节点文章 / DLC

Ready or Not DLC 资讯攻略

Ready or NotReady or Not DLC 资讯攻略出现新进展,本文整理核心信息、玩家影响与后续观察点。
节点
Ready or Not DLC 资讯攻略
生成时间
2026/03/15 00:10
更新时间
2026/03/15 00:17
版本
v1
Ready or Notready-or-notv1
游戏节点文章 / Node Article
版本:v1 · 生成:2026/03/15 00:10

Ready or Not Ready or Not DLC 资讯攻略迎来新动态,以下是本次更新整理。

Ready or Not DLC 资讯攻略

本页会持续汇总同一节点下的更新,把零散信号整理成一条适合阅读的追踪稿。

围绕《Ready or Not》的“DLC / 资料片”节点,最近这波更新已经不只是单条资讯,而是能拼出一条比较清晰的变化主线。

Ready or NotDLC / 资料片目前最值得关注的是:Ready or Not Development Briefing - Vol. 88。

为了方便连续追踪,下面会把官方、媒体与视频信号拆开看,当前主要参考来源包括:Steam 新闻。

Ready or Not Ready or Not DLC · Ready or Not Development Briefing - Vol. 88
图源:clan.fastly.steamstatic.com

事件速览

这一部分重点包括:游戏:Ready or Not;节点:DLC / 资料片;最近信号数:1;更新时间:2026-03-15T00:10:04Z;最近一条发布时间:2025-10-31T19:29:55Z。

目前已经确认的变化

  • 2025-10-31T19:29:55Z 的公开信息显示,Attention Officers, Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025! Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating. In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game. There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis. Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change Internal QA Onboarding and Expansion This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes. The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately. This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems. Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up. Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system). Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward. Multi-attachment Rail System One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update. At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together. The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features. Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package. (Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped) (Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser) A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode. Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option. (Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces) (Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification) Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile. (Image below: G36C w/ carry handle optic and multiple barrel attachments) (Image slideshow below: MK18 w/ carry handle and G36C option without carry handle) [carousel] [/carousel] Dev Briefing by-announcement Schedule These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary. There are a couple reasons for this new schedule: The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready. Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between. This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing. Conclusion Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing. One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come. (Image below: Mousepads and more rolling out to our merch store page ) This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news! Follow Ready or Not on Steam here . Find Ready or Not Merch here . Our other links: Discord , X , YouTube , Instagram , Facebook , Spotify. Stack up and clear out. VOID Interactive。

时间线

下面按时间倒序梳理这一节点最近的公开更新,方便快速定位是“新公告”、还是“旧信息被再次讨论”。

  • 2025-10-31T19:29:55Z|Ready or Not Steam News|Ready or Not Development Briefing - Vol. 88
  • Attention Officers, Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025! Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating. In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game. There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis. Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change Internal QA Onboarding and Expansion This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes. The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately. This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems. Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up. Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system). Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward. Multi-attachment Rail System One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update. At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together. The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features. Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package. (Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped) (Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser) A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode. Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option. (Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces) (Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification) Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile. (Image below: G36C w/ carry handle optic and multiple barrel attachments) (Image slideshow below: MK18 w/ carry handle and G36C option without carry handle) [carousel] [/carousel] Dev Briefing by-announcement Schedule These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary. There are a couple reasons for this new schedule: The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready. Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between. This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing. Conclusion Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing. One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come. (Image below: Mousepads and more rolling out to our merch store page ) This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news! Follow Ready or Not on Steam here . Find Ready or Not Merch here . Our other links: Discord , X , YouTube , Instagram , Facebook , Spotify. Stack up and clear out. VOID Interactive

