
Autumn 2025 community suggestions for Crossout. Developers’ comments

Survivors!
The official Crossout Discord server has the “suggestions-en” channel where you can post your ideas concerning the game’s development and vote for other players’ suggestions. We would like to express our gratitude to everyone who is active in this channel and helps us make our project better.
For this article, we have selected some of your suggestions submitted in September, October and November 2025 and provided comments from our point of view.
The development process is not always easy. It is not guaranteed that any ideas we mention here will definitely make it into the game. We have not changed the wording of your suggestions, retaining the authors’ original spelling and grammar.
Suggestions and comments
1. Simplified search for ducks in storage 2. Add the “Duck” subcategory to all ducks, instead of just “Decoration,” as is the case with “Headlights”, “Horn”, etc. 3. It will be convenient to view all the ducks you have in storage | We have added a subtype to all ducks, which can be used to search the storage. This new feature will be released in the upcoming December update. |
1. Disarmed, immobilized tags 2. When disarming or immobilizing an enemy or ally, add a tag next to their nickname, such as a crossed out wheel or a weapon, so that players understand the status of enemies and allies, which is especially important when playing with random players, when there is no communication 3. Extremely positive | We believe that adding a feature like that for allies is possible, but we are against such markers for opponents. This would devalue the skill of visually assessing the enemy’s condition and lower the opponent’s chances in a difficult situation.We will consider the possibility of implementing the proposed markers for allied vehicles next year. |
1. Add the ability to combine large tracks. 2. The upcoming changes mentioned the ability to mirror large tracks such as the Goliath and Tank track. In addition to these changes, I suggest adding the ability to combine these tracks on both sides, especially since their visual model supports this. 3. This will complement the mirroring tracks feature and therefore make them more pleasant to use (for example, for those who create art builds). | This is a big change for the build system that alters the logic of the constructor. Essentially, the idea is to attach one track to another, but only one that is the same model. We cannot justify making a big change like this only for the sake of using a few movement parts in art builds. |
1. Introduce 3x2, 3x4, and 3x8 frames. 2. Why haven’t the most obvious frames been added yet? The game has always had 1x4, 1x6, and 1x8 frames; 2x4, 2x6, and 2x8 frames; 4x4, 4x6, and 4x8, which makes the 3x2, 3x4, and 3x8 frames seem like a natural addition, but for some reason, instead of that, we have L-shaped frames and strange frames like 2x2, 5x1, or 5x3 (I’m not arguing that they aren't needed too). 3. We need to get things in order. | All of the frames listed are planned to be released. Frames are released regularly with each Battle pass. The 3x4 frame will be released in the next season. Some of the frames on the list also will be released next year. |
1. Resource selection 2. Please make it possible to choose the resources you get as rewards, at least in brawls. This should also be done in BFU, because once the metal limit is reached you want to continue playing, but without a reward, there is no point in it. Make it possible to choose resources so that after the limit is reached, you can switch and continue playing. 3. This will keep players in brawls and BFU. | The issue of reaching resource limits affects a small percentage of players.It is important to understand that if the ability to choose resources as rewards is introduced, it will have a dramatic impact on market prices for resources. This consequence will affect a large volume of offers and impact many players. |
1. Hippogriff 2. Add a visual for the plunging trajectory (Mandrake, Heather, Ash, etc.) behind cover and walls after activating the perk, also color indication that the enemy is within the aim area, as with the usual aiming mechanics. It will make the cabin useful for these types of weapons, most of which also need a radar 3. Positive | We will consider the possibility of implementing the idea next year. |
1. Numbers, not cubes with stripes! 2. Weapon parameters, cabin power, vehicle acceleration, etc. should be in numerical values, not in cubes and stripes. 3. It will be easier to compare and test build components. | The system of part parameters is too complex and diverse. To display all the values that are currently taken into account in the “stripes”, the parameters card would need to be several times bigger, which would negatively affect the game’s UI.For example, the “Effective range” bar takes into account four parameters at once: optimal range, maximum range (which not only limits the range but also affects how damage decreases as the projectile flies), projectile lifetime, and projectile speed. The “Fire rate” bar includes six parameters, and “Accuracy” includes eight. The “Damage” bar counts several times more parameters when all weapon mechanics are taken into account.The values in the bars take all of these variables into account and are supposed to form a basic idea of how one part compares to another. Presenting the generalized value as a number rather than a “bar” would cause more confusion and questions, and a huge number of numerical values would only be confusing.The current system is a compromise solution. We show what we can show in numbers. The parameters shown in the form of bars can be better understood thanks to the test drive feature. |
1. Add display of the Icarus VII perk 2. The Icarus VII perk increases the power of the vehicle when it loses durability, and judging by its description and how it works, it is similar to the Mainframe perk (which also increases power when durability is lost), but unlike the cabin and its counterpart (Icarus IV), this hover does NOT display the status of its perk on the player’s interface. This issue needs to be corrected, and an icon showing the bonus power percentage should be added to the user interface. 