Update #10 – Index Controller and WMR joystick support, Touch toggle-grip, massive performance boost

We’ve been quite busy after July’s content update. It unfortunately introduced a few bugs that needed to be fixed as soon as possible.
The first hotfix went live two weeks ago, and now with this hotfix we’re hoping that we managed to fix all the major bugs of the update.
But, you know us.. it wouldn’t be us if we didn’t cram even more stuff into one update. 🙂

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As a result, Zero Caliber now has full Index Controller support (except for finger tracking) and native WMR joystick support. Oculus Touch controllers got the awaited toggle-grip option and as a bonus, performance got increased by at least 20%*!
*mostly noticeable in combat situations



  • Valve Index Controller support. Attention! The ‘bolt catch’ and ‘magazine release’ buttons are hand-dependant. Right controller buttons work on weapons held in the right hand, left controller buttons work on weapons held in the left hand.

  • Native WMR joystick support

  • Oculus Touch toggle-grip option – no need to hold the grip continuously; can be changed in the control settings
  • Fixed crashes caused by recent changes
  • Massive performance optimization, especially in combat situations – temporarily disabled projectile particle effects in order to better optimize it
  • Magazines don’t fall through the floor after dropping a weapon
  • ‘Second Wind’ invulnerability when low on health is back
  • Fixed an issue in Co-op where the client player couldn’t move after teleporting back from out of the combat area
  • Ally NPC name tags and icons now follow them correctly
  • Fixed an issue where the players could grab on invisible attachments. This caused the players’ arms to stretch far away
  • Items cannot disappear anymore while being force-pulled
  • Client players in Co-op now respawn on checkpoints with the equipment used right before dying

Update #9 – New map, new weapon, weapon skins, loadout storing system, sharper graphics & countless more goodies!

We have two, very very busy months behind us. As a result, we can proudly present Zero Caliber’s biggest, most packed content update since its EA release last year!
We’ve brought you a new map – Lockup, a new weapon – Glock 18, the much-awaited loadout storing system, unlockable weapon skins, sharper graphics and a lot, lot more!
Really, when i say a lot more, i mean A LOT more.
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This update is a HUGE one, please read through all the patchnotes below to see the full picture.
It’s impossible to summarize all the new content and improvements in a few words.



  • New mission: Lockup. The Tlalokii have overtaken a maximum security prison. You’re tasked with the covert mission of recovering sensitive prisoner lists. NOTE: You can find a basketball court mid-mission with functioning basketballs. Because even soldiers have to relax mid-combat.


  • Extended Armory: with the amount of weapons and skins we have, it was time to extend our armory with new weapon racks, and a shooting range (which is still WiP)
  • The new weapon racks contain all the available weapons, their skins, all the attachments and their skins and all types of magazines. And their skins. Yes. All of them. NOTE: You can choose which weapon skin you prefer and all the corresponding items will use that skin.
  • Unlocking weapon skins: each skin has a rank requirement you have to reach. There are also hidden mystery skins throughout all maps (if treasure hunting is your thing – yarr!); they can only be unlocked by finding them.


  • Store your favourite loadouts! You now have access to 3 life-size mannequins to store your favourite loadouts on. You can manually suit up your doppelgängers with your favourite setups, OR you can just press the appropriate buttons (either to store or to equip) to make the process faster. Store your gear, and they’ll be waiting for you next time you launch the game.


  • New weapon: the Glock 18, a legendary fully-automatic pistol. Did i mention it also has a drum mag? Brrrrt.
  • Tactical shield level-up: when using a pistol and shield combo, you can reload one-handed for that extra badass feeling!
  • Burst fire mode added for the following weapons: G36 (double shot), Glock 18 (triple shot) and the KRISS Vector (double shot)
  • Most weapons have multiple new types of magazines: extended, double, drum, etc.
  • All magazines have skinned versions and you can combine them with different weapon skins
  • Grenades now have indicator trails when thrown, with lights and sound effect
  • Shotgun clips can be used for easier reload: load 5 shells in at a time, then keep taking clips out of your ammo pouch instead of individual shells. NOTE: Why have shotguns without proper reload mechanics? Good question! Pumpable shotguns are finally coming in the next update!
  • The last 15 weapons you’ve grabbed won’t disappear within a ~32m radius
  • Revolver ejects bullets/casings correctly
  • Turret release by distance fixed
  • Stocks dynamically open or close depending on which state is closer (instead of always opening unless completely closed)
  • G36 stock now works as intended


