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Active Matter›Events›Developer Q&A: July 1st 2026!
Community

Developer Q&A: July 1st 2026!

Active Matter · published 2 months ago

All eventsPlayers around this dateRead on Steam

With our first XBOX demo wrapping up, we heard from players waiting for the Steam release, others eager for the next big content update, and many curious about why we tested the unique “Headquarters: Assistance Protocol” Overtime Raid. Check out the answers below to see what we’re working on!

General

When do you expect the next big update?

  • July-August. We’re still working on it and want to show it at its best.

What would you say is the game’s overall objective at the moment? What should players expect long-term?

  • We’re preparing the "endgame" for the upcoming Steam release. In short, it will focus on groups of players competing for spheres of influence across the Multiverse.

Are you planning an "ultra-low quality" or "minimal client" option to reduce game size? Other Gaijin projects have this, and SSDs are pricey.

  • Yes, but it’s a lower priority. It takes time to prepare a good no-HQ pack that still preserves acceptable image quality.

Any update on whether those who bought the game on the Gaijin Store will be able to play it on Steam without purchasing again? Many of us are waiting for details.

  • We’re still working on this, and we’ll give more details through the news as soon as we can confirm anything!

Can you confirm your plans for cross-play between console and PC when both versions are released? If full cross-play isn’t feasible for competitive reasons (e.g., aim assist), could co-op Isolated Raids at least support cross-play with friends?

  • Isolated Raids will definitely support cross-play. For Open Raids, cross-play will require manual consent from players on both sides before entering joint battles - given the different platform-specific advantages that can affect gameplay.

Why is there console-only cross-platform matchmaking on the XBOX demo if Playstation doesn’t have the demo? Will there be a PS5 demo?

  • A festival started on XBOX in June, and we decided to participate. That also let us avoid splitting our efforts across multiple platforms at once. A PS5 demo will definitely be available, just later.

Will there be keyboard and mouse support for XBOX demo players, or maybe when the game releases on XBOX?

  • We’ve seen the reviews and feedback, so we will work on keyboard & mouse support for consoles.

If I run the game on Linux and enable BattlEye for Linux, and the game doesn’t kick me for anti-cheat reasons, will I get in trouble, considering the game is not yet supported on Linux? I did a solo raid and it ran even better than on Windows.

  • We enabled anti-cheat support on Linux so that the game runs on Steam Deck. We still don’t have an official Linux launcher, but if you run the game with BattlEye, you won’t have any issues.

How well does Active Matter run on ROG Ally and similar handheld PCs? What’s the status on Steam Deck - and Linux support overall?

  • The game runs well on Steam Deck, as we and players saw during the latest Steam demo. We haven’t tested on the ROG Ally. Though, we’re also working on a build for ARM processors based on the N1X.

What improvements are planned for console controller settings? It seems many players love the game but notice controller feel the most. What about PC players who use a controller?

  • We’re actively reviewing community feedback to improve controller feel. If you have specific setting suggestions, please share the details on our social channels so we can have a look.

Body Sleeves

Is an armor system rework planned, including whether the physical placement of armor elements on Body Sleeves or gear be taken into account?

  • Armor slots protect only the parts of the body where they’re located. We’re working on new types of ammunition and a related redesign of how armor plates work, but we can’t share details yet - this is a complex task that heavily affects overall balance. We want the game to be both realistic and fun, so we’re not adding deep sim features like instant face/eye kills. Those feel like random insta-deaths and aren’t fun.

Are cosmetics planned that can significantly change an Body Sleeve’s appearance - for example, removing the Phantom’s ghillie suit if we want to?

  • Future cosmetics will let you change a Body Sleeve, but not so much that it loses its identity. Without the ghillie suit, the Phantom wouldn’t be the Phantom!

Will some Body Sleeves be purchasable with Crystallised Active Matter (CAM)?

  • The Body Sleeves themselves won’t be sold for CAM right now - they’re more than just items; they’re storytellers. Cosmetics for them are possible.

