GRIT · published
Added distinct classes of outlaws — Marksman, Rifleman, Brawler, Skirmisher, Pistolero, Ranger, Enforcer. Each comes with its own loadout, armor profile, and personality. They ride horses, they loot, and they can be a genuine threat if not dealt with.
All game menus, game screens, and gunfights are fully playable on controller. Radial deadzones, four response curves, per-context sensitivity, zoom-correct aiming, friction-based aim assist, gyro aiming, and button rebinding have been added. Full Steam Deck support with real button glyphs has been included.
Steam-powered voice in party lobbies and in-match, team-based VOIP so enemies can't hear you has been added. Push-to-talk or open mic, per-teammate mute, and talking indicators are now in.
Call your bonded steed across the map to come to you. The horse now pulls up neatly alongside you instead of bowling you over and stomping you into the dirt. No more hiking back to where you left dear horsey.
Better free-fall to dive mechanics have been included and steering well off the flight path is now allowed and encouraged. Players can now glide farther and faster with improved and more deliberate turning.
Assemble your outfit piece-by-piece to make your look stand out. Different weapon skins per weapon family, all of which can be previewed in 3D with drag-to-spin mechanics, are now visible on your gun in-match.
Expanded and rebuilt to support brand-new match modifiers, so no two matches play out the same way.
A whole new location in the Southwest. Go see it!
See it, flag it in-game, done. Reports take seconds and attach the match automatically.
Every match is recorded and plays back in full. Follow any player and find out exactly how that shot landed.
Your whole career, tracked automatically. Per-mode and per-weapon breakdowns, match-by-match history, and full leaderboards for you to climb.
Not exhaustive by any means - just the ones we thought you would appreciate
Seven distinct outlaw classes with unique weapons and playstyles: Marksman, Rifleman, Brawler, Skirmisher, Pistolero, Ranger, and Enforcer — with an armor split making some notably tankier
Outlaws carry a repair kit and soul coin that drop as lootable death-crate contents
Long-range shots put Outlaws on alert; they can locate and engage at the distance the shot came from
Outlaws facing a long trip to the zone find a free horse, mount up, ride, then dismount near the ring and fight on foot
Outlaws will mount and use horses for travel and combat purposes
Outlaws all have their own names, looks and behaviors
Aiming system rebuilt for consistent accuracy across all situations — standing, moving, and especially on horseback, with a much lower chance of turning certain weapons into unintended "death rays"
Smoothed hip-fire ↔ ADS transitions, made consistent across every weapon in the game
Close-range bullet fire no longer disrupts camera position
Entering ADS in certain positions no longer spins the character around
ADS camera can no longer see through certain wall types
Ranger crosshairs properly aligned within the scope
Weapon behavior when blocked by environment made consistent
Shotguns rebalanced to be more effective at medium range
Repeater rifle magazine size reduced by one (balance pass)
Perk bonuses now require two weapons of the same Suit before applying; inventory UI updated to communicate this
Throwable arc prediction made far more accurate — dynamite through a window is now a real play
Dynamite and smoke grenade bounce now scales with throw distance: short throws barely bounce, long throws bounce far
Dynamite damage and kills properly credited to the throwing player
Throwables can no longer be improperly equipped as a stack, and stack correctly in inventory
Throwables no longer incorrectly display a suit and rank
Recoil animations corrected to work properly under rapid fire
Sniper rifle reload speeds corrected — plays once, at the proper rate
Reload now displays properly while on horseback
Sniper scope cracks persist correctly across drop and re-pickup
Sniper scope gunk levels reduced
All scoped weapons given proper scope glass with correct effects applied
Crouch spamming no longer jitters your hitbox or grants instant accuracy
Kill credit accuracy overhaul — credit goes to the player who earned it, with a 90-second credit window, mounted kills credited correctly, and a never-blank "killed by" screen
Players holding a melee weapon are now visible to others in a crouching stance
Punching restored on foot and horseback, and now visible to the player being punched
Dropped armor accurately represents its remaining durability to all players
Consumables can no longer be dropped mid-consumption
Entire Mission roster audited to ensure every mission tracks progress and credits rewards on completion
Daily missions redesigned around attainable team-based goals
Personal missions hooked up as a rerollable set that refreshes daily with rerollable slots
Mission progress counters display live (e.g. 3/5) as objectives complete
Tracked missions update live on the in-game map during a match
Completed missions stay completed — no re-completing and re-toasting every match
Travel mission progress no longer doubles every match, and the walking mission counts walking rather than horseback
Mission favorites persist between sessions
Mission descriptions edited to unify vocabulary and improve clarity
Logbook completion recorded correctly, with notifications and awards displaying properly
Logbook descriptions proofread for grammar and spelling
Logbook reward UI retooled to clearly identify reward amounts and types
Rewards granted to inventory on mission and logbook completion, credited immediately even if you leave a match early
Battle Pass claim persists — no being asked to claim every time you open the menu
Match XP unlocks tier rewards automatically as you cross each tier, including mid-match
Match summary XP now matches the Battle Pass menu
