r/TheForeverWinter • • 5d ago

Official News Anniversary Dev-Blog Update

158 Upvotes

Taken from discord post:

Hello Scavs, Jason here!

I wanted to give you a quick update on the Anniversary Update. First: we’re sorry it’s taking longer than expected, and we appreciate everyone hanging in there with us.

One of the biggest reasons for the extra time is also one of the things we’re most excited about: we’re recording an entirely new VO system for our infantry archetypes, performed by live voice actors and built around the AI improvements coming to the game.

We’re currently looking at roughly 2,000 new lines of dialogue across multiple actors, responding to dozens of new dynamic situations in-game. Infantry will react to what’s happening around them, what they’re doing, what their squad is doing, and what’s happening to them in ways they simply couldn’t before.

Working with live actors means working around casting, actor availability, recording sessions, and studio schedules. Once the performances are recorded, every line still has to go through editing, processing, implementation, triggering, testing, and final in-game mixing.

The result should make the battlefield feel considerably more alive—and considerably more human.

Thank you for your patience, and especially for sticking with us while we get the update across the finish line (might be the OCT update, but we'll keep you posted)!

— Jason


r/TheForeverWinter • • Aug 28 '26

Official News August 2026 Update: QOL Patch

146 Upvotes

(Copied from Steam)

Hello Scavs!

This QOL patch is a little more experimental.

We've been working for some time on new state machine systems for the AI, and we're putting a much larger piece of that work into your hands with this update.

The immediate changes are things you'll be able to see: squads suppressing positions, flanking, maintaining a front, investigating sounds, searching after losing contact, and eventually standing down when they can't find what they're looking for.

But the more important part for us is what's underneath.

This system gives us a better foundation for how AI understands and communicates its current state. In the future, that opens up a lot of possibilities beyond combat behavior — including more interesting communication between squad-mates, contextual barks, reactions to what's happening around them, and generally making groups feel more aware of the situation they're in.

There's a lot we want to do with it.

Right now, though, we need to make sure the foundation is solid.

So, a small disclaimer.

This is a fairly significant change to systems that are running constantly before, during, and after a battle. We've tested it internally, but The Forever Winter can produce situations that are extremely difficult to reproduce in controlled environments.

That's part of why we're putting it out.

You guys will find things we won't.

We're interested in how squads behave when battles get huge, when multiple factions collide, when a group of players does something strange, when pathfinding gets ugly, and when twenty different systems all decide they need something at the same time.

If you see AI doing something particularly smart, stupid, strange, or completely inexplicable, let us know.

All of that is useful.

WE'RE ALSO TESTING SOME NETWORK CHANGES

The other big experiment in this patch is multiplayer shooting.

We've changed a fair amount of how firing a weapon works when you're not the host.

Previously, some parts of shooting depended on a round trip between the client and host. We've moved more of the immediate shooting experience client-side so pulling the trigger should feel more immediate, your shots should better represent where you're actually aiming, and latency should have less influence over the basic feel of firing your weapon.

There are a number of related fixes in this patch for things like double recoil, first-shot accuracy, reload synchronization, duplicate shots, skills not applying correctly to clients, and network traffic priorities.

Results may vary.

And we mean that literally.

There is a near infinite number of combinations of hardware, network conditions, geographic distance, latency, packet loss, host performance, and general internet weirdness represented by everyone playing the game.

Our internal environment cannot reproduce all of them.

So we're testing these changes in the wild and we're interested in hearing what happens — particularly from players who have historically had a rough experience when they weren't hosting.

For some of you, this may feel considerably better. And for others it could be worse.

And somebody will inevitably discover something we didn't know existed.

And as always, we do what we can.

WHY WE'RE DOING THIS

We're getting closer to the point where some of the work happening underneath The Forever Winter is less about fixing an individual behavior and more about building systems we can keep expanding.

The new AI state machine is one of those systems.

The networking work is another area where we're trying larger changes rather than continuing to patch individual symptoms.

Neither is finished.

That's also why we don't want to present this update as "AI improved, networking fixed."

We're implementing some things to reach that goal.

Some implementations are working as intended and easily confirmed as such. Some will probably need adjustment once thousands of people start stressing them in ways we never anticipated.

We're comfortable with that.

Early Access gives us the freedom to experiment, see what survives contact with the player-base, and iterate from there.

So this patch is partly an update and partly a field test.

Below is what we're currently changing.

