Store data
- UK price
- £11.75
- US price
- $12.99
- Positive reviews
- 57%
- Total reviews
- 7
- Release date
- 16 September 2026
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| Last 30 days | 2 | -4 | -66.7% | 0 | -72.6% |
| October 2026 | 2 | -4 | -66.7% | 0 | -72.6% |
| September 2026 | 6 | — | — | 0 | — |
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| PhilippinesPHP · PH | PHP | P415.00 | P415.00 | 0% | P415.00 | No change recorded |
| PolandPLN · PL | PLN | 55,49 zł | 55,49 zł | 0% | 55,49 zł | No change recorded |
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This Steam listing may contain adult-oriented images, video or text.
This Steam listing may contain adult-oriented images, video or text.
NPCs in the ‘defenders’ category now take cover when it is available Fixed a bug where an NPC would remain standing in a doorway and fail to continue on its way Fixed an issue where it was impossible to continue the quest on level 03 due to the renaming of the document required to activate localisation Added a new check for active cutscenes; NPCs that do not belong there will hide
Read full update on Steam ↗Revised NPC perception Adjusted presets for Utility AI and fine-tuned task scoring curves
Read full update on Steam ↗změna kolizního profilu na mrtvolach (mrtvá těla by již němeli blokovat hráče) oprava funkce kdy npc po zasažení explozi odhodilo ruce nebo nohy a zůstalo stát. NPC mohou procházet dvěřim. Nové modely Aloise Eliase a Josefa Balabana
Read full update on Steam ↗NPCs no longer constantly aim while running Changes to the AI task termination utility NPCs sitting in a vehicle and waiting for players should no longer change their position (they should not rotate) Prevented double activation of the vehicle interaction key for NPCs Adjustments to the animation selector for setting motion matching for NPCs Added a feature that affects NPC aiming based on movement (the longer they stand and aim at the player, the more accurate they become) New room furnishings in the barracks Removed the “start dialogue” and “end dialogue” calls for all NPCs in the level NPCs that are no longer needed in a given level have been deleted Saving the NPC's death state to the save file; ragdoll activation will no longer occur when placing a dead NPC into the level
Read full update on Steam ↗When talking to an NPC, the player's character hides their weapon and follows the NPC Fixed duplicate sound settings and the reset of gunshot sounds Explosion sounds are now controlled via the SFX volume Fixed an issue where pickups would spawn in front of the player while they were backing up and switching weapons. Fixed a duplicate pickup spawn during game loading when the player was holding a pickup. Fixed a bug where the player would die if they exited a vehicle in water. Adjusted the swimming function so it activates immediately when the player exits a vehicle in water. Adjusted the size of cutscene subtitles Minor adjustments to existing levels
Read full update on Steam ↗Fixed an issue where a weapon that hadn't finished initializing would be left on the ground after loading.
Read full update on Steam ↗Fixed NPCs turning toward the player Fixed the active crosshair during conversations Fixed the inactive crosshair when holstering a weapon Fixed map loading Adjusted weapon switching using the scroll wheel The player's character hides their weapon and follows the NPC during conversations
Read full update on Steam ↗New version of the NPC navigation plugin Adjustments to vehicle speed limits Change to the “Guard” task so that the guarding value is reset when the task is replaced with another one, and the NPC returns to its original position Fixed incorrectly assigned variables in the CutScene Manager, which caused it to initialize as if the level hadn’t been loaded Disabled the re-addition of the help widget if the player saves the game at the start of the Frýdek location and reloads it at the same time Modified DefaultScalability.ini and DefaultEngine.ini to prevent certain values from being duplicated or overwritten Added the value “mass.UseProcessingQueue 0” to prevent excessive use of the game thread on weaker processors (this began occurring after the transition to UE5.8.3) Disabled the “Recast Vehicle Wheel” function, which caused one-second freezes during spawning Expanded the barracks bui...