Will the pre-order Body Sleeve and Premium Edition Body Sleeve be available on XBOX at release? What about Steam and PlayStation?

  • We’ll share the contents of the editions - and the fate of Sleeves from older editions - closer to when they appear in stores. We don’t want to create misinformation by speaking too early.

Raids & Maps

Players shared a datamined satellite composite of Dalniy Island showing the full landmass versus the current playable areas. Does this hint at a future mode that uses the entire island - perhaps something more DayZ-like with global "persistence" instead of instanced raids - or at least the ability to infil/exfil at multiple points and walk between them?

  • We’re working on a raid that covers the entire island and lets you spend long sessions on the map with other players. The past Overtime Raid “Headquarters: Assistance Protocol” was a testbed for some of the mechanics for that larger raid!

Will the Gigastructure map continue to be developed - for example, with variable blocks and different environmental conditions?

  • Yes - new building blocks and new global scenery (e.g., an Africa biome) are planned.

Do you plan to add dynamic landscape elements in the future? In Cargo Port there are static barges around an active matter clump, and in Shegolskoe there are floating houses and islands - will new locations feature moving versions of such objects that travel across the map which could serve as tactical points, or even a location built entirely around moving objects within some gravitational anomaly?

  • Probably not. We tried those "rides," and they weren’t pleasant to play on. Elements that change position based on player activity (like huge islands), yes - but not constantly moving objects.

The Overtime Raid "Headquarters: Assistance Protocol" seems to have been very successful, with lots of new interaction between players. What are your plans for these raids with both PvP areas and friendly zones going forward?

  • We’re looking toward a massive whole-island raid that makes gameplay something more than just "grab and run." You’ll encounter other players, help them, or fight in dangerous red zones - more of an MMO vibe.

Will rewards in future Overtime Raids be comparable to the unique camouflages from “Headquarters: Assistance Protocol”?

  • Yes. We plan to continue a similar reward track, though we’re still evaluating how to handle potential player FOMO.

Can you increase the number of raids in the raid archive from, say, 10 to 20?

  • Yes - we plan to expand it!

Will you add a graphics option to adjust render distance? Sometimes terrain elements pop in; it’d be nice to avoid that on high-end PCs.

  • This is mostly a matter of poorly configured LODs. We’re identifying and fixing them across maps, but there are a lot of objects and it’s a very empirical process.

Will you add colorblind accessibility options? Also, linking to this, can we make the compass color brighter or customize its color?

  • Yes, we will explore it.

Loot & Equipment

Is a rebalance planned for weapons and equipment unlocked in the Monolith versus gear found in raids? Right now, most top-tier items come from the Monolith.

  • We consider the Monolith a progression system. You’ll of course be able to find various high-level and unique weapons in raids, but the most reliable source will remain leveling the Monolith.

Can you share how the loot rebalance you mentioned before is progressing - specifically efforts to make loot rarer or more valuable?

  • We’re working on a system where loot becomes a source of components required for crafting and progression.

Will you consider adding a button that immediately converts weapon and armor rewards from completed contracts into credits without extra menus?

  • Yes!

Will functional sunglasses be added? Given how sunlight works and impacts vision, they could be useful.

  • No, we haven’t created plans for such special items as of yet.

Is something like a dedicated helmet mod slot for active headsets on helmets planned, or alternatively support for mounting them in a separate helmet slot similar to NVGs?

  • Yes, we’re exploring possibilities.

The volume of various magazines feels odd. For example, a 7- or 10-round mag is 20 volume, a 40-round mag is 30 volume, and most 30-round mags are also 30 volume. Individual bullets are 1 volume, so it seems like some mags "shrink" bullets - is this intended? Similarly, for the same ammo type (say .45), a pistol mag can be 20 volume with only 7 capacity, while a UMP magazine is also 20 with 25 capacity. What do you rely on when setting the volume, and will the values be revised for existing magazines?

  • We’re currently adjusting volumes of magazines to make them more physically accurate.

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