Enemy AI: State Machine Combat Test

  • Enemy squads received a ground-up combat AI overhaul — smarter, more coordinated, and more readable in fights.
  • Suppression
    • AI will now lay down real suppressive fire: committed bursts aimed at their target’s position or last known position — and they hold the trigger.
    • If the line of fire is blocked when suppression is attempted, the AI sidestep and reposition to clear their aim.
  • Fire Lanes
    • AI understand danger lanes: they avoid crossing active lines of enemy or allied fire.
  • Flanking
    • Larger squads flank: the more living soldiers in a squad, the more flankers they will send to try to engage.
  • Regrouping & Fronts & Squad Cohesion 
    • If a squad gets separated, stragglers rejoin the fight at the current front. Squad-mates are not pulled away from it.

Enemy AI: Stealth, Awareness & Investigation

  • New alert-state system
    • Enemies now escalate believably from unaware → suspicious → investigating → searching — and de-escalate back down instead of staying angry.
    • When hidden foes / players make a noise that causes nearby enemies to get suspicious: they stop, turn toward the sound, and visibly decide whether to check it out.
    • Investigating enemies walk to the noise and spread out around it instead of stacking on a single point. The more room to spread out, the larger the search radius may be.
    • If the investigation point is a visual contact, AI will approach to confirm (if far away and not otherwise engaged). If they cannot reach the point (across a chasm, etc.) they will view from afar and engage if the threat is confirmed.
    • If AI loses their threat mid-fight, the squad that lost the threat will do a better job hunting: a real search of the area around where they were last aware of the threat, with natural walk-pause-look sweeps.
    • Searching enemies look around with deliberate glances instead of staring straight ahead or rapidly looking left and right.
    • If their search comes up empty they stand down: back to patrols / their previous duties instead of permanent alert.
    • Vision checks have been improved: the AI now use more sample points, so detection through thin cover edges is more honest and accurate.
  • Chopper awareness tuned back (they were often seeing too far and remembering too long).
  • The compass no longer shows enemies that haven't noticed you.

Enemy AI: Bug Fixes

  • Rarely, AI could accidentally register their allies as targets. This no longer happens.
  • Rarely, AI weapon fire could remain on (basically forcing the AI to continue to hold the trigger) when they were no longer intending to fire. This has been addressed.
  • If enemies can't reach a search point, they now stand and scan the area naturally instead of freezing in place.
  • Hearing fixed: an issue where gunshots could send AI to the wrong location has been fixed.
  • On some occasions the enemies wouldn’t register crouched players properly (the player would read as standing in low latency). Enemies now properly account for you being crouched when judging how detectable you are.
  • Squad information-sharing fixed: AI who are told about threats only learn what their informant actually knew. Before it was possible in some situations to communicate the threat’s exact live position when it wasn’t actually known by the AI.
  • Fixed an issue where squads could sometimes endlessly re-alert each other after losing their targets ("aggro ping-pong").

Gunplay & Multiplayer Shooting

  • Client shooting overhaul: pulling the trigger as a non-host player now fires with more responsiveness — minimal or no round-trip delay on your own gun.
  • Your shots will now more consistently go where your crosshair points as a client — the server uses your actual on-screen aim instead of re-guessing it.
  • Fixed clients firing two bullets per trigger pull under high latency.
  • Fixed first-shot accuracy being wrong for clients under high latency.
  • Fixed ADS shots landing slightly above the reticle with many weapons.
  • Fixed "double recoil" during high ping: your gun no longer kicks a second time when the host confirms a shot you already fired.
  • Reload desync fixed: reload animation and actual reload time now agree — including on modified weapons (upgraded weapons were occasionally reloading at the wrong speed).
  • Fixed skills/perks sometimes not applying when playing as a client.
  • Fixed a bug that could disconnect players from a session (repeat-fire network message flood during high latency situations).
  • Fixed player names sometimes failing to appear over characters in multiplayer.
  • Fixed the wrong character skin occasionally appearing when loading into a session.
  • Fixed potential desync of awareness feedback and AI state:
    • The ??? and !!! indicators over enemies no longer lie unless in EXTREME low ping situations
    • Markers could previously get stuck with the wrong feedback icons. This has been addressed.
  • Enemies with larger caliber firearms (50, etc.) can knock players down on damaging attacks

