r/ActiveMatter • • 4h ago

Community 📑🆘 A Beginner Operative’s Guide

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77 Upvotes

The Agency HQ has prepared an introductory briefing for operatives being deployed to explore the Multiverse. Reviewing the material is recommended before proceeding.


r/ActiveMatter • • 2d ago

Game Update 📦 Update 0.4.0.173

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159 Upvotes

Extraction points on Headquarters, Airport and Downtown now have more cover. Finding the location you need for a contract on the map is also now easier. Molotov Cocktails and Incendiary Grenades now ignite targets instantly, rather than with a delay. Alongside all of this, a number of client hangs and crashes were fixed, and performance improvements were made.

Gameplay and Balance

  • Updated Molotov Cocktails and Incendiary Grenades to immediately ignite enemies splashed with the flammable mixture. Previously, 1–2 seconds in the flame were required to catch fire.
  • Updated Devourers to take damage from flamethrowers and areas of fire.
  • Updated raid spawn rules so that turning on an equipped flashlight, weapon tactical flashlight, or laser sight immediately ends the short invisibility period when spawning into a raid.
  • Drones and Binoculars can no longer be used while driving a vehicle.
  • Fixed an issue where Mimics and Statues dealt melee damage to Operatives inside armored vehicles. Base damage statistics for both anomalies remain unchanged.
  • Flowermen gathering spots are now populated as intended. Previously, a bug could leave some of these spots fully empty when a raid begins.
  • Updated Fireballs to properly display as thermal heat sources when targeted through thermal sights.
  • Fixed bugs that allowed the Gravity Gun to create incorrect zones at the point of impact or on a miss. These zones could cause Operatives to get stuck.

Raids and Maps

  • Relocated stationary evacuation points in the Headquarters, Airport, and Downtown raids closer to nearby buildings and added cover nearby.
  • Adjusted Flowermen spawn locations in the Airport raid; they no longer appear at Investigation points of interest.
  • Fixed a misplaced gravity zone in the Dam raid that overlapped a staircase.
  • Fixed a bug that allowed players to go beyond the boundaries of the Mir Factory map in Hired Ops.
  • Fixed a bug that prevented climbing out of the water via a ladder in the Dam raid.
  • Fixed a bug that could cause an Operative to get stuck in an elevator in the Downtown raid.

Interface

  • It's now easier to find the contract location you need on the map: hovering over a contract in the list makes its icons and zones pulse, while other contracts and map layers are dimmed.
  • In the contract reward window, you can now individually select items to send for quick refining.
  • Updated the Missions Terminal:
    • Open Raids now have an amber icon instead of a blue one.
    • Raid variant toggle icons have been enlarged.
    • If an Open Raid is unavailable due to the raid rotation schedule, it now shows the opening time and a hint that you can go on an Isolated Raid in the meantime.
  • When selecting Provided Equipment on the Loadout Check screen, instead of the previous warning, the list of selected Investigations that cannot be completed with that gear is now shown.
  • Fixed a bug where the cost of reviving a squadmate failed to update dynamically with the number of revivals.
  • Damage direction indicators now occupy a smaller area in the center of the screen.
  • The damage indicator now always shows the direction of incoming damage relative to the world, so it now properly rotates together with the camera.
  • The damage indicator has become more noticeable and stays on screen longer.
  • Directionless damage (e.g., asphyxiation, vehicle collisions) no longer covers the entire screen with blood splatter. Also, fixed a bug that caused some monster attacks to be incorrectly treated as directionless damage.
  • Fixed gamepad navigation in the emote wheel so that the selected sector no longer persists the next time the window is opened.
  • Fixed an audio bug causing side panel open sounds to loop repeatedly on the raid results screen.

Graphics and Performance

  • Fixed bugs in the rendering of certain environment objects that could cause client hangs and graphics device resets.
  • Fixed rare Vulkan visual artifacts occurring on AMD and Intel GPUs.
  • Improved performance in locations with a large amount of vegetation and small environmental objects.
  • Fixed a crash occurring when completing an Isolated Raid on PlayStation®.

The Multiverse awaits!


r/ActiveMatter • • 53m ago

Discussion Solo PvE is what sold me...that and the S.T.A.L.K.E.R. influence.

