GRIT Launch Patch Notes

major update

GRIT · published

Major Features

Outlaws - The inhabitants of Spring County

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.

Gamepad & Steam Deck Support

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.

Updated Voice Chat

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 Horse

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.

Skydiving & Canopy Rework

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. 

Outfits and Weapon Skins

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.

The Wild Card System

Expanded and rebuilt to support brand-new match modifiers, so no two matches play out the same way.

The Sawmill

A whole new location in the Southwest. Go see it!

Cheat Reporting System

See it, flag it in-game, done. Reports take seconds and attach the match automatically.

Match Replays

Every match is recorded and plays back in full. Follow any player and find out exactly how that shot landed.

GRIT Stats

Your whole career, tracked automatically. Per-mode and per-weapon breakdowns, match-by-match history, and full leaderboards for you to climb.

Change List

Not exhaustive by any means - just the ones we thought you would appreciate

Outlaws

  • 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

Combat & Weapons

  • 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

Missions, Logbooks & Battle Pass

  • 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

Controller, Input & Platform

Controller

  • 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

Steam Deck

  • Full button glyph support, on-screen keyboard for text fields, and every screen reachable by pad

Input Quality of Life

  • 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

Visual Effects & Art

  • 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

Horses & Mounted Play

  • 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

Match Flow, Modes & The Calamity

  • 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

UI, HUD & Menus

  • 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

Movement & Traversal

  • 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

Customization: Outfitter & Armory

  • 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

World, Maps & Environment

  • 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

Animation & Character Systems

  • 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

Performance, Graphics & Engine

  • 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

Voice Chat & Communication

  • 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 & Sound Design

  • 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

Stability & Reliability

  • 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