
Crossout Remastered: New graphics
This update brings a major graphics overhaul: reworked lighting, landscapes and effects, dynamic water, and improved shadows! In addition, the new “Whispers of the Wasteland” event with a “cust.” version of the “Snowfall” rocket launcher, a Halloween event, an updated Clan war mode, new and reworked brawls, and a number of UI improvements.
“Targem engine” major update
Landscape rendering
Details:
Details:
- We have completely reworked the outdated technical components of the landscape. The bulk of the processing work is now handled entirely by the GPU (graphics processing unit).
- The new landscape features adaptive GPU tessellation, which allows for the rendering of photorealistic terrain detail.
- The level of detail in the landscape’s collision geometry for physical collisions has been significantly improved.
- A modern approach to material blending (height blend) takes into account the actual height of parts within each material layer.
- Virtual texture technology helps balance the processing load and stores data at the required level of detail.
New system for grass and dynamic vegetation
Details:
Details:
- Grass rendering is handled entirely by the GPU, which has allowed us to achieve a significant increase in grass density.
- All other small objects are rendered in the same way: various surface debris, small pebbles, twigs, and fallen leaves.
- The visual quality of vegetation has been improved. The lighting model supports the bidirectional effect of fine subsurface scattering.
- The wind system has undergone major changes: it radically alters the visual perception of the grass.
- Grass is correctly flattened when interacting with objects. Large bushes now also feature dynamic physics.
Upgraded lighting system
Details:
Details:
- We have redesigned the lighting system, including sunlight, the atmospheric model, global illumination, reflections, and shadows. These systems use shared, physically accurate environmental data and complement each other.
- The engine now features hybrid deferred rendering. It optimizes video memory usage and offers the benefits of many modern rendering techniques.
- The new fog calculation uses the laws of physics to calculate density and light transmission through the medium.
- In-game locations realistically convey the brightness intensity and color of the sky, as well as simulations of air pollution and haze.
Improved global lighting
- We have refined the global voxel lighting system and significantly increased its range.
- Local reflection maps with parallax correction have been added inside garages and in various locations.
Contact shadows and contact shading


Details:
Details:
- Contact shadowing technology has been improved, and flickering on thin and distant objects has been fixed. The new algorithm adds detail and fundamentally corrects the lighting of vegetation.
- The outdated HBAO+ contact shading has been replaced by the improved XeGTAO. This technology is more accurate, adds more details, and eliminates overly large black shadows between objects.
Particles and effects system update


Details
Details
- We have reworked the engine’s particle system, redrawn many effects, and adapted them to the new lighting conditions.
- Shadow casting on particles has been improved, and volume simulation has been added. The internal particle simulation is now more stable and efficient.
- The particle motion vectors technique is used to achieve smooth animations of smoke, fire, and explosions.
- The quality of the textures used in effects is improved.
- Effects resulting from the interaction of movement parts with surfaces have been updated, as have the impact effects of explosive projectiles from cannons of various calibers hitting different surfaces.
- The shape and color palette of the effects have been reworked. These changes are aimed at upgrading physical realism; the effects now look more realistic.
Dynamic and interactive water


Details:
Details:
- The water has undergone a major overhaul. It is based on two layers of waves, large-scale and high-frequency, animated according to wind and water flow direction. The geometry of the water surface also utilizes an adaptive GPU tessellation system.
- The graphics shader simulates realistic light refraction and distortion by waves, subsurface light transmission and absorption, parallax, volumetric shadows beneath the water’s surface, and blurring of the underlying surface image based on depth and the density of the water mass.
- Special particles are responsible for the water’s dynamic behavior. In response to in-game events or moving objects, they create local disturbances: ripples, trails, splashes, and indentations in the water’s surface. Now all rivers, bodies of water, swamps, and even ordinary puddles behave naturally and respond to interactions.
Upscalers and anti-aliasing methods
Upscalers and anti-aliasing methods
For the updated engine, we have reworked the anti-aliasing methods. FXAA has been removed because it is now outdated: it causes significant “blurring” and does not provide a noticeable upgrade in image quality. Temporal anti-aliasing methods (TAA, FSR, DLSS) are essential for a number of modern visual effects.
We’ve integrated NVIDIA Streamline with support for DLSS 4.5 and Dynamic Multi-Frame Generation enabled on supported GPUs. We’ve also added support for NVIDIA Reflex and DLAA at native resolution.
In addition, the stable FSR 1 remains on the list of available methods, and FSR 3.1 without AMD Frame Generation has been added. On supported AMD GPUs, the driver can automatically switch from FSR 3.1 to FSR 4. This can be controlled within the AMD application.
Our proprietary TAA, which runs at native resolution, has received a number of fixes. Anti-ghosting has been reworked, and false outlines have been removed. A problem with flickering light sources has been fixed. AMD CAS technology is used for final image sharpness.
“Munch’s legacy” gift pack
“Munch’s legacy” gift pack