  • Attention! The way of removing attachments has changed! Press and hold the trigger, then pull the attachment away (no need to use button combinations anymore).
    A short trigger press (no holding!) without pulling your hand away will change the modes on the attachment if applicable. WITH UNDER BARREL GRIPS: Little bit different, you have to secondary grab the weapon (grip) – then press the trigger and pull the attachment away to remove it. NOTE: Knocking off an attachment with another one still works!
  • Smart attachment interaction when pressing the corresponding button – action performed in this order: 1. Release slider IF backed 2. Activate side attachment IF there is one on the weapon AND the slider isn’t backed 3. Activate scope IF the slider isn’t backed AND there is no side attachment
  • Attachment optimization resulting in much better performance
  • Silencers can be removed from pistols
  • Flash suppressor now works as intended


  • Smarter AI behavior: the enemy will change states, run in and out of cover, run away or charge you depending on the situation around them NOTE: Friendly AI will get a rework soon!
  • AI spawn optimization resulting in better performance
  • Loading screen added


  • Holster improvement: can’t remove other players’ holstered weapons. No more stealing. :’(
  • Reviving other players isn’t instant anymore, it has a small (1 sec) cooldown.
  • Force pull sync improved
  • Improved weapon spawning to hand


  • Trigger/grip interaction: we’ve separated what the trigger and grip buttons can do: Trigger: ammo and attachment interaction Grip: weapon grabbing
  • Reloading while crouching: it is now easier to take out ammo from the belt while crouching (ammo pouch collider is around the player’s knees when crouching)
  • Wrist and lower arm positioning and rotations are reworked NOTE: It is much better than before, but still WiP.
  • UI laser beam improved: it is now independent from weapon length
  • Completely reworked Comfort Mode setting for players prone to motion sickness – it is much more pleasant now. Also we now have three intensity settings under Settings>Game
  • Comfort mode setup added to Lobby
  • Player doesn’t glitch anymore when pressing full locomotion immediately after spawning
  • Various force pull bug fixes
  • Menu and pointer now supports main hand setting for left handed players NOTE: Index controllers are not supported officially. It’s coming in the next update!
  • Sharpened image to reduce overall blurriness – MUCH more sharp graphics
  • No more head- and armless body after player death
  • POIs are now fading when the player looks towards them – less obstructing
  • Menu UI scaled down
  • Impact decals are now attached to dynamic objects
  • In the menu, after pressing Exit to Desktop, Cancel button now works
  • New map has an experimental GFX feature (on VR platform): lens flares (bless Michael Bay!)
  • ‘Retaliation’ map got the ‘american-night’ filter: instead of pitch-black, it has a nice blue ambient atmosphere
  • Overall post processing FX improvements


  • Updated gun sounds
  • Burst weapon tail sound fixed, sound echoes after every burst even if the player doesn’t let go of the trigger

Update #8 – M9 Beretta, BAR, AI improvements, OST, fixes & more!

We’ve added 2 new weapons, the M9 Beretta for pistol fans, and the BAR for light machine gun enthusiasts. Both of them have unique, skinned variants laying around on several maps.
The AI (both enemy- and friendly) got a new cover system, they’re now using covers efficiently, plus they can be more aggressive in close encounters.
Be aware, this might increase the game’s difficulty, you now have to play more carefully!
We’ve added a soundtrack to the game, player animations got improved, your Co-op buddies will now look much better. We’ve also fixed quite a few bugs.
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You can check the detailed patchnotes below:


  • New weapons: M9 Beretta and M1918 BAR with unique skins
  • G36 slider fix: slider can now be grabbed from both sides with any hand
  • Attachment holo picture fix: previously holding any attachment in hand and releasing a magazine caused the holo picture to be replaced by the magazine picture



  • AI cover system overhaul: enemies now use covers more efficiently
  • AI behavior changed: in certain situations they move faster, and are more aggressive. Be careful in close encounters!