End-of-match reward screen stays on screen longer instead of getting cut off
Reward cards fixed across logbook, battle pass, match summary, and the new-unlocks popup: real icons, correct lock states, hover tooltips, no more fake three-star ratings, and the logbook XP reward no longer masquerades as the item before it
Locked logbooks and cosmetic items no longer show as incorrectly unlocked in the main menu
Steam achievements implemented
Every menu and screen fully controller-drivable — main menu, settings, inventory, map, loot, and dialogs; right-stick cursor, A to select, B to back, bumpers to flip tabs, triggers to scroll
Controller button rebinding available in settings, same as keyboard
Auto-detected button prompts showing the correct glyphs for the pad in your hands, including real PlayStation and Steam Deck glyphs
All-new stick response: proper radial deadzones so diagonals no longer snap, adjustable inner and outer deadzone, and four response curves including a Dual-Zone precision mode
Separate sensitivity sliders for horizontal, vertical, aim-down-sights, scoped, and horseback aiming
Zoom-correct aiming — sensitivity scales automatically with every optic's magnification so all scopes feel consistent
Aim assist (controller only): subtle friction-based slowdown when the reticle crosses an enemy, built to help you track rather than aim for you — no snap, no magnetism, adjustable strength with 0 to disable
Gyro aiming for PlayStation controllers and Steam Deck via Steam Input, with while-aiming, always-on, and off modes plus fine-grained sensitivity
Aim assist automatically steps aside while gyro is doing the fine aiming
Rumble: per-weapon fire feedback — a shotgun kicks like a shotgun — plus damage hits and kill confirms, with master toggle and intensity slider
Gamepad camera controls on horseback
Full button glyph support, on-screen keyboard for text fields, and every screen reachable by pad
Quick-item wheels — hold to open, point, release to use — plus a new armor repair wheel (default key 7)
Map screen smooth zoom with no jump, and gamepad pan/zoom
Key bindings added for "Best Armor Repair item" (Ctrl+6) and "Barley" (J)
ESC key behavior made consistent in the Logbook menu and when clearing key mappings in Settings
Bullet tracers updated to no longer resemble yellow tennis balls
Bullet impact decals now appear properly on a variety of surfaces, including moving objects
Gun smoke tweaked to improve its visual relationship to muzzle flashes
Muzzle flashes aligned to gun barrels, and positioned correctly on a moving horse
Dynamite appearance and world visibility both significantly improved
Horse dust trails generated per-hoof with surface-dependent behavior
Clouds fade out so they no longer obstruct the player's view while skydiving
All smoke and haze optimized — clouds, smoke bombs, train smoke and steam
Unclaimed loot appearance changed to stand out more in the environment
Loot highlight outlines no longer render through walls or floors
Player-created markers appear less blurry when the camera or player is in motion
Skin and hair materials processed for improved visual quality
Minimap blurred out when players are beyond the map boundary during early zeppelin flight
FOV handling maintains the Y-axis for a better experience across display types
Removed the giant confusing column of light from the map
Call Your Horse (N) — whistle for your bonded steed and it pathfinds across the map to you, pulling up alongside rather than bowling you over, with an on-screen inbound confirmation
Shotgun pellet trajectories corrected while riding
Items can be dropped while mounted
Passengers can dismount properly when near ground loot
Horses can no longer sneak up on you when you aren't looking
Horses no longer shield their rider from dynamite blasts
Horse stealing from other players works correctly again
Muzzle flashes appear in the correct position on a moving horse
Horse dust trails generated per-hoof, changing behavior by ground surface
Hoofbeats aligned to their associated animations
Riderless horses wander off after their rider dies — no more horse graveyards piling up at chase zones
Trains are lethal — they damage and kill outlaws and riderless horses they strike, including ones shoved along the cowcatcher or scraped down the side, tuned so outlaws merely running near the tracks aren't ghost-killed; ridden horses remain protected
Reload displays properly while on horseback
Wild Card system expanded and adjusted to support brand-new match modifiers
The Calamity properly remains centered on the object it is chasing — train, horse, and more
Chased objects pulse and glow on the minimap, and the chased train reliably glows on the map for every player
Train-chase circle glides smoothly to the train instead of snapping to it
Ring speeds tuned slower under certain match conditions
Crown of Coronado: the ring no longer spawns half off the map, and second-chance respawns always land somewhere sane inside it
Calamity edge no longer appears extremely wide when viewed through a scope
Calamity effect no longer flickers when the player is outside the safe zone
Pre-match countdown arms at 30 players in the lobby and runs 60 seconds — replacing a timer that kicked off on the first player or outlaw and dragged on for two minutes
Devil's Wagon revive attempts succeed at any Wagon regardless of nearby terrain
Remaining Soul Coin balance displays correctly after spending your last coin
Hold CapsLock for a live score standing, outlaws included
World interaction disabled at the tail end of loading into a match
Post-match tally screen completely redesigned with a new visual style featuring stacking poker chips
In-game map given a fresh visual style plus updates reflecting the latest landmark additions and changes
New animated splash screen on game start
EULA displays properly on first launch
Map can no longer be scrolled by clicking anywhere on the map screen — the cursor must hover the map itself
Rapidly switching main menu tabs no longer surfaces the wrong tab
