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Active Matter›Events›Developer Q&A: September 7th 2026!
Community

Developer Q&A: September 7th 2026!

Active Matter · published 31 hours ago

All eventsPlayers around this dateRead on Steam

We’ve just launched a major content update, and Active Matter’s full release is right around the corner on September 15th. It’s the perfect time to answer more of your questions as we get ready!

Game Release Questions:

Exactly what time will the game launch on September 15th? Will console and Steam go live simultaneously?

  • Due to how each platform operates, exact launch times may vary. Stay tuned and follow the news!

Will there be a patch on September 15th to coincide with the release, maybe to do with Harmonization Cycles? If so, how will they work and are there any changes from Cycle 1? Will we still be able to access rewards from previous Harmonization Cycles?

  • Yes, there will be a patch. All previous Harmonization Cycle rewards will remain obtainable after September 15th.

Is it confirmed that there be console and PC crossplay at launch, and if so, how will it work, especially with aim assist? Will XBOX players be able to play against PlayStation players in console-only lobbies, or if we enable crossplay will we be placed in mixed lobbies with PC players?

  • Yes. Cross-platform play will be available at launch with three options: your platform only, consoles only (Xbox + PlayStation), or any platform (PC + consoles). These are separate matchmaking queues and require an explicit selection (or confirmation) in settings from each player.

After French, Spanish, and Portuguese, will you consider any other localizations at launch or post-launch?

  • We’re working on expanding our official localizations, yet also exploring options for "unofficial" localization, so communities can help translate languages we can’t support officially yet.

Will you add servers in South America, Asia, or Oceania for the game’s release?

  • We will be generally optimizing as well as expanding server locations to enhance your experience with the game wherever you are in the world!

Will there be achievements at launch on Steam and consoles, and can you give us hints about what they’re like?

  • Yes! They won’t be too difficult but will be engaging, they will be tied to the game’s core mechanics, and will contain a few secret achievements as well.

Are you still confirming that there won’t be a global wipe at release, since there haven’t been any major meta weapon shifts?

  • There won’t be a wipe with the release of the game.

Will you have acted on the controller controls feedback for the launch? Many had to make a lot of control edits to make it better in the XBOX demo in June.

  • We’ve taken a lot of feedback from the XBOX demo into account and will continue refining controls, as consoles will soon be fully-supported platforms for the game.

"250 Shades of Liberty" Major Update Questions:

You said you would act on feedback and rework the Replicator and the pockets/pouches systems. Any insight into what it will include and when?

  • Both systems have already been adjusted recently!

Will there be further changes to pockets and pouches?

  • We plan to continue developing pouches as specialized inventory, distinct from the backpack. The backpack will remain as a general‑purpose inventory for any items.

After the recent healing changes, how does the Overflow Healing chronogene work? Right now it seems like it isn’t working well.

  • We will indeed be re-checking this chronogene’s logic.

Why are there so many Kalashnikov assault rifles on the Downtown raid set in America?

  • These weapons were quite popular all over the world! :)

Why did you return to rotating Open Raid maps instead of keeping them all available? Will you consider switching back to the old system? It’s frustrating to have to wait for a specific map for progression – I’d rather just play.

  • All existing Isolated Raids, including their variants, can be played anytime. For Open Raids, we’re aiming to balance short matchmaking times with enough players for a good experience. Offering too many raids at once would either lengthen queues or dilute the player pool.

What was the rationale behind splitting chronotraces into six different types?

  • This was mostly done to make resource logic clearer and more intuitive, so you’re not memorizing bizarre recipes and wondering how fusing a rifle requires a camera and two pounds of raw hazelnuts from a church basement.

The new SOS signal you can call when dead is controversial among players. Some feel it disrupts the flow of battle, prevents recovery after a win, and reveals your location even if you didn’t hack a mindvault. What was the design goal behind it, and are any changes coming?

  • The goal was to encourage more player interaction. We’ve also adjusted it already so it no longer reveals the exact position of the deceased.

What was the reasoning behind changing the volume of many items and storage capacities?

  • Generally, to bring relative volumes closer to more realistic values.

The update added the ability to search for multiple raids when playing solo. Will this feature also be available for groups?

  • After reviewing the results from the solo version, we will indeed then expand this feature’s capabilities for faster raid searches.

Future Plans Questions:

I’ve seen videos of games testing DLSS 5. Gaijin often acts on the latest graphics and gameplay features – will you implement DLSS 5 support? The game already supports DLSS 4 and DirectX 12, so we’re excited to see what’s next.

  • We aim to implement these cutting-edge technologies when it truly benefits the game, not just for the sake of it. So, let’s not rush it!

Are there plans to change how the same modification in different colors is treated as a completely different item? It is inconvenient to use and clogs menus in both the Monolith and Replicator. Could there be a color sub-menu?

  • For now, they’re distinct items. We don’t plan to convert them into "skins" yet.

Is there a particular reason that some entire maps (e.g. Gigastructure) are locked to Open Raids (PvPvE) only? It’s understandable that certain conditions are tied to certain modes, but locking whole map areas to one mode could turn away some who might otherwise be interested.

  • We believe that some raid designs simply aren’t well-suited to certain modes. We do plan to expand the areas available for exploration, but this won’t include making Unstable Zone modes playable in Isolated Raids, for example.

Footsteps are still very hard to hear; sometimes Turned Soldiers appear with no audible steps, and it’s hard to hear other players even when they’re close. Do you plan to adjust this? Similarly, are improvements to directional player audio coming with the full release?

  • We’re continually working on audio. New iterations can cause some regressions, and we’re sorry for that. We’ll keep improving footstep audibility and directional cues!

The WW2 guns added with the "Dogorsk: Timeline Collision" Overtime Raid event have Replicator blueprints, but there’s no way to obtain them outside the event which doesn’t come back often, and creating new personal timelines quickly removes them. Will you add a contract – maybe a hidden one or an Investigation – to get access to them?

  • We will think about this!

Will the Premium Edition get more perks in the future? Some benefits have been removed or made irrelevant. PvE raids are the same for everyone, and the robot dog and scout drone now take a lot of resources to replicate, so they don’t feel much like perks anymore.

  • Yes, more perks are planned!

When might we see the Epicenter map?

  • The Agency’s top scientists still haven’t been able to stabilize the epicenter of the catastrophe. Whatever happened there caused severe multiversal disturbances.

Are programs like ReShade allowed for Active Matter?

  • It is possible that they may be interpreted by the anti-cheat as attempts to interfere with the game.

When will Active Matter get a native Linux launcher? Since it runs on Steam Deck and on Linux if using BattlEye, why isn’t there one yet?

  • Once we’re confident everything is solid on the other platforms, we’ll return to this!

Is there any plan to let us fully customize the weapon storage rack, rather than tying it to a limited number of slots for placing general items around the Shelter?

  • Yes. We’re happy with the response from players to Shelter customization and will keep expanding its capabilities!

Will there be a function to revert a chosen permanent Monolith reward, for example if you misclicked on one before creating a new personal timeline?

  • Not for now, so choose carefully before opening the door on the special Monolith scene itself!

We liked the hidden quests and secrets on the maps. Will there be more added to older locations and to new maps in future updates?

  • Yes, we’ll be adding more of these!

What inspired you to make this game?

  • We love realistic weapons and grounded settings, and we’re fascinated by SCP-style anomalies and mysteries. We aim to stay true to this to make it all really fun. We want players who share those values to experience them with us in this project!

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