Tactical SWAT Shooter · Strategy · Cosmo Cheats

Ready or Not

VOID Interactive’s tactical SWAT first-person shooter. Spiritual successor to the SWAT series; deliberate, methodical, lethal.

Welcome to the Cosmo strategy hub for Ready or Not. Ireland-based VOID Interactive launched Ready or Not into Steam Early Access on December 17, 2021 and released the 1.0 version on December 13, 2023, with PlayStation 5 and Xbox Series X/S ports following on July 15, 2025. The game follows the operations of a police SWAT team in the fictional American city of Los Sueños in the midst of a violent crime wave. Considered a spiritual successor to the classic SWAT series by Sierra Entertainment, Ready or Not emphasizes deliberate planning, careful entry, suspect compliance protocols, and civilian protection. The game features both single-player (with AI squadmates) and cooperative multiplayer modes. Built in Unreal Engine 5 with realistic ballistics, intentionally lethal combat, and atmospheric mission design. Everything below is vanilla, mechanics-only knowledge.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "Maps & Environments". A line drops from it and branches to five boxes stacked down the page: "Los Sueños setting", "Residential houses", "Commercial buildings", "High-threat facilities" and "Public venues".06Maps & EnvironmentsLos Sueños settingResidential housesCommercial buildingsHigh-threat facilitiesPublic venues
Figure 1. Section 06 of this page is "Maps & Environments". These are the first five of the seven entries it lists.

01 · The Combat Loop

Plan, breach, clear. SWAT methodology.

  • SWAT team operations Lead a five-officer SWAT element through tactical operations. You are the team leader; AI or human teammates follow your orders. Methodical, deliberate combat.
  • Pre-mission briefing Each mission begins with intelligence briefing: suspect descriptions, civilian presence, threat assessment. Use the briefing to plan loadout and approach.
  • Loadout selection Choose weapons, less-lethal options, equipment, armor, and uniform per mission. Tailor loadout to expected threats; mission-specific preparation matters.
  • Mission objectives Apprehend suspects (preferred outcome), neutralize threats (lethal force), recover civilians, secure evidence. Each mission has multiple completion conditions.
  • Civilian protection imperative Civilian deaths penalize mission score severely. Distinguishing suspects from civilians under stress is the core mechanical challenge.
  • Score-based mission completion Each mission scores based on outcomes: civilian survival, suspect arrests vs neutralizations, officer casualties, evidence recovery. Higher scores unlock progression.
  • Atmospheric tension design Sound design, lighting, and pacing create deliberate tension. Slow, careful play is rewarded; rushing causes death and civilian casualties.

02 · SWAT Team Mechanics

Command four AI officers or play co-op.

  • Five-officer element Standard SWAT element: you (team leader) plus four officers. Split into Red and Blue elements for breach-and-clear coordination.
  • Element commands Issue orders to Red and Blue elements separately: stack on door, breach and clear, move to position, restrain suspect. Detailed command system.
  • Stack and breach Order officers to stack on doors before breaching. Choose breach method: open quietly, kick, ram, breaching charge, shotgun breach. Method affects surprise vs damage.
  • Use of grenades Flashbangs, stingers (rubber pellet), CS gas. Throw before breach to disorient suspects; standard SWAT entry protocol.
  • AI officer competence AI officers follow orders intelligently but require clear command. They engage threats, take cover, and revive teammates. Better than typical FPS AI but not perfect.
  • Officer casualties Officers can be incapacitated or killed. Revive incapacitated officers with medkits; killed officers are unavailable for the rest of the mission.
  • Quick-command mode Default command mode is detailed. Quick-command mode (alternative) lets you issue rapid orders through a simplified UI for faster pacing.

03 · Weapons & Equipment

Lethal, less-lethal, and tactical tools.