来源归类与证据说明

这批信息里,官方信号更适合确认事实节点,媒体与视频内容更适合补充语境、玩法影响和社区讨论热度。

  • Steam 新闻:1 条

更新日志

  • 2025-10-31T19:29:55Z:Ready or Not Development Briefing - Vol. 88。Attention Officers, Welcome to the 88th Ready or Not Development Briefing, Oct 31st, 2025! Happy Halloween officers, whether you’ll be suited up for a mission tonight or trick or treating. In this briefing, we’ll be outlining a shift in our Quality Assurance department, with new onboarding and expansion of the team working toward more fixes for the game. There’s also some new details to show about the current state of our multi-attachment rail system, and an explanation for dev briefing schedules going forward on a by-announcement basis. Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change Internal QA Onboarding and Expansion This autumn we began the process of shifting and expanding our existing internal Quality Assurance department and teams to aid in providing future game fixes. The first step is the onboarding of new QA members who will continue to help our other departments fix bugs and verify new features are functioning appropriately. This is an intensive hand-off period involved with QA teams and other departments as their work is intimately tied to in-depth understanding of game documentation and systems. Part of the learning process of launching on multiple platforms is that we have requirements to test multiple consoles and storefronts. There are now specific certification quality requirements and verification timelines alongside general testing across systems for unique issues that could pop up. Therefore, QA testing for us is now twofold: functional testing (ensuring features are working and verifying bugs to be fixed) and certification testing (ensuring we meet quality requirements for each individual platform or system). Expanding this QA department, especially adding a dedicated certification-specific QA team that allows our functional QA testing team to continue testing new features or bugs simultaneously, is central to our game update strategy going forward. Multi-attachment Rail System One of the upcoming major features that we can show right now is the multi-attachment rail system for a future update. At its most basic level, this system will allow you to equip and operate multiple barrel attachments at once, i.e. a red laser and flashlight together. The barrel multi-attachment feature went through some other slight expansion since we last mentioned it. You can look forward to some extra quality of life improvements and amenities than were planned before, and it now serves as a framework for long-term scalability on weapon platform features. Some attachments such as the PEQ-15 are multi-functional, with the PEQ-15 having the option to swap between visible laser and IR laser as an all-in-one package. (Images: Screenshots of various weapons with red laser and flashlight simultaneously equipped) (Image below: PEQ-15 on a MK17 activating a red laser instead of what was previously only its IR laser) A new miscellaneous attachment slot allows for canted iron sights to be mounted onto weapons for precision target acquisition in canted mode. Meanwhile our Low Power Variable Optics (LPVOs) such as the ATAK-R 1-12x have the updated ability to switch between different magnification levels. Or go compact with a new red dot sight with 3x magnifier option. (Image below: Looking down the new canted ironsight can provide better accuracy and muzzle manueverability in tight spaces) (Image below: New red dot 3x magnification combo. Take away a bit of your horizontal line of sight for some emergency magnification) Certain weapons like the MP9 SMG have low rail space, so it’s worth considering how visually bulky you want your weapon profile to be as well as what space you have when deciding on these sorts of attachments As a bonus, players may choose to add carry handles to select weapons which typically support them, such as the G36C and currently MK18 for the AR side. On the G36C the carry handle offers additional rail space for larger optics at the sacrifice of extra height-over-bore. Both MK18 and G36C customizations offer an iconic profile. (Image below: G36C w/ carry handle optic and multiple barrel attachments) (Image slideshow below: MK18 w/ carry handle and G36C option without carry handle) [carousel] [/carousel] Dev Briefing by-announcement Schedule These development briefings are now going to be on a by-announcement basis rather than a fixed schedule. This means sometimes it will take longer between briefs than our previous 4-week schedule and that sometimes we might make dev brief posts on a quicker schedule if necessary. There are a couple reasons for this new schedule: The first reason is that we want to continue to prioritize the ability to give you dev briefs when they're ready. Secondly, we recognize that since we’re well past 1.0 launch, there are fewer simultaneous major system changes across the game that can regularly be shown off and alternated between. This way there is an expectation of more flexibility on our team for when they might drop, with the added benefit of maintaining quality per dev briefing. Conclusion Thank you for sticking with us as we continue to work towards more fixes for the game. The upcoming flexibility that our multi-attachment system will offer meanwhile will help you best configure and utilize loadouts for each mission. We’ll see you in the next briefing. One last thing, our next line of merch is rolling out including patches, pins, mouse pads, and desk mats-- with more to come. (Image below: Mousepads and more rolling out to our merch store page ) This concludes our 88th development briefing, thank you for joining us. Be sure to fall in next time for more development news! Follow Ready or Not on Steam here . Find Ready or Not Merch here . Our other links: Discord , X , YouTube , Instagram , Facebook , Spotify. Stack up and clear out. VOID Interactive。

接下来关注什么

如果这一节点后续继续出现官方公告、版本实装、创作者实测或媒体跟进,本文会优先把新增内容补到“时间线”和“更新日志”里,让《Ready or Not》的这条主线保持连续可读。

信源追溯

steam_news_rsssteam_news_rss
Ready or Not Development Briefing - Vol. 88