’83 – Content Update 1 Live Now!

 LATEST NEWS
author image by Powerbits | 0 Comments | 03/09/2026
oday is the day, our first major content update is now live bringing a host of new features and improvements to the game.
  • Commander Abilities: Close Air Support Airstrikes (US and USSR)
  • Commander Abilities: New Cluster Rocket ability for USSR
  • Progression System: A first iteration of a progression system, allowing you to gain XP and level up.
  • New Map: Marshlands
  • New UI: Post-Death Report 
  • Localization: Official support for German, Russian and Simplified Chinese – more languages coming later
And much more, full changelog below!

Free Demo & 67% Off Sale

In just a couple of hours, we will be launching a free demo which includes the full game with the exception of progression available to all which will run until Monday, September 7th.
We want to showcase all the improvements and additions that has gone into the game since our early access launch, and provide the best opportunity for players to make an educated decision if they’d like to support our Early Access journey by purchasing the game.
Alongside this, we will also be running a 67% off sale for the first time ever, allowing you to get ’83 at a significant discount. This offer will be valid until September 10th.
Both of these will go live at 7 PM BST / 8 PM CEST / 2 PM ET and 11 AM PT, which is approximately 4 hours after this update goes live.

Changelog

TL;DR
  • New Map added – Marshlands. With NATO & PACT Assault Modes 
  • Added the first iteration of a progression system – players now gain XP and level up 
  • Update to DLSS 4.51 
  • Commander Airstrike Ability added for both factions 
  • Post-Death Report added 
  • Added various RCON functions for server use 
  • Heavy Rockets replaced by Cluster Munitions Rockets 
  • WIP Localisation for German, Russian, Chinese (Simplified), French, Romanian and Polish 
Art 
  • Added tier-specific TextureLODGroups for 6GB, 8GB, and 12GB Windows profiles to reduce texture memory usage on lower-end GPUs while preserving quality on higher tiers 
Audio 
  • Fixed tank destruction audio not working – tank damaged burning, explosion death and post destroy burning audio all now works correctly 
  • Adjusted reverb sends for radio requests and responses 
  • Minor mix changes to strike mark audio. Just made it louder 
  • Fixed some minor animation/audio sync issues highlighted by the community for the Makarov 
  • Reverb mix updates for integration 
  • Fixed misassigned radio response event for PACT medium rockets 
  • Adding missing spatialisation to 3p coughing 
  • Adjusted mix for 3p coughing and added new attenuation for coughing. Similar to player VO but just slightly shorter 
  • Tweaked reverb sends a little for ambience beds and 3p gunshots. Also added voice limit to UI select just to stop edge case spamming (kills oldest voice) 
  • Tank hitmarker, launchers and explosive impact on tank mix and experience improvements. Shooting these weapons and impacting a tank should now feel better 
  • Fixed reverb support on Fulda
  • Fixed reverb support on Fjord
  • Fixed reverb support on Woodpecker
  • Added Fulda data assets to support new reverb setup
  • Added Fjord ambience data assets to support new reverb setup
  • Added Woodpecker data assets updated with new reverb setup
  • Updated all Linux soundbanks to ignore almost all content in the game – audio doesn’t run on the server so it doesn’t need them
  • Impulse responses to support functioning reverbs
  • Various tweaks to improve reverb
Code 
  • Updated to DLSS 4.5: Introduces Higher DLSS Frame Generation Options and Dynamic Frame Generation to sync with your monitors refresh rate 
RCON for server admins 
  • In the response of the listPlayersJSON command, added location of players (XYZ coordinates) 
  • Added SetEventLogMaxAge to control how long events will be kept in the log buffer 
  • Added SetEventLogMaxSize to control the size of the event log buffer 
  • Added more data to getGameStateJSON: “active” shows whether objectives are active or locked, and “attacking_team” shows which team is the attacker on the current map 
  • Changed key “captures” to “objective_changes” 
  • Added getEventLogJSON RCON command. This provides an incremental stream of events related to the server and gameplay, currently including kills, player connect/disconnect, round start/end, and teamswitch events 
  • Added setEventLogging command to toggle server event logging on/off 
 