CategoryExamplesUse Case
Assault RiflesM4 carbine, MK18, G36C, SCAR-L variantsStandard primary weapons. Mid-range engagement; balanced lethality.
SMGsMP5A2, MP5SD (suppressed), MP7, MPXClose-range engagement. Effective indoors; lower over-penetration risk.
ShotgunsM870 pump-action, M4 Super 90 semi-autoClose-range door-breach and CQB. Birdshot for breaching; buckshot for engagement.
Battle Rifles / DMRsMK17 SCAR-H, MK14 EBRLong-range precision. Less common in CQB Los Sueños missions.
PistolsGlock 17, M9, P226, Five-seveNSidearms. Quick-draw secondary; some suppressed for stealth.
Less-LethalBeanbag shotgun, tasers, pepperball gun, pepper spraySubdue suspects without killing. Preferred for arrests; mission score reward.
GrenadesFlashbang, stinger, CS gasDisorient suspects before entry. Standard SWAT entry protocol.
Tactical ToolsMirror gun, optiwand (under-door), breaching chargesPre-entry intelligence and breaching. Essential for safe room clearance.
ArmorLight, medium, heavy plate carrierTrade mobility for protection. Heavy armor for high-threat missions; light for stealth.

04 · Suspect Compliance & Civilian Protection

Distinguish threats from civilians.

  • Suspect compliance commands Order suspects to comply: "Get down!" "Hands up!" "Drop the weapon!" Most suspects can be talked into surrender if approached correctly.
  • Surrender mechanics Suspects evaluate threat level, distance, and current situation. Hesitating suspects may comply; aggressive suspects may engage. Read body language carefully.
  • Restraining suspects Once compliant, restrain with zip-ties. Restrained suspects count as arrested for mission score; killing surrendered suspects penalizes heavily.
  • Civilian identification Civilians often appear similar to suspects under stress. Civilians don’t typically hold weapons but may be panicked. Mistaking civilians for suspects penalizes severely.
  • Less-lethal preferred Beanbag, taser, pepper spray to subdue threats without killing. Less-lethal arrests score higher than lethal neutralizations.
  • Hostage situations Some missions feature hostage scenarios. Civilians held at gunpoint require careful negotiation or precise tactical entry.
  • Use of force discretion Lethal force is justified only when suspects directly threaten officers or civilians. Trigger discipline rewards score; reckless engagement penalizes.

05 · Missions

Multiple pre-set missions in Los Sueños.

  • Mission variety Multiple pre-set missions span house clearances, drug raids, gang stronghold takedowns, school threats, terror responses. Each has distinct threat profiles and civilian scenarios.
  • Mission selection from hub Choose missions from the central Los Sueños hub. Each mission has briefing materials, intel, and recommended loadout.
  • Non-linear plot interconnection Missions don’t follow a linear story but interconnect through environmental storytelling. Pieces of the broader Los Sueños crime wave reveal across missions.
  • Replay value through difficulty modes Each mission can be replayed at higher difficulties. Different suspect placement, civilian counts, and threat profiles per playthrough.
  • Practice Mode Practice individual missions without scoring pressure. Learn maps and suspect placement before competitive playthroughs.
  • Commander Mode (full progression) Career-style progression mode. Manage officer roster, equipment, and mission outcomes. Officers gain experience and can be permanently lost.
  • DLC missions Additional missions added through DLC. Expand the Los Sueños crime wave with new scenarios.

06 · Maps & Environments

Atmospheric urban environments.

  • Los Sueños setting Fictional American city in the midst of a violent crime wave. Atmospheric design; deliberate visual storytelling per mission.
  • Residential houses Multi-room domestic environments. Tight CQB; civilian presence; common starter missions.
  • Commercial buildings Offices, retail spaces, warehouses. Mid-scale missions with mixed civilian and suspect populations.
  • High-threat facilities Gang strongholds, drug labs, terror compounds. High suspect density; tactical entry preparation essential.
  • Public venues Schools, hospitals, restaurants. Sensitive scenarios with civilian-heavy environments; precision required.
  • Environmental detail Realistic environmental detail. Objects can be moved, doors can be breached, windows can be broken. Tactical flexibility from environment.
  • Lighting variation Day and night missions. Night-vision goggles and tactical lights matter; lighting affects engagement quality significantly.

07 · Cooperative Multiplayer

Co-op with up to 5 players.

  • Co-op multiplayer mode Up to 5 players cooperate as a SWAT element. Each player controls one officer; coordinate as a team rather than commanding AI.
  • PvP not present Ready or Not focuses on cooperative play. No PvP modes; pure tactical SWAT co-op experience.
  • Voice coordination essential Co-op rewards voice coordination. Pre-plan room clearances; communicate threats; coordinate timing on breaches.
  • Cross-platform play (PC + console) PC and console versions share crossplay. Mix PC and console players in the same lobbies.
  • Mission completion in co-op All co-op missions count for progression and unlocks. Co-op clears generally faster than solo with AI.
  • Coordinated entry techniques Voice-coordinated breach methods (front and back simultaneous entry, flashbang into one room while clearing another) outperform solo or random co-op.
  • Veteran co-op communities Active Discord communities organize regular co-op sessions. Find experienced SWAT teams; coordinate per mission.

