Update 2.0

In this update, Entropos moves to an entirely new technical foundation. After encountering fundamental problems in the early Pre-Alpha versions, we decided to start from scratch to avoid carrying those problems into the future and to lay a solid foundation for every idea, mechanic, and piece of content to come.

A year of work is behind us, and we are returning with our first update — once again, a small but functional game. The purpose of the upcoming playtests is to test the game’s stability in its current state and as new content and mechanics are introduced throughout future 2.x updates.

Changelog

Highlights

Engine

When we decided to start from scratch, we moved directly to a customized version of Unreal Engine. This allows us to develop our own engine modules and remove features that we do not need.

For example, we have reworked the standard build pipeline.

Dedicated Servers and Online Services

Entropos is finally moving to dedicated servers. We can now rent servers in different regions, monitor their stability, scale capacity, and gradually expand into new regions (instead of relying on the quality of the host player’s connection).

Mechanics and Systems

Reactive Recoil (prototype)

Every FPS begins with gunplay. For Entropos, we are developing a dedicated Reactive Recoil driver that mathematically emulates the entire “weapon–shooter” system.

This is proprietary technology based on our firsthand experience with firearms, our study of available materials and research, and our work with consultants. Reactive Recoil is currently at the prototype stage. Over the next several updates, we will test how it performs in actual gameplay and continue refining it based on the results, with the goal of making recoil in Entropos feel natural and crisp.

Movement

The movement system in this version provides a minimal set of actions: walking, running in all four directions, crouching, and jumping.

Some animations are still unfinished, while jumping has been deliberately strengthened until mantling and vaulting are added to the game. Jumping will be significantly reduced in future versions.

Sound

A basic system for environmental sound propagation and occlusion has been implemented.

Gameplay

Skirmish Game Mode

A fast-paced tactical 4×4 mode played on small maps under classic Team Deathmatch rules. Read more about the mode on the wiki.

Hit Reactions

Character reactions to being hit were something previous versions of Entropos sorely lacked. This update introduces dedicated hit animations, making it easier to tell whether your shots hit their target and making the impacts themselves feel much more natural.

In addition to full-body animations, we have added first-person hit reactions, commonly known as aim punch. When your character takes damage, they now react with a sharp flinch. The direction of the animation depends on where the hit came from.

In the future, hit reactions will account for the type and severity of damage and receive more variations for greater realism.

Hit Zone Damage

Different body parts already received different amounts of damage in previous versions. This system has now been reimplemented in Entropos with slightly adjusted multipliers. Read more about the health system on the wiki.

We also plan to expand this system in future updates by introducing the “Brainshot” — a hit to the brain that causes instant death and makes revival impossible.

Content

Killhouse Map

The first map available in this playtest is Killhouse. It is the smallest map in the game, temporarily taken from the shooting range (the full range itself will be added later).

The map is an enclosed training facility filled with artificial cover, designed for group exercises under conditions that simulate real combat.

Classes and Characters

Version 2.0 features two characters: Recker — an Assaulter from the American PMC Echelon, and Caesar — an Assaulter from the Russian Brodeks Forces.

Both characters use updated, more detailed anatomical models and new textures while also benefiting from improved optimization.

Weapon: AK-74M

The first weapon in the new Entropos is the AK-74M. For now, both factions use it.

The models of the entire AK-74 family have been reviewed and refined, accompanied by completely new textures, animations, and sounds.

We chose to begin with the AK-74M because it is a classic, widely recognizable assault rifle chambered for a low-impulse cartridge. It also has a comparatively low rate of fire of 650 rounds per minute.

With helmets and body armor still absent from Entropos, adding more powerful weapons or weapons with higher rates of fire would be premature. Future updates will make up for this and introduce many additional weapons that have yet to be announced.

Miscellaneous

Interface

The entire game has received a redesigned interface: from the main menu and settings screen to the in-game HUD and match statistics screen.

This is the first version of the new interface, so some ideas have yet to be implemented and the sounds are still in development. Button and text scaling issues may also occur at resolutions other than Full HD. We will address these problems in upcoming updates.

Localizations

Entropos is now available in Russian (and English). These are the two official languages maintained by our team, and both will always remain available.

From the outset, however, we have built a system that allows virtually any language to be added to the game with relative ease. Given sufficient demand from the community, we will be able to add and maintain additional localizations with the help of volunteer translators from among the players themselves.

If neither Russian nor English is your native language, Entropos may eventually become available in your language too.

Weapon Inspection Animation

Weapon inspection has been added. By default, the animation is activated by pressing I.

First-equip Weapon Animation

A first-equip weapon animation has been added at the beginning of each match.

Muzzle-Flash Effects

New stylized muzzle-flash effects have been added.

Impact Effects on Different Surfaces

Impact effects have been added for different surface types, with a stylized low-poly appearance.

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© 2023-2026 June Folks. Developed and published by June Folks. All rights reserved.

© 2023-2026 June Folks. Developed and published by June Folks. All rights reserved.