In this report
- The wipe, or: don’t make me do the opening again
- The Hideout, or: a backpack with a target on it
- Three new places, and a balcony I don’t trust
- Four of me, which is three more than I need
- The guns, and a Glock that’s going to annoy me
- The AI still climbs out of ditches
- Early Access, walking into Alpha
- The dates, since you probably came for them
Gray Zone Warfare 0.5 Rogue Ops is out on 22 October 2026. MADFINGER’s release schedule, posted today, says the update releases today, at 12:00 PM EDT / 6:00 PM CEST (5:00 PM BST), and the official account told people to celebrate today’s launch.

Supporter Edition owners got the preview on 19 October. The 15 October note says it’s their window, and progress from it carries over to the full release.
I own the Supporter Edition. If you’ve already suffered the opening, the size of what they let you keep is the whole point.
I play it on a server that’s mine, with nobody else on it except the AI, so read the drug runs knowing it’s the PvE version I asked for out loud. The notes film went up on 1 October, back when I hadn’t played a second of 0.5 and was reading patch notes like a man studying a menu he couldn’t order from yet.
The wipe, or: don’t make me do the opening again
The bit I actually care about, more than any new rifle, is the wipe. I’ve started this game from the beginning more than once. I liked it the first time.
You can’t jump and shoot your way through the opening, and I don’t want those jobs again. If the progression that stays is work I’ve already done, and I can still repeat the missions I fancy when I’m feeling sentimental, that’s the wipe I actually wanted.
The 4 October devlog is the page that spells the wipe out. It’s the first time they’re doing a soft wipe, so they can rebalance the economy and you still keep your progression instead of grinding from scratch.
You keep the 0.4 progression: completed tasks, rank, unlocked apparel, vendor levels, and statistics. The locker and the money are wiped.
The first time you enter the Supporter preview, or the full release, you choose which mode that old progression moves to. In that same devlog the modes are PvE and PvEvP. The choice can’t be undone, and the faction stays the same.
Today’s release schedule adds the split for launch day. If you’ve played the Supporter preview, that progress carries over to the full launch, including tasks, the stash, and the rest of the progression, and you don’t switch the Steam branch back by hand.
If you’ve missed the preview, that note’s soft wipe keeps rank, unlocked apparel, vendor levels, and completed tasks, and it clears the inventory, the equipment, and the in-game money. Statistics sit on the 4 October keep list. That’s the note that names them.
If you’ve watched the last few, you already know the shape of how I play, because this is how I play Gray Zone Warfare now, and the playlist is where the rest of those raids live. The notes film is Gray Zone Warfare 0.5 Rogue Ops Update Is Huge. Since the preview I’ve walked the new ground: the asylum with a Benelli and nothing else, the Glock 18C at the radio observatory, and Northern Reach, solo, on my own server.
The Hideout, or: a backpack with a target on it
The new loop is a Hideout you build and then craft inside, with medical supplies down one path and chemicals and narcotics down the other, so you choose your trouble and then you’ve got to live with whoever that choice attracts.
The early line was that the selling, the actual smuggling, starts as PvP. You get the Hideout far enough along that you can cook, the runs arrive as missions, and other players on that map can see you’re doing it. They can kill you, take the product, and sell it themselves.
On paper that’s an extraction game with a drug deal in the middle, and Lamang can wear it without looking embarrassed, because the island already talks about this stuff. In practice my first thought was GTA Online, where you start a piece of work and the whole lobby gets a pin.
I don’t know the radius yet, or the player count, or how loud the warning’s going to be. I hope it stays a problem for the people who signed up for it. That pin was the bit I wanted left in the other mode, and I’m the one who asked for the AI instead.
They’d said the PvE version comes if there’s demand. I said it out loud to an empty island: do that, please, immediately, because quite a few of us wanted it and it won’t take long before that’s obvious.
The version that fits how I play is straightforward enough. With no real players hunting the parcel, it’s the AI doing the hunting, not as a silly endless swarm, just enough that you can’t stroll the product across the map. You keep moving, you stay awake, and the drop-off is the extract.
I’m fairly sure everyone who heard that on the raid went yes. The AI hunt is in the build now. Back then the wish was just me, talking to an empty island.
The split that shipped is medical or the illegal market, and the competition follows from the path you choose. Recipes and timers still aren’t in the notes as a list.
