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Global RescueNewsNow available: Content Update 2 with living scenes and automations!
Major update

Now available: Content Update 2 with living scenes and automations!

Global Rescue · published 20 Aug 2026, 13:03 UTC · build 24840081

All newsPlayers around this dateRead on Steam

Hey there,

The time has finally come: our biggest content update to date is now available! The countless new features – such as the incident commander, living incident scenes, expanded base building, new vehicles and new missions – deliver a completely new gaming experience!

Living Scenes

  • Emergency vehicles no longer disappear at the scene, they actually park there

  • Staff get out of their vehicles and perform simple visual actions (e.g. extinguishing fires, talking to people, arresting suspects, treating the injured). More visual details will be added in the future; for now we have implemented the basics. That is why some tasks do not have specific visual details yet, for example closing off a road.

  • The parking position of vehicles can be changed manually, so you can optionally decide exactly which vehicle parks where at the scene

  • Staff crews can be sent to specific positions at the scene

  • Tasks at the scene can now be assigned without the UI by selecting staff and right-clicking to send them straight to a task (e.g. extinguishing a fire)

  • Cars no longer drive through incident scenes, such as crashed vehicles on the road

Incident Commanders: Automation at the scene and new vehicles

With this new type of staff member and three new vehicles, you’ll be able to automate work at incident scenes.

  • Once an incident commander is assigned to a mission, you no longer need to give your units specific orders. The incident commanders coordinate the mission and tell your staff what to do.

  • 3 new incident commander vehicles based on American, European and Asian vehicles

  • New incident commander staff member with their own skin

Enhanced Base Building

  • You can now build multiple floors

  • Floors can be connected with stairs and sliding poles

  • Roads can now be placed flexibly at any size, just like rooms – there is no fixed layout anymore

  • Objects are now sorted better in the UI

  • New roll-up door with an integrated personnel door, so staff no longer walk through the gates

  • When you open the build menu, the matching room type is now preselected automatically

  • Small fixes and improvements to base building

More Hospitals and Prisons

Through research, you can unlock additional hospitals and prisons, which can be placed anywhere on the map.

New Missions

  • To add more variety to the game, more than 30 new missions and additional tasks await you.

  • Fixed an issue where an additional task was not highlighted in yellow even though units had to be assigned

  • Fixed small logic errors in missions

  • Old radio messages are no longer played once the mission has already been completed

Mission Editor

  • You can now set the probability of an injured person having to be taken to hospital

  • Fixed an issue where opening a different mission in the editor would still show parts of the previous mission's texts in the graph

New Finance Menu

With the new update, the finance menu now clearly displays the history of the last few days and weeks. This allows you to better assess your financial situation and progress.

Map Update

  • Reworked building facades including plinths, plus spatial-looking interiors behind the windows

  • Map data updated to July 2026

  • Service roads are now displayed when they connect two different roads

  • Small lakes are now shown on the map as well

  • Fixed an issue where some roads were not connected

  • Fixed an issue where some railway tracks were not displayed

  • Fixed an issue that could create corrupted cache files, which resulted in nothing but a green meadow with trees after loading

  • Improved lane generation at intersections

  • Tunnels now look better and vehicles inside tunnels are visually highlighted

  • Improved terrain transitions, so there are no more hard edges between grass and asphalt, for example

  • Fixed z-fighting on highlighted buildings

  • New road textures, so lane markings are now always displayed correctly, even on very large roads

Balancing

  • Missions are no longer triggered exclusively in waves. Instead of constantly switching between complete calm and non-stop stress, there are now more in-between phases with varying mission density.

  • Reduced mission frequency and the maximum number of simultaneous missions in Relaxed mode, so the pacing there fits the laid-back feel better

  • Adjusted staff costs and the success bonus to improve the balance between income and expenses in the late game

Balancing is not a one-off step for us, but an ongoing process.We will keep monitoring the effects of these changes and welcome your feedback.

Performance and Stability Improvements

  • GPU-optimized rendering can now be enabled or disabled on every graphics level. This can noticeably improve performance, especially on lower graphics settings.

  • Optimizations to the staff system, fixing small hitches and short FPS drops in large bases with many staff members

  • Improved performance with a high number of doors in bases

  • Improved performance when the camera is zoomed far out

  • Lights and shadows inside bases are no longer rendered once you zoom out of the base. This massively improves performance when you have a large number of bases.

  • Added LODs for all props in bases to improve performance in large bases.

  • Changed dynamic prop shadows to static shadows to improve performance.

  • Fixed a crash when forming emergency corridors

  • Fixed a crash when quitting the game

  • Fixed further crashes

  • Fixed several memory leaks

Modding

  • Fixed an issue where sirens on modded vehicles sometimes did not work correctly

  • Fixed an issue when uploading skins for modded vehicles

  • Fixed an issue when exporting skin templates for modded vehicles

  • Fixed an issue where the wrong skin could be shown in the preview for modded vehicles

  • Fixed an issue when loading save games in which modded vehicles were missing

Vehicles

  • Optimized emergency lights on some vehicles

  • Optimized fuel tank size on some vehicles

  • The vehicle path is now displayed correctly during lane changes as well

  • Fixed an issue where vehicles could get stuck on the map in rare cases

  • Emergency lights on vehicles are no longer played in sync with each other

  • Improved outline when selecting a parking space for vehicles

  • Fixed an issue where vehicles no longer drove to the prison / hospital automatically after loading a save game or after handling another mission

  • Vehicle actions now update automatically when the vehicle status changes

  • Vehicles in mission markers can now be clicked before they have arrived

Base

  • Fixed an issue where the vehicle wash could leave the base

  • Fixed an issue where entrances could disappear when enlarging a base

  • Fixed an issue where you sometimes could not connect several entrances to the same road

Miscellaneous

  • New street lighting system: Staff and vehicles are no longer displayed in grey but are now correctly lit

  • UI improvements in the research menu

  • World UI markers (e.g. bases, hospitals, vehicles etc.) are now always displayed. They are now ordered as follows: hospitals / prisons, bases, vehicles, missions.

  • Added missing translations

  • Fixed an issue where pressing Escape did nothing

We’re already looking forward to your feedback! If you’re pleased with how the game is developing, or if this update has addressed any previous criticisms, we’d love to see a revised or new Steam review!

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