Read full update on Steam ↗Update 0.3.311 focuses on fixing the most pressing issues players encountered during their playthrough.AI & NPCAdjusted NPC reactions to gunfire and explosions.Adjusted NPC hit zones.NPC death states have been split into two types: regular death and silent death for stealth kills.NPCs that were already dead when loading a saved game will no longer scream again.Improved NPC line of sight.Adjusted NPC reactions to the player's light.Improved the player illumination detection system.Fixed an issue where NPC light detection remained constantly active, causing NPCs to repeatedly turn around.Adjusted general NPC behavior.NPCs no longer turn toward the player when silently killed.Adjusted the audible range of NPC footsteps.NPCs that drop their weapons no longer have infinite ammunition.NPCs traveling in vehicles will now continue their journey after saving and loading the game.NPCs now react...
Read full update on Steam ↗Fixed a bug where the inventory could not be closed using the ESC key Added a feature to save read documents Added an icon to display unread documents Fixed a bug where a player drove a vehicle onto an evacuation point and the save was not recorded correctly
Read full update on Steam ↗NPC Behavior Adjustments When knocked down, NPCs should no longer turn toward the player Adjustment to NPC footstep range Exposure adjustments in maps Lumen is no longer set by default in the post-process volume Replaced the buildings at the train station with new models Added the option to unlock doors in Level 03
Read full update on Steam ↗Removed damage reduction for NPCs Adjusted weapon aiming speed Adjusted weapon sway Adjusted hearing range
Read full update on Steam ↗Fixed a collision with the physical volume when exiting a vehicle Fixed an issue where exiting a tilted vehicle would cause the player to rotate Improved the player's equipment setup for the mission in Level 04 Adjusted the early access table NPCs who drop weapons will no longer have infinite ammo Fixed collisions on the stairs in barns Added the option to disable Nanites (currently, trees will crumble) Added the option to disable Megalights in the graphics settings The extra arena level has a mission to destroy an NPC Captain Pavlik’s in-game model has been fixed (on low settings, his hands will no longer be black, and unnecessary geometry has been removed) In levels where it isn’t necessary, lighting has been switched to stationary lights and baked lightmaps.
Read full update on Steam ↗Adjusted NPC speed (walking, running) Minor adjustments in Level 03 Extended navigation generation for NPCs - Level 03 Fixed collision issues with the wooden building model Added a system for identifying NPCs for quests Fixed a bug where the player ended up on a ladder after holstering a weapon
Read full update on Steam ↗Minor adjustments to Level 04 Adjustment to how bullets are fired from the weapon Adjustment to the NPC's hit box
Read full update on Steam ↗- Ladder collision issues fixed - Ramps added for better interaction with ladders (level 01) - Localisation and back quest fixes (level 04) - Quest object position adjusted (level 04) - Reduced the amount of lighting required for the object to react to the player. - PCG converted to stamps (no longer needs to be regenerated when the map starts)
Read full update on Steam ↗- adjustments to how NPCs perceive light - localisation - a new demo map in the ‘Extras’ menu - level adjustments
Read full update on Steam ↗Fixed the issue where NPCs’ light detection was constantly active and they kept trying to turn round
Read full update on Steam ↗Replaced the icon for CZ24 ammunition Added more ladders to the shooting range area Fixed a bug where the centre point was displayed after cutscenes when the player was holding a weapon Adjusted VSM settings for graphics profiles to reduce VRAM load Minor adjustments to tasks (in some cases, the sequence should now trigger without the need to reach a specific location) Enabled static lights in the project and newly baked lightmaps Fixed Sagan’s hair Added a hint when shooting at the shooting range Added a smoke effect to the cutscene Adjusted exposure in post-processing Added “steady aim” to the control settings Adjusted NPC line of sight Removed a response from the dialogue at the shooting range Localised text on the loading screen Changed the player’s lighting detection settings Adjusted NPC reactions to the player’s light
Read full update on Steam ↗- Adjustment to how lights are loaded at the start of a new game and when loading a saved game
Read full update on Steam ↗Adjustments to reactions to gunshot and explosion sounds Adjustments to NPC hit zones
Read full update on Steam ↗Adjusted the activation of vehicle lights Adjusted active physics during vehicle spawning Adjusted vehicle spawn points Adjusted the range of vehicle lights (front and rear) Added destroyed vehicle models where they were missing Added components for explosions (sounds) Adjusted settings for indestructible objects The tank is now capable of destroying destructible objects
Read full update on Steam ↗Added an impact sound when hitting barbed wire.Fixed an issue where, if the player started without a weapon, the inventory icon would not activate after picking up a weapon for the first time.Fixed the function responsible for saving the level/player, which did not work correctly when saving from the menu.The ammo count should now be visible after cutscenes.