DLSS settings appear in the correct order in Graphics Settings
Settings reset properly restores defaults for all applicable features
Settings screen polish — no more grayed-out controls after accepting, and it opens on the correct tab
HUD runs smoothly every frame
Zeppelin "hit F to jump" prompt restored, and politely waits for the wildcard intro to finish
Tooltips no longer lose their text after you've played a match
Main menu redesigned to support future content
Vaulting enabled from a crouching position
Reliable window vaulting from crouch, supported by targeted building redesigns to make the action dependable
Holding the jump button after a jump automatically attempts a vault where possible
Vault-break bug root-caused on the dedicated server and fixed, with a client-side self-heal as backup — previously could permanently break mid-match, leaving players unable to vault, jump, or switch weapons
Fixed cases where some characters could not vault at all on dedicated servers
Fixed jerky, one-directional slowdown after equipping certain weapons
Players can no longer get stuck on surfaces, including the map boundary, while skydiving or parachuting
Skydiving rework — hold CTRL in free-fall to dive forward and steer well off the flight path
Canopy rework — CTRL glides you farther and faster, with heavier, more deliberate turning
Parachute fixes: no longer opens right off the ground after a horse jump; fade-in speed corrected; stuck "descending" state resolved
Vaulting animation no longer triggers incorrectly when mounting a horse
Movement animation polish pass across sprinting, walking, jumping, and crouching
Build-your-own outfit, assembled piece by piece
Weapon skins — pick a skin per weapon family (Bison, Duster, and more) in the Armory; selections save and appear on your actual weapon in-match, visible to other players
3D weapon skin preview — your gun renders live, updating as you click skins and switch weapon tabs, with drag-to-spin
Weapon-skin pips on the Outfitter overview show the correct skin per family, light up only for non-default choices, order matched to the Armory, with tooltips naming what's equipped
Equipped skins shown and clickable directly on the Overview
Character, Horse, Parachute, and Flair previews display real equipped gear instead of blank tiles
Full persistence — set it, leave, come back, relog: it's still there
Badge, banner, and title mix-ups fixed, along with rarity stars and unlock popups
Hats adjusted to properly fit player heads
New location: the Sawmill, in the Southwest
Environment object LODs audited to improve both appearance and performance
Position and appearance of multiple environment objects changed to prevent visual overlap
Collision adjusted on numerous environment objects — especially the train — to stop players getting blocked while moving around them
Building designs adjusted to improve reliability of vault actions through windows
Fixed textures and foliage types that would fail to render
Loot piles retooled for correct positional and visual behavior across varied map environments
Map terrain appearance improved at lower graphics settings
Every player start on the map audited — none underground anymore
Migration to a higher-quality player model, rigging, and animation system — a foundational overhaul carried out across multiple releases
Continued refinement of the animation system following the initial overhaul
Movement animation polish across sprinting, walking, jumping, and crouching
Recoil animations corrected under rapid fire
Weapon swap animations display correctly for other players
Hand positions adjusted to properly align with gun grips and triggers
Hats adjusted to better fit player heads
Nearby players face the correct direction under heavy load
Fixed floating weapons around the player's hips when looting multiple primary weapons
DirectX 12 is now the default renderer
DLSS upgraded to DLSS 4 Super Resolution with the new transformer model — noticeably better image quality on RTX cards
New Custom graphics quality preset — tweaking individual sliders no longer silently resets them back to a preset
FSR, FSR2, and Unreal temporal upsampling added as scaling options in Graphics Settings
GPU-side engine tweaks delivering a performance gain
Multiple engine optimizations targeting struggling systems — Medium and Low settings make dramatic behind-the-scenes changes
Environment LOD audit contributing performance gains alongside visual improvement
Smoke and haze effects optimized across the board
Steam-powered in-game voice chat — party voice in the lobby and team voice in-match
Team-scoped in matches: teammates hear you, enemies don't
Push-to-talk or open mic, with mic input device selection in Settings → Audio
Voice and Mic volume sliders working correctly and respecting Master volume
Audio quality raised to 24 kHz
Reliability pass driven by live playtests: fixed the lobby host being inaudible to everyone, voice dying on lobby rejoin, mics going dead after loading into a match, alt-tabbing silently muting incoming voice, and choppy or too-quiet transmission
Talking indicators on party cards and the team HUD, per-teammate mute keys, and a map mute button
Audio callouts when marking weapons and items play correctly
Weapon fire and player callout audio events properly aligned to their respective actions
Player footsteps and horse hoofbeats aligned to their associated animations
Devil's Wagons play appropriate sound effects on interaction, on leaving the menu, and when a shop item is summoned
Audio ducking works properly, reducing game audio without fully muting
Pianos once again make a delightful noise when punched — handy for experimental music
Fixed a client crash when joining a match
Fixed the Steam Deck crash-on-exit
Steam Deck suspend/resume recovers cleanly
Steam Deck splash video plays correctly
Vault-break bug root-caused on the dedicated server, with a client-side self-heal shipped as a redundant safety net