[b][h2]Attention Officers,[/h2][/b] Welcome to the 54th edition of our biweekly newsletter! This week we’ll be talking about our upcoming map, Sins of the Father, our new Devlog that will be dropping monthly alongside our newsletters starting next month! [hr][/hr] [b][h2]The First Sin[/h2][/b] Taking place after the attempted assassination of a US Lawmaker by a group of disenfranchised Veterans, Sins of the Father brings the team to an devilishly opulent penthouse suite packed to the brim with some of the toughest hostiles that the LSPD has come up against yet. This a very dangerous proposition when the LSPDs past victories include a squad of well equipped ex-military veterans, a large complex filled with deadly paramilitaries, and an incredibly well-entrenched ex-USIA officer. [img]https://clan.cloudflare.steamstatic.com/images//36750080/cc6215bffbef2ec7379147debe4eb430e2c12837.jpg[/img] [i]Above: The long halls offer little cover from very aggressive hostiles, make good use of shields and doorways.[/i] [b][h2]The Sinners[/h2][/b] The capabilities of the hostiles contained within Sins will show from their rock solid morale, meaning the bodyguards will be some of the hardest suspects in the game to peacefully restrain, requiring the entire team to carefully clear, contain, and cuff each suspect with great care. This combined with their powerful weapons and individual uniforms purposefully selected to resemble the civilians within the map means Sin will be a tough nut to crack. [img]https://clan.cloudflare.steamstatic.com/images//36750080/458fcd614185a6eeabc6c33dc014f3069df393fc.jpg[/img] [i]Above: The golden inlays, furniture, and decorations betray a level of wealth only attainable by either the incredibly lucky or the incredibly dirty.[/i] Currently, to add an ever deeper layer of challenge, we are experimenting with giving the AI on Sin the ability to deploy non-lethal throwables. The exact same types that the LSPD bring to bear on particularly ornery suspects when the need arises, adding yet another sound that a team will need to carefully listen out for. Though there is a silver lining to the increased capabilities of the hostiles, their conventional training means that they will not hide under beds or in closets and will not crawl through the available through-fares on the map, freeing any responding officer to direct their attention elsewhere. [hr][/hr] [b][h2]Video Devlogs[/h2][/b] Starting next month we will also be aiming to release monthly video dev logs detailing subjects that would be poorly served by a static newsletter or vastly improved via a video format. The coming video will mainly feature information relating to the mocap for all the characters in Ready or Not with the intended release date being July 17th. [img]https://clan.cloudflare.steamstatic.com/images//36750080/10391f18f5ab20b215cf075a7691904ba640b707.jpg[/img] [i]Above: Our mocap artist Aaron starting the session with a T-pose for the first set of new mocap shoots.[/i] In addition to the monthly Devlog videos that will be uploaded to our YouTube channel, we will also be delivering more news about the state of the Supporter Edition going into the future, and a much more clear picture of the future of the game that our team has worked so hard to build and our community has worked so hard to nurture. — Conclusion This concludes our 54th briefing. Be sure to tune in next time for more development news! If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page. Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here. https://www.lurkit.com/games/ready-or-not Make sure you follow Ready or Not on Steam here. https://store.steampowered.com/app/1144200/Ready_or_Not/ Keep your feet on the ground. [i]VOID Interactive[/i]