As we previously announced, the “Adventure” mode is now unavailable for technical reasons for an indefinite period. But we haven’t forgotten about everyone who hasn’t yet had a chance to claim the unique rewards from this mode!
Attention! The pack will be available in the game from October 22 to November 22 inclusive. To claim it, log in to the game and claim your gift in the right corner of the Garage screen.
- 7 days of premium subscription;
- Unique armoured car: “Munch’s legacy”;
- Cabin: “Growl” with the installed “McCampbell” CK;
- Weapons: “Mace” shotgun (3 pcs.);
- Movement parts: “Shiv ST” wheels (2 pcs.) and “Twin wheel” (2 pcs.);
- Hardware: “Hardcore” engine, “CS Taymyr” cooler;
- Unique portrait: “Fiercehog”;
- Decorations: “Peeper”, “Muleta Wing”, “Outer fender” (2 pcs.), “Round brake light” (2 pcs.);
- Paint cans: “Cinnabar”, “Lemon smoke”, “Yellow gloss”;
- A set of structural parts;
- Maximum number of parts increased to 40.

Extensive work has been done to update all current in-game locations to take advantage of the new engine capabilities:
- Corrected the visual elements of each setting:
The color palette, contrast, and atmosphere have been revised for each location. Exposure, lighting, and fog settings have been adapted to the map’s artistic vision. The direction of light and tonal schemes have been customized for each map specifically.
- Maps were filled with details:
The number of small environmental objects (rocks, leaves, debris) has been increased. They are placed both procedurally and manually, which reduces the number of empty areas.
- Vegetation was reworked:
The lighting model has been updated. An animated wind system has been added to noise masks. Vegetation coloring has been adjusted to match the landscape’s hues. Grass density has been increased.
- The visuals for rocks and mountains have been redesigned, and their geometry and textures have been updated.
- Water areas in the locations have been standardized to a common system:
A unified wave system with adaptive tessellation. Refraction, caustics, light absorption, and interactive disturbances are all implemented in a consistent manner.
- Lighting on the maps was completely reworked:
The lighting scheme has been redesigned for each map. Global illumination, reflection probes, and XeGTAO contact shadows have been updated. The exposure has been adjusted.
- Fog effects in the locations were completely reworked.
- Landscapes in all locations were reworked:
The landscape has been redesigned with tessellation and updated collision physics. Geometric detail has been increased. The height blend is applied for transitions between material layers. Asynchronous loading has been implemented. Many of you have experienced vehicles getting stuck on small objects, so we’ve made sure that the physical terrain is smoother than the visual geometry.

New event: “Whispers of the Wasteland”
Attention! The event and packs will be available from October 22 to November 18 inclusive!
- The levels and corresponding rewards are unlocked as you complete special challenges and earn event experience points.
- Event experience points are required to unlock levels and receive rewards.
- As part of this event, you will be receiving new challenges: 1 main and 1 additional challenge.
- New challenges appear every day. All uncompleted daily challenges are accumulated.
- The base event rewards are available to all players without exception. They include:
- 50 in-game coins;
- “Scout’s container” with a random legendary, epic, or special part;
- “Horror show” decor;
- Epic workbench coupons;
- Resource containers;
- Engineer badges.
- All additional rewards (marked with an icon of a lock on a blue background) are available only to those who purchased the “Whispers of the Wasteland” pack (standard or deluxe edition). Purchasing the deluxe edition immediately unlocks the next 10 levels and all the rewards of the already unlocked levels.
- Purchasing the pack gives you access to:
- A workpiece for the production of the unique “Snowfall (cust.)” version of the rocket launcher, which has:
- Its own unique set of 4 bonuses;
- Its own perk: after you hold an enemy in your sights for 2 sec., the projectile speed increases by 180%, and the rate of spread increase while moving reduces by 75%. The bonus is active for 1.5 sec. after the target is lost.
- Unique appearance.
- Certain already produced parts;
- Recipes for the production of certain upgraded parts on the event workbench;
- Additional in-game coins;
- Various cosmetic items;
- “Storage expansion” and “Blueprint storage”;
- For each subsequent level, starting from 41, you will receive 120 in-game coins as a reward.
- A workpiece for the production of the unique “Snowfall (cust.)” version of the rocket launcher, which has:

