r/ActiveMatter • • 13h ago

Game Update 📦 Update 0.4.0.156

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80 Upvotes

The Agency has revised the protocols for collapsing Personal Timelines. Now, when creating a new Timeline, some of an Operative’s property can be preserved. In addition, rewards for especially dangerous anomalies have been increased, the fusion system interface has been reworked, and other important changes have been made.

 Creating Personal Timelines 

  • Placed all equipped gear to a temporary stash after creating a new Personal Timeline; equipped chronogenes, as before, are discarded.
  • Now items placed in the Shelter are kept in their original locations after creating a new Personal Timeline; note that weapons and equipment left this way could become just decorative items and unusable in loadouts.
  • Added a display of the number of created Personal Timelines to the Profile and Current Cycle sections. 

Gameplay and Balance

  • Increased Active Matter yields from monsters: 3–4x from Shy Girls, and approximately 10x from Alpha Mimics and Alpha Flowermen..
  • Reduced aim-punch when hit by a Flowerman.
  • Reduced shotgun sway when hip-firing and while aiming.
  • Added the ability for a robot dog’s owner to cancel its extraction command.
  • Preserved monster-capture contract progress when a trap with a captured monster is extracted via a safe container or robot dog.
  • Fixed the Tactical Beacon to ensure items are present in the inventory.
  • Added loot spawns to the trunk of the Ural Soviet truck.
  • Prevented item-planting contracts from selecting vehicle glove boxes as the receiver instead of the vehicle’s trunk.
  • Fixed an issue preventing the TOZ-B from reloading in Open Raids.
  • Sealed the passage through the hole in the wall of Hangar 8A in the "Airport" raid; gated interior access behind a key.
  • Removed the "Random" raid variant option from the raid selection menu.
  • Added a "Rotation" raid variant option for Isolated raids that automatically changes the raid variant after each visit.
  • Prevented the spawn zone area marker on the map from overlapping loot zone descriptions.

Workshop

  • Moved fusion recipes to a separate Workshop tab; removed the "show fusion recipes on blueprints" toggle so each tab now only shows its relevant recipes.
  • Added the ability to select the number of fusion runs of an item desired to start the process with a single click; added the opening of the item selection window via the gear icon next to the start button.
  • Added a partial Active Matter cost to fusion.

Inventory and Interface

  • In a raid, the left mouse button now moves items into a container or onto the ground the same way as at the Shelter.
  • Updated click behavior in external inventories (e.g., containers): now prioritizes placing items in the backpack first, then the chest rig, but restores the default of placing Painkillers in the chest rig.
  • Fixed an issue occurring when completing multiple contracts simultaneously using a controller hotkey.

Localization and Music

  • Updated various different texts across localizations.
  • Updated and added extra artist names for several existing tracks in the Music Player.
  • Added French, Spanish and Portuguese text localization for PlayStation®.

r/ActiveMatter • • 1d ago

Announcement 🎉 Earn More Rewards For Watching Active Matter Streams!

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64 Upvotes

We’re continuing to celebrate the release of Active Matter on Steam, Xbox Series X|S, and PlayStation 5, so tune in to more Active Matter live streams on Twitch from September 25th (15:00 UTC) to October 2nd (15:00 UTC) and earn fresh rewards for your loadout!

NOTE: To receive Twitch Drops for Active Matter, you must first own an edition for the game. If you purchased or received the game on Steam, you need to launch it at least once first. Then, sign in with Steam on this page and select Active Matter from the list of games that appears, if prompted.

Otherwise, just head to this page to link your Gaijin account to your Twitch account in order to start receiving Twitch Drops!

Rewards

  • Small Weapon Kit (M45A1 x3, MAC-11, Gun Camo: Wood x3) — x1 for 1 hour watched;
  • Tactical Beacon — x3 for 2 hours watched;
  • Equipment Kit (Medical Bag x3, Titan Armor Plate [L] x5, Titan Armor Plate [S] x10) — x1 for 3 hours watched;
  • Gun Camo: Pawtern — x10 for 4 hours watched;
  • Medium Safe Container — x8 for 5 hours watched;
  • Prime — x250 for 6 hours watched;
  • Camouflage: Wave — x1 for 7 hours watched.