  • Player crouch and prone animations: player movement in Co-op now looks much better (still WiP)
  • Holstering long weapons fix: there is a delay on collision when taking weapons out of the holster. They won’t get stuck in the ground anymore!
  • Added a Controller Dead Zone option in Settings – Controls. This is useful when your character is drifting without pressing anything on the controller due to worn out controller components and/or unintentional interaction
  • Foot rotates onto surface its standing on


  • Seamless server travel – next mission button now works in Co-op as well. You can play through the Chicago story missions with your Co-op partners without hosting every story map individually.
  • Improved server creation interface
  • Improved weapon belt transformations on client side
  • Explosion forces sync correctly (grenades, barrels, airstrike)
  • Checkpoint fixes: newly joining players teleport to the correct checkpoint
  • Experience and money can only be gained after reaching the last checkpoint of a map


  • New original soundtrack (can be turned off in the settings)
  • Master and Music Volume settings
  • Slider sounds when cocking manually
  • New weapon sounds
  • New, realistic flyby and ricochet sounds
  • More balanced soundscape
  • Running sound effects


  • Removed invisible locomotion blocker on Timber 1


  • Night vision scope improvements
  • Overall performance gains throughout the game

Update #7 – New map, M2 Browning heavy machine gun, reworked player belt, overhauled AI animations, faster ranking & more!

The much awaited mid-April content update is live!
You can now experience what a stormy battlefield would feel like on our new map: No Man’s Land! Several .50 Cal heavy machine guns are waiting for you to use throughout all maps. We have reworked the player belt system based on your feedback, and the promised new AI animation and behaviour is also here.
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We’re very excited, can’t wait to see your feedback!
Check out the full patchnotes below:


  • New small mission: No Man’s Land. Fight the Tlalokii in the stormy Mongolia, near the Russian border.


  • Reworked player belt: holstered weapons are now in a fixed position (as opposed to the previous random positions); you can slot and unslot weapons from a larger distance and weapons lerp to slots – super sleek. 
  • Better Oculus Touch interaction: Pressing (and holding) trigger only grabs ammo, pressing (and holding) grip grabs the holstered weapon (Vive Controllers has already been working by this logic). Same for sliders (trigger) and secondary grab (grip) interaction. Oculus Touch ‘B’ button function: – can turn laser attachments on/off (if a laser is the only attachment on the weapon) – can change the zoom value for scopes or the colour of the crosshair (if it is the only attachment on the weapon) – bolt catch release on various weapons
  • When grabbing pistols, the secondary hand lerps to grabbing position.
  • Improved animation when grabbing bolts, sliders etc. with a cool lerping effect.
  • Fixed unintentional fire mode change when quickly removing attachments.
  • Improved hand positions for all magazines


  • Mounted .50 Cal heavy machine gun is now ready to use throughout most maps in fixed positions.
  • Safety fire mode removed from weapons: the safety mode could be confusing at times, so we’ve decided to remove this function from all weapons.
  • Fixed: pistol magazines can not be knocked out with other magazines anymore – can only be released with the release button.


  • You can now change attachments on your weapon by knocking them off with another attachment. How badass is that?
  • Similarly, you can now knock out mags with any other mag you find, doesn’t have to be the same type.
  • New AI animations: enemy- and teammate AI got better animations, their movement is much more smooth and fluid. Their behaviour is also improved.
  • Difficulty dependant AI accuracy: the AI is now more accurate in hard difficulty, less so in normal- and easy.
  • More challenging enemies on normal and hard difficulties.
  • Increased the amount of XP per level, so you can gain ranks faster.
  • Start Next Level button now resets the next mission and starts it from the beginning in single player mode.
  • Rain effect on the new map
  • Tons of graphical optimizations
  • Minor sfx update

Update #6 – Steyr AUG, Movement changes, Initial setup guide, FPS independent recoil and a lot lot more!