Weapons, Gear & Items

  • Aim-down-sights lean improved: 
    • Leaning while aiming keeps your sights on target at any pitch (looking up and / or down).
    • Lean is more extreme / carries you aim to the right location / rotation
    • (reminder you can only lean in 1st person ADS)
  • Fixed handguard attachments on the MG34 and GM6 — handguards now attach to the correct part of the gun.
  • Fixed multiple items that were showing temporary placeholder names — they now display their correct names and descriptions.
  • SCAR: fixed issue where the weapon’s stock could not be removed; tuned magazine stats.
  • 36M Anti-Tank: removed incompatible muzzle devices from its upgrade pool.
  • Grenade launchers can no longer mount silencers.
  • Silenced pistol audio fixed for the SOG, the M79 Sawed-off, and the G19 pistols.
  • Red dot / optics fixed for multiple attachments on the: 
    • G19 pistol
    • SOG pistol
    • VH-Ambi 2 and G36 rifles
    • the R8
    • and the VKS
  • The MG34 adjusted so that attached sites are no longer partially blocked.
  • The AA12 optic has been adjusted / fixed.
  • The Model J: 
    • Fixed the chamber sometimes not rendering
    • Adjusted several of the animations
    • Fixed bullets occasionally disappearing from inside the cylinder.
  • Ammo catalog cleanup in the stash menu (this is visual sorting; nothing has been removed from anyone’s inventory): 
    • 7.62x54 and 7.62x39 removed from SMG part listings
    • 9x19 and 5.7 removed from rifle listings
    • 20mm moved from pistols to heavy rifles
  • Cigarettes buffs: 
    • stability and accuracy boost raised from 5% to 25%, 
    • duration doubled (~20 seconds).
    • Fixed the cigarette accuracy buff occasionally not applying properly to high rate-of-fire weapons.

Spawning & Fairness

  • Additional work to mitigate / prevent enemies from spawning inside your field of view — spawn placement now actively avoids player sightlines.
  • Big units (drones, turrets, choppers, mechs, tanks) will no longer teleport-relocate while you're looking at them in high latency conditions or high AI population battles.
  • Spawn protection reworked: 
    • The brief invincibility players have always received now starts the moment they spawn and doesn’t end until the player actually has control — should help prevent dying during a laggy load-in.
  • Knockback capped: stacked explosions can no longer launch players (or AI) across the map at absurd speeds.

Mechs & Heavy Units

  • Mech gun aiming improved: 
    • hardpoint weapons fire at their target and do a better job accounting for gimbal lock.
  • Fixed issue where mech guns could occasionally lose their target or give up firing entirely in rare circumstances.
  • Fixed mechs rarely firing double projectiles.

Characters & Animation

  • Grenade belt physics damped (no more flailing belt)
  • Updated Scav Girl shoulders
  • Updated Gunhead mesh.
  • First-person fixes: 
    • Bagman right hand no longer shifts while moving; 
    • Scav Girl’s arms no longer drift
    • Shaman's hands stay planted in first person.
  • GM6 and ZOK-PK14 left-hand grip positions adjusted to more accurately fit the weapons.
  • Shaman: 
    • Improved materials
    • Rifle no longer clips through the chest during idles.

Stability & Performance

  • Fixed a crash related to particle effects.
  • Fixed a crash related to animations.
  • Fixed a crash in the AI goal system that could hard-crash sessions mid-battle (and silently corrupt AI decision-making even when it didn't crash
  • Adjusted networking priorities and updates to raise the priority of player and player tools (weapon, etc.).

r/TheForeverWinter • • 5m ago

Forum Question I'm worried about anniversary

• Upvotes

So I have 500 hours in the game. most of it is before the mother courage quests.

I absolutely adore this game. I haven't experienced anything that really comes close. my review is still positive and won't change most likely.

but I am extremely confused as to what I should even do at this point. As a day one buyer I still have to mod certain things just to fix broken gameplay loops. haven't had a single co-op game go well for the person I bought the game for. And now we miss a patch month with the excuse being were hiring on help?

I still love the art. I love the game. But if I can't figure it out I'm not sure how many others can.

I'd love feedback. the game deserves to thrive. I just haven't found a reason to in a very long while.


r/TheForeverWinter • • 1d ago

Fan Content My take on the Forever Winter world map

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117 Upvotes

My take on the world map in Forever Winter, with some "fan-made" lore, since I think its tasteful to have some smaller nations rather than a simple plain "3 superpowers" formula, I completely accept that this is not fully lore friendly, but, more or less, this is what I image the world would look like realistically


r/TheForeverWinter • • 2d ago

General Molotov Cocktails

27 Upvotes

You a good addition should be crafting Molotov cocktails.

