Welcome to the 86th edition of our Ready or Not Development Briefing, dated May 30th, 2025.
Today, we’ll delve deeper into the forthcoming changes and content in the free Los Sueños Stories update, including new weapon gameplay videos, previews of two new missions, and insights on how NPC behaviors will evolve with the new difficulty system. We are back after a slightly extended break from our usual four-week dev brief schedule.
Our latest lore series, “Down the Rabbit Hole,” has also just premiered. Catch the first episode on our VOID Interactive YouTube channel!
As for launches, the announcement of the Ready or Not console release date is approaching. Stay tuned to our social media for more updates.
Note: These development briefings are intended to keep you informed about aspects of our ongoing support for Ready or Not. However, they do not cover every project currently in development. Please remember that content in our briefings may be a work in progress and subject to change.
The inaugural episode of “Down the Rabbit Hole,” our Ready or Not lore series on the VOID Interactive YouTube channel, is now live! Presented by our esteemed community lore experts and content creators, “Isaac Morgan” and “Shayne, Please Shut Up.” Dive into their comprehensive lore exploration of the RoN mission “Thank You, Come Again.” Be sure to like and comment on the episode if you’d like to see more covering additional missions!
Previously known as ‘Fast Food’ during early access, Hunger Strike has been a fan favorite even in its untextured state. It’s now part of the base game in a polished form, benefiting from years of advanced level design expertise.
Roll in with your team and restore order in this swiftly escalating active shooter scenario.
(Image below: This restaurant presents potential health and safety challenges for your team)
LSPD SWAT embarks on a search and rescue mission deep within 213 Hillside Rollers territory. This early mission is relatively unknown, much like the threats awaiting in each level of this compact apartment building. The central staircase serves as both a convenient means of floor traversal and a flanking route for occupants.
(Image below: This rundown building could be considered a high rise, relative to the Rollers and the decaying city of Los Sueños)
We’re kicking things off with the M32A1 rotary grenade launcher. This video also showcases the new magazine-check UI element for weapons featuring a rotary ammo cylinder, such as the .357 magnum revolver. Missions like Greased Palms will become slightly more manageable with this powerhouse.
(Video below: M32A1 in action)
The M32A1 occupies the primary weapon slot in your officer’s loadout and can fire CS or Flash rounds. Equipping it as your primary weapon is a significant decision given its power, but it allows for different weaponry in your tactical gear section. Alternatively, for those feeling bold, equip two grenade launchers: the M32A1 as primary and an M320 in the tactical section.
Given the capacity, bulk, and gameplay balance of the six-shot M32A1, you can only carry a limited amount of ammo for this launcher.
Perhaps overkill, but with rising threats and limited funds, LPSD D-Platoon takes what it can get. Seized from a weapons shipment during a raid, this oversized 1911 model is equipped to use the hefty .50AE caliber. Consider affixing the large custom laser sight included with this setup to further confound your opponents. No, it is not a scope. Yes, a low-profile trigger guard mounted laser sight is available if you prefer a simpler approach.
(Video below: Ready yourself when firing the MKV)
Deploy your pepper-based munitions with this sidearm-sized package. Be mindful of how many magazines you’ll need to carry.
(Video below: The TRPL Pepperball pistol in action)
Pump to chamber the next round, swap in a fresh magazine for continued action. The 590M shotgun melds reliable pump action with easy reloading.
(Video below: The 590M delivers a full load of 12-gauge shells when you need them most)
With the introduction of our new difficulty system, we are implementing significant changes to Suspect AI. Through extensive playtesting and adjustments, including internal surveys and focus groups, we have refined the suspect AI to address feedback specifically across various difficulty levels.
An internal quality assurance team has been dedicated to working with our design department, spending months testing all existing Suspect AI behaviors. This focused effort enabled us to uncover legacy code and inconsistencies within Suspect AI behavior.
Below are a few highlights of the general changes. A comprehensive list of fixes and changes will be available when the LSS/ronsole update is released 🙂
Suspect Squad behaviors like Rally, Support, Attack, and Retreat were previously seen only in Dark Waters DLC levels. These will now be implemented in levels where they make sense, according to the factions and mission details. Depending on the faction, some or all Squad behaviors may be present. Professional suspects akin to those on Sins of the Father will employ the full range of Squad Behaviors.
The comprehensive suite includes: Rally on leader, Support, Attack, regroup on ally/location, and Retreat.
On Standard difficulty, about half of the missions (including all base game and DLC missions) will newly incorporate Squad Behaviors based on suspect type. On Hard, every level except “Thank You, Come Again” will feature the complete Squad Behaviors suite. However, there will be no Squad Behaviors in Casual mode.
Weapons caches are now included across many more missions where appropriate. For those unfamiliar, these caches are strategically placed around missions, allowing suspects to arm themselves if unarmed. Secure these caches to prevent their use.
Have you observed a suspect charging at you with a melee weapon in an almost trance-like state? This could have been due to their stress level continuously escalating because the system was not recognizing the melee as a weapon, treating them as unarmed. This odd inconsistency and many others have now been resolved.
Experienced suspects with capable weaponry will intelligently switch between semi-auto and full auto based on their distance to the player. On higher difficulties, this results in professional suspects delivering precise fire that is difficult to trace, as opposed to the current behavior of long-range spraying. On certain levels, such as Sins of the Father, suspects may pose a greater threat from afar than up close, encouraging players to close distances strategically.
Suspects now have a more nuanced chance of breaking out of their surrender state to retrieve their weapons. On harder difficulties, you’ll need more officer coordination to manage surrendering suspects effectively. The likelihood, timing, and chance for this to occur are significantly more challenging on hard. Securing fallen teammates’ weapons becomes crucial, as the increased surrender exit behavior means you may find your partner’s Mk17 used against you more frequently.
We appreciate your patience as you await the announcement of the ronsole release date. We continue to enhance the upcoming update with additional polish and fixes. Plus, we’re working on even more cool stuff. This summer promises to be a significant one for Ready or Not.
This concludes our 86th development briefing. Thank you for joining us. Be sure to return next time for more development news!
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