Attention Officers — Development Briefing (October 31, 2025)

Happy Halloween — whether you’re heading out on a mission tonight or enjoying some well-earned trick-or-treating. In this update we’ll detail changes within our Quality Assurance team, share progress on the multi-attachment rail system, and explain how dev briefings will be scheduled going forward.

Note: These briefings highlight select areas of our ongoing support and development for Ready or Not. They do not represent an exhaustive list of every task in progress and are subject to change as work continues.

Internal QA: Onboarding and Team Expansion

This autumn we began restructuring and enlarging our internal Quality Assurance organization to accelerate bug fixes and improve platform certification workflows.

The first phase focuses on onboarding new QA specialists who will partner closely with development teams to reproduce issues, validate fixes, and verify new features behave as intended. This is an intensive handover period because effective QA depends on a deep, shared understanding of design documents and system behavior.

Multi-platform deployment adds complexity — each console and storefront has its own certification requirements and timelines. Consequently, our QA responsibilities now span two complementary disciplines:

  • Functional testing: Confirming features work and identifying bugs for resolution.
  • Certification testing: Verifying the game meets platform-specific quality and compliance standards.

To support both tracks concurrently, we’re establishing a dedicated certification QA team. That lets our functional QA continue validating gameplay features and fixes without slowing down certification work — a core part of our update strategy going forward.

Multi-Attachment Rail System

One of the larger features we can preview now is the multi-attachment rail system planned for a future update. At its foundation, this system enables equipping multiple barrel-mounted accessories at once — for example, a visible red laser plus a flashlight operating simultaneously.

The feature has grown since our last mention: it now includes several quality-of-life improvements and is designed as a scalable framework for future weapon-platform enhancements.

Some devices, like the PEQ-15, are multi-function by design — users will be able to toggle between visible and IR laser modes within a single attachment.


Weapon with red laser and flashlight attached
Screenshots showing a red laser and flashlight mounted together.

Alternate view of weapon with multiple attachments


PEQ-15 mounted on MK17 showing red laser
Example: PEQ-15 on an MK17, now able to activate a visible red laser in addition to IR.

We’ve added a miscellaneous attachment slot that permits canted iron sights for quicker target acquisition in angled positions. Low Power Variable Optics (LPVOs) such as the ATAK-R 1–12x will be able to switch magnification levels dynamically, and there’s a new compact red dot option that can pair with a 3× magnifier.


Canted ironsight view demonstrating improved handling in tight spaces
Looking down the canted ironsight improves accuracy and muzzle handling in confined spaces.

Red dot with 3x magnifier combo
New red dot + 3× magnifier option for emergency magnification at the cost of some peripheral view.

Keep in mind that compact weapons like the MP9 have limited rail space — balance visual bulk and functionality when customizing. As an additional option, select weapons (for example, the G36C and MK18 on the AR side) can accept carry handles that free up rail space for larger optics but increase height-over-bore. These setups offer distinct visual and functional profiles.


G36C with carry handle and multiple barrel attachments
G36C with a carry-handle optic and multiple barrel attachments.

Dev Briefings: By-Announcement Schedule

Going forward, dev briefings will be published on a by-announcement basis rather than on a strict multi-week cadence. That means the interval between posts may vary — sometimes longer than our previous four-week rhythm, and occasionally shorter when we have timely updates to share.

Why the change?

  1. We want to publish briefings when they are substantive and ready, rather than adhering to a rigid timetable.
  2. After the 1.0 launch, large concurrent system overhauls have become less frequent, so a flexible schedule better reflects the pace of meaningful updates.

This approach gives the team the flexibility to prioritize quality and deliverings updates that matter most to players.

Conclusion

Thanks for sticking with us as we continue improving the game. The upcoming multi-attachment system should provide more options for tailoring loadouts to each mission. We’ll share more in the next briefing when we have fresh progress to report.

Our next merchandise drop includes patches, pins, mouse pads, and desk mats — with additional items planned. Visit our merch store to see what’s coming.


Merch: mousepads and desk mats

This concludes Development Briefing #88. Thanks for reading — we’ll catch you in the next update.

Stack up and clear out.

VOID Interactive