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Developer Spotlight: CCP jBot – Johann Reynisson

Welcome to the very first Developer Spotlight for DUST 514!

As the first step in our quest to introduce you to the Development team within CCP Shanghai, we turn our focus to the long-serving, tirelessly working Lead Video Producer – Johann Reynisson, aka CCP jBot – the creative mind behind the DUST 514 trailers/screenshots and a members of the amazing production team charged with producing Fanfest videos.

What is your official job title with CCP?

Lead Video Producer at CCP Shanghai.

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Uprising 1.8 Overview and Patch Notes

On March 25, DUST 514® will get a major update with the release of Uprising 1.8, which introduces a number of features and changes specifically requested by the community. These include:

  • New racial Heavy and Light dropsuits
  • Cloaking equipment
  • New sidearms
  • Full equipment, weapon and dropsuit rebalancing

And today we’re sharing the full Uprising 1.8 patch notes  - you’ll find them at the end of post, following a brief recap of the recent dev blogs we’ve released on the biggest changes coming next week.

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Equipment balancing in Uprising 1.8

Equipment in DUST 514 has been rebalanced. You may have heard. Below is a quick summary of the changes, followed by a more in-depth breakdown as well as a look at the Cloak Field, a new piece of equipment being introduced in Uprising 1.8.


  • Cooldown times on active scanners have been increased. Scanner functionality has also been improved to do snapshot scans in order to stop “scannerinas” from doing 360 degree spins.
  • The range on repair tools has been reduced.
  • Drop uplink spawn times have been increased.
  • Nanohive nanite supply have been reduced.
  • The Cloak Field will be available in 1.8.

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Heavy and Light Reinforcement: Dropsuits of Uprising 1.8

Uprising 1.7 saw the debut of the Combat and Rail rifles, which rounded out our rifle catalog. In Uprising 1.8 we go one better with new dropsuits!

There are new Heavy Frames for the Caldari, Minmatar and Gallente, while the Amarr and Caldari added a new Light Frame to their armories. This means five brand-new dropsuit models ready for war.

With these additions, DUST 514® now has a full set of racially aligned dropsuits. We’ve also taken this opportunity to completely revamp and rebalance all of our infantry dropsuits. Read on to learn more.

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Expanding The Arsenal With Uprising 1.8

Last release saw the debut of the Combat and Rail rifles, both of which have proven to be extremely popular in DUST 514. With the release of Uprising 1.8, we go one better with not just two new weapons, but three!

This time around the Bolt Pistol (Caldari) and Ion Pistol (Gallente) will join the Flaylock Pistol (Minmatar) and Scrambler Pistol (Amarr) to round out a full set of racially aligned pistols. Meanwhile, the Magsec SMG (Caldari) doubles the submachine gun count in the game with a new alternative to Ol’ Faithful, the SMG (Minmatar) that has been making holes in your opponent since beta.

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Community Spotlight:

Everyone needs a good source of information. Staying abreast of the latest happenings in DUST and keeping on your toes with changes to suits, weapons, and even the latest meta is important. But not everything you need can be found in-game. That's why we have sites like, run by Winsaucerer, which provides a source for the latest news, as well as plenty of information to help get you more in-depth knowledge of the game.


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Artist Spotlight – Senior Environment Concept Artist Zeng Liang, AKA CCP FishWalker

Hi there, I am currently working at CCP Games Shanghai as a concept artist, responsible for scenes, architecture, design objects, and occasionally other content as well.

I am happy to be working in the art team – this is the most professional team I have worked with, and everyone on the team is very good. Of course, when collaborating with colleagues of this caliber, you are constantly reminded to try and do better.

This is early sketch for the socket (Sat launcher)

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Community Spotlight: New Player's Guide to DUST 514

DUST 514 has a lot of depth for a FPS. Players have to deal with different dropsuits, weapons, modules, and vehicles, all compounded by a skill system that provides bonuses and restrictions and many other things. For a new player, it can be quite intimidating and confusing. In order to help new players get into the swing of things, Musta Tornius put together a New Player Guide aimed at helping newbros get their boots onto the ground running.


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Artist Focus – CCP JuSan aka Bao Juansheng

Ever wondered what a Lead Hero Object Artist does? Or even just what one is? We did too, so we caught up with CCP JuSan aka Bao Juansheng to get the lowdown on guiding art creation on DUST 514, and to take a look at some of his creative contributions to the game.

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Community Spotlight: DUST.Thang.Dk

There have been many fitting tools put together for DUST 514. And while they have been quite good and useful, they have mostly been Google Docs spreadsheets. Plus, there were additional hangups with having exact item stats and the like. But G Torq has been working on a new fitting tool and has released it into open beta. Dust.Thang.Dk is looking to become the premiere fitting tool for DUST 514!