“Halloween” event
Attention! The event and the workbench will be available from October 22 to November 4 inclusive!
- During the event, you can earn a special resource called “Tricky treats” by participating in the “Drones vs. Reptile” and “Wild hunt” brawls.
- “Tricky treats”, as well as other resources and parts, can be exchanged at the “Shaman’s cauldron” workbench for:
- thematic decorations (including the new decor “Little Witch Ivy”);
- “Cursed cargo” container with an epic part of your choice;
- a number of other parts at a reduced production cost, including some parts from previous seasons, as well as certain upgraded relic parts.
- Once the event ends, all unused “Tricky treats” will automatically disappear from the storage.
- The festive garage decorations will also be disabled when the event ends.
Removing upgrades from parts
Attention! The event will be available from October 22, 12:00 GMT, to October 29, 05:00 GMT.
- We would like to remind you that during the event you can use a certain number of upgrade stabilizers of the same rarity to remove upgrades from a part of that rarity. After that, the part will become tradable.
- During the event, the trading of stabilizers on the market will be enabled. If you have a lot of “rare” or “special” stabilizers, you can use them to create rarer stabilizers at the Engineers workbench.
- Please note that some parts are not participating in the event. You can view the complete list of parts in your storage from which you can remove upgrades by clicking on the event banner in the Garage.


“Drones vs. Reptile” brawl returns
“Drones vs. Reptile” brawl returns

Attention! The mode will be available from October 22 to October 28 inclusive!
- “Drones vs. Reptile” is a brawl with asymmetrical gameplay, in which four survivors in small vehicles must complete tasks and avoid being caught by one player controlling a large mechanical reptile.
- Roles are assigned randomly at the start of the battle, and all players use preset vehicles.
- To win, the survivors must disable five generators in the location before time runs out. Otherwise, the Reptile wins.
- A generator is disabled faster if there are several survivors near it. When the Reptile comes near a generator, the progress of its shutdown stops.
- The Reptile is invulnerable and has unlimited ammunition.
- The mode has respawns, but each player can only return to the game twice.
- The reward for the battles of the mode is “Tricky treats”.
Rewards for the special challenges:
- New portrait “Thorn”.
- Containers: “Fright container”, “Military reserve”, and “Humanitarian aid”.
- 2 “Physical hazard” stickers.
- 100 Engineer badges.
“Wild hunt” brawl returns
“Wild hunt” brawl returns

Attention! The mode will be available from October 29 to November 4 inclusive!
- The brawl has preset vehicles with boosters.
- Since the previous launch, we:
- removed the battle walkers;
- added new bonuses;
- updated the list of maps;
- updated the blueprints for vehicles with wheels and hovers.
- Victory goes to the person who can keep the balloons on their armoured vehicle longer than others and earn 100 points.
- There are containers on the map, and by picking them up, the player can get additional bonuses.
- Be careful: some containers may attach a bomb to your armoured car or slow it down. Hurry up and touch an enemy armoured car to pass the bomb to them, otherwise your car is going to explode!
- To take the balloons from an enemy, you only need to crash into their car.
- The reward for the battles of the mode is “Tricky treats”.
Rewards for the special challenges:
- New paint “Trick”.
- Containers: “Fright container”, “Military reserve”, and “Humanitarian aid”.
- 2 “Passion 1” stickers.
- 160 Engineer badges.
“Test prototypes” brawl
“Test prototypes” brawl

Attention! The mode will be available from November 5 to November 11 inclusive!
- “Test prototypes” is a classic team battle; the main goal is to score more points than the opposing team in the allotted time.
- The battles are fought with preset armoured cars with parts from the new season. This time, we used blueprints from the Exhibition that were designed by players.
- The reward for battles of the mode is plastic.
Rewards for the special challenges:
- “Taxi sign” decor.
- “Pattern: Blackboard” paint.
- Containers: “Logistician’s container”, “Military reserve”, and “Humanitarian aid”.
- 130 Engineer badges.
“Firefight” brawl returns
“Firefight” brawl returns

Attention! The mode will be available from November 12 to November 18 inclusive!
- Team PvP brawl. Players take part in the battle on preset vehicles.
- The battles are held in the “Best of 3” format: a team needs to win at least 2 battles out of 3 to win.
- Each player is issued an armoured vehicle with robotic legs, which has a number of weak points covered with shields.
- In order to destroy the enemy, you must accurately aim for their weak points and manage to put your shields in the line of enemy fire.
- The reward for battles of the mode is wires.
Rewards for the special challenges:
- “Traffic light” decor.
- “Carbon mint” paint.
- 2 “Grief 2” stickers.
- Containers: “Military reserve” and “Humanitarian aid”.
- 100 Engineer badges.
New brawl “Blueprints and Idols”
New brawl “Blueprints and Idols”

