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RavenfieldNewsEA38 - Custom Campaigns
In-game event

EA38 - Custom Campaigns

Ravenfield · published 22 Jul 2026, 14:17 UTC · build 24316738

All newsPlayers around this dateRead on Steam

Hey everyone! Today I'm exicted to finally release the update I've been working towards for the past 2 or so years: Modders can now create their own Custom Campaigns for Ravenfield!

With this update, modders have all the tools needed to create their own story campaigns, create their own spin of the official arcade mode, or even recreate the original conquest mode! We can't wait to see what you all create with these new tools!

To get the ball rolling for campaign devleopment, we have developed a simple retro-inspired example campaign where you walk around a 2d map and get challenged by other soldier to matches. All the source code and the assets are included in the latest version of the mod tools which you can find on the official site: https://ravenfieldgame.com/modding.html

If you want to try out the example campaign for yourself, just download the latest tools, open the ExampleCampaignLobby scene and press Ctrl+T to test out the campaign - that's it! Now you're ready to start tweaking the campaign or building your own!

....psst, if you don't want to build the example campaign through the tools you can also try it out thru the steam workshop:

In addition to the example campaign, we have also ported Arcade Mode to the mod tools and made it available as a separate package. This port contains pretty much everything from the official campaign. We even added some fun improvements such as making the helicopter that drops the crate in the weapon unlock sequence dynamically change based on your team's game configuration!

Getting a weapons delivery from EaglePancake's Tankcopter

You can find the arcade mode package on the official discord server https://discord.gg/ravenfield in the campaign-making channel where you can also ask questions related to campaign creation!

We've also updated the Island map, adding a new night environment and optimizing the map and its assets. Here's a view from the pond area during the night:

Full change log

Game changes

  • Added support for modded campaigns!

  • Reorganized ingame map editor prop folders to make things easier to find

  • Fixed a muzzle/animation sync issue on bundle o buss weapon

  • Fixed a bug where squad member bots would randomly look upwards into the sky while following their squad leader

  • Improvements to minimap blip rendering, colors should be a lot easier to see now.

  • Added support for spawning vehicles inside .rfs scenes (no gameplay scenes EG campaign lobbies)

  • .rfs scenes can now play ingame dialogs and use the cinematic UI overlay.

  • Added campaign debug menu (available when testing a campaign mod from the mod tools). Use the debug menu to force a victory or defeat.

Ravenscript changes

  • Added ActorSkin.FromName()

  • GameInfo.CreateEmpty will now auto-populate some fields such as team name, skin and colors based on the default Eagle/Raven scheme.

  • Replaced some functions in SaveData so they use the same API as ConfigurationData (eg SetInt instead of StoreInteger). The old functions are deprecated meaning they will continue to work, but shouldn't be used for new projects.

  • Added Campaign.isFirstTimeStart flag, its value is true the first time the campaign lobby scene is loaded. This value can be used to run initialization of a campaign only once.

  • Added GameResult.hasResult flag, its value is true when returning to the lobby from a game. Use this flag to know when to update the state of a campaign based on the result of a match.

Island changes

  • New night mode look

  • Added Occlusion Culling

  • Added lods to some models

  • Optimized vertex count on some models

  • Flattened area around helicopter spawns to account for bigger helicopters spawning

  • Placed manual spawnpoints for all flags

  • Added some missing colliders

  • Fixed some missplaced colliders

  • Updated materials on some props

  • Added some missing island props to the ingame map editor

  • Fixed a particle system issue that would cause lots of errors to be logged

Mod Tool changes

  • Updated to the latest trigger system components

  • Added systems for custom campaign

  • Press Ctrl+T while inside a custom campaign lobby scene to try your campaign

  • Added example campaign bundled with the rftools

  • Ported Arcade Mode to the mod tools which is available as an external package on the Ravenfield discord server.

  • Added fast export mode which is used when testing your mod/map (by pressing ctrl+t). Fast mode will export your mod as an uncompressed package which makes it faster to build and load but uses more space on the hard drive. This mode can be thru the Ravenfield Tools -> Fast Export menu.

We hope you'll enjoy this update and create some really cool stuff with these new tools!

/Johan and the Ravenfield team

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