Since the last update, we’ve been working very hard on fixing core issues, and optimizing the game’s performance.
We haven’t forgotten about content either, another community favourite weapon got added: the Steyr AUG with new attachment and surprises!
You’ll see a new, initial setup guide to help you choose the settings of your liking.

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It’s hard to summarize all the improvements, fixes and content, so please do read the patchnotes below.

  • Player movement changes: – Increased top speed while running – Slower base speed, slower strafing, slower going backwards – Slower crouch and prone speed – Player can only run when not aiming (depending on weapon type) – Run can be automatically, or by-input activated (can be set in the options menu)
  • Fixed disappearing weapon slot
  • Initial Setup Menu added: it will pop up only at the first launch after this update: players are introduced to some of our most critical and useful settings
  • Improved main hand-, and trigger pulling finger animation
  • Player body stays on the ground after dying
  • Force pull fixed after lever release
  • Player weapon grab on death fixed




  • Benchmark Feature under graphics settings: Auto-Set your game to 90 fps any time!
  • Optimized weapon and attachment textures (smaller size, same quality)
  • Lobby armory performance optimizations
  • All scopes and crosshairs have sharper reticle now
  • Significant Disk Size improvement of the Packaged Game (From 30 GB to 15 GB)
  • ‘Retaliation’ lighting iteration: brightened up some dark spots of the map
  • Fixed ‘Retaliation’ foliage lighting errors

  • Steyr AUG bullpup assault rifle with new attachments. Check the unlock requirements in the new info panel!
  • New info panel added to the armory, showing the rank requirements for unlocking each weapon and attachment
  • Improved, frame rate independent recoil
  • New skins hidden on different maps (The first community skins, courtesy of Koretskyy. Thank you mate!)
  • Weapon and skin unlock fixes
  • Projectile spawning is synced from client to server
  • Improved hand poses: Better primary gripping of weapons, improved mag holding poses
  • Lasersight improvements: lit when playing on high quality. A flare indicates its position when enemy holds his weapon directly at player
  • Scopes zoom levels changed, now all scopes can be used in Close-to-Mid range combat scenarios. Default zoom has the widest FOV.
  • WiP, experimental attachments hidden as easter eggs in different maps (Magnified Holo Sight, HAMR Hybrid Scope, Canted Iron Sights Rail, Drum Kit Mag for Kriss Vector)
  • 2 new laser attachments with new colors
  • Bipod: players are now able to use it as a vertical grip
  • Improved lasersight positions because of the new laser attachments
  • Laser sight visual is same for teammates and allies
  • The first story map, ‘Timber’ is divided into 2 parts with reworked layout and gameplay. Previously this map was huge, which negatively affected performance.
  • Co-op: respawn grab fixed on client side
  • Co-op: weapon drop from hand upon player death improved
  • Co-op: floating weapons on player leave fix
  • AI: reworked targeting and aiming system for more balanced fights
    • Updated semi gun sounds.

Update #5 – New night map, attachments on AI weapons, improved progression system and a lot more!

We’ve been hearing a lot from the community that Zero Caliber needs a CQB map, so we made one!
Our new small mission, ‘Retaliation’ brings you intense Close Quarters Battles, and what is even better is that it’s a night map!

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Check out the detailed patchnotes below.


  • New level: Retaliation
  • Reworked music for lobby
  • Better VR experience: we removed the collision from most of the small objects, so your movement will be smoother – less likely to experience heavy motion sickness
  • Attachments on AI weapons: the AI is now using weapons equipped with various attachments. Check out the fallen AI’s weapons and take any attachment you want!
  • Minor fixes on various guns

XP, player rank and weapon-unlock system improvements – previously the player unlocked weapons at the end of levels, only once:

  • Players now get *XP* points for completing levels
  • Better accuracy, more kills and headshots, plus more co-op buddies mean more XP!
  • XP points get *Ranks* for players
  • With each rank, players unlock some weapons, special magazines or attachments
  • Fortunately, previously unlocked and/or bought weapons, magazines or attachments are kept, not lost with this update
  • What is more, previously skipped weapons get unlocked automatically if current player rank allows them
  • Known issue: unique weapon skins are not handled yet, will be added in a future update
  • Totally reworked enemy spawning (improved and more balanced)
  • The enemy uses attachments on weapons too
  • The friendly ai will use more weapons with better attachments
  • Various bugfixes on every level
  • Effect, texture model fixes
  • Optimization on multiple levels

Update #4 – KRISS Vector, decreased blurriness, force pull effect

In this update, we’ve added the most requested weapon by the community: the KRISS Vector submachine gun and its attachments. Such a unique gun! It can be unlocked by replaying ‘Boot Camp’. We’ve also majorly decreased the blurriness some of you might’ve experienced. We’re constantly working on optimization, so expect even more improvements in the near future!

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See the detailed patchnotes below: 

  • KRISS Vector, Light+Heavy stock, two suppressors, a holosight and a vertical grip – replay ‘Boot Camp’ to unlock it
  • GE36 slider stays back when emptied
  • SMG 45 slap reload added
  • Fixed folding stock scales
  • Significant improvement on the impact effect – now different calibers make different damage to various surfaces
  • Force pull effect added – a laser beam that makes it a lot easier to select the object you want to pull (can be enabled/disabled in the settings)
  • Decreased blurriness and tons of optimizations and fixes
  • Players get XP and money at the completion of each level. It is calculated differently than before and will be changed in the near future
  • Improved (more accurate) colliders for various objects
  • Timers are shown on the objective marker
  • Improved AI cover finding
  • Fixed playzone problems on ‘Tinder’ in Co-op mode
  • Fixed minor playzone problem on ‘Hail’
  • Moved Ka5c stock unlock to the same map as the weapon unlock
  • Frostbite can’t be rushed through without fighting
  • Fences don’t block bullets on Frostbite 

Update #3 – SVD Dragunov, auto grip/ungrip & more!

In this update you’ll find a new sniper rifle: the SVD Dragunov with the PSO scope. Auto grip/ungrip got implemented, the previously implemented snap/smooth turn can now be disabled in the control settings and FPS drops while using scope is gone. Check the detailed patchnotes below for the gameplay, multiplayer improvements and graphical fixes!

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New weapon and attachments:

  • SVD Dragunov Sniper Rifle – with the PSO Scope!
  • RIS Adapter / PSO scope for AK47, AKM, AS Val
Player/Controls improvements:
  • Auto grip, auto ungrip by proximity is now available both on Oculus Rift and HTC Vive! Can be turned on/off in the settings menu.
  • Option to turn off snap/smooth turn is now available in the settings menu!
    How to snap/smooth turn?
    Oculus: On dominant hand (right by default) move joystick left/right
    and release
    Vive: On dominant hand (right by default) PRESS left or right quarter of the touchpad
    Attention! Input controls changed for HTC Vive and Windows Mixed Reality headsets in the last update:
    – Fire mode change (auto, semi, safety): primary hand controller menu button short press
    – Attachment release: primary hand controller menu button press-and-hold
Gameplay improvements/changes/fixes:
  • Improved gun recoil on every gun (very rarely flies out of your hand, but if you wield an assault rifle one handed, it will be extremely inaccurate)
  • Improved gun handling, controller positions
  • Increased player health on higher difficulties, changed regeneration pattern
  • Enemy aim adjustments
  • New armory layout
  • Changed default weapon unlocks
  • ‘Forest’ map repeatable helicopter sequence bug fixed
  • Countless gameplay fixes throughout all levels
Multiplayer improvements and fixes:
  • Fixed crash at Hail level completion
  • Player weapon slot is now handled on client side
  • Stryker firing synced to client side
  • Wall explosion synced to client side
Graphical optimization and fixes:
  • Scope optimization: default scope has better performance, also you can set lower resolution, or lower quality scopes too in the Quality Settings – no more fps drops when using scopes!
  • Player hit effect optimized (previously it caused huge performance drops on weaker PCs)
  • Suburbs’ map significant performance and lighting improvements
  • Minor weapon effect visual improvements
  • More visible projectiles: enemies are shooting slightly more visible projectiles for more readable combat
  • Fixed player’s right wrist’s delayed motion to the controller’s real location
  • Multiplayer server list: people from different regions might not find each other’s servers
  • Occasionally there is no sound on Oculus
  • AI is constantly being improved
  • Graphics optimization
  • Crash on startup with Unreal Engine error: this might be caused by software conflict.
    If you have ASUS sound driver installed: exit from the asus sound driver or end the process with SS2UILauncher.exe. Try to disable the asus sonic sound at startup.
    Nahimic, MSI sound or similar audio apps might also cause a crash.