Read full update on Steam ↗Hi everyone,I have another update regarding the release of the game.Steam has confirmed that Unknown Operations: The Habitus will temporarily not be available for purchase in Germany. This resolves the issue that was delaying the approval process due to the planned use of historical Nazi symbols in future versions of the game.For all other countries, the release can continue as normal.Later, once I prepare a version adjusted for the German market without the restricted symbols, Steam will help me set up its release in Germany and remove the current restriction.For now, the only thing left is to complete the approval process for the current build.Thank you all for your patience, support, and understanding. I’ll keep you updated as soon as I have more news.GameplayAdded blur to the front part of the weapon while aiming.Fixed an issue with taking items from the inventory when more than o...
Read full update on Steam ↗Slowly but surely, the Early Access release is getting closer. As part of this process, the number of available levels is gradually being expanded. I also want to update the demo regularly so that it continues to reflect the latest state of the game as closely as possible.The game has been upgraded to Unreal Engine 5.8. DLSS is now active and uses the latest available version. Unfortunately, AMD has not yet released the required FSR update, so this feature is currently disabled.Weapon sounds were improved in previous updates, and new mechanical sounds have now been added as well. These changes should make the weapons feel more detailed and realistic.I am also gradually improving the individual inventory elements and its overall layout to make it clearer and more comfortable to use.In terms of optimization, I have added an option to manually enable hardware ray tracing for Lumen in the...
Read full update on Steam ↗Attention!DLSS and FSR are currently not available for UE5.8.Only TSR can be used.GameplayChanged map activation when assigning a task.Added a reset for Hold Breath whenever aiming is deactivated. It is no longer necessary to press Shift twice to hold breath.Added weapon switching with the mouse wheel.Adjusted the grenade position when held in the hand.Added the ability to open the map while inside a vehicle.Finalized weapon switching using the mouse wheel.Fixed incorrect weapon switching after a weapon was dropped from the inventory.Fixed duplicate spawning of pickup objects into the player’s hands if the player was holding a pickup, such as a grenade, knife, or dynamite, when saving the game.Fixed incorrect pickup display when the pickup was no longer in the inventory.Fixed damage not being applied after being hit by a vehicle.Fixed vehicle wheel steering by correcting the input set...
Read full update on Steam ↗GameplayFixed incorrect weapon switching when a weapon had been dropped from the inventory.Fixed an issue where a pickup object could spawn twice in the player’s hands after loading the game if the player was holding a pickup object when saving, such as a grenade, knife, or dynamite.Fixed incorrect pickup object visibility when the item was no longer in the inventory.Fixed an issue where damage was not applied after being hit by a vehicle.Changed collision settings for the player and NPCs. It should no longer be possible to push vehicles with characters.Adjusted driving behavior for the Opel Blitz and Kübelwagen.Fixed vehicle wheel rotation by correcting the input setup.AI & NPCAdded experimental settings for adjusting animation resources on NPCs.Added experimental settings for disabling components based on the distance between the player and NPCs.SystemsIntegrated the Sentry SDK for...
Read full update on Steam ↗GameplayChanged map activation when assigning an objective.Added a reset for the Hold Breath function whenever aiming is deactivated. It is no longer necessary to press Shift twice to hold your breath again.Added weapon switching using the mouse wheel.Adjusted the grenade position when held in hand.Fixed incorrect icon activation for objects held in hand.SystemsFixed duplicate Enhanced Input actions that were blocking mouse wheel weapon switching.Assets & DataAdded new axe animations: equip, unequip, and attack.Added a new tutorial image to the shooting range.