Attention! The mode will be available from November 19 to November 25 inclusive!
- “Blueprints and Idols” is a team PvP brawl in which players use preset armoured cars of the Firestarters and Dawn’s Children factions.
- Special containers are scattered throughout the map; picking them up activates various bonuses for your armoured car.
- The team that reaches the required number of points first wins. Capturing bases increases the number of points a team earns for defeating enemies.
- The mode has respawns. You can choose one of the preset armoured cars both before the brawl begins and upon respawning.
- The reward for the battles of the mode is scrap metal.
Rewards for the special challenges:
- “Surface-decor” decoration.
- 2 “Diagonal” stickers.
- 2 special stabilizers.
- Containers: “Military reserve” and “Humanitarian aid”.
- 100 Engineer badges.
Clan war
Clan war

- Due to technical reasons and the changes listed below, “Clan war” will be unavailable during the week of October 19–25.
- Updated information on “Clan war” has been added to the in-game guide.
- Starting with this update, the format of “Clan war” is changing. The old mechanics are being replaced by new ones, familiar to many from “Gauntlet of the survivors.” You can read more about the rules here. For the most part, they remain the same. We’ll discuss all the changes in more detail below.
- “Clan war” will now feature 2 leaderboards and 3 types of missions, each with its own rules and availability, just as in the “Gauntlet of the survivors”. Changes made compared to the previous iteration:
- The clan ranking season lasts 4 weeks instead of 3.
- At the end of the clan ranking season, your personal rating is reset to the minimum value of the league before last. Between personal ranking seasons, your rating is reset to the maximum value of the previous league, as it was before.
- Any clan member can now play this mode, and Veterans can now invite players to the clan, as well as accept and reject membership requests.
- The matchmaking logic related to the presence of players from the same clan in a single battle has been reworked.
- Progression through the personal ranking leaderboard has been slightly accelerated.
- The blueprint selection mechanic has been changed: now, after losing a round, all locked blueprints become available again. With this format, there will be more freedom in choosing armoured cars, and the ability to win multiple rounds in a row with the same blueprint will still be limited.
- Fixed a number of bugs and issues. The interface has also been improved.
- Changes made to the schedule to extend the mode’s availability for players in different time zones.
- The “Clan war: Leviathans” has been integrated into the new system:
- The main rules of the mode remain the same as they were.
- Upon victory, each participant receives a reward of 1 uranium ore, counting towards their personal ranking limit.
- Access to the mode does not depend on players’ ratings.
- Opponents are matched based on the highest personal ranking among the group’s participants.
- The match result does not affect the personal ranking.
- Thus, the “Clan war: Leviathans” provides an additional opportunity to obtain uranium ore within your personal ranking limit.
- From now on, the “Clan confrontation” mode will not be available during regular “Сlan war”. However, it will be available during “Clan war: Leviathans”.
Miscellaneous
Miscellaneous
- Attention! Due to technical reasons, the brawls in the “Game center” may be unavailable for some time after the update!
- The following maps have been added to the “Dangerous cargo” mode:
- Naukograd;
- Old Town;
- Ashen ring;
- Peaceful atom.
- Changes have been made to the “Dangerous cargo” mode to balance the win rates of both sides on the maps:
- Abandoned town;
- New Fuji;
- Chemical plant.
- The “Marble quarry” map has been added back to the rotation.
- The logic and spawn locations for sandstorms on the maps have been improved.