The third devlog, posted 18 October, stops waving at the Hideout and names it. Three rooms. Three upgrade levels each, with more levels promised later.

The Laboratory makes the medical stuff and the drugs, and it’s supposed to be a source of semi-passive income once you’ve fed it kit that’s expensive and annoying to find. The Electronics Workshop is where loot stops being only money: you pull components apart, you unlock recipes, and you build a hacking tool in three tiers that opens electronic locks. Crafting itself is close to instant, and production and taking things apart are the part that actually takes time.
The Utility Room is the power, and they’ve said that room grows later. I like the sound of it, provided the Hideout never becomes homework I’ve got to finish before I’m allowed back outside. If it does, I’ll say so, loudly.
The smuggling is more specific than the September sit-downs were. You gather the contraband first, you hand it to the vendor, and they mark a spot where you pick up a backpack other people can see. You’ve got one hour to get it to the drop, and the contract dies if you die, if the clock runs out, or if that backpack ends up in someone else’s stash.
In Warfare, that’s the PvEvP version: someone else on the map can decide it’s their parcel. In Joint Operations, it’s the AI doing the hunting.
MADFINGER’s 18 October features note says hunting there means fighting regular AI enemies. The 19 October preview note puts the same rule in plainer words: in PvE mode, smugglers face AI enemies instead of opposing players.
Warfare is the mode where other players can take the shipment. That’s a clearer answer than the old line, that a PvE version would show up if enough of us asked. The AI hunt shipped with the update, and it’s the hunting I get.
Three new places, and a balcony I don’t trust
They’re called the Radio Observatory, the Asylum, and the Military Research Site. MADFINGER are talking about hours of new ground, more lore, a harder fight, and some of the best loot on Lamang. From the pictures all three look huge, which matters because I’ve walked the older island more than once and I’d like a place I haven’t already memorised.
Looking at the rings on the map, I think they’re out towards Ground Zero, and that the first red ring either comes off or gets built on. That’s my reading. They haven’t printed one.
There’s still plenty of green they can fill without turning Lamang into a car park. All three are in the build. Northern Reach backs onto Ground Zero.
The Asylum can be as spooky as they like, with the sheets and the stone tubs and a wash house that’s already had a bad day. I took a Benelli M4 and nothing else in there, on my own server.
The research site, in the stills, is a dark warehouse with a truck parked in it and a balcony I’d already decided not to trust. Northern Reach is the base I soloed with the AK-74M. That’s been the method for a while now.
Four of me, which is three more than I need
Multiple characters are in, and they’re near the top of what people keep asking for. The devlog put the number at up to four on one account, each of them locked to a mode and a faction, and you can’t keep two that share the same pairing. That’s enough to try another side without deleting the operator you’ve already suffered for.
PvE and PvEvP keep separate progression, so the locker you build in PvE doesn’t quietly fund the one where other people can shoot you, and you can delete one character a week if a pairing was a mistake.
I’ve never desperately needed it. I can see the point the first time I want a clean start and I won’t throw the old one away. The number on my own character screen is the one I’ll trust.
The guns, and a Glock that’s going to annoy me
It’s the biggest shipment of weapons and attachments they’ve put out. The ones they’re naming are the Steyr AUG, the Benelli M4, the HK G3, the FAMAS, the HK G36, the HK UMP, and the Glock 18C, the fully automatic Glock. It’s going to annoy me in a way I suspect I’ll enjoy.
Hundreds of attachments come with them, for the new guns and for the ones already in the locker, including the AKs that launched with three useful options and a prayer. And they’ve hinted the list isn’t finished yet.
| Gun | What I know so far |
|---|---|
| Steyr AUG | The bullpup a lot of people are going to ask after first |
| Benelli M4 | The shotgun with the reputation |
| HK G3 | The battle rifle people have been muttering about for months |
| FAMAS | French and awkward, and getting a film if it actually slaps |
| HK G36 | The other rifle everyone thinks they want |
| HK UMP | The small one, for when a warehouse is being rude |
| Glock 18C | Fully automatic, which I already have opinions about |
I’ve already taken a Benelli into the asylum and a Glock 18C into the observatory, and Northern Reach was the AK-74M. If you want the guns I’d already trusted on the older island, the solo weapon guide is the useful one, because the ammunition still matters more than the badge on the receiver. A famous new rifle with the wrong rounds is only a heavier way to lose.