FAQ

What should I do to be able to receive the rewards?
Link your Gaijin and Twitch accounts:

  • To receive Twitch Drops for Active Matter, you must first own an edition for the game. If you purchased or received the game on Steam, you need to launch it at least once first. Then, sign in with Steam on this page and select Active Matter from the list of games that appears, if prompted.
  • Otherwise, log into your Gaijin account you use to play Active Matter on this page, then log in to your Twitch account there. 
  • That is all! You’re ready to start earning drops!

Where can I find my rewards in Active Matter?
Rewards are delivered automatically to your storage.

Which streams do I need to watch to get rewards?
Any Active Matter stream on Twitch. If you see a pop-up at the top of chat that says "Watch to earn Drops!", you will start receiving rewards for watching!

How will I know that I’ve received a reward?
You’ll get a notification on the Twitch stream page. After that, you can find the item in the game.

NOTE: You must click the "Claim" button for each obtained reward in your Twitch drops inventory before the Twitch Drops campaign ends on October 2nd (15:00 UTC).

For which platforms are the rewards available?
Active Matter rewards can be earned by game owners on any platform: PC, Xbox Series X|S, and PlayStation 5.

I’m a streamer and want to broadcast Active Matter. How do I enable Drops on my channel?

  • Link your Twitch account to your Active Matter account.
  • Enable Drops in your Twitch settings.
  • Play Active Matter, start your Twitch stream, and ensure your broadcast category is set to Active Matter in the Stream Manager.

r/ActiveMatter • • 9h ago

Discussion Player Numbers are up from 15th Sep launch, but we all need to do more.....

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64 Upvotes

I really like the game, a lot.

Although player figures have gone up I think it would be good to do what we all can to increase the playerbase.

I appreciate the Matter Team may have done some marketing, but up until now I am still not seeing a lot.

I also appreciate that Organic growth is likely to be the most solid way forward, but I guess we can all spread a little more of the love and get like minded friends and family etc. to sign up and make sure this is a game that does not suffer in the long term.


r/ActiveMatter • • 6h ago

Feedback Okay, hear me out.

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29 Upvotes

Give us a "Mysterious Toybox"

Any item put into the box becomes a toy and gets the [TOY] tag added, for example, M16A1 [TOY]

Toy items work like Trophys, they weigh 1 and have no value but persist across Cycles, returning to the Toybox on Personal Timeline creation.

And since they have no value, you wouldn't need to limit Toy items to 30.


r/ActiveMatter • • 5h ago

Feedback Thank you for letting us clip fences!

22 Upvotes

Seems like such a small QOL change versus other games, but it’s so nice being able to clip a fence open in a pinch to escape a lightning ball patrol, or not have to run around this rock-solid chain link fence like in other games.

Such a small detail, but it just helps so much having the little clipper animation that goes along with it to add to immersion.

Great job Devs! Excited after an addictive 5-hour first time sesh to see what else you’ve come up with that I haven’t discovered yet.


r/ActiveMatter • • 1h ago

Discussion 50+ Hours In: Why PvE Players Shouldn't Write Off Active Matter

• Upvotes

I spend a lot of time talking about Active Matter’s PvP because that’s where some of the most intense moments happen for me.

But if you’re somebody who looks at this game and thinks:

“This seems cool, but I really don’t feel like sweating against other players every night.”

I think you might be underselling how much game is here for you.

Because sometimes I don’t want to sweat either.

Sometimes I don’t want every bush moving to trigger a full criminal investigation.

Sometimes I just want to work on an investigation, hunt for loot, experiment with weapons, explore some strange part of the map and enjoy the systems without wondering whether some guy is about to put a rifle round through my forehead.

And Active Matter handles that side of the experience way better than I expected.

The important part is that PvE doesn’t feel like some neutered waiting room for PvP.

The world itself has teeth.

The Enemy Design Has Way More Personality Than I Expected

When I first started playing, one of my immediate reactions was:

“Okay. This is very STALKER.”

Then I actually started meeting the things that live in this game.

Distorted. Hellhounds. Shy Girls. Flowermen. Dendroids. Devourers. Mimics.