08 · Difficulty & Replay Value

Multiple difficulty tiers.

  • Standard difficulty Default mission experience. Balanced suspect aggression and civilian counts. Newcomer-friendly entry point.
  • Higher difficulties Suspects more aggressive; civilians more numerous; less intelligence in briefing. Tests veteran SWAT skills.
  • Iron Sights (no HUD) Optional setting removes mini-map, ammo counter, and HUD elements. Maximum realism mode; significant difficulty increase.
  • Permadeath in Commander Mode Commander Mode (career mode) features permanent officer deaths. Losing officers in tough missions has long-term campaign impact.
  • Procedural elements (limited) Suspect placement varies between playthroughs in some missions. Provides replay variation; not fully procedural.
  • Achievement and unlock progression Achievements for high-score runs, less-lethal arrests, civilian protection. Cosmetic unlocks tied to progression.
  • Mod support PC version supports modding. Custom missions, weapon mods, gameplay tweaks via Steam Workshop.

09 · Audio & Atmosphere

The most-immersive SWAT shooter.

  • Atmospheric sound design Ready or Not’s audio is intentionally claustrophobic and tense. Distant footsteps, suspect chatter, environmental ambience all amplify mission tension.
  • Suspect chatter reveals positions Suspects vocalize stress, anger, fear. Listen for verbal cues to identify suspect locations and emotional states before breach.
  • Realistic gunshot acoustics Indoor gunshots produce realistic reverberation. Bullets through walls have distinct audio signatures.
  • Civilian distress audio Civilians may cry, scream, or call for help. Audio cues help distinguish civilians from suspects in chaotic moments.
  • Soundscape varies by mission Each mission has distinct environmental audio. School missions have different ambience than gang strongholds.
  • Composer Zack Bower Original score by composer Zack Bower. Intentionally restrained; lets ambient audio dominate; music swells at critical moments.
  • Voice acting for officers and suspects Full voice acting for SWAT officers, suspects, and civilians. Adds narrative depth and atmospheric immersion.

10 · Audio & Settings

Tune for tactical clarity.

  • Headphones essential Ready or Not’s audio is the meta. Distant footsteps, suspect chatter, civilian distress reveal mission information. Quality stereo headphones are non-negotiable.
  • Master volume around 60–70 percent Ready or Not peaks loud during firefights but plays quietly during stalking. Higher master volume catches subtle audio cues.
  • Field of view 90 Standard for tactical realistic shooters. Adjustable; higher values may distort weapon model accuracy.
  • Mouse sensitivity low Realistic shooter rewards deliberate aim. 800 DPI and low in-game sensitivity is standard.
  • Performance tuning (UE5) UE5 is GPU-demanding. Reduce shadows, post-processing for higher framerate; DLSS supported.
  • Disable motion blur Off in visual settings. Saves clarity during high-stress firefights without sacrificing immersion meaningfully.
  • Verify after every update VOID Interactive ships updates periodically. Five minutes of menu review per update prevents one bad session.

11 · Pro Tips

Compound habits across the long Ready or Not arc.

  • Plan every mission carefully Read the pre-mission briefing thoroughly. Choose loadout based on threat assessment; plan entry route from briefing intel.
  • Less-lethal first, lethal as backup Prioritize less-lethal options for suspect arrests. Score higher; reduce civilian casualty risk; preserve narrative consistency.
  • Use mirror gun and optiwand Pre-entry intelligence prevents officer deaths. Check rooms with under-door optiwand and around corners with mirror gun before breach.
  • Coordinate flashbangs with breach Throw flashbangs immediately before breach. Disoriented suspects compy more readily; safer entry for the SWAT team.
  • Identify civilians carefully Don’t shoot first. Civilians may panic in unexpected directions; pause to verify target before engagement.
  • Co-op with regular team Solo with AI is solvable; co-op with a regular team is the exceptional experience. Find consistent co-op partners through Discord communities.
  • Practice missions before Commander Mode Commander Mode features permadeath for officers. Master missions in Practice Mode before risking your campaign officers.