Read full update on Steam ↗The demo is out!Just a few days before Steam Next Fest, I’ve released a playable demo of my game. I’d be really happy if you gave it a try and shared your feedback with me — especially how the game runs for you, what you enjoy, and what you think could be improved.Thank you so much to everyone who plays the demo! GameplayFixed weapon muzzle flashes.Adjusted the lifecycle of empty shell casings.Improved attachment handling, including bayonets.Improved hit detection and damage evaluation for grenades.Added bullet whizzing sounds near the player’s head.Split hit zones for the player and NPC skeletons, including different hit sounds.Expanded object interaction so interactions trigger more smoothly and earlier.Added camera limits for standing, prone movement, and ladder climbing.Improved the prone system for NPCs.Added correct knife damage.Killing a friendly NPC with a knife now ends the g...
Read full update on Steam ↗The upcoming update focuses on fine-tuning current mechanics and, above all, NPCs. Here’s a sneak peek at the revised item interactions. Game version 0.2.2.7Game version 0.2.2.8
Read full update on Steam ↗GameplayFixed vehicle shutdown when the player exits the vehicle.Fixed vehicle exit behavior, including player position and rotation checks, as well as upside-down vehicle scenarios.Vehicles now remember the last selected camera/view after exiting.NPCs can now transport the player character across the map.Fixed grenade-related issues, including grenades spawning under the player, capsule displacement, and the resulting “floating in the air” bug.Fixed the correct ammo count at level start.Improved the inventory system: items can now be properly dropped by holding the key, item pickup amounts can be confirmed from NPC inventories, and the player inventory cleanup logic was improved.Fixed the Dead Menu: it now appears correctly when the player dies in a vehicle and no longer closes when pressing ESC.Added ammo status by type and a visual reload-state indicator to armored vehicle and stat...
Read full update on Steam ↗Improved version of car driving for NPCs. NPCs can receive a task to transport the player to a location.
Read full update on Steam ↗GameplayFixed weapon holstering after vaulting/overcoming an obstacleFixed storing a weapon into the inventory when it was picked up as an additional weaponMinor Post Process Volume tweaksAI & NPCFixed NPC getting up after being hit by a vehiclefixed incorrect SK mesh position initializationadded a bone velocity checkstand-up initialization now happens only after reaching a certain velocity thresholdSystemsImproved inventory workflow and tag system for managing items inserted into the inventoryUpdated the function responsible for adding items to the inventoryAdded a limit check for allowed item classes (e.g., you can carry two grenade types, but a third type won’t be added)Fixed inventory nameAdded a check to ensure the player is on the ground during loading (in World Partition the player sometimes fell through)Added random spawn to the Spawn Manager (preparation for “skirmish”)Update...
Read full update on Steam ↗GameplayAdded Takedown activation (if the player has an inventory item that can be used as a melee weapon, the takedown option becomes available under the right conditions).Added player-to-NPC position checks for takedowns + icon display in locations where a takedown can be triggered.Adjusted weapon aiming values.Improved PickUp actor management (actors can now be switched in the inventory).Added footstep loudness detection based on the surface material the player steps on.Added a new reaction to opening doors.AI & NPCGeneral NPC tuning.Moved shooting logic from the Shoot On Target task into the NPC controller (NPCs can now shoot while moving).Fixed behavior after NPC spawn and MoveTo assignment (NPCs should no longer “snap/pull” unexpectedly).Fixed NPC rotation during dialogue (smoother, and NPC returns to its original orientation after dialogue ends).Fixed incorrect updates of the N...
