BUNKERED Update Preview: Movement, Reloads & Paint

Status: Approved for the upcoming release

The next BUNKERED update brings more control over your movement, your reloads, and your paint. We’ve been working through playtest feedback to improve team selection, smooth out pre-round controls, and make the field feel more like a paintball field as each match unfolds.

Here’s the full breakdown of the approved changes awaiting release.

Team Selection & Match Flow

  • Added a 20-second team-selection timer. Undecided players are automatically assigned when the timer expires, helping prevent the next match from getting stuck waiting for a selection.

  • Improved team balancing. Team picks that would make the selected team larger than the opposing team are refused.

  • Added Team Selection to the Esc menu.

  • Added live player counts inside the Red and Blue team cards.

  • Players can request a team change during a match. Switching during a live point places the player into a waiting state until the next round.

  • Players can also switch to spectating.

  • Added handling to replay a point when team changes leave neither team with an active player.

Start-Position Controls

  • Fixed an intermittent issue where the start-position picker appeared without a working cursor after a respawn.

  • The picker now restores its mouse input when a fresh pawn is assigned.

  • Added F1 — Change Start Position to reopen the picker during pre-round.

  • The new action can be changed in key bindings.

  • Added an on-screen reminder for reopening the picker.

Movement & Camera

Smoother crouching

Camera transitions now compensate for changes in character capsule height, reducing the sudden snap when crouching, standing, or transitioning from prone.

Faster dive recovery

  • Crouch input pressed during a dive is now queued and applied when the dive finishes.

  • Sped up the prone-to-crouch transition so getting back into position feels more responsive.

Reduced ADS zoom

Reduced aiming magnification to provide a wider view while aiming. The adjustment remains proportional to the player’s selected field of view.

Increased lean

Increased lean reach by approximately 20%. Cover checks remain in place to limit movement into bunkers.

Crawl carry

Adjusted the crawling marker position toward the trigger-hand side, with an outward cant that mirrors when changing hands.

Stamina & Dive Balance

  • Increased overall stamina capacity by 15%.

  • Dives now consume stamina and require enough stamina to begin.

  • Stamina no longer regenerates during a dive.

  • Added a one-second regeneration delay when stamina is fully exhausted.

  • Adjusted jump and dive costs proportionally for the larger stamina pool.

  • Updated the HUD’s low-stamina threshold to match.

These changes give players more stamina overall while putting a clearer limit on repeated dive chains.

Field Boundaries

  • Reduced sideline out-of-bounds sensitivity to allow more of the player’s body to approach the boundary before elimination.

  • End-line checks remain unchanged.

Hold-to-Reload

Reloading now gives you control over how much paint you pour.

  • Hold R to continue pouring.

  • Release R to stop the pour early.

  • Release before pouring begins to put the pod back without using it.

  • Pouring stops automatically when the hopper is full or the pod is empty.

  • Remaining paint spills from a used pod when it lands.

  • Updated reload feedback with HOLD R RELOAD and LOADING +N indicators.

  • Adjusted reload sound timing to better match the pod pull.

The reload animation follows the amount poured, including partial reloads.

Pods & Prone Reloading

  • Added smoked-clear pod visuals with visible paintballs inside.

  • Harness pods and the held pod now look full before use.

  • The held pod visibly empties as paint is poured.

  • Pod paint, the pour stream, and spilled balls match the player’s paint appearance.

  • Fixed the prone reload arm rotation by making reload targets follow the torso.

  • Used pods settle on the field and remain until the next pre-round.

  • Fixed an issue where players could see another player’s dropped pod but not their own.

Choose Your Paint Color

Added a PAINT selection under Gear in the locker room.

Available colors:

Orange · Pink · Yellow · Lime · Blue · Red · Purple · White

Your selection saves with your outfit and is shared with other players. It applies across:

  • Fired paintballs

  • Paint splats and spray

  • Drips, mist, and droplets

  • Paint inside harness and held pods

  • Reload pour effects

  • Spilled and intact loose paintballs

The locker preview also updates the paint inside your pods when you change colors.

Paint Impacts & Loose Balls

  • Some paintballs now remain intact after hitting a surface.

  • Intact balls can bounce, roll, and settle instead of immediately disappearing.

  • Turf and netting impacts have a 20% intact-ball chance; bunker impacts have an 8% chance.

  • Loose and spilled paintballs remain until the match ends, within performance limits.

  • Used pods still clear at the next pre-round.

  • Added a fix targeting missing paint impacts on remote clients when the server removes a projectile before the client finishes its local flight.

Previously Released: Respawn Hotfix

The eliminated-player respawn hotfix is already running on the live server and remains part of the current code.

This addressed a case where the next round’s spawn attempt collided with the base bunker, leaving an eliminated player stuck spectating across subsequent rounds. The fix checks alternative team spawn positions before falling back.

Release Information

These changes are approved for the upcoming update. This page is a preview—not confirmation that the download is live.

The game client and matching server will be released together. We’ll announce availability when the update is ready through the launcher.

Thanks to everyone testing, reporting issues, and helping shape BUNKERED. Keep the feedback coming—we’ll see you on the field.

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LEAGUE UPDATE

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BUNKERED PATCH 0.3.9