Incursion Red River

Development Update #12

Games Of Tomorrow GmbH

Hey Everyone!

In this Dev Update, our main focus is on the continued progress of Outskirts, with a closer look at the docks and how the area is coming together. We’re also showcasing the newly introduced food and drink systems, new weapons, overhauled weapon and ambient audio, improvements to inventory management, and an overhauled GCPS tablet designed to make navigating and managing information smoother. Alongside additional optimizations and general improvements, we’ll also share more progress from across our new level Outskirts, and reveal new information about the next boss coming to Incursion Red River.

New Outskirts Progress

Docks

The Docks are a smaller point for smuggling and distribution of items around the affected area of the Red River Delta. However, the UICS have a close watch and will ensure they know all that comes in and out. This strip has a blend of close quarters and more long range sightlines, all still within the eyesight of the upper levels of the apartments though.

Training Outpost

Additionally, we’ve completed the training outpost for the UICS, showing the comfortability with their foothold in the industrial zone. This is a very CQB based area for training drills in a makeshift shoothouse structure.

New Food & Drink

You already saw these in the teaser trailer for update #4, and food and drink items are now actually in the game. Don’t worry, this is not a sudden turn into a survival game, and nothing here is something you have to keep on top of to stay alive. Each item gives its own buff to stamina and health over time, so they are worth using when you have them, while still being easy to leave behind if you would rather spend the space on something else. Sometimes it is also just very refreshing to have a cold beer in Vietnam.

New Boss (Model)

The Merchant (Торговец) is the leader of the supply logistics in the Iron Guard Corps. He and his gang of specialized guards protect high value shipments in person as they make their way across the deployment zones, usually under the cover of nightfall. He wields the RGR gas grenade, forming CS substance clouds upon detonation as a method of area denial.

New Weapons

MK47

The MK47 is an American made AK Variant, that combines the versatility and the modularity of the AR platform, with the firepower and heavy hitting round, of the 7.62x39 caliber. This weapon will give another place for the 7.62x39 round and its magazines and attachments, to be utilized within your missions.

M14

While we have shown the M14 in previous still renders, this is now showcased here with an animation. The 7.62x51 chambered M14, is a heavy hitting battle rifle. It fills the gap of a lower tier DMR for the UICS faction, yet with a modular chassis.

Overhauled Weapon Sounds

We've overhauled our old gunfire tail sounds and replaced them with a new suite punchier tail sounds that should make firing your weapon feel better. The new sounds is also more granular and responds to the environment more - Are you in a shooting warehouse or a small bathroom? An abandoned neighbourhood or a dense forest?

We're also continuing to redesign some of our older gun sounds in order to help them sound more modern, punchy, and satisfying. That includes gunfire and gun foley sounds, for inspects and reloads.

Though we not only worked on improving the gun shots, but we generally tried to improve the general atmosphere in the game, have a look, or rather have a listen yourself!

Overhauled GCPS & Mission UI

Mission UI

We’ve redesigned the mission screen to make it easier to track what you’re working on, review your progress, and see what you’ll earn.

Therefore the mission tab is now divided into 3 tabs: active, completed, archived. Rewards are also shown together in one place, including items, faction reputation, and XP. Completed missions now include their debriefing. Once you claim the rewards, side missions leave your journal, while story missions move to Archived. You can revisit and retrack completed story missions whenever you want, a feature many of you have asked for.

GCPS UI

Along with the mission UI changes, the GCPS tablet has also received a visual overhaul, bringing it closer to the field device we originally envisioned. We’ve also made it more useful during a raid. A new panel shows your tracked missions and objectives, including their current progress. From there, you can select a waypoint to locate the nearest relevant objective. Map markers now give you more information at a glance: operation markers show their rewards, while objective markers indicate whether an objective is inactive, active, or completed. Hover over a marker to see which mission it belongs to and what its current status is.

Improved Inventory Management

Inventory has been picking up QoL changes for a while now: rolling backpacks, and being able to load different ammunition into the same magazine when the mag supports it. We did not stop there.

You can finally swap items directly. Weapons and gear, and anything else in the grid: as long as both sides have the space, drop one item onto the other and they trade places. No more clearing a slot, parking the old item somewhere, and fitting the new one back in. It is a small change that saves a lot of time once the stash is full. In the stash, you can press B to start a bulk sale. Select the items you want to get rid of, see the total payout before you commit, and confirm the sale in one step. We also added search, and items are now colored by category, the same kind of thing we kept seeing in mods. A crowded grid is much easier to read when you can filter it and spot a category by color.

Vicinity

Another request we kept hearing: in a raid, loose items close to you now show up in a vicinity container. Magazines, loose loot, whatever landed nearby, it is listed right there!

Localization

A first pass of the game is now in five more languages: German, Russian, Korean, Chinese, and Spanish. To be transparent, this pass was done with AI. It gets the text into the game, and we are not treating it as the finished translation. What we are working on now is a backend so the community can go through that text and correct it. That is in testing at the moment. The goal is a localization for IRR that has actually been reviewed by people who speak the language. More on how that will work soon.

Optimization

We got some great news for you, we managed to bring down the package size from roughly 80 GB to 38 GB. We also changed the packing settings so they sit closer to Steam's own guidelines, which should mean smaller patches from here on, not only a smaller download the first time you install. Additionally, general game optimization is always on our radar and this patch we already managed to reduce CPU usage by about 20%, we hope for more improvement on the GPU site as well. Along with the general optimization, Intel XeSS is about to go in as another upscaling and frame generation option, next to the FSR and DLSS options already in the game.

Looking Ahead

Looking ahead, our focus remains on continuing to build out Outskirts, new weapons, gameplay mechanics, and improving the overall player experience based on testing and community feedback. As we move closer to releasing the update, we’ll be sharing more of the map’s progress, additional gameplay improvements, and new details surrounding upcoming content. Thank you all for your support, and we will see you in the next Dev Update.

This announcement was originally published by Games Of Tomorrow GmbH on Steam on Oct 1, 2026.

Open the original on Steam
Incursion Red River

$17.59action · extraction-shooter

View game

More from Incursion Red River

See more

Announcements come from each game's Steam news feed. ©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. slopranks is not affiliated with or endorsed by Valve. Steam News