Ravenfield
by SteelRaven7 · 18 May, 2017
474 downloads
About the Game
Ravenfield from solo developer SteelRaven7 is the spiritual heir to Battlefield 1942's bot-stuffed sandbox mode — easy to pick up, surprisingly deep once you start tweaking, and completely shameless about being silly. You and a swarm of Blue AI allies fight a swarm of Red AI enemies across maps that scale with your hardware (the only practical limit on combatant count is what your CPU can handle). Tanks, helicopters, jets, watercraft, infantry — pick what you want and just go.
The active ragdoll physics is what made Ravenfield a meme — soldiers fold in unintentionally hilarious ways when they take a tank shell, and the team-colored blood splat system means you can see where the firefights happened on the map. There's a thriving Steam Workshop community of fan-made vehicles, weapons, and maps; the Conquest mode is the highlight.
Released as OFME, fully offline-playable. 543 MB installed. Multiplayer between cracked clients works via the Online-Fix mod's relay (peer-to-peer); no Steam account needed for hosting or joining.
Screenshots
5 imagesVersion Information
Steam Patch Notes
Official update history
Hey everyone!
Last friday, a community member sent us a report on a critical security vulnerability in how Ravenfield loads maps. This was a serious vulnerability that allowed for RCE (remote code execution) when loading custom maps from the workshop or other sources.
The security patch (Saturday, September 19)
I saw the report on saturday morning and issued a patch to the game right away, completely removing the vulnerability but also partly breaking how maps are loaded (which we have since fixed). We take security very seriously and want to be as transparent as we can on this matter, so here's what we know about the vulnerability:
The vulnerability was reported by a Ravenfield community member on Friday, September 18th.
I received the report on the morning Saturday, September 19th and issued a patch the same day removing the vulnerability.
The vulnerability was only present when loading custom made maps in rfl or rfld format, content mods such as rfcs are unaffected.
The vulnerability is within Ravenfield's code, and is not present in other Unity games.
As far as we know, the vulnerability has been present in the game since the introduction of modded maps.
We have never received any reports or indication that this vulnerability has ever been exploited, so to the best of our knowledge the vulnerability has not been known to anyone before it was reported to us by the Ravenfield community member.
Today's gameplay patch (Friday, September 25)
Today, I published another patch restoring some of the game functionality related to maps that was broken by saturday's security patch. When restoring the functionality, I spent some extra time rewriting the cover point placement system and navmesh node penalty/tagging system. Here's the change log:
Fixed an issue where map navmesh/cover point analysis data would stay loaded in RAM while playing a match. This seems to have been causing random crashes for some players where the game would seemingly randomly run out of memory and the game would crash.
Completely overhauled cover point placement and navmesh node tagging systems. These two systems are now several magnitudes faster (usually generating everything in under a second even on huge, detailed maps)
Cover point placement and navmesh node tagging is now automatically run whenever you start a map (they are super fast now anyway), allowing us to place better cover points, and making the bots use better paths when traversing the map!
Legacy Branches
After discovering this vulnerability, we removed all legacy branches of the game for the time being as they have not yet been patched. We may spend some time back-porting the security patch to these versions, however that could be fairly time-consuming. At the moment we have our hands full developing conquest mode, which we will be showing off soon. For the time being, I'd like to focus all our dev-time on getting conquest mode ready, so it may be a while before we are able to spend any time back-porting this security patch and making legacy branches available again. Let me know your interest, and if there's a particular game version you'd like to see return!
I hope this clears things up, we'll be back shortly with more regular content updates! We want to extend a special thank you to the community member who reported this vulnerability, you know who you are :)
/Johan (SteelRaven7) and the Ravenfield team
- Fixed a bug where custom campaigns could not load custom maps
- Fixed an issue where running the game in test mod mode from the mod tools would not allow the game to change to modded maps because these weren't indexed by the game.
MODDERS PLEASE NOTE:
The previous version of the mod tools launch the game with a -noworkshopmods parameter. This parameter prevents the game from indexing any maps subscribed to via the workshop. If you need your custom campaign to launch these maps when running test mode, please update your mod tools version to the latest one, or manually remove all -noworkshopmods tags in ContentExporter.cs
- Fixed several vegetation colliders on Island that were previously colliding with the soldiers and vehicles.
- Added a couple of new lilypads!