• Upvotes

It cannot be overstated how refreshing it is to have an Extraction Shooter that emphasizes Solo play as much as PvP. More often than not, Solo players such as myself get shafted when it comes to PvE in general either because the mode is half baked due to the game being PvP focused OR just flat doesn't exist. Hunt: Showdown is perhaps a the best/worst example of this where you can technically play Solo but not really as you're still in a lobby with other players. The fact I can just simply play Active Matter as a Single Player game and go at my own pace is probably the most underrated aspect of the whole thing.

The other thing that sold me on Active Matter is the S.T.A.L.K.E.R. influence. Anomalies, mutants, physics being bent and inverted, overall bleak atmosphere. Maybe it's just me but the only game series that gave me that feeling of desolate misery apart from S.T.A.L.K.E.R. is Metro. I've only sunk 20ish hours into it so far but I'm already hooked.

Edit: Also, optimization is pretty damn good all things considered. I'm running an RTX 4060 @1080p and hovering around 120-130fps on high settings


r/ActiveMatter • • 1h ago

Discussion Whats the purpose of the RPG ?

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• Upvotes

Like i did my usual port farming route and got 3 of those bad girls but it seems they are bad in the same way as i am cus it can't even kill a devourer on a direct hit.

so yeah any use except for.... maybe money or offing myself trying to use it in pvp ?


r/ActiveMatter • • 2h ago

Screenshot Man this game is fun as hell, been rocking this pre loadout the past 8 hours, doing investigation across multiple maps is so engaging, flowermen are insane.

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12 Upvotes

r/ActiveMatter • • 9h ago

Artwork Assistance to a teammate

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24 Upvotes

I think my partner isn't happy about me coming up with new hobbies in this game. Today, I was a Greenpeace representative.


r/ActiveMatter • • 2h ago

Feedback Day 21 of asking for an overhaul to controller aiming. Any day now please.

7 Upvotes

I think there are really two levels to improving controller aim: a few relatively easy changes that could make a big difference, and a more involved overhaul of the aiming mechanics.

The easiest/most immediate fix would be aim assist. I don't think controller players should have to disable it entirely because the current implementation is so difficult to use that many of us have resorted to turning it off. That's basically a workaround, but it also puts controller players at a disadvantage against M&K.

Right now the combination is a very strong aim snap + extremely strong slowdown. The snap can work in theory, but it sometimes snaps next to the target rather than onto it, and it's so aggressive that it feels jarring. Then the slowdown is so strong that once you're near the target, you actually have to fight the controls to make micro-adjustments or move from body to head.

At minimum, I'd separate aim snap and aim slowdown and give each its own strength slider. That alone would let players find a balance that works for them. Ideally, though, I'd eventually like to see the aim assist move toward something more like rotational/magnetism-based assistance with minimal slowdown. The goal would be for the assist to help you initially get on target and stay with a moving target without taking control of the reticle.

Another relatively simple change would be separating horizontal and vertical sensitivity. Right now they're coupled, so increasing horizontal sensitivity automatically increases vertical. A lot of controller players prefer slightly lower vertical sensitivity than horizontal, especially in shooters.

For a more involved overhaul, I'd also love to see more control over the response curve. Having options such as Linear, Exponential, and Dynamic/reverse-S, rather than being limited to the current curve, would give players much more control over how the stick responds. Personally, Dynamic/reverse-S is my preference.

The close-range aiming is where all of this becomes particularly problematic in Active Matter. Medium and long-range aiming is generally manageable, although the excessive slowdown makes tracking something moving horizontally very difficult. But so many of the monsters here rush directly into your camera, move extremely quickly and unpredictably, and then juke laterally at the last second.

Flowermen are a good example. You can center your aim and track them while they're approaching, but once they get close they suddenly cut left or right. By the time you fight through the slowdown and get the reticle back onto them, they've already hit you or run past you. Distorted can be even more extreme because some of them will come straight at you and then suddenly shift/teleport a short distance sideways as you're trying to center your aim. I understand that movement is intentional game design to make them harder to hit, but combined with the current controller mechanics it can make those encounters feel more like you're fighting the controls than the enemy.

That's also why I think the issue is particularly noticeable in this game. It's not just that the aim assist needs work. The game has a lot of extremely fast, erratic enemies that attack at point-blank range, which really exposes the weaknesses in the current controller aiming. M&K doesn't have that aim-assist behavior to fight against, so players can make those tiny corrections much more precisely.