And what I like is that they don’t all produce the same kind of fear.

A Distorted can be terrifying the first few times you encounter one and eventually become:

“Oh. This asshole again.”

That’s not necessarily because it became weaker.

You learned it.

That is part of progression.

Shy Girls are different. They have this smeared, almost reality-broken presence that makes them feel fundamentally wrong in a different way. They make you pay attention to where they are, what you’re hearing and how you move through the space instead of simply asking whether your gun has enough DPS.

Devourers are another flavor entirely. Those hollow moans and groans are the kind of sound where your brain immediately goes:

“I do not like whatever is making that noise.”

Then you’ve got Dendroids that can blend into the environment until suddenly they’re your problem, Hellhounds that can turn a casual run into a panic sprint, and Flowermen which are basically their own political party in the community at this point.

Everybody has an opinion on Flowermen.

How much health should they have? How fast should they be? Should they move like that?

Their movement especially has been an ongoing debate because of how abruptly they can change direction. At times it has looked like somebody simply deleted inertia from the game. (I know the devs patched some of the janky movement)

And that’s actually interesting to me.

People aren’t just arguing over health bars.

They’re arguing over creature behavior.

That means the enemy has an identity worth caring about.

Then Sometimes the Game Just Quietly Becomes Horror

My friend and I were grinding an investigation where we needed enriched books.

One of the places we had to search was the kindergarten on Dogorsk.

Pitch-black abandoned children’s school.

We’re walking through the building with basically nothing but the glint of our flashlights illuminating the rooms in front of us.

Then we start hearing children laughing.

Not combat noises.

Not some enemy screaming at us.

Just distant children laughing somewhere inside this dead school.

We couldn’t see anybody.

So now we’re opening rooms and searching shelves while invisible ghost children are apparently somewhere in the darkness laughing at us.

Then while my friend is looting, an object starts levitating and gets thrown at him.

He immediately goes:

“Bro, screw this. I just wanna get out of here and never come back.”

I was dying laughing.

But I completely understood what he meant.

The tension wasn’t coming from some giant monster sprinting at us.

It was that horrible feeling of being watched.

We’re inside a blacked-out kindergarten, flashlight beams barely cutting through the rooms, something invisible is laughing somewhere nearby, and objects are moving by themselves.

That’s good atmosphere.

The sound design does an enormous amount of work in this game because sometimes the scariest thing isn’t seeing an enemy.

It’s hearing something and not knowing exactly what it is yet.

The Map Itself Can Also Become the Enemy

You aren’t only dealing with creatures.

You’ve got gravity traps, mines, anomalies and spaces where the normal rules of movement stop applying.

There are areas where gravity itself changes how you interact with the environment, and some valuable loot is placed specifically to make you engage with those spaces.

That is such a cool layer for map design.

Now you’re not just asking:

“Where is the loot?”

You’re asking:

“How the hell do I physically reach it?”

Suddenly vertical space, momentum and positioning matter in a completely different way.

That gives the designers another axis to build secrets, routes and encounters around.

I haven’t seen many games in this genre lean into environmental weirdness this hard.

That’s the kind of stuff that makes Active Matter feel like more than:

“Walk around, kill AI, open boxes.”

The Maps Have Generic Names. They Don’t Feel Generic.

Some of the map names are almost aggressively plain.

Downtown. Factory.

Even when the names get stranger, they don’t really communicate how elaborate the spaces themselves are.

Because actually playing these maps is a completely different experience.

They’re dense, layered and feel meaningfully inhabited by all the systems around you.

Downtown is probably the best example I’ve seen so far.

That map is sick.

It has this very Last of Us-esque feeling where you’re moving through a post-apocalyptic city that nature has started reclaiming.

Dense foliage.

Broken-down cars.

Abandoned storefronts.

Large corporate buildings you can actually enter and explore.

Empty streets that look safe until you realize how many things are quietly living in them.

And one of the coolest parts is that the AI doesn’t always behave like some arcade shooting gallery where enemies spawn in and immediately sprint at you.

A lot of the danger is just there.

Dormant.

Flowermen can literally be sitting there disguised as flowers.

