[EXPERIMENTAL] Added a dedicated passive ability slot alongside three active abilities
[EXPERIMENTAL] Added passive abilities
[EXPERIMENTAL] Optimized and improved hit registration
Removed Steam inventory ownership requirements from weapons and abilities
Added resupply lockers that restore health, magazines, and reserve ammo
Reworked crouch fatigue, reduced the penalty per input, and added a short crouch reentry delay
Crouch accuracy bonuses now require the player to be fully crouched
Synchronized crouch animations with collision shape and firing position, including while airborne
Fixed incorrect standing height after despawning while crouched
Bots now randomize class-compatible equipment while preserving fixed and Gravewar loadouts
Fixed bots rapidly switching targets or abandoning enemies during melee attacks
Fixed bot navigation recovery after respawning on another floor or disconnected navigation area
Fixed Gravewar run statistics missing combat contributions
Optimized bot logic
Note that passive abilities are purely experimental and might be removed from the game once we add more weapons.
Added lifetime XP and levels, with a base rate of 60 XP per active minute across official and community servers
Added performance bonuses of 25% to 100% on official Versus and Gravewar servers
XP and earned levels never decrease
Added Beta Tester medals
Added Gravewar Survivor medals for clearing waves 10, 25, 50, 75, and 100 on official servers
Gravewar medal eligibility follows participation in the cleared wave, including teammates who contributed before dying
Added lifetime official zombie kill counters to Gravewar medals
Added three medal slots shared across classes, with saved equipment order
Retired match reward tokens, ability crates, keys, and automatic item drops
Added resupply lockers to Compound
Expanded Ritual
Rebuilt Ordainment's lighting for the updated postprocessing
Retuned hatching and shading across character, weapon, prop, and environment materials
Added terrain splatmap shaders
Updated water colors, foam, depth blending, and motion
Reworked laser beam effects
Improved Bulwark shield, healing, and Kleptotron vacuum effects
Enabled and retuned automatic exposure
Added screen-space ambient occlusion and adjusted bloom, tonemapping, and color grading
Added lower-detail character meshes for distant players
Blood decals now remain on world geometry and non-player entities
Combined loadout management and inventory under Armory, with Loadout, Inventory, and Shop tabs
Improved item card headers, badge alignment, and text wrapping
Moved killer abilities from the killfeed to the death summary
Simplified the death summary
Added equipped medals to the scoreboard, death summary, spectator display, and lobby
Added Steam avatars and fallback initials to the spectator display
Added XP and level progress to the main-menu profile
Added animated post-match XP, official bonus, and medal rewards alongside applicable MMR changes
Added Last Match Rewards to Armory's Inventory tab
Fixed scoreboard ranks failing to refresh and leaderboard names remaining unresolved
Improved keyboard and gamepad navigation through loadout and inventory items
Subtab changes now preserve the menu camera, and returning to Play restores the correct camera
Updated tutorial guidance for Armory, loadouts, and shared medals
Added new loadout, navigation, and unavailable-action sounds across mouse, keyboard, and gamepad interactions
Adjusted weapon distance attenuation and the overall spatial audio mix
Added global audio pause and resume events
Audio processing now continues while the game is unfocused
Corrected Spellcaster B1's charge event and charge timing for other players and spectators
Fixed sustained charge audio stopping when refreshing a weapon view or spectating a charging player
Fixed new charges changing the sound of previously fired shots
Fixed duplicate damage-upgrade audio on weapons with two world models, including Knuckle Dusters
Added recording and playback support for passive ability loadouts and state
Replays now preserve the killer's active and passive abilities at the time of each kill
Versus matchmaking now selects all available modes by default
Fixed stalled MMR lookups and invalid bot identifiers preventing player ranks from loading
Fixed Gravewar backfill issues
Fixed game-mode cleanup after transport shutdown
Fixed Gravewar bot-quota settings carrying into later modes
Added persistent reporting and retries for official XP bonuses, medal milestones, and zombie kill totals
Updated server authentication and staff authorization for replay downloads and reward management
Added backend reward administration, Steam delivery tracking, and credential configuration checks
Added func_resupply authoring with team restrictions, enable and disable controls, and resupply outputs
Added model previews for supported entity markers and updated entity icons
Reduced repeated work in entity metadata and VSig lookups
Reduced player spawning and respawning overhead by reusing player models and animation graphs
Reduced distant and offscreen character animation work while preserving smooth movement interpolation
Added configurable limits for visible ragdolls, active corpse physics, and simulation duration
Fixed network reconciliation waking settled ragdolls
Fixed inactive pooled character models continuing to animate
Reduced repeated collision, rollback, decal, and spatial audio work
Steam rich presence now shows the current Gravewar wave and avoids duplicated match scores