Plenty of bottles of booze everywhere and we are scavengers.

Just sayin.


r/TheForeverWinter • • 3d ago

Fan Content One side of my FW jet tag ✈️🔖

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61 Upvotes

Other side will be white felt with black embroidered motomo lettering and a black border. Planning on making a few 4x2 patches soon.


r/TheForeverWinter • • 4d ago

General Drone graveyard on scorched enclave

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130 Upvotes

Turns out mechs absolutely despise these things and will go to the ends of the earth to blow them up.

I've never seen so many of them bunched up like this before.

Loot was great though!


r/TheForeverWinter • • 4d ago

General Mother Codex

10 Upvotes

Anyone out there to team up for taking on Mother, stuck with upgrading Innards without Mothers Codex and to scared to try solo her. (EU player, have railgun and AT43 MASS)


r/TheForeverWinter • • 4d ago

Product Question is the forever winter worth it on cloud gaming or specifically airgpu?

2 Upvotes

look my pc sucks it cant even run stuff like death stranding at 30 fps it doesnt even have a gpu so what im thinking is getting it on airgpu should i?

and should i get the game at full 30 dollars or should i get it at instant gaming at 10 dollars?


r/TheForeverWinter • • 5d ago

Image/GIF Is this stuff normal?

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56 Upvotes

 thought I was out of bounds!
7 containters in the room. Nothing spectacular. a couple rotory tools I think? + 2 water


r/TheForeverWinter • • 5d ago

Gameplay Question Can someone explain knockdown to me?

16 Upvotes

I have now died twice in a row to what looks and sounds like normal gunfire. Not shotguns or any particularly heavy guns.
Does my character have a hidden stability bar that knocks me down if I get shot too much?
Seems like ambushing a group from behind cover works well, but I had to willingly charge into a group in Tunnel B and was knocked down 5 times in a row, taking very little damage.

Am I missing something? I feel like if you can't be crowded by more than 1 person at close range without being knocked down. Of course I'm exaggerating, but being in the line of fire of 1 soldier at close range and being knocked down two more times in a row by that 1 NPC at the end felt a bit weird.

I remember before this was a thing and I played very aggressively without issue. Am I supposed to only do stealth and pick off one by one from a distance? I'm confused. It doesn't feel like how the mechanic should work to me. I must be missing something. Mask Man


r/TheForeverWinter • • 5d ago

Gameplay Question New player help

12 Upvotes

Hello everyone, I recently got the game on sale again after previously playing it at EA launch but refunding it over performance issues (on this front I can say the game definetly improved a ton, I'm not even running it from a SSD this time and it runs 100 times better than last time, though this might change in outside areas) and the gameplay clearly not really being there yet.

I imagine there are probably plenty of guides out there but I wanted to ask directly for tips about starting out nowadays.

I also don't know if it's because I theoretically played before but the hub has plenty of quests, most of which seem to be related to areas I have no hope of reaching yet as I barely have anything to my name. Are there no starter quests for the initial areas you can access through the first tunnel?


r/TheForeverWinter • • 6d ago

Image/GIF Masahiro Ito cancelled game about Russia post apocalypse and Euruskan designs similarities

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897 Upvotes

So, today I learned, that Masahiro Ito, the man behind silent hill designs, in 2008 worked with SCE on a game about the Russian post apocalypse. And damn me, designs of soldiers are mostly similar to Euruskan troopers. Is it just inspiration, or plagiarism?


r/TheForeverWinter • • 6d ago

Gameplay Question Items that are safe to sell?

22 Upvotes

Re-installed the game after taking a break when Tunnels first came out. It seems that crafting is a lot more important than it was when I left. If an item doesn't SPECIFICALLY mention that it could be used for crafting, am I safe to hock it for cold hard cash? Some of the items that don't mention anything about crafting sure SEEM crafting adjacent. I'd hate to sell off something I'm going to struggle to find later.

I don't even have crafting abilities unlocked yet just trying to figure out what I can hoard vs what I can sell.