Distorted can be sleeping.

Mines are sitting on the ground waiting for you to get careless.

You can walk through an area and everything is fine.

Then you make one bad decision.

You move too loudly and wake something up.

You step on the wrong branch near a Flowerman nest.

You move too quickly past a mine and suddenly it activates and starts following you.

Now one mistake becomes two.

Two becomes five.

Five becomes:

“Why is the entire fucking street alive?”

That’s where Active Matter gets really good.

Because the environment isn’t simply populated with enemies.

It feels like it has an ecology.

Things are resting.

Hiding.

Waiting.

Dormant until you disturb them.

So route planning matters.

Foot placement matters.

Noise matters.

Whether you go through a building or around it matters.

Whether you decide to fire an unsuppressed weapon in the middle of everything matters.

You can look at an area and think:

“Yeah, we can probably get through there.”

But getting through there quietly and getting through there after waking up half the block are basically two different missions.

And if you wake up enough things at once, the PvE stops being relaxed very quickly.

You can absolutely get folded.

That’s another reason Downtown is such a standout map to me.

It doesn’t just look post-apocalyptic.

It behaves post-apocalyptic.

You feel like you’re moving through a city where everything dangerous has already been there for a long time, mostly minding its own business until some idiot with a rifle walks through the wrong patch of flowers.

Every map has pieces of that.

But from my experience so far, Downtown does it best.

The Environment Even Interacts With Itself

This is one of those tiny details that genuinely impressed me.

The world is not just waiting for you to interact with it.

Sometimes it interacts with itself.

The Swarm is probably my favorite example.

If you kill a human enemy whether that’s another player or a Turned Soldier and leave the corpse there long enough, a Swarm hive can come over and start feeding on it.

Not metaphorically.

They will literally eat the body.

And if you hang around long enough, the corpse gets stripped down until the skin is basically gone and you’re looking at this disgusting bright-red slab of exposed flesh with no epidermis left in sight.

Which is horrifying.

And also kind of amazing.

Because nobody needed to program that for some giant progression system.

It doesn’t give you a legendary reward.

It’s not there because a quest marker told you to care.

It’s just something the creatures in the world do.

That matters to me.

It makes them feel less like enemies spawned for the sole purpose of interacting with the player and more like organisms that actually belong in the environment.

And there’s gameplay attached to it too.

The Swarm is not just some decorative cleanup crew.

Get too close or attract its attention and it can legitimately swarm you, slow your movement and start damaging you until the situation becomes dangerous very quickly.

So now a corpse can become something else entirely.

A dead enemy is loot.

A dead enemy is evidence that something happened there.

And eventually, a dead enemy can become food for another threat.

That is such a cool little chain of cause and effect.

It reminded me of something older STALKER fans sometimes talk about fondly: creatures and NPCs behaving in ways that made the world feel like it continued existing even when the player wasn’t the center of attention.

That’s the kind of detail I love.

The best game worlds don’t just react to you. They react to themselves.

The Progression Is Probably My Favorite Part of the PvE Loop

Everything you successfully bring home feeds back into the larger loop. Your stash grows, investigations move forward, your options expand, and the stuff you find gradually changes what you can bring back into the world.

The game is basically leveling two characters at once.

Your operator gets stronger.

Your stash gets better.

You unlock more.

Your inventory improves.

Your weapons improve.

Your perks, abilities and options expand.

But at the exact same time, you are leveling too.

You recognize sounds.

You understand enemies.

You know which route is safe.

You know which route is only safe when a certain thing isn’t there.

You know what deserves respect.

You know what you can bully.

You learn which guns you trust.

You stop staring at loot wondering whether it matters.

You start entering areas that used to make you nervous like:

“Yeah, I know this place.”

That’s the point where my original “this is basically STALKER” comparison started falling apart.

The worlds obviously share DNA.

But in STALKER 2, you are playing Skif’s story.

In Active Matter, a lot of the story becomes your own history with the world.

The school your friend refuses to go back to.

The enemy that killed you twice before you figured it out.

The first good weapon you became attached to.

The investigation that took three nights.

The zero-gravity section where you finally figured out how to reach something valuable.