Read full update on Steam ↗Update 0.1.9.2GameplayFixed issue where shooting was not possible after throwing a grenade.Fixed grenade selection.Minor adjustments to player actions (Reloading, Sprint, Hold Breath).Updated player character setup for use in cutscenes.Fixed incorrect loading of remaining ammo in weapons.AI & NPCAdjusted NPC weapon spawning for faster activation.Fixed issue where an NPC that was supposed to be dead appeared inactive but still standing after loading.Fixed issue where NPCs did not correctly activate after the player moved too far away.Fixed stamina regeneration issue caused by incorrect parameter settings.Reworked vehicle-mounted weapon activation (cannons, machine guns) for NPC-controlled vehicles.Reworked NPC behavior — new system and redesigned condition structure for task activation.SystemsUpdated vehicle damage system.Added new spawn function via Spawn Manager.Fixed crash caused by...
Read full update on Steam ↗GameplayAdjusted player movement speed transitions from prone → crouch → walk (the correct speed is now applied).Added a loading state that checks the player's pose (crouching, prone, or inside a vehicle). After loading, the appropriate state is applied — if the player was in a vehicle, they are reattached to it.Fixed exiting vehicles — when a vehicle is flipped on its side or roof, its rotation is no longer transferred to the player.NPCs can now go prone.If an NPC is in a specific alert state, the player no longer lowers their weapon.NPCs can now activate bayonets.Reworked bolt-action weapon reload logic — NPCs no longer get stuck during reloading and resume firing properly.NPCs now use the same animations and functionality as the player.Unified NPC movement system with the player movement system.Added a compass and objective markers visible even when the player is inside a vehicle.R...
Read full update on Steam ↗Gameplay For widgets (Map, Journal, Inventory) added deactivation with the same key used for activation. Reworked AnimBP for the player character (animation layer). Created animation layers for weapons and objects that can be held in hand. Based on the AnimBP changes, reworked animation management in the player character. Adjusted weapon lowering next to friendly NPCs (the logic should no longer flip). Reworked player state transitions (crouching, prone). Reworked sprint logic (if the player keeps holding sprint after stamina is depleted, sprint automatically resumes when stamina is restored). Implemented more footstep sounds. Added weapon icons to the player's HUD. Changed the display function of held items in the HUD. Updated the logic for automatic activation of weapons and items the player can hold. Updated possess/unpossess logic for vehicles usable by the player. Interactive lig...
Read full update on Steam ↗Gameplay Weapon sway is now recalculated after sprinting. Pickup items (grenades and knives) are now visible on the player character and can be swapped just like weapons. Experimental attachments: bayonets (Vz. 24, Kar 98 k, MAS-36) and a suppressor (Sten Mk II). In future builds, suppressors will be addable only at the workbench. Improved hit detection for knives and bayonets. The player character now lowers their weapon based on distance to a friendly NPC. If the player kills a friendly NPC, the game now shows a Game Over screen (temporary). Held Pick-Ups can be dropped from the inventory using either discard method. The weapon held after loading now initialises correctly and the ammo counter is active. AI & NPC Reworked NPC perception; duplicate AI-perception setups removed AI perception unified into a single component. Reworked NPC perception; duplicate AI-perception setups remove...
Read full update on Steam ↗Gameplay Fixed weapon drop from inventory – the weapon currently held by the player will no longer be discarded The player character now automatically lowers their weapon when approaching an NPC that can be interacted with Added weapon position change while sprinting First version of bayonets for specific weapons Extra level menu now saves progress like singleplayer levels Test map adjustments AI & NPC Changed activation order of AI controller Fixed incorrectly assigned Gameplay Tag on player character that caused NPCs to ignore them Fixed kill count for NPCs in dynamic quests Adjusted perception data for NPCs Fixed NPC initialization after loading or level restart Fixed repeated NPC and vehicle spawning after loading or level restart Extended saved variables for NPCs If an NPC has no target, they do not hold a weapon If an NPC is patrolling and has no target, they only walk New perce...
