---
title: "Crosswind Front - Alpha Testing - s&box game"
description: "Early combined-arms alpha: three factions, infantry combat, backpacks, vehicles and helicopters in Crosswind Valley."
canonical: "https://sbox.watch/fr/games/etm/crosswindfront/"
generated_at: "2026-10-09T10:52:20.129Z"
---

# Crosswind Front - Alpha Testing

Early combined-arms alpha: three factions, infantry combat, backpacks, vehicles and helicopters in Crosswind Valley.

- Type: jeu
- Identifiant: etm.crosswindfront
- Créateur: etm
- URL canonique: https://sbox.watch/fr/games/etm/crosswindfront/
- Markdown: https://sbox.watch/fr/games/etm/crosswindfront/index.md
- sbox.game: https://sbox.game/etm/crosswindfront/
- Généré: 2026-10-09T10:52:20.129Z

## Statistiques

- Joueurs en ce moment: 0
- pic de joueurs sur 24 h: 0
- dynamique sur 24 h: +0
- Terry Score: 8%
- Favoris: 5
- Votes positifs: 1
- Votes négatifs: 2
- Nombre total de joueurs: 29
- Nombre total de sessions: 36
- Temps de jeu cumulé: 3,9 heures
- Temps de jeu gagné sur les 7 derniers jours: --
- Mis à jour: 7 oct. 2026
- Créé: 4 oct. 2026
- Taille: 619.9 MB
- Fichiers: 2,0k
- Tags: alpha, fps, helicopters, military, multiplayer, vehicles

## Description

Crosswind Front - Alpha Testing

Version 0.2.11. Free early playtest for s&box.

Sound update: Some sounds have been updated as temporary placeholders. Much better, improved sounds will be added to the game in a future update.

New in 0.2.11 — inventory redesign and smooth weapon panning

- Reworked inventory, equipped attachment displays and fallen-player looting into the requested three-column layout, with compact weapon rows, equipment artwork, a storage ring and magazine grid.
- Preserved drag-and-drop loading, ammo stack combining, Alt-click quick looting, primary swaps with attachments, discard and existing capacity rules.
- Fixed guns and hands stuttering behind the camera while panning, especially with the SMG, while preserving optic alignment and animation timing.

Validation: 12 inventory checks, 28 weapon panning/firing/reload checks and 287 packaging checks passed. Published as revision 421565. Fresh downloaded-client and remote multiplayer acceptance remain unverified.

New in 0.2.10 — weapons, tactical equipment, sounds and round reports

- Improved weapon and optic alignment, aiming transitions, foregrip hand placement and shot origins.
- Added tactical slot 3 for RPG, heat-seeking launcher, binoculars, rangefinder, thermal optics and defibrillator, with updated models and handling poses.
- Thermal optics provide 2x, 3x, 6x and 8x zoom, distance readouts and timed faction-shared target marks.
- Drag matching ammunition onto magazines to load, or onto another ammo stack to combine. Alt-click corpse items to transfer them; Alt-click a primary weapon to swap primaries.
- Corrected lean direction: Q leans left and E leans right.
- Added placeholder weapon, movement, vehicle, impact and interface sounds, plus an effects-volume setting.
- Added after-action reports with round earnings, XP, combat statistics and faction results, with a 30-second intermission.

Tactical controls: press 3 to equip; hold RMB to observe with optics and use the wheel for thermal zoom. Ordinary binoculars and rangefinder mark with LMB; thermal marks automatically after holding a soldier in the frame for 2 seconds or a vehicle for 5 seconds. A heat-seeking launcher requires a continuous 3-second lock. Hold RMB for 3 seconds to charge the defibrillator, then LMB near a downed teammate to revive.

Validation: all 169 supported firearm configurations passed local checks in the alignment scene and Crosswind Valley; 124 local regression checks and 267 packaging checks passed. Fresh downloaded-client acceptance, separate-client replication and crowded multiplayer audio/performance remain unverified.

Earlier updates included below.

New in 0.2.9 — 60-minute rounds

- Increased the normal round time limit from 25 to 60 minutes, giving factions more time to contest the relay.
- A faction still wins immediately when it reaches 120 points; a round does not have to last the full hour.
- Scoring still requires 10 continuous seconds of control per point. Ties, an empty zone and enemy takeovers reset partial progress; completed points remain.
- If the time limit expires, the unique score leader wins. Tied scores receive the existing two-minute overtime, with a draw if the tie remains at its end.
- Restart into the latest build before testing. Matchmaking separates older builds so new sessions use the 60-minute limit.