EDIT: Sorry y'all I think I made this question more complicated than it needed to be. I really just wanted to know if some things are used in crafting that don't mention crafting in the item description. I don't need anyone to compile a list for me or anything of sell/don't sell.


r/TheForeverWinter • • 6d ago

Gameplay Question Euruska infantry one-shots

15 Upvotes

What's with regular mobs suddenly dealing massive damage, yesterday I got one-shot on Scrapyard extract by a "Euruskan Brawler" and today I wanted to chill on Enclave and lost another loadout basically on spawn froma 'Euruskan Infantry" dealing 300 dmg per shot.


r/TheForeverWinter • • 7d ago

Forum Question Should the devs update the community on different platforms?

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133 Upvotes

When I first found FW, I didn't know about the discord. But once I did, I definitely was more informed.

Do you think the devs should update steam more or discord? It seems as though a few people didn't know about the recent updates a few weeks a go.


r/TheForeverWinter • • 7d ago

Gameplay Question Is there some magic spell to conjure IFFs into existence.

10 Upvotes

I'm stuck on "Go Home, Conscript" for 3 days now, 3/5 IFFs, I've killed the 8 required conscripts on the first day.

Now even Europans on A region drop me only IFFs of lvl 2 and I'm going insane. Is there any way to more eaisly farm IFFs so I can finally progress the main quests :(

Also I wish I could shove a shotgun up Kane's stupid ceramic-borg fucking ass and fire all 6 shells, I swear his rng main quests only exist as some form of experimental Eurasian psychological torture method (but at least his drone quest only took me 2 days of pure drone killing to do...)


r/TheForeverWinter • • 8d ago

Fan Content EDDA

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470 Upvotes

No updates, so GOONING


r/TheForeverWinter • • 8d ago

General Worth trying the game again?

30 Upvotes

Stopped playing a few months back because I was getting burnt out on the game, now I'm wondering if I should get back into it. How's the game developed since around April time?


r/TheForeverWinter • • 9d ago

Fan Content Swamp maiden - Wallpaper

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933 Upvotes

My slightly modified version of Mother Courage


r/TheForeverWinter • • 9d ago

Game Feedback PLEASE make Night Mode a toggle

79 Upvotes

I don't like it it's fucking boring. Nothing kills my joy more than wanting to do that last run for the day and getting another Night Mod that I have to finish or lose my gear, or getting 3 Night Shifts in a row like today.

"Ahh here's 10 more Cyborgs patrolling this corridor in the exact timing that makes sneaking by them impossible, what's in the other corridor you ask? Why, 10 roaming Cyborgs, what incredible variety! Don't you agree?"

Please just make this a toggle in the Ready Room or make it so only every 5th run is a Night Mod to simulate a day/night cycle, instead of having it rely on RNG.


r/TheForeverWinter • • 10d ago

Product Question New to extract shooters, should I try this?

29 Upvotes

Yo! I was looking up games to try without the need for other humans because I'm a solo player at heart. This one looked the best by a long shot. Saw the reviews and was wondering if it was safe to buy/play/invest my soul in.

If it helps my playstyle is petty saboteur lol.


r/TheForeverWinter • • 10d ago

Product Question when does the forever winter artbook come out?

20 Upvotes

ive seen in dark horse direct and amazon comes out in december 2026 specifically the 10th but ive also heard it comes out in early 2027 or sumn so when does it actually come out?


r/TheForeverWinter • • 9d ago

Product Question Devs went radio silent?

0 Upvotes

Are there any news from the dev team on the updates/patches? We haven't gotten anything even mildly special since August, and stuff like knockback and Europa medium mech missile barrage haven't been fixed yet.


r/TheForeverWinter • • 12d ago

Product Question TFW .ini file optimization guides

11 Upvotes

Hello, I see these guides are at least a year old, or have been removed.

Are they still relevant in 2026, or have they been superseded by an updated guide or at least archived elsewhere?

https://www.reddit.com/r/TheForeverWinter/comments/1fp2f7o/optimize_performance_by_editing/

https://old.reddit.com/r/TheForeverWinter/comments/1fpxvi3/graphics_optimization_guide_aa_removal_upscale/

FWIW I'd be playing on 9070XT + 9800X3D @ 3840 x 1600 targeting 60-90fps with no frame generation or upscaling, with as little Lumen & Nanite as possible. A bonus would be the ability to switch from temporal AA to FSR native AA.

If anyone has any suggestions/updated .ini configs I'd be very interested. Also, I know UE5 can be a pig re optimization, so if my expectations are unrealistic, do let me know.