- Exposed VehicleInf.FromName() to RS
- Fixed APC model not showing up in ingame map editor
- Fixed a bug where launching maps and content mods in test mode from the mod tools would leave the game on the main menu screen instead of launching a match
- Fixed a couple of colliders on new Island map
- Added a fun little summer vibe secret on Island
- New Island is now integrated as a built in scene inside the game, which fixes the issue on mac and linux where some materials would appear pink
- Pathfinding improvements
- Added missing colliders on a number of props
- Fixed some floating props
- Fixed helicopter sliding into the water
- Added car spawn to backside
- Fixed night mode materials and added some night-only detail objects in the pond area
- Fixed a bug on beach where you could get stuck
- Removed props under the terrain
- Fixed spelling error on fort capture point
- Old island has been renamed to Island 2023 and is still available ingame.
EA36 Patch 1 (June 1st)
Fixed a bug that caused a code exception when the player gets kills while inside a vehicle. This issue caused several other bugs such as floating weapons and game mode soft locks.
When losing an arcade mode match, you will now always lose 5 reinforcements
Fixed timing issue in arcade mode when printing round number and time of day indicator change
Patch 2 (June 1st again lol)
Fixed a bug that caused the game to give out 5 free reinforcement waves whenever you won a game in Arcade Mode
Patch 3 (June 2nd)
Fixed a bug where vehicle spawned from mutators could not be destroyed
Fixed vehicles destroyed being counted twice per vehicle
Fixed arcade campaign results not showing any text
- Battle mode is now the default game mode in Instant Action mode
- Added confirmation popup when clicking surrender in the pause menu
- Updated last round icon in Arcade mode to be a trophy to indicate that this match must be won
We're super excited about the positive reception of Arcade mode so far. We're already hard at work on Pt 2 which you can expect to drop later this month in EA35!
Earlier today, a security patch to the Unity engine was released by Unity, which patches a security vulnerability in games built with the Unity engine. Today's patch updates the game engine to the latest version, 2020.3.49f1 in which this vulnerability has been patched.
For security reasons, I have disabled the builds of the game that were previously available on the legacy branches. I intend to rebuild these versions of the game next week with the patched engine version, but until then those versions of the game will be unavailable. Please note that the legacy-EA25 version is still available as this versions of the game runs on Unity 5.6 which is unaffected by the vulnerability.
For more information about the security vulnerability, please see Unity's message here: https://discussions.unity.com/t/unity-platform-protection-take-immediate-action-to-protect-your-games-and-apps/1688031
EDIT: All legacy branches have now been rebuilt in the 2020.3.49f1 engine version and are safe to use!
/Johan
Here's another patch for EA32 mainly focused on optimizing the new instant action menu to prevent freezes and lag:
- Optimized vehicle and weapon pickers in the instant action menu which should prevent the game from freezing for a few seconds when loads of weapons/vehicles are being loaded in.
- When testing a content mod from the mod tools, any non-modded vehicles vehicles will now be filled with the official vehicles.
- Fixed spec ops teammate count. Up to 9 teammates can be assigned to the player team by setting the player team actor count. If more than 9 teammates are assigned, the game will default to 3 teammates.
- Spec ops helicopter exfil crew will use the same skin as the player team UNLESS playing as the Talon team.
- Made instant action dropdown styles consistent across all menu pages.
September 25 hotfix:
- Fixed some dropdown values in the instant action menu not showing up properly
We just pushed out a patch for EA32 that fixes some common issues:
Changed how game configuration saving works to prevent accidental lost team weapon/vehicle setups. When saving a game configuration without linking to saved teams, the current team setups will be saved inside the game configuration file. This means the game configuration save system works like it did before, making team saves optional. It is however still recommended to save actual team config files and to link them to your game configuration as this allows things like loading teams to any team slot, updating multiple game configs by changing just one team save and more.
Updated game config team linking description text
Fixed vehicles not showing up in conquest mode
Fixed aspect ratio issues with the new instant action menu on 4:3 and ultrawide monitors
Added really good game mode icons
We'll keep on the look out for any more issues that needs fixing for EA32! If you're experiencing any issues, the best way to reach us is through the Ravenfield discord. Enjoy!
September 11 fixes:
Fixed a bug where the options menu could not be applied while ingame
Fixed a bug where the loaded team would sometimes not update when loading a game configuration with linked teams
Fixed a bug where a game config would sometimes link both team slots to the same team.
