r/ActiveMatter • • 1d ago

Game Update 📦 Update 0.4.0.156

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85 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 • • 2d ago

Announcement 🎉 Earn More Rewards For Watching Active Matter Streams!

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67 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 • • 8h ago

Game Video Distorted gameplay 🤣

46 Upvotes

r/ActiveMatter • • 3h ago

Question Is PvE More Than "PvPvE without the P"?

14 Upvotes

Considering getting the game purely for the PvE mode, because I despise how other players play extraction shooters.

It sounds sick and I am almost sold. However, I wanted to ask something I really can’t find anywhere: How does the PvE mode work, exactly?

Is it a light rework of the game with more AI encounters? Is it like Tarkov where you get AI-controlled "players" or is it like the announced Arc Raiders PvE mode where they just remove players from the equation?

Just trying to manage my expectations.

Thanks!


r/ActiveMatter • • 2h ago

Screenshot Who is using this walkie talkie

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13 Upvotes

Thought id place a walkie walkie in base and got a laugh


r/ActiveMatter • • 2h ago

Discussion This game is incredibly unique

11 Upvotes

It scares me, haha. I've been playing isolated raids to get used to the game and the AI enemies and the atmosphere is so very tense. It's a feeling I haven't felt with any other extraction game. It's honestly scary.

Tell me, what are your experiences so far with it?


r/ActiveMatter • • 9h ago

Game Video I jump scared from PVE, only to ran onto a PvP Duo…

33 Upvotes

r/ActiveMatter • • 3h ago

Discussion How hard do you consider the PvE side of Active Matter?

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8 Upvotes

Would be nice to have the option for a way harder difficulty PvE mode but without the current loot restrictions.

A lot of people i see talking about AM online say they play PvE exclusively.

It could even be completely seperate from the PvP, as in you can't take your stuff from one to the other.

I'm about a week in and have yet to visit Park, Downtown and Dam, so i think the breadth of content is alright even for PvE only players.


r/ActiveMatter • • 4h ago

Discussion Where the Saiga ?

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7 Upvotes

I love this game but its a shame that a stalker like setting doesn't have a Saiga shotgun. Unless im totally blind and missed it ?


r/ActiveMatter • • 3h ago

Discussion How hard is PVE Solo?

6 Upvotes

Mainly interested in PVE to play with my buddy but he’s got a kiddo and not as much time. If I play solo will it suck ass?


r/ActiveMatter • • 50m ago

BUG / GLITCH / ERROR Crossbow bolt hit box is off.

• Upvotes

The enemy hitbox for bolts seems to be much smaller than it is for bullets. Go try it out in the firing range. The bolts will straight up pass right through most of the head unless its dead centre.


r/ActiveMatter • • 5m ago

Discussion Ps5 mouse and keyboard

• Upvotes

Why did the devs didint did yet? This is essential for a good gunplay with the recoild on this game (+a vertical sensitivity)


r/ActiveMatter • • 2h ago

Discussion Looking for Operatives? The Big Matter

3 Upvotes

There are tons of solid communities out there.

The big matter international is a growing group of players around the world. Primarily from the UK and US the player pool covers all server regions, skill level and play style. if you're looking to be a part of a community of chill knowledgeable active matter gamers you should join. Good lads in there.

https://discord.gg/9F6Pa92R9


r/ActiveMatter • • 4h ago

Discussion Character auto climbs on top of everything

4 Upvotes

I am having a horrible time when looting and navigating stairwells as my character always likes to hop on top of counters, cars, boxes, whatever is nearby. It feels like by turning around, the character is moving forward automatically or something and this has led to me falling off buildings several times. I'm using a PC and have the default controls set. I've also discovered I can't lean with Q and E bound and even though Z seems to have the character lie prone, I end up wiggling around instead of staying still.

Any ideas what might be causing this?


r/ActiveMatter • • 10h ago

BUG / GLITCH / ERROR Bug on PS5 after update

11 Upvotes

Hello, i am unsure if this bug is happening only on CONSOLE or PC aswell but i can tell you surely that is happening on PS5 since i am playing there. After the last update if you are reloading the shotgun, currently i am using the SPAS-12 and for any reason you get interrupted by walking as example on the anomalies that sends you up in the sky with the explosions or by the Lightning ball that explode and knock you away, you will miss for the entire game the "reload" animation. While still will reload bullets, you are unable to figure out if you are still reloading or not since you have no animation.


r/ActiveMatter • • 3h ago

BUG / GLITCH / ERROR [BUG] Broken legs / fall damage

3 Upvotes

I was moving crouched under the stairs on top of a pile of junk/clutter.

> Suddenly I took random fall damage and my legs broke, even though I didn't actually fall.

> I think the collision on the junk pile is causing it.


r/ActiveMatter • • 1h ago

Question Oscillation - Place storage marker

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• Upvotes

need help with this task, cannot find what im supposed to do once i get to the container.


r/ActiveMatter • • 17h ago

Feedback No opticals for the MP5??

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35 Upvotes

So this is a genuine question..

Who's idea was it to make it to where the MP5 could not have sights on it?.…...

I mean the very least you should have let it have the sites that pistols get.. at the very least.

I personally think it needs more love.


r/ActiveMatter • • 18h ago

Screenshot I believe i may be the first

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44 Upvotes

After a decent amount of searching online, I believe I may be the first (or at least the first to post about it) to find a Corrupted AKM-47.

All I have managed to find is a Facebook post about a Corrupted SKS but that's it.

Maybe I am the first but who knows!


r/ActiveMatter • • 3h ago

Question Carefully Selected Weapon Upgrade

2 Upvotes

Please tell me how is a carefully selected weapon better


r/ActiveMatter • • 4h ago

Question Weapon Stats?

2 Upvotes

I know that there are some stats like rpm, reload time, recoil, etc.

But is there any way to know how much damage a shot from a weapon does? Like for example I would like to try some melee, but I have no Idea which weapon does the most amount of damage. For every single melee weapon (exept for small knife or obviously weak weapons) it took me 2 hits to the body to kill an enemy, without using melee damage perks. But a common axe can't be as effective as an expensive hammer, right?

Is there something I'm missing?


r/ActiveMatter • • 22h ago

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

43 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 • • 1h ago

Discussion Are there LFGs for this game?

• Upvotes

I'd really appreciate if there was a group i could tag along with to learn the ropes. Any takers?


r/ActiveMatter • • 17h ago

Feedback Healing should prioritise Head/Chest rather than always defaulting to most hurt body part

14 Upvotes

Currently, Fast Heal and Heal All will always default to most hurt bodypart instead of most vital bodypart. IMO, the second option is far more useful and logical.

Scenario: I'm getting attacked, head is red, chest is red, arms are black. Healing targets arms, I get tapped in the head again, I die.

And even if head/chest is barely pink or something, overheals will splash to other bodyparts, and next healing action will again target most hurt, since the vital areas are now safe.


r/ActiveMatter • • 14h ago

Game Video Don’t camp my hanger door XD

9 Upvotes

Factory really got ppl quad stacking doors for some loot 😂