Read full update on Steam ↗Update 0.1.4.7 (hotfix) Enabled texture streaming (conflicting GUID resolved) Fixed camera rotation for vehicles Fixed inactive physics on vehicles Fixed texture size Fixed vehicle spawn from quests Fixed spawn manager response to player in vehicle
Read full update on Steam ↗Gameplay The inventory now calculates the number of magazines that can be created from available ammo for a given weapon. A system for dropping PickUp actors from the inventory has been implemented (currently drops everything as a single item). All drivable vehicles now feature a first-person cockpit view with free look. Third-person vehicle camera has been reworked. AI & NPC NPC DataAssets have been split into three categories: weapon, inventory, and personality. NPC spawning from quests has been reworked to communicate with the Spawn Manager. Systems Fixed an issue where the Destroy Manager was incorrectly killing the player. Fixed incorrect weapon initialization in the player's inventory when starting a new game or loading. Fixed game crashes related to save/load operations. CutScene Manager has been extended with autosave, player input disabling, quest activation, and vehicle spaw...
Read full update on Steam ↗Update 0.1.4.5 Gameplay Vehicles can destroy obstacles when moving at a certain speed. (if set to destructible) If a weapon is not ready to fire (either not loaded or no magazine), the player character will automatically reload or pull the bolt. Using a medkit from the inventory now heals the player. AI & NPC NPCs are spawned based on placed spawn points. Fixed duplicated magazine spawn when NPCs die. Unified inventory system – both NPCs and the player use the same system. Systems Improved handling of dynamically spawned actors. Created a Destroyed Actor Manager, preventing destroyed actors from loading again when the level is loaded. Unified save system for player and environment. Assets & Data Data Assets created for NPCs to manage associated assets (replacing DataTables on initialization). Data Assets created for weapon management (replacing DataTables). Data Assets created for Pic...
Read full update on Steam ↗Update 0.1.4.4 Gameplay / Game Mechanics Adjustment of DrivingKill logic (AI no longer gets up if dead) Adjustment of AI loading logic Adjustment of FallDamage for both AI and player Starting inventory for player removed (leftover from testing) Pressing "B" adds a suppressor to StenMK2 (in future versions this will only be possible at a workbench) If NPC is hit by a tank shot or grenade, its inventory can no longer be examined CheatMenu – created a cheat menu for easier testing (accessible from ingame menu via ESC or P key) Bug Fixes Fixed inability to interact with inventory after pressing "TAB" Fixed player death reaction (ingame menu now activates properly) Fixed double loading of NPCs Disabled player interaction with water (was causing engine crashes) Fixed bad collisions on Kübelwagen Graphics and Optimization Adjusted lighting in TankDestroy and MainBase maps Baked texture for t...
Read full update on Steam ↗**Update 0.1.4.3** **General Changes and Improvements** Updated to UE 5.5.3 Model optimization (Reduced number of material index) Converted some models to a single material index (reduced draw calls) Character retargeting optimization for MetaHumans Specific retarget adjustments for uniforms Improved instance system (Only static mesh instances now spawn in the world ) Instances are replaced by BP with logic based on player's distance **Weapons and Combat** - If the player holds nothing, Sten spawns directly into hand - If the player holds another weapon, Sten spawns into backpack - Bullet BP overhaul - Hit logic now separated based on hit object type - If AI loses sight of the player, it checks the magazine - If fewer than 2 bullets, AI will reload - Reloading now affected by player distance: - C lose** → AI runs to cover - **Far** → AI crouches - Reload animation rework - No other ac...
Read full update on Steam ↗NPCs in the ‘defenders’ category now take cover when it is available Fixed a bug where an NPC would remain standing in a doorway and fail to continue on its way Fixed an issue where it was impossible to continue the q…
£9.98 → £11.75.
Revised NPC perception Adjusted presets for Utility AI and fine-tuned task scoring curves
změna kolizního profilu na mrtvolach (mrtvá těla by již němeli blokovat hráče) oprava funkce kdy npc po zasažení explozi odhodilo ruce nebo nohy a zůstalo stát. NPC mohou procházet dvěřim. Nové modely Aloise Eliase a…
£11.75 → £9.98 · 15% off.
NPCs no longer constantly aim while running Changes to the AI task termination utility NPCs sitting in a vehicle and waiting for players should no longer change their position (they should not rotate) Prevented double…