
Greetings Mercenaries,
We’re thrilled with the reception to MechWarrior 5: Mercenaries - Shadow of Kerensky! The team has been watching your content, reading your posts, and taking notes. We’re keeping a close eye on your feedback (including AI weapon usage behavior) as we plan future updates.
In the short term our first hotfix is now in QA, and we wanted to share a preview of what’s coming. (notes below) Alongside this, we have prepared the Full Shadow of Kerensky Game update notes to cover the additional fixes and changes that shipped with the DLC. (notes below)
And if you missed the news, Japanese language support is also on the way in an upcoming patch.
Thanks for playing,
The MechWarrior 5: Mercs Team
Fixed dust cover disappearing when attaching PSO sight to AK104 and AK105
Made binaural audio off by default, improving audio performance on lower end systems
This option may need to be manually disabled if you already had this option on prior to the hotfix (it was previously defaulted on)
Fixed ironsights not flipping down when an optic is equipped
Made tablet close if ESC is pressed (the pause menu will still open but you will now leave the tablet)
Fixed human AI looking wistfully into the distance
Fixed broken grip hold on third person animation
Fixed a bug where the player character preview would not appear when joining a server
Improved soldier investigation selection
Fixed black artifacts on some materials due to pixel depth offset
Improved third person animation on the tire iron
Fixed guard animation being rotated weirdly while moving
Optimized human character networking, improving network performance with many players
Reduced sheen on D-Class material
Fixed collision issues on silo walkways in Outpost Axiom
Optimized visibility culling in Outpost Axiom
Fixed jittery grip hold in third person animation
Fixed a bug where cosmetics would not appear when joining a server
Various other optimizations and bug fixes
Fixed players losing credits when another player leaves the game
Fixed players losing credits when another player dies during the staging area/waiting room
SCP-914 elevator now uses "absolute teleporting"
This means that players will now teleport to the center of the elevator, facing forward in SCP-914, regardless of their position when they entered the elevator at the end of the chamber
This should fix dying when there is a collision issue in the elevator, even if it doesn't fix the collision issue itself
Fixed a crash on the server when a player leaves during SCP-914 room sequence
Fixed incorrect physics on Bepis can
Fixed a crash if a player dies mid teleport
Fixed one use electronics activating on server if many players use them at the same time
Fixed the bug where you can close the shutter if all players interact with the switch, causing a softlock
Fixed spawn not correctly updating in Area-12 reception, causing a softlock
Fixed intense 50hz bass in interrogation ambient sound
Optimized SCP-1262 networking performance
Optimized interactive water simulation in Canals
Fixed SCP-610 falling through the floor on clients
Fixed some harsh snapping on SCP-610's upper body during certain movements
Added the ability to execute server commands from the server console
Added dedicated server ban syncing on restart and standby
Fixed report player dialogue being able to display multiple instances of the same player
Fixed /say command not sending messages to all players (this command is also now admin only)
Added logs for chat in server
Randomized Chamber selection (we planned this for Update 0.17 but unfortunately ran out of time to implement it)
Improved SCP-914 balance
3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaign
General Chamber balancing and improvements
Additional Challenges
Improved Challenges
A face-lift to Classic Survival
Achievements
We’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.
The first stages of official modding support
We are introducing an official mod loader tool that handles the loading of resources and server checks—an official SDK/mod creation tools is still planned and will be coming later!
Right now the mod loader specifically includes support for custom weapons, maps, cosmetics, factions and enemies
Big update for the demo today! Thanks to everyone who’s been playing and sending feedback — this one makes the game smoother, clearer, and (hopefully) more fun to play.
Here’s what’s new:
Upgraded Locker Room – new look and flow between matches.
Rebalanced Gameplay – matches now feel tighter and more competitive.
More Intuitive Spike Aiming – spiking feels natural and responsive.
Controller Support – grab your gamepad and hit the court! (this is my first time trying controller support, if it doesn't work tell me ASAP!)
This version is a huge step toward the final feel of Hangtime! and I’m excited for you to try it out.
👉 Play the demo now & don’t forget to wishlist to support development!
\[ AUDIO ]
Fixed an issue that caused sound dropouts while playing Agency.
Hello Voyagers! Michael / Spacenorth here with an important localization update.
We've made the painful decision to delay our Simplified Chinese localization at Early Access launch. Looking at our community outreach efforts and translation quality coverage, we don't feel confident we can deliver a good enough experience for Chinese players by September 16th.
For players who've followed our streams and blogs, you know we want to build great collaborative experiences for friends to enjoy together. China has one of the most social and passionate gaming communities in the world, and we think Voyagers of Nera could be a great fit! That's exactly why we want to get this right.
By delaying, we hope to find a great local partner who can help us both market the game effectively and ensure the translation quality meets players' expectations.
We're planning to officially launch Simplified Chinese support in December, alongside a major content update and Steam Winter Sale discount.
Launching into Early Access first and demonstrating player interest will help us connect with potential partners who can ensure we deliver both a localization and experience that Chinese players will love.
We apologize to players who have been waiting for Chinese support, and thank you for your patience as we work to bring Voyagers to players around the world in the best way possible.
Wish us luck on our September 16th launch - we can't wait to invite you all to Voyagers of Nera soon!
Michael and the Treehouse Team
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
Remote Play
Fixed streaming from computers on other networks
Steam Input
Improved detection of FlyDigi Apex and Vader controllers