3. This is a minor fix and, for the most part, a QoL feature that will make the battle more informative and allow players with this movement part to make more rational decisions based on the power of the perk. | We try not to add icons for perks that players cannot use in their gameplay, so as not to clutter the interface with unnecessary elements. The idea that this “allow players to make more rational decisions” is a misconception:1) The maneuverability of a build with hovers is affected not only by power, but also by the overall condition of the movement part and the vehicle itself. Players can get much more information about their mobility simply by pressing the movement key, which players with hovers do constantly. For this reason, the perk percentage itself does not carry any meaningful information.2) The bonus does not work on an “on/off” basis; it works and grows constantly as durability is lost. Players do not need to do anything special to get the bonus and play with it for a limited time. Players are unlikely to deliberately take damage to their movement part, where every unit of durability is extremely important. Therefore, this perk is not something that players need to play for; it works passively and simply compensates for the weakening of the vehicle during combat.3) An idea of the approximate state of the perk is available simply by looking at the durability bar of the armoured car. Given the ratio of the bonus to lost durability of almost one to one and fairly frequent “stacking”, the durability bar will give almost as much information about the percentage of the perk as the number itself (and still will not allow for an objective assessment of maneuverability).Regarding the listed perks:1) The “Mainframe” perk is accumulated under the same conditions, but gives several different bonuses. Once you understand whether the damage or protection bonuses are already enabled (or when they will be enabled), you can make gameplay decisions.2) The value of the “Icarus IV” perk constantly increases/decreases until it is completely lost. Based on this information, the player can understand how much damage their movement part can take before it is destroyed. It is not possible to assess this manually. Additionally, the icon provides information about the number of enemies near the player, which is also included in the perk’s functionality. |
1. Change the color of custom weapon shots 2. Previously, developers said that they did not plan to introduce CK that change the color of weapon shots, as this would make it difficult to understand which weapon is shooting at you. However, they are now introducing weapon versions with modified perks, which similarly disrupts the player’s perception of the enemy’s weapon, as a weapon with a familiar perk begins to play differently, and you essentially have no way of knowing this.If the trend of custom parts continues, it will become increasingly difficult to understand at what distance and in what situations the enemy’s weapon can be more effective. In this regard, I suggest slightly changing the color of the shots fired by custom weapons so that at least at the moment the enemy fires, it is clear that they are using an unusual version of the weapon. 3. Improving the visual perception of custom weapons | We will take this suggestion into account when developing the custom parts in the future. |
1. Tonnage for different movement part heights 2. Add a note about tonnage, detailing all movement part heights and Yuki, when hovering over the tonnage scale, so as not to have to count manually and waste time on it 3. Positive | We will consider implementing this idea next year. |
1. Display the popularity dynamics of blueprints at the exhibition 2. The author of the blueprints receives notifications that players liked their blueprints and that they received more likes and downloads, but the game does NOT show specifically which blueprints have become more popular in the My Blueprints section of the exhibition, which makes it very difficult to analyze popularity if the author has many blueprints (for example, more than 50). I suggest displaying the increase in downloads and likes next to the indicators for each blueprint if a blueprint has received new likes or new downloads. 3. This improvement of the UI/UX will increase players’ awareness of the popularity of their blueprints in the exhibition and allow for faster analysis of the dynamics of likes and downloads. | Similar to the proposal above, we will consider the possibility of implementing this idea next year. |
1. Add health icons for Power Node-connected parts on Master Cabin 2. Display small durability icons every part connected through Power Nodes when using the Master Cabin. 3. Players can instantly see which node-connected parts need repair, removing guessing and making the cabin’s repair perk actually usable in fast battles. | The timing and percentage of the perk’s repair power already take into account the fact that the player does not know the exact durability of the attached parts. The perk in its current form is already quite effective, but the cabin itself is not that popular for a number of reasons. Such a change will not make the “Master” a more popular cabin, but will only slightly increase the convenience of using the perk. At the same time, up to 10 different parts can be connected to the cabin’s power nodes, and displaying their durability points will greatly overload the interface. |
1. Add a special module that will show the amount of HP and ammunition of teammates. 2. So why is it necessary for the game and players? By seeing your teammate’s HP, you can better adapt to the battle. If they have a lot of HP, it is better to stay behind, and if they have little HP and are about to be one-shot, then you will have to tank. It will be easier for you to determine this by the numbers above the nickname because it is visible at any distance and will also help in team play in modes such as BFU and CW. I had a case in BFU, when there were only two of us left out of the whole team, and the enemy had one player, slightly damaged. I was unarmed and pinned the enemy against the wall. My teammate was nearby, and I could see that he had a weapon. I waited for help, but there was no help because he had no ammunition. If I had known that, I would have pressed self-destruct faster before the enemy had a chance to turn around, and I could have done more damage with the explosion and possibly left him without movement parts. The result was that the enemy defeated me and my teammate because of the lack of information that my teammate had no ammunition. 3. It will help to quickly make decisions in team play, which is very positive. | It is quite easy to estimate the approximate health points of an opponent by their appearance. Adding such a module that drains energy will make it unpopular (even 1 energy is too much for such an effect). If it is free, it will be on literally every build, like a car jack, and will further casualize the basic gameplay.There are also issues related to the constructor:1) The durability of the cabin is not equal to the durability of the build. For example, if the cabin is covered with bumpers, it may have few durability points, but it is quite difficult to destroy it.If we do the opposite and display the total durability, there will be a problem when a build took a lot of damage to the cabin, but not to other parts. It will be easy to destroy, but the total number of durability points will be high.2. There can be many weapons on a build, each with its own ammo reserve. Displaying each value will clutter the interface too much, and displaying the average will cause confusion if the build has different weapons.Considering all of the above, the demand for such a module will not justify the resources spent on it. |
1. Continue introducing reinforced parts 2. Reinforced parts were discontinued after the Scavengers BP. The idea is very cool and worth developing, especially after the nerf of structural parts that can be shot through.Please give us the opportunity to selectively armor important parts. If there is a possibility of imbalance, you can limit the number of “Reinforced” parts to 4-6 pcs. per build. 3. More builds variety | We have several new parts like this planned for release next year. |
That’s all for now. Thank you once again for your feedback and good luck in battles!