  • Fixed not being able to fire when holding ADS and sprint at the same time while being stationary 
  • Enabled proxy chat and made it spatialized 
  • Fix for crash on join team 
  • Fixed bleed ticks not stopping on death
    Removes old standalone spectator HUD and integrates spectating elements (and visibility) into main gameplay hud. 
  • Fixed a server crash when switching to spectate while waiting to spawn 
  • Fixed switching to spectator after being on a team and waiting to spawn causing various spectate functionality to break. 
Design 
  • Added rocket cluster munitions in place of old heavy rockets. Updated the icon, the text, did a full pass on timing, spread, bomblet damage and radius. Cluster munitions are for area denial and are effective against infantry and light vehicles, but relatively ineffective against armour 
  • Updated US heavy artillery to include one extra gun in the battery and increased the effective radius by 5m, as a way to better balance them out against the two Soviet abilities 
  • Fall damage no longer counts as a teamkill if the player received prior damage from a teammate 
  • New battle chatter to warn friendlies if you’re in the dangerzone for arty/airstrikes 
Devops 
  • Added Marshlands to map rotation config 
  • Added Siege variant of Fjord to the default map rotation config 
  • Both variants of Marshlands added to map rotation config. 
  • Added listPlayersJSON RCON command following Bifrost standard. This includes the following data types for players: player_id, player_name, team_index, side, faction, squad_id, squad, role_index, role, score, kills, deaths, teamkills, is_dead, vehicle (name, type, seat).  Includes all required data types, more enrich-type to be added separately later 
  • Updated getGameStateJSON RCON command to Bifrost standard. Added map friendly name and game mode to response. Added round start UTC timestamps. Added server version and tickrate to response. Added team index and objectives held under team data. Moved code calculating number of objectives held into a separate function. Added round ID consisting of ServerName_CurrentRoundNumber_RoundStartTimeUNIXTimestamp_RandomNumber. 
Level Design 
  • New Map Marshland with NATO and Pact Assault variants 
Localisation 
 WIP versions of localisation for Chinese (Simplified), Russian, German, French, Romanian and Polish 
  • German, Russian & Simplified Chinese  99% done 
  • French ~75% done 
  • Polish & Romanian are currently VERY WIP
Please note: In languages where the localization is incomplete, you will see a mixture of English and your language of choice. 
UI
  • Post-death report appears on left of dead player’s screen
    Fix to prevent local player name display on Role select screen from being either blank, or showing someone else’s name 
  • Additional UI updates for CAS abilities – icons, display name and descriptions. 
  • Also added a new category for air support to the commander widget 
  • Tank MG weapons now show correct icons instead of infantry weapons 
  • Fall damage no longer displays the player’s own weapon as the culprit 
  • Deaths that display a generic icon rather than a weapon texture, now display in black instead of white for better visual consistency 
  •  Post-Death screen now activated and visually updated. Made many functionality changes in order to get it to correctly display for all deaths regardless of character situation or damage source. 
  • Grenade launchers blunt impacts now have their own kill icon 
  • Fixed “weapon range” HUD element failing to update when a weapon’s range changes after the first few deaths of a round
    Joining a team after spectating no longer loses the interact and orders UI prompts 
  • Switching to spectate while bleeding or wounded no longer leaves the red overlay on screen 
  • Opening and closing the map while spectating no longer permanently removes the spectator camera HUD widgets
    Player level value is now replicated through the PlayerState in order to correctly display on remote clients (scoreboard, squad list)
    Fixed Round End screen not appearing 
  • Fixed a server crash when switching to spectate while waiting to spawn 
  • Fixed switching to spectator after being on a team and waiting to spawn causing various spectate functionality to break 
  • Removes old standalone spectator HUD and integrates spectating elements (and visibility) into main gameplay hud. 
Weapons 
  • SVD no longer has a mismatch between its aim point and accuracy between low and high detail scope modes  
  • Fixed inconsistent bipod crouch heights 
  • Fixed 3P character staying crouched when using the bipod with ADS while crouched 
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