Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Ready or NotNewsReady or Not Development Briefing - Vol. 88
Community

Ready or Not Development Briefing - Vol. 88

Ready or Not · published 31 Oct 2025, 19:29 UTC

All newsPlayers around this dateRead on Steam

Attention Officers,

Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025! 

Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating.  

In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game. 

There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis.  

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change

Internal QA Onboarding and Expansion 

This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes.  

The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately. 

This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems.  

Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up.  

Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system). 

Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward. 

Multi-attachment Rail System 

One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update.

At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together.

The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features. 

Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package.  

(Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped) 

(Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser)

A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode.Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option. 

(Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces) 

(Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification) 

Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments 

As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile.

(Image below: G36C w/ carry handle optic and multiple barrel attachments) 

(Image slideshow below: MK18 w/ carry handle and G36C option without carry handle) 

Dev Briefing by-announcement Schedule 

These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary. 

There are a couple reasons for this new schedule: 

The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready. 

Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between.  

This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing. 

Conclusion 

Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing.

One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come. (Image below: Mousepads and more rolling out to our merch store page)


This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news! 

Follow Ready or Not on Steam here.  
Find Ready or Not Merch here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify. 

Stack up and clear out.  
VOID Interactive 

More from Ready or Not

Other announcements

All news
Community12 Sep 2026Community Exhibit Vol. 28Welcome back, Officers. We hope you’ve been well. The Mission Editor has been available for just over a week and we’ve been thoroughly impressed with your creations. Ranging from realistic to the absurd, it’s clear to us that you’re having as much fun (maybe more) as we hoped you would. In today’s Community Exhibit we’ll be highlighting all the art, mods, and content you’ve been making. In addi…Major update3 Sep 2026RoN v1.5 Update: Mission Editor Changelog (v1.5.2)Attention Officers, In the v1.5 Update for RoN we are releasing the Mission Editor, a new feature allowing granular tweaking of gameplay variables within an existing mission, with a particular focus on customizing non-playable characters. This is our initial introductory launch for the Mission Editor feature; be on the lookout for improvements to Mission Editor in the future, along with more bu…Community7 Aug 2026Community Exhibit Vol. 27Welcome back, Officers. It's been an exciting time for all of us at VOID Interactive. While you've been producing amazing community content, we're also busy building the future of Ready or Not. Let's get into it. Mission Editor As some of you may have seen, we recently announced that we're working on a new feature, the Mission Editor, and that it'll be releasing in the coming weeks. The Mission…