abyss Necklace: mark damage bonus +12% → +8%
Ancient Brew: dash recharge speed +45% → +60%
Ancient Cannonballs: spread -100% → -125%, bullet speed +25% → 35%, chance to give bonus damage +30% → +35%
Chaos in a bottle: explosion trigger chance 75% → 50%, explosion size 2.5 → 3, added: every 3.5s seconds, trigger chain lightning twice
Master dagger: complete rework: (on dash): +8% critical hit chance, (on critical hit): deal triple damage, apply 4 stacks of poison and -2% critical hit chance
Perfect lightning bolt: mark duration bonus 1.25s → 0.5s, added: (on hit): if targets was marked, shoot bullets in random directions
Perfect sandwich: elite chance increase 100% → 20%. Chance will be increased immediately instead of after mod is applied.
Platinum sword: haste +40% → +35%
Royal wine: added: +25% poison damage and -25% poison tick speed. poison tick speed bonus for marked enemies +200% → +300%
Sacred scroll: lightning chance 40% → 30% Dev note: relic description showed that chance was 50%, but the actual chance always been 40%
TRINKETS
Cursed gift: enemy health 15% → 8%
Helping hand: homing 12 → 15
Jester hat: relic options 2 → 3
Memories: relic will appear even more often
Royal ring: boss reward rerolls 4 → 5
Rusty wrench: remove haste penalty
Spear: damage -20% → -15%
Strange brew: heal chance 75% → 50%
Toolbox: mod rerolls 2 → 3
That's it! I hope you all will like it and definitely let me know what you think! Like I mentioned in previous post, I am still not sure if I will update game further, but who knows!
Level Zero: Extraction - George Kulko aka Antishyr
Hey, everybody!
Our team at Doghowl shot the first-ever Level Zero: ExtractionDeveloper Podcast. Daniel (Nuclearjke, Executive Producer), George (Antishyr, Community Manager), and Alex (osallivan, Art Director) sat down to chat about our plans for the upcoming Open Beta in Summer, discuss the amazing feedback players have provided us with, and reflect on the Closed Beta we held back in March of this year. It's a lengthy watch (or rather, listen)—around 50 minutes—so if you're down for a deep dive into what we're working on, you might want to check it out.
Last month during GDC 2024, Renaud Charpentier, Creative Director at Tower Five, talked on the Unreal Engine showfloor, about the innovative journey of crafting Empire of the Ants and the transformative power of Unreal Engine 5 in shaping immersive storytelling.
Gigantic: Rampage Edition - Gearbox Publishing Europe
Gigantic Players!
We want to extend our sincerest apologies for any inconvenience or frustration you may have experienced over the past week. We understand that many players have encountered issues, and we want to assure you that we've been working diligently to address them. Our team has been tirelessly making fixes to improve your gameplay experience and will continue to do so. We appreciate your patience and support as we strive to provide you with the best possible gaming experience. Thank you for being a part of our community, and we look forward to seeing you on the airship.
Issues Already Addressed:
Fixed the requeue/unknown queue issue
Fixed issue with reporting players impacting server load
Prevented the frontend from crashing due to redis timeouts
Additional improvements to server stability
Deployed a new frontend fix, which aims to fix the double timeout issue for requeue and add additional logging to help us debug the timeout queue issue
Known Issues:
Console Crashes
PS5 System is non-responsive when closing application after being stuck on the VS transition screen
Random crashes on Xbox platform
Matchmaking Timeouts / Declines
Ghost Matchmaking Issue
Hero Balance
Roland 100% Buff
Kajir E Skill Cooldown
Bot Backfilling - Bots spawned after a Player leaves are invincible and do not belong to either team.
Various Localization issues
Arc Platform Issues
Hangs on "creating crew" when launching the game on Arc through non-English regions.
Temporary Workaround: Switch Arc client language to English
We expect fixes for these and other issues to come soon in a future update. This list is by no means complete, but rather a selection of hot topics within the community. Please don’t hesitate to make us aware of any issues you are encountering in the bug-report section of our Discord!
Looking ahead, we still have Ranked Mode coming your way, which will be shipped with a later update. And starting today, we’ve activated Double XP in-game, so you’ll be levelling up much faster. This event will be live between Friday, April 19th at 7am PDT / 4pm CEST and Monday, April 22nd at 7am PDT / 4pm CEST.
There are five days until the Serum playtest is live. Want another dose of Serum to keep you going? Register to take part in the forthcoming playtest via Steam and help us shape the game with your constructive feedback. Explore a twisted and shattered world and learn how to survive against the pressure of time.
Good Luck!
Join the conversation on our Discord and stay up to date with Serum news and updates on our social channels.
We're already flying through April and that means we're coming towards the end of our Scene Makers open community project and inching ever closer to our 1.0 release. We've not announced an exact date yet, but you can expect our 1.0 and console launch in Summer 2024, so keep an eye out for info and updates!
Three More Days of Scene Makers!
Scene Makers is closing at 22.59 UTC on April 22nd; don't leave it to the last minute to submit those entries, Explorers! Remember, we'll be picking at least 50 of your submissions to appear in the 1.0 version of the game, and we're aiming to include qualifying creator (or team) names in the Core Keeper credits. For more information on scene makers, including details on how to submit, click here!
Atmospheric Railway
This railway scene is a fun example of how the right lighting can create a sense of atmosphere and lead your eyes to points of interest.
1.0 Teaser
Remember our Lunar New Year seasonal event trailer? Well, you might have spotted this exciting 1.0 teaser that we snuck in there! What is this mysterious creature? Is it friend or foe? And did you know that it's actually a hybrid of 2D and 3D animation?!
Galaxite Bolders
If you're wandering through The Desert of Beginnings, you might just stumble upon this trio of Galaxite boulders! Don't worry if you've not got a drill to hand, though, there's a little Galaxite ore in the surrounding walls too.
Vondikall's Smelter Setup
Discord user, vondikall, was kind enough to share their smelter setup with us! It starts with conveyor belts connected to ore boulders all over the world The drilled ore then travels along the belts and through smelters so that the chests at their base fill with finished bars. Pretty impressive!
Love of Automation
It's an automation-themed week! Discord user, RustyDios, has just discovered the joys of automation in Core Keeper and now they're wondering why they ever did anything by hand.
Desert Skylights
Check out this awesome fan art from Scribblin! This idea came to them when they were roaming through The Desert of Beginnings and thought "if we could just look up in the desert...I wonder what we'd see?"
Added HOW TO PLAY INFO: INFO: Search with the Binoculars for Anomalies. They can be hidden, either as a captured Observer or in the environment. Keep an eye on the details. This is NOT an easy task. If you find nothing and believe "all is good," press Space so all captured Observers will walk back to HQ. If the Green Light glows up at HQ, you did it right... If it's Red, have a guess... Use the E key to fast forward after making your Target Report, so you don't need to wait as long for them to return to HQ. You also have Night Vision available with the Q key; use it to gain an advantage during dark nights, as some anomalies are only visible with Night Vision. You're gonna make it!