Update #2 – Vive/WMR Snap&Smooth Turn!

Another day, another update! Snap- and smooth turn for HTC Vive and WMR is here! See detailed patchnotes below.
As always, thank you all for the continuous support!

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Player/Controls improvement

  • Snap turning and smooth turning is now available on HTC Vive and WMR headsets. Input controls changed for the HTC Vive and Windows Mixed Reality headsets:
    – Fire mode change (auto, semi, safety): primary hand controller menu button short press
    – Attachment release: primary hand controller menu button press-and-hold
    – Turning: primary hand touchpad left and right
  • Controller haptics improved (based on distance and type)
  • Gun alignments fixed
Gameplay fixes
  • Sacr weapon unlock fix on the Comfort map
  • Stuck friendly AI fix on the Comfort map
  • Definitely no more killzones on the Comfort map in coop
  • Vive weapon grab improvement
  • AI movement improvements
  • Fixed some objectives and playzones on the Hail map
Graphical Fixes
  • Timber map has an improved lighting with more readable environment and gameplay relevant assets
  • Comfort map got a visually more appealing lighting scenario, similar to the one on the Menu Preview image
  • Hail map Improved Lighting, to make it more “war-like”
  • Lots of black splotch render fixes
  • Multiplayer server list: people from different regions might not find each other’s servers
  • Occasionally there is no sound on Oculus
  • AI is constantly being improved
  • Graphics optimization
  • Crash on startup with Unreal Engine error: this might be caused by software conflict.
    If you have ASUS sound driver installed: exit from the asus sound driver or end the process with SS2UILauncher.exe. Try to disable the asus sonic sound at startup.
    Nahimic, MSI sound or similar audio apps might also cause a crash.

Update #1 – Hand position and gameplay fixes

Hey guys! In the past few days we’ve been working hard on fixing issues that initially came up since the release. See detailed patchnotes below.
Known issues we’re working on are at the bottom.

Read more


Gameplay fixes:

  • Misaligned hand position compared to real life controller position fixed for certain guns [WiP] – easier to use gunstocks
  • Less instant death on coop missions, improved player kill zones
  • Weapon unlock fixes on the maps (e.g. Python)
  • Hail mission computer download objective fixed
  • Improved AI – baddies are much tougher now
  • ‘Hail’ mission with better combat areas
  • Fixed the bugged walls in the lobby, you can’t walk through them anymore
  • In Co-op, players falling behind will get teleported to the actual checkpoint instead of dying
  • Minor dialogue adjustments
Multiplayer level selector fixes:
  • Previous/next arrows fixed
  • Locked pictures for the host fixed
  • Level type filter improved
  • Server list listing dummy servers when switching pages fixed
Sound fixes:
  • Last shot sound effect for the revolver/shotguns fixed
  • Improved explosion sounds
Graphical improvements:
  • Improved lighting, no darkness inside houses and warehouses
  • Outside lighting fine-tuned
  • Improved optimization for certain hardware configurations
The following issues are known and are currently being worked on:
  • Misaligned hand position compared to real life controller position
  • Multiplayer server list: people from different regions might not find each other’s servers
  • Snap turning for Vive controllers
  • Occasionally there is no sound on Oculus
  • AI is constantly being improved
  • Graphics optimization