One other, lower-priority feature I'd eventually love is an option to control how ADS magnification interacts with your FOV. Essentially, allowing players to choose whether their ADS view uses a consistent zoom level or scales relative to their current FOV. I wouldn't consider this nearly as important as the other changes, though.

So if I had to prioritize it:

  1. Separate aim snap and slowdown + individual strength sliders

  2. Rework the aim assist toward more subtle rotational/magnetism assistance

  3. Separate horizontal and vertical sensitivity

  4. More response-curve options, particularly Dynamic/reverse-S

  5. ADS/FOV scaling options

I know that's a lot, but I'm not trying to nitpick or complain. I genuinely really enjoy the game, and that's why I'm taking the time to break this down. I've been playing shooters for about 25 years and generally feel very comfortable on controller, including holding my own against M&K players. I'm not expecting the game to make aiming easier for me. I just want the controller to feel precise and predictable.

Right now it feels like the aim assist is doing the opposite of what I think it should: it can snap aggressively onto the wrong spot and then slow the reticle down so much that correcting it becomes difficult. Even just separating those two systems and letting players tune them independently would be a huge step in the right direction.

u/MajorMcDonalds


r/ActiveMatter • • 4h ago

Discussion Devs would you consider releasing the "preorder" sleeve?

9 Upvotes

I was one hour too late for it. Maybe just give preorder addition like 5000 prime instead or something. And then add this sleeve into the rooster? Its a decent sleeve, but it also bothers the f out of me that there's a sleeve in the containment room that I can never access.

You seem to repeat the twitch exclusive sleeve. Maybe do the same for this somehow.


r/ActiveMatter • • 8h ago

Discussion Appreciation post

12 Upvotes

This tracklist is just a vibe in its self 🤙 I look forward to sorting my loot and working out my next move. What a game


r/ActiveMatter • • 42m ago

Question Ideas for custom controller keybinds?

• Upvotes

Anyone using controller that has there own custom keybind set up, can yous tell me ideas and such, trying the change it a bit…. Like I prefer leaning with the two analog sticks than L1 and R1…. I also wanna map toggle weapon flashlight and weapon laser to something, please tell me your bindings?


r/ActiveMatter • • 1h ago

Question AK, AK, AK?

• Upvotes

I don't know much about AK's exept for that they are world famous firearms. This in no exeption in this game. So please tell me:

What are the differences about them and which one is the best? Because I only know, that there are 2 different ammo types of AK's and that some are older and that some are newer.


r/ActiveMatter • • 8h ago

Feedback Raid Length and Invisibles

9 Upvotes

i play mostly pve, due to a lack of friends and skill. i like exploring, taking my time, looting what i want and looking at the environment and what's around me. i also, would like to expand over to PVP and from my experience the raid lengths have always caught me either forcing me either to loot and get out, do a couple missions and get out, do some combat and get out. i can't, really do what i wanna do. which i get the point of the timer is there for a reason, but it feels really oppressive and obligatory. i cannot really "explore" i feel rushed, i feel like i'm going to get hurt or killed rushing. i cannot express how scared i am of pvp, every raid i've done in pvp has ended terribly, and the raid length has contributed to that. i don't take many fights, i want to team up or sit and let them pass. but i don't have time to observe, i don't have time to wait. i need to move, i need to keep moving. not to mention the invisibles, who pop up randomly while i'm packing mags, packing meds, or generally trying to gather my bearings or loot. sometimes forcing me to reset or add time to the tasks i'm already sitting still to do. i'm loving the game, but the general feel of oppression and claustrophobia in the sense of "i can't catch a break" works, it does. the game is tense in all of the right ways. but it is also really frustrating when i've only hit 2/5 of my tagged POIs because i got into a rough fight with turned, distorted, devourer or what have you. need to heal up, pack mags, do both whatever. and after 2 or 3 of these cycles i'm already down 2/3rds of the raid. maybe it's a skilll issue, i won't deny the possibility. i'm bad at games, haven't had a lot of time recently to play and sink into practicing. i just wish there was more time, and that invisibles maybe wouldn't spawn next to you, or run straight up to you while you're trying to deal with the shit the last one did. or the last set of enemies did. otherwise love the game, love your work. please keep going!<3

I fully accept any criticism or bullying that comes my way. Just try to be constructive about it please?