Validation: the production map's round and scoring settings were checked and native compilation passed. The early score-limit victory path retains the previously tested behavior. Full-length multiplayer playtesting remains outstanding.

New in 0.2.8 — sustained relay control

- Team points now require 10 continuous seconds of control. Entering the relay starts the timer at zero instead of awarding an immediate point.
- A tied lead, an empty zone or an enemy takeover resets partial progress. Points already earned remain on the scoreboard. Continued control earns another point every 10 seconds.
- The HUD displays NEXT POINT IN with the remaining seconds, or the required hold duration when nobody controls the relay.
- The faction with the unique highest eligible headcount controls the relay. Living players and AI count equally; seated or downed soldiers do not count. Personal objective XP and credit rewards keep their existing timing.
- The target remains 120 points, requiring 20 minutes of uninterrupted control. The normal round now lasts up to 60 minutes, with two minutes of overtime if scores are tied.
- Restart into the latest build to join lobbies using the current control and round-timer rules; older builds use a separate matchmaking protocol.

Validation: 24 local timer and gameplay checks passed, including interrupted holds, enemy takeovers, timed scoring and round reset. The HUD countdown was inspected in-game. Separate remote-client verification remains outstanding.

New in 0.2.7 — soldier clothing and vehicle occupants

- Players and AI now wear the shipped army shirt, cargo trousers and boots. Clothing retries loading when needed and keeps the character's natural material colors.
- Seated soldiers retain their vest, helmet, backpack and accessories in exterior views. Your own body and head equipment are hidden in the cockpit; other occupants remain visible.
- Humvee, CT-13 and Little Bird occupants use seated poses and follow their seats. The Little Bird's old placeholder mannequin has been removed, and dismount restores normal character control.

Validation: 17 local character/seat checks passed, with infantry and all three vehicle types visually inspected. Separate remote-client appearance and fresh desktop download acceptance remain unverified.

New in 0.2.6 — CHC flight controls

- Added a CHC / S&BOX FOUR-AXIS PRESET in Settings → Flight & HOTAS. With CHC 0.4.2's Crosswind profile, collective uses Right X instead of the raw vJoy Z channel that s&box skips.
- Roll, pitch, collective and yaw use separate channels: Left X, Left Y, Right X and Right Y respectively. The game lists up to four connected gamepad slots so you can select the one receiving CHC output.
- Applying the preset enables HOTAS, turns off rotary mouse control and saves the bindings on this computer. Previous flight settings are backed up before applying it.
- Improved flight-settings text contrast and clarified when the optional Windows input bridge is needed. This CHC preset works without that separate bridge.

CHC setup required

The game update does not update the separate CHC controller app. On the computer running the game:

1. Update to CHC 0.4.2. Stop and close the old instance, then extract and run the updated app.
2. Enable vJoy X, Y, Z, Rotation X and Rotation Y. Keep Z enabled to preserve axis order, although this profile does not use it.
3. Click Crosswind / s&box preset in CHC, choose four different physical flight axes, and save a separate profile. Start mappings. Existing saved profiles are retained; add any desired switch/button mappings to the new profile separately.
4. Open the game's Settings → Flight & HOTAS. Select the matching gamepad on the Collective row, then click CHC / S&BOX FOUR-AXIS PRESET.
5. Check that all four live values move independently. Calibrate collective endpoints to 0–100% and use Invert where needed before taking off.

Validation: all four vJoy channels passed a local running-game test in both directions; preset saving and calibration checks passed. Physical-controller calibration on each player's computer is still required. Compatibility with every controller and Steam input configuration has not been verified.

Recent updates included in this build

Controller diagnostics (2026-10-04): the flight menu distinguishes Steam gamepad axes from raw vJoy axes and refuses to cycle through invented axes when a device is disconnected. Raw vJoy Z and sliders still require the external Windows bridge; this release does not add automatic native HOTAS support. The separately distributed bridge now finds the published game data folder automatically.

Escape-menu fix (2026-10-04): Escape now opens or closes the in-game menu without also opening the s&box overlay. It still closes the backpack and cancels magazine loading directly back to gameplay. Settings includes a direct button for s&box audio and control settings.

AI logistics and combat update (2026-10-04): each faction can buy a Humvee and helicopter with its own limited AI budget. Drivers and pilots transport troops to the relay, return to HQ and collect another load. Helicopters release parachutists while moving; pilots turn and bank gradually. Nearby hostile fire triggers evasive maneuvers. Infantry uses cover, flanking, bursts, magazine reloads and shared last-seen enemy sightings. Players can ride the transports too.