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Interview With CCP Remnant: Questions From The Community

To coincide with the launch of Uprising 1.7, we fielded questions across numerous channels from the Community. Meet Senior Game Designer Gavin Frankle -- aka CCP Remnant -- as he tackles your questions regarding the future of DUST 514, game balance and more.

1. I believe that TTK (Time-to-Kill) was never intended to be as short as it is now. What kind of FPS does CCP want DUST to be?
     by Vrain Matari, ZionTCD, DUST 514 Forums

A fun FPS :)

First and foremost, combat should be fun. Long TTK is not fun if it’s the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat – all problems that DUST has suffered from in the past. The work we’ve done on aim and control systems has only really come together in the last few months, and this combined with recent changes to weapon range have been the biggest culprits behind the shorter TTK. It’s taken us longer than we’d have liked, but I do believe that the second-to-second combat in DUST is more enjoyable than it’s ever been. Not perfect, but a lot better. DUST is very much a game about outcomes and so the TTK I’d like to see in DUST is one long enough for the differences in dropsuit fittings (be that higher damage, more HP or faster regen) to help shape the outcome, but short enough to not have to dance around my opponent until one of us is mercifully put out of our misery; that fine line where the edge given by twitch skill or a smart fitting blurs and the outcome becomes unpredictable. Beyond that, though, is the minute-to-minute battlefield experience, the sort of timescale where squad play, tactics and combined roles become a larger factor in the outcome of a firefight, and this is an area that will get significant attention going forward.

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Community Spotlight: Districts Overview

Knowing who controls territory is something that is important in the cutthroat world of Planetary Conquest. But while that can be looked up pretty simply, what about other stuff? Want to know who is getting attacked and when? Want to see what a district's reinforcement timer is? All of this information and more can be difficult to find.

But there's a tool that provides all this information, the handy Districts Overview.

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Onwards to Uprising 1.7

Rapid-Cloning Mercenaries,

Welcome to another exciting update in the world of DUST 514! Following the monthly release cadence adopted post-Uprising 1.2, this patch brings some of the most exciting and impactful changes to date. Uprising 1.7 serves as the latest important step on the DUST 514 journey, pulling together numerous additions and enhancements, whilst allowing us the opportunity to incorporate Community feedback in to our designs.

New Rifles and Weapon Changes

CCP Remnant has walked us through two new rifles that have been added in 1.7; an important element in our commitment to fleshing out full racial parity for weapons and dropsuits. The deadly Minmatar Combat Rifle is a fast firing weapon, designed for medium range combat, while the Rail Rifle finds itself at home in long range combat as all good Caldari weapons should.  We have also:

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Strengthening the Link: Factional Warfare in Uprising 1.7

Hey guys, and welcome to another Dev Blog from Team True Grit. We’ve talked about changes to Factional battles some time ago but never gave a date on when they would be released. Well, I am happy to report that with Uprising 1.7 we have some major changes coming to Factional Contracts. Let’s kick off this Dev Blog with a short summary.


  • Factional Contract matches will have friendly fire enabled
  • Factional Contract matches will not reward any ISK
  • Factional Contract matches will reward loyalty points to the players for the corporation they are fighting for
  • Factional Contract matches will reward standings between the player and the corporation they fight for
  • Players will lose standings towards corporations if they abuse friendly fire
  • Higher standings with a corporation will increase the loyalty points players gain from that corporation
  • The market has a new section specifically for spending loyalty points on faction specific items
  • Factional Contract matches will no longer have Warbarge strikes available (They will still be available in Planetary Conquest)
  • EVE Orbital Strikes in Factional Contract matches and Planetary Conquest matches must now be earned in EVE
  • Salvage in Factional Contract matches will be based on what the other team uses
  • A new tab displays on the end of match screen for Factional Contract matches

That is a heck of a list of changes, but should cover almost everything at a high level. If you have any questions on these points, I highly recommend reading their respective sections. But before we go in to specifics, let’s take a look at why we chose to iterate on Factional Contracts and what our goals were.

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A Revealing Look at In-game Events for DUST 514

Over the past several months, the DUST 514 Organized Play team has produced a number of events for players to enjoy, including Double SP Weeks, Templar Manhunts, and the upcoming Combat Rifle Trials to name a few. These events have been designed to give DUST players things to strive towards and have fun with.

Throughout the process, the team has learned a lot about what we’re capable of, as well as what the community wants us to provide. While we can't do everything you guys have suggested, we do listen to your feedback and are always trying to come up with something new.

So, let’s take a look at how we design our events, their results from KPIs (key performance indicators) and touch on some of the things we have planned for the future.

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