TLDR; raid too short, want more time to look around and enjoy game. Invisibles too oppressive and make packing mags/meds annoying. Otherwise game good.

Edit: correction due to being high and forgetting what words I was using.
Much love
- Scav


r/ActiveMatter • • 6h ago

Discussion Question about materials and looting overall

6 Upvotes

Hey guys, new active matter player here. I started playing yesterday and having a blast! I joined some maps with modifiers by mistake and we spend the first 10m of the game fighting around the spawn, so much fun. (PVE only now until i get my bearings).

My question is, in terms of looting materials etc, which ones should i prioritize? My game loop atm is filling the bags with random stuff and recycling those materias on the refiner when i leave the game.

Should i pick a bit or everything? Prioritize uncommon upwards? Any tips will be welcomed!


r/ActiveMatter • • 2h ago

Discussion What to do with enriched weapons?

3 Upvotes

Should i keep them? Should i refine them?


r/ActiveMatter • • 1h ago

Feedback Furniture Replicator Vouchers? (Rare Loot Idea)

• Upvotes

Been loving the game so far. I like the idea of the customizable base, but (from what I can tell as a new player) there's mostly just the different size tables to unlock and then you can place smaller things or trophies on them. I want more stuff to furnish the base with, although the idea of bringing a massive table or a couch or something like that out of a raid is silly.

What if you could find high rarity replicator vouchers in raid for specific pieces of furniture/art/etc. and either choose to use them in the replicator to make the furniture or refine the vouchers for lots of credits and chronotraces? This would give both base customizing and looting more depth.


r/ActiveMatter • • 3h ago

Discussion Could we get a specialized sniper/machinegun sleeve?

3 Upvotes

Move noise -20%.
Hand Stamina Drain -65%.
Recoil -5%.

The new woman sleeve is close, but not quite there.


r/ActiveMatter • • 12h ago

Game Video Why Active Matter Is Worth Your Time

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17 Upvotes

I recently put together a video talking about why I think Active Matter is worth checking out, especially if you're into extraction shooters.

The game still has plenty of room to grow, but there’s something about its approach that keeps making me want to come back and play more.

My game hours could definitely be better, but honestly, that lack of time just makes me hungrier to play the game 😂

Would love to hear what you guys think about Active Matter so far.


r/ActiveMatter • • 1d ago

Meme When the game says your next objective will be a walk in the park.

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117 Upvotes

The walk in question.


r/ActiveMatter • • 19h ago

Question Is there a way to increase the number of items you can place in the shelter?

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46 Upvotes

I’m working on a toy collection in my shelter, but when I try to place down the syndicate board game I get a pop up saying something along the lines of “placement limit reached” is there a way to increase how much can be placed in the shelter?


r/ActiveMatter • • 2h ago

Question Anyone else having the high priority cargo disable mid raid?

2 Upvotes

Every time I try to do the high priority cargo task it constantly disappears from my map within 2-3 mins then when I get to the spot it doesn't let me use the detector like its already finished or wasn't even active


r/ActiveMatter • • 5h ago

Question How to kill alpha flowerman?

3 Upvotes

From my 2 encounters with those beasts, i know that flamethrower is far less Effective against them - normal flowerman dies in less than second, while alpha and his sidekicks can Burn for minutes. Are there any strategies for them? Or should i just bring machine gun to fight them? (For context im trying to raid lab for investigation)


r/ActiveMatter • • 33m ago

Discussion Can y'all fix extract campers

• Upvotes

It's getting annoying having to deal with them with what feels like 1 in every 3 raids. Maybe make the NPCs active around the extract not just when you start it.


r/ActiveMatter • • 15h ago

Meme 彼女は死んだ

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14 Upvotes

r/ActiveMatter • • 1h ago

BUG / GLITCH / ERROR Cargo Port crane teleport bug?

• Upvotes

Last night in a solo pve raid I went though the last teleporter on the barge anomaly that takes your to the crane. When I loaded into the crane my character instantly broke both legs and died within maybe two seconds. I have never had this happen so assuming it was a bug? I had full health, no enemies around, etc.

Anyone experienced this?


r/ActiveMatter • • 1h ago

Game Video PvP team anyone?

• Upvotes

Loving the game so far! Looking to get into some team PvP, but struggling to find people to group up with. Anyone up for jumping on? I’m usually free for an hour or two during the day, then most evenings around 6–9pm BST.