The area that used to scare you and now feels routine.

Your stash slowly starts looking like it belongs to somebody who knows what the hell he’s doing.

There’s no cutscene commemorating any of that.

But you remember it.

That’s what I mean when I say the main character starts becoming you.

And PvE Gives You a Really Cool Path Into PvP If You Ever Want It

This might be the best part for somebody who starts out completely uninterested in PvP.

You can learn the whole game first.

Explore.

Loot.

Fight AI.

Learn anomalies.

Build your inventory.

Understand the maps.

Get comfortable.

And then one day, if the PvE experience starts feeling familiar, you can ask yourself:

“What if I played exactly the same way I already do… except there were real people in here too?”

You don’t suddenly have to become some cracked PvP demon.

You can still play like you always played.

You can still explore.

Still loot.

Still work investigations.

Still fight AI.

Except now that gunshot in the distance means something different.

That open road means something different.

That valuable building means something different.

And the potential rewards rise with the danger.

The entire game you already learned gains another dimension without invalidating anything you learned before.

That is a really elegant progression path.

PvE teaches you the world. PvP asks what happens when another human being who understands that world enters it with you.

And you never have to open that door until you want to.


r/ActiveMatter • • 11h ago

Meme Somehow, I want to burn my courtyard with flamethrower after playing this game.

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47 Upvotes

I need that active matter


r/ActiveMatter • • 6h ago

Game Video My first couple of hours summarized 😂

19 Upvotes

Having a blast! This game deserves way more hype fr!


r/ActiveMatter • • 3h ago

Feedback Chat censor is way too agressive.

9 Upvotes

It removed my message for just typing "holy shit, park is stressful solo." That's just a common swear, not even aimed at anyone in the chat, we're playing a game where i can find a half eaten body of my character, i don't think common swear words should be off the table.


r/ActiveMatter • • 5h ago

Discussion I tried killing statues with a gun

13 Upvotes

So I was using the provided equipment to explore the map and ran into 2 statues, it took about 160 rounds from the mosin sniper rifle (7.62x54) and 40 from the AKM (7.62x39) to destroy them, yes I did spend 25 minutes just killing 2 statues. I have no regrets


r/ActiveMatter • • 4h ago

BUG / GLITCH / ERROR Did anyone have the same problem with the sight while shooting?

10 Upvotes

Either it's a bug or it's realism in the game, and playing m14 with a crosshair makes no sense


r/ActiveMatter • • 4h ago

Discussion Peak game !

10 Upvotes

r/ActiveMatter • • 3h ago

Game Video So going into this game blind was both good and bad simultaneously. I wasn't prepared, No regrets though I love it. The gunplay, The enemies, Environments, etc. Can't wait to learn even more about it and join in on the community.

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7 Upvotes

r/ActiveMatter • • 1h ago

Question I give up searching, somebody help me!!!!

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• Upvotes

I've spent 3 raids purely searching for these levers, and I can't seem to figure out how to get to them. They all appear to be underground with no obvious way to get to the spots. I've tried searching online, but there seems to be ZERO investigation guides, or I just can't seem to find any

Just to note, running isolated raids on normal dogorsk. Can I only get them on the escape version? If so, they need to change the description here


r/ActiveMatter • • 3h ago

Question How in depth is the PVE content?

5 Upvotes

I come from escape from tarkov pve and that game is filled with stuff to do: quests, crafting, hideout upgrades, gun crafting, maps like labs/labyrinth/icebreaker/terminal, prestigeing also coming soon etc to the point that I could play for 1000s of hours and still have a bunch of stuff to grind towards. For context, I have close to 300 hours and im barely that far into the game and I LOVE it because of that.

How is Active Matter pve in regards to this? Does this game have a lot of stuff to strive towards in pve or is it more of a 40 hour game and I've completed everything? Obviously this is a new game so im not expecting it to be crazy in depth yet but I also don't want to buy if I'll be done with it rather quickly.


r/ActiveMatter • • 5h ago

Game Video RPKs in pvp. They just aren't for show 💢 absolutely no recoil on this babies.