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The shotgun should now feel way more reliable in close to mid range combat, with its reduced spread and higher firing rate. At the same time, the shotgun pellets will do reduced damage on ranges over 50 meters, reducing the chance of random lucky headshot kills at long ranges. The shotgun also features improved animations, and the possibility of canceling a reload by holding down the right mouse button (or your aim down sights binding)
Full change log
Gameplay changes:
- Completely remade the 76 Eagle shotgun from scratch with animations and rebalancing changes
- Remade Bundle o' Buss sprint animations
- Remade Automatico Akimbo sprint animations
- Garret reload animation can be canceled by holding RMB.
- Players will now automatically holster their weapon while climbing ladders
- Added cloth foley sounds to various player actions such as walking/kicking/jumping/entering vehicles/reloading etc.
- Added 'wants to aim' bool parameter to weapon animators, this is used to cancel reload animations early by holding RMB.
- Added 'walk cycle' float parameter to weapon animators, this can be used to synchronize sprint or walk animations with the player character weapon bob/footstep sounds.
- Fixed actor onTakeDamage event firing when the actor took splash damage while inside an enclosed vehicle seat that protects it.
- Fixed actor onTakeDamage firing while the actor is dead
- Misc changes to audio mixing of the player audio. Should result in more noticable player footstep/jump/land sounds.
Trigger System:
- Added TriggerOnPlayerLineOfSight, sends a signal when a transform point enters or leaves the player's line of sight
- Added TriggerSetVelocity, used to set a vehicle or rigidbody velocity or to apply an acceleration.
- Fixed TriggerOnVehicleDestroyed firing the onDestroyed send instead of the onDisabled send when a vehicle is disabled.
Ravenfield Mod tools:
- Added missing IsVehicle filter type for OnVehicleDestroyed and related vehicle filtering components. This allows you to send signals when a specific vehicle has been destroyed
I'm also happy to announce that we are now multiple people working on Ravenfield in order to speed up the game development process. While this update is quite small as we're still getting things rolling, you can expect more content soon as we're working away on support for a weapon and vehicle rarity system. This system will make it possible to set which weapons and vehicles will appear more frequently, and will also allow multiple vehicles of the same slot to be used in the same game. Expect this to drop as EA32 soon!
I hope you'll enjoy this update!
/Johan (SteelRaven7)
Game improvements:
- Tank and APC towers will now pop off when destroyed
- Tank tracks are deactivated when destroyed
- Improved stuck detection for AI cars and boats, this should make them react quicker to getting stuck, and be able to resolve the situation more reliably
- The player can now walk slowly while getting up from ragdoll
- Minor improvements to third person camera while ragdolling
- Generated new high quality lightmaps on all scenes with lightmaps
- Improvements to bot boat piloting, especially how they handle a top speed value. Boat patrols on spec ops should no longer be going full speed everywhere and crashing into everything
- Reduced saturation of particle systems with ambient color component, this makes particles such as the smoke grenade appear in more realistic colors in scenes with highly saturated ambient lighting conditions.
- Added best guess shader functionality to shader reloading on mac and linux. If a shader isn't able to be resolved due to the modder using custom shaders that are not included by the game, the game now attempts a best guess at replacing that shader with a built in one. This is based on very limited information so don't expect this to look great, but it should replace all pink materials with something halfway decent.
Bugfixes:
- Fixed a bug where bots would sometimes get stuck in a ragdolled state
- Fixed a visual bug where actors would sometimes hover slightly above the ground when getting up from a ragdolled state.
- Fixed a bug where a phantom player with a parachute would appear in spectator mode
- Fixed a bug with projector component whitelisting, it should now be whitelisted and load correctly
- Fixed a bug where destructible splash damage would show a hitmarker even though the damage dealt was 0
- Fixed a bug where turrets that had been destroyed and repaired would not be valid target for missile lock on
- Fixed a bug where the player character controller would be enabled when dying inside a vehicle
- Fixed a bug with squad order point resolving which would generate errors in spec ops mode
Ravenscript/Trigger updates:
- Fixed misspelling in Player.nightVisionEnabled - the misspelled verison will continue to work so no need to edit old scripts.
- Made Player.nightVisionEnabled writable
- Added keybinds support to TriggerOnKey component
Patch 2 - December 6
- Fixed an issue where shaders would sometimes incorrectly be replaced on windows machines. This would sometimes break modded dual render scopes and similar effects.
Current Release
Build 25532209
Uploaded Oct 14, 2026
System Requirements
How to Install
ravenfield.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
FBA09151
0172613e7fe80d4dd60cd18aef2262ddfc97108cc8ff2df48c308b70e910f992
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