The AI still climbs out of ditches
The complaint I hear every time this game comes up is the AI, and it’d be daft of me to call it perfect when I spend half my raids watching it climb out of a low place. It’s better than the years they stood around like furniture. The devlog says every one of them can now bandage, selected factions can throw grenades, the places tied to the new work respawn harder, and Tier 3 plus a new Tier 4 get a proper difficulty bump.
Idle bits, like a smoke, are there so a relaxed guard stops looking identical to one that’s already seen you. The new locations live or die on whether that continues once the buildings get interesting. A beautiful asylum full of mannequins would be a pretty way to waste the afternoon.

When you get shot, or when a leg goes, the feedback has mostly been blood sliding down the lens, and the devlog finally puts a system under that. It’s done by the limb rather than by each hole, so one splint deals with a leg no matter how many bones went. Both legs still cost you two.
A tourniquet won’t sit on the head or the torso, and a surgical kit is allowed to handle broken bones, organ damage, and the bleeding in one go. A medical kit is measured by volume and spends only what the wound actually takes.
The military-grade stuff beats the civilian kit. Stims aren’t on a vendor. You’ve got to find them or craft them.
Bleeding is supposed to get a look that explains itself. I’ll judge that on a limp of my own, not on the bullet point.
The big Combat Outposts stop being flags you can take, for now, and go back to being places on the map, with the rest of them spread so the fights aren’t all piled on the same three yards. MADFINGER have put Vulture on the normal vendor screen. That’s the name the September sit-downs had attached to those outposts.
They’re also taking the timer off proximity voice chat, reworking the M4 and AK families and the shots you hear from far away, and recording some of the new AI lines with Lao actors. The flag part isn’t my afternoon. The vendor, the voices and the guns are in the build.
Early Access, walking into Alpha
What they’ve announced is an Early Access game entering Alpha. The worry I still carry is Ground Branch, a game that reached 1.0, brought nothing new with it, and then quietly fell off the earth. Rogue Ops is a different shape: a date that’s arrived, a wipe that leaves the progress alone, new ground, a Hideout, and a pile of guns.
If the live build is thinner than the notes, the fun goes with it.
I’ve loved this game since the early access week, on a PC that could barely run it, and I’ve watched it earn the trust back after a rough beginning, mostly because the people making it listen to the people playing it. You’re never going to please every mode in one patch. You can keep both of them in the room, and that’s all I’m asking.
What PvE-first actually means is still the argument this update has to pass.
The dates, since you probably came for them
| Thing | The fact |
|---|---|
| Name | 0.5 Rogue Ops |
| Everyone | Out on 22 October 2026. Release set for 12:00 PM EDT / 6:00 PM CEST, 5:00 PM BST |
| Early | 19 October, Supporter Edition owners. Progress carries over |
| Wipe | 4 October: locker and money go. Completed tasks, rank, unlocked apparel, vendor levels, and statistics stay. PvE or PvEvP once, faction stays. Preview stash carries over |
| New ground | Radio Observatory, Asylum, Military Research Site |
| New loop | Hideout, crafting, medical or narcotics |
| Smuggling | Visible backpack, one hour, fails on death, timeout, or another player’s stash |
| PvE hunting | Joint Operations: the hunters are AI |
| PvEvP hunting | Warfare: other players can take the shipment |
| Hideout | Laboratory, Electronics Workshop, Utility Room. Three levels each |
| Guns named | AUG, Benelli M4, G3, FAMAS, G36, UMP, Glock 18C, plus 370 weapon parts in the 11 October devlog |
| Performance | About 10 percent more frames in their benchmarks. Unreal Engine 5.7 |
| On the day | Dead Drop creator stream at 11:00 AM EDT / 5:00 PM CEST (4:00 PM BST). Twitch drops start with the release. The Q&A was set for 19 October |
The ticket for the 19th was the Supporter Edition. The 15 October note says owners of that edition get the preview from 19 October, and the 19 October note says that access was live, with progress carrying over to the 22nd. I own the Supporter Edition, and everyone else comes in with today’s release.
Underneath the dates, it’s still the island I’d learn on, and the longer answer on whether it’s worth the money is the one I’ve already written, is Gray Zone Warfare worth it in 2026.