The Call
Perk bonuses now only apply when the autonomous weapon is within a 100 meter radius of its owner.
Comment: the change makes leaving stationary autonomous weapons far away from the owner inefficient.
Ajax
- Protective field lifetime increased from 3 to 4 sec.
- Protective field recharge time increased from 6 to 8 sec.
- Weapons damage bonus active time reduced from 3 to 2 sec.
Comment: excessive efficiency of the cabin. The changes reduce the total time of shield invulnerability per battle.
MVP Flagship
- Acceleration reduced by 15%.
- Enemy detection radius for the perk’s bonus reduced from 100 to 60 m.
Comment: excessive efficiency of the movement part, caused by its elevated mobility in combination with significant durability.
Hyena
- Durability reduced from 1220 to 915 pts.
- Mass reduced from 1024 to 921 kg.
- The perk now additionally increases movement part protection by up to 40%, depending on speed.
Comment: the changes should reduce “Hyena’s” average survivability as well as its efficiency as armour for builds that use legs. The additional protection granted by the perk restores roughly the same durability when playing at near-maximum speed.
ATGM Cornet
Projectile speed increased by 30%.
Comment: the change should improve the ease of use and damage dealing of the weapon.
Queen
- Minimum distance required to activate the perk reduced from 80 to 60 m.
- Duration of the bonus increased from 1.5 to 2 sec.
Comment: the weapon has unreasonably high requirements for activating the perk, yet it relies heavily on it.
Triton
- Damage reduced by 10%.
- Time after an explosion when the charge does not accumulate increased from 8 to 10 sec.
Comment: high efficiency of the weapon.
Master
- Cabin heating rate when the perk is activated increased from 25% to 40%.
- Parts durability restoration per second of heating reduced from 10% to 8%.
- Perk cooldown increased from 10 to 14 sec.
Comment: The cabin is excessively efficient in ranked modes. This change is intended to reduce the perk’s efficiency, making its use riskier and less frequent.
Omamori
Charge restoration speed increased by 40%.
Comment: low efficiency in comparison with similar parts. The change will allow “Omamori” to recharge faster and absorb damage more frequently.
Shroud
- Cooldown increased from 24 to 26 sec.
- Maximum perk cooldown reduction bonus reduced from 200% to 100%.
Comment: excessive efficiency of the module due to how frequently it can be used. Now, under the perk’s optimal conditions (no enemies within range), the module’s cooldown is 13 seconds (instead of 8 seconds previously).
Sovereign
- Perk projectile penetration ability bonus increased from 25% to 40%.
- Perk charging time reduced from 1.2 to 1 sec.
- Standard projectile impulse reduced by 15%.
Comment: low efficiency of the weapon. The changes should improve it when using the perk.
Thanatos
- Durability reduced from 1267 to 1045 pts.
- Mass reduced from 2574 to 2123 kg.
Comment: the generator’s mass was too high even for the armoured cars for which it was intended.

Changes marked by the ♥ icon are largely or fully inspired by your feedback, suggestions and comments.
- Reworked the “Settings” section interface:
- Now all settings in each tab are arranged in a single column, making it easier to navigate and creating a less cluttered look.
- To make it easier to find the setting you need, special shortcuts have been added to the left side of the screen, allowing you to quickly jump to the group of settings you want without having to scroll through all the options.
- A search bar has also been added to the top-left corner of the screen to help you find the setting you need if you know its name.
- Switching between control layouts in the “Controller layout” tab has been updated.
- ♥ Added the ability for PC players to view the Exhibition from consoles and vice versa. To do this, select the option you want from the drop-down list in the right corner of the Exhibition window.
- ♥ Added an additional “Relative to camera” option to the “Mini-map rotation” setting. With this option enabled, the mini-map will follow the player’s line of sight.
- ♥ The number of clan members currently in the game is now displayed next to the “Clan” button.
- ♥ Battles in which you were the best player are now marked in your battle history.
- ♥ You can now manually adjust the scope’s transparency using the setting of the same name.
- Bumpers in storage are now sorted by faction.
- ♥ If an ally was disarmed or immobilized during a battle, corresponding icons will appear next to their nickname in the team list.
- Player statuses now only show whether they are in the game or not. The “In battle” and “In queue” statuses have been removed.

- Fixed a bug that caused the “Australia” region to appear in the region selection window.
- Fixed a bug that prevented users from selecting the last item in the settings drop-down menus using the controller’s D-pad.
- Fixed a bug that caused some text in the settings drop-down lists to not fit within the list window.
- Fixed the models for the “Right shielded fender” and “Left shielded fender” parts.
- Fixed a bug that caused the “Extremum” shotgun’s firing animation to be displayed incorrectly due to the “Aquilo” radiator perk.
- Fixed a bug that caused the part production button on a workbench to be triggered without being held down under certain conditions.
- Fixed a bug that prevented the “Unyielding” patch from being awarded in “Precious driver” mode.
- Fixed a bug that caused the controls to switch independently between mouse and keyboard and controller when one was connected to the PC.
- Fixed a bug that prevented ground drones from activating the “Atitlan” co-driver talent charges.
- Fixed a bug that prevented the “Jay” and “Billie” co-driver talents from charging upon direct hits from the “Smasher” and “Thrust” weapons.
- Fixed a bug that prevented players from reporting a violation in battle.
- Fixed a bug that, under certain conditions, allowed players to queue for a battle with unwelded parts.






















