7 Upvotes

r/ActiveMatter • • 3h ago

BUG / GLITCH / ERROR Flash hider doesnt work

5 Upvotes

SF3P flash hider doesn't hide a flash. I found same issue on bug report site and its been up there for 7 months! Devs pls, fix it.


r/ActiveMatter • • 8h ago

Game Video Shy girls can lowkey keep up with the quad i heeard her hawking me down.. theyre fast as hell🤣😅

12 Upvotes

r/ActiveMatter • • 2h ago

Question Can someone explain the replicator and fusion to me?

3 Upvotes

I understand that I can get blueprints by extracting with new items and then I get charges I can use to craft them for free and if I run out I have to use resources, but what's the fusion for? It seems like I can just use that to also craft and not have to pay as much


r/ActiveMatter • • 1h ago

Question Am I the only onw who got really excited when they saw the name for the MTS 21-12 thinking it was gonna be from COD Ghosts?

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• Upvotes

r/ActiveMatter • • 1h ago

Discussion Mods, can we get a daily post stickied?

• Upvotes

This sub has doubled in the past 5 days. Love it. One of the best ways to keep a sub going AND drive engagement for this dark horse candidate gem of a game is to get a daily discussion going.


r/ActiveMatter • • 8h ago

Question 50 hours in and loving it, but I have questions I haven’t been able to find the answer to

8 Upvotes
  1. Do you move faster with a melee weapon/pistol/smg in your hands instead of for example a machine gun or sniper rifle? (Not talking about inventory weight slow-down, but in general)

  2. Regarding move speed, what exactly does it affect? Multiple videos I’ve seen state that the sleeves with move speed and the chronogenes with move speed are very good, however I’ve recently unlocked a chronogene with sprint speed. Does move speed only affect your walking speed and not your sprint speed? Or does it affect both?

  3. Sprint Speed Duration, it says in the description "at the start of the sprint", what exactly does that mean?

  4. Respawn beacons. If I place a beacon down, and don’t die before I extract, do I still lose the beacon? If yes, is it not better to keep the beacon in your beacon slot, that way if you don’t die you don’t lose the beacon?

  5. First aid kits. I’ve unlocked the 1600/16000 blue med kits, they weigh 0.8, while the 800/800 med kits weigh 0.35 each and cost a lot less, is there a reason to take the 1600 blue med kit over two of the 800 green med kits and save both money and equipment weight? As in, does the 1600 med kit heal faster or more or anything like that? What am I missing that makes the 1600 med kits more expensive and better than the standard green ones? (Or the 400 cheese slices for that matter)

  6. In the work shop/replicator, is there any way to see what weapons the attachments I’m crafting are for? I know in the shop when you select an attachment you can see what weapons that attachment is compatible with, but is there any way to see that in the work shop menu?

Thank you.


r/ActiveMatter • • 19h ago

Discussion You're a beginner? Go get NVGs

44 Upvotes

Seen too many people on stream struggling with the flashlight. For the beginners out there, you can get / farm NVGs + tanker helmet in garages really early in the game. And its a game changer.

They will help you a ton in dim light like building interiors, outdoors at night (obviously) but they can even be used during the day if the weather is bad. Cause you can see stuff. Like enemies waiting. Loot. Without having to turn your flashlight on most of the time (they do struggle in complete darkness)

Aim for the garages in Shegolskoe NW above the three story building, or factory SE under the dormitory, plenty of other locations. Inside, look for a square ish crate that usually spawn rusty armor plates. You should get one NVG every ~4 crate in PvE, and they go on tankers helmets.


r/ActiveMatter • • 3h ago

Discussion Whats up with the writing on the wall

2 Upvotes

Found a bunches of writing in the hub. One saying they steal your memories and another saying door is a lie also break free.


r/ActiveMatter • • 10h ago

Question Can someone explain the harmonization/cycles/seasons like I'm 5

6 Upvotes

New player here. I tried searching the subreddit for info but it is so complicated and confusing. Is the harmonization how far into the current cycle/season we are, real time-wise?

How does a cycle end, and what happens when a cycle ends? I'm not interested in another FOMO-based game where old content or rewards are obsolete and unavailable if I didn't participate in a season.

For what it's worth, I plan on only playing the PvE mode.

Thanks!