All three devlogs are out. The first, on 4 October, is the player-driven half: the characters, the wipe, the health, the AI, and the outposts. The second, on 11 October, names the places properly.
Lakevale Sanctuary is the Asylum, Northern Reach is the Military Research Site, and RLSL-1 is the Radio Observatory, with fifteen or more smaller spots under them, drug huts included.
It also counts the gun shipment: seven weapons, 370 parts, six camos, 22 collimators. The third, on 18 October, is the Hideout, the smuggling clock, and the technical work. Their own benchmarks put the frame-rate gain at about 10 percent, with a Radeon RX 6700 XT moving from 65 to 75.4 frames in combat and an RTX 3050 from 53 to 62.
The game moves to Unreal Engine 5.7. They’ve also said the anti-cheat team is bigger, the bans are meant to land faster, and a player you’ve reported can trigger an in-game note once that ban sticks. I’ll believe the frames when I’ve sat with the counter, not when I’ve read the table.
If you want the older layer, MADFINGER’s own alpha trailer is where the phrase “this fall” used to live. The 18 October devlog retires the guessing.
If you want more than the date, I’d open the best way to play it, then the solo and offline question and the Gray Zone Warfare hub. If you only came for the date, it’s 22 October 2026, and Rogue Ops is out.
FAQ
When does Gray Zone Warfare 0.5 come out?
It launched on 22 October 2026, under the name Rogue Ops. Supporter Edition owners got the preview from 19 October, and progress from that window carries over to the full release. I own the Supporter Edition.
Does Gray Zone Warfare 0.5 wipe your progress?
It's a soft wipe. The 4 October devlog keeps completed tasks, rank, unlocked apparel, vendor levels and statistics, wipes the locker and the money, and the PvE or PvEvP choice is irreversible, with the faction staying the same. Preview progress, including the stash, carries over. If you missed the preview, the 22 October note keeps rank, unlocked apparel, vendor levels and completed tasks, and clears inventory, equipment and the money.
What is the Gray Zone Warfare Hideout?
It's three rooms, each with three upgrade levels. The Laboratory makes medical supplies and drugs, the Electronics Workshop builds a hacking tool in three tiers, and the Utility Room powers the other two. Smuggling uses a visible backpack and a one-hour timer. In Joint Operations the hunting is AI. In Warfare, other players can hunt the shipment.
What are the new Gray Zone Warfare 0.5 locations?
They're the Radio Observatory (RLSL-1), the Asylum (Lakevale Sanctuary), and the Military Research Site (Northern Reach). MADFINGER are calling them hours of new ground, with more lore, a harder fight, and some of the best loot on Lamang. I've walked all three in the preview, and any theory about which red ring they replace is mine, because they haven't printed one.
What new guns are in Rogue Ops?
The ones they've named are the Steyr AUG, Benelli M4, HK G3, FAMAS, HK G36, HK UMP, and the Glock 18C, the fully automatic Glock, plus hundreds of attachments for those and for guns already in the game, including the AKs that were thin on options. They've alluded there could be more. I'm not treating seven as the whole shipment.
Should I buy Gray Zone Warfare before 0.5?
If you want the game, yes. Rogue Ops is live as of 22 October 2026, and the Supporter Edition was how you got the 19 October preview. That window has closed. I don't have a code or a kickback for saying so. The island is still the one I'd learn on.
Sources (12)
- MADFINGER press release, Rogue Ops, 1 October 2026 ↗
- MADFINGER devlog 1, player-driven improvements, 4 October 2026 ↗
- MADFINGER devlog 3, new features in 0.5, 18 October 2026 ↗
- Steam, Gray Zone Warfare ↗
- MADFINGER, Gray Zone Warfare Enters Alpha This Fall ↗
- Gray Zone Warfare official news ↗
- MADFINGER, new features in 0.5, 18 October 2026 ↗
- MADFINGER, Supporter Preview for 0.5, 19 October 2026 ↗
- MADFINGER, Player-Driven Improvements in 0.5, 4 October 2026 ↗
- MADFINGER, Supporter Preview for 0.5: Everything You Need to Know, 15 October 2026 ↗
- Gray Zone Warfare on X, Update 0.5: Release Schedule, 22 October 2026 ↗
- Gray Zone Warfare on X, celebrate today's launch of Rogue Ops, 22 October 2026 ↗
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