Magazine and movement update: backpack refills now transfer one round every 0.4 seconds, subtracting it from the selected ammo box and adding it to the magazine. The visible timer stops when the magazine fills; Esc interrupts and returns to the game. Prone and lean now include clearance, camera and character-pose handling.
Packaged-model fix (2026-10-04): the desktop log identified failing runtime cloud-package aliases for the starter rifle and trader ammo boxes. Equipment now loads the compiled files shipped with the game directly, while build-time cloud declarations retain asset inclusion. Error-model validation also rejects the explicit engine error model; muzzle attachment access is null-safe and a failed visual update cannot leave the local world weapon in the first-person camera.

Earlier missing-model hotfix (2026-10-04): explicitly packaged both avatar fits for armor and helmets. Added a render-time check for failed character clothing, held equipment and world models, including failures after initial loading. The check hides only the failed visual and logs its object/model name; gameplay components remain enabled and valid recovered models render again. Version 0.2.3 extends this check to the cloud-lookup error model, which the engine reports with IsError false.

Camera and inventory fixes (2026-10-04): downed players now orbit their casualty from outside the body, with world collision checks. Use Combine ammo in the backpack to consolidate matching loose ammunition up to each box capacity; magazines remain separate. Unavailable equipment visuals use bounded retries. Restart into the latest build to join compatible lobbies.

Startup input fix (2026-10-04): avatar and equipment visuals can recover from missing or delayed models without aborting mouse controls or trader interaction. Corrected an armor-model null reference, added safe retries for visual setup and bounded error logging. This addresses a reproduced startup failure; additional desktop loading errors still require their original logs to identify.

Developer toolkit update (2026-10-04): added a private developer panel, command console, free camera, diagnostic capture, player moderation and reversible test markers/match rules. Access is restricted to the developer's authenticated Steam account, with host permission checks for match actions. Other players receive no administrator privileges. Compatible lobbies now use protocol cw-alpha-17-weapon-alignment.

Cloud profile update (2026-10-04): your operator, credits and career now sync privately with your Steam account. Open the latest build on either computer using the same Steam account and wait for "Cloud synced" in the main menu. No save-file copying is needed. Return to the menu and let syncing finish before switching computers.

Field interface update (2026-10-04): redesigned deployment menu with in-game imagery, a paper-and-charcoal service record and settings pages, and coordinated inventory, pause, trader and equipment-wheel styling. Navigation, saved graphics choices, career data and inventory actions retain their existing behavior.

Performance hotfix (2026-10-04): reduced repeated scenery visibility work and fixed a recurring helicopter-service error when its player component is missing. Visibility, doors, destruction and collision passed regression checks. Long-match performance and low-video-memory stalling still need testing.

Graphics settings update (2026-10-04): Settings now includes Low, Balanced and High world detail, plus direct access to s&box graphics quality and display settings. Raise world detail and select High or Ultra graphics on a stronger computer, or use Auto as a starting point. Apply graphics changes in the s&box settings panel. Choices save on this computer. These controls are available from the main menu and the in-match settings menu.

Join one of three factions, equip at your base, and travel across Crosswind Valley to contest the industrial relay. Test infantry combat, magazines and backpacks, ground vehicles, helicopters, and building damage. This is an unfinished alpha with placeholder art and changing gameplay.

Getting started

Choose Play in the main menu to join a compatible lobby or host a match. At the default 60-player capacity, a match needs at least one human and 36 total combatants before its countdown starts. Infantry AI fills the remaining places and makes room for human players. Settings and Operator / XP / Money are available from the menu.

Use F at the arms or vehicle trader. Equip a weapon and supplies, then use M to find the relay. A faction with a unique headcount lead earns one point per 10 continuous seconds of relay control. Ties, an empty zone or another faction taking the lead reset partial progress; earned points remain. The match continues while menus are open.

- Move: WASD; mouse look; Shift sprint; Alt slow walk; Space jump; hold C crouch; Ctrl toggle prone; Q/E lean.
- Combat: LMB fire; RMB aim; R reload; 1 primary; 2 sidearm; scroll to switch.
- Inventory: Tab backpack. Pictured magazines and ammo boxes show caliber and remaining rounds. Drag matching ammunition onto a magazine to refill it one round at a time, or onto another ammunition stack to combine it. Its timer ends when full; Esc cancels and closes the backpack, preserving rounds already transferred. Packs hold 12, 24 or 36 slots; scroll to reach later slots.
- Loot: F beside a fallen soldier after their revive window ends or they give up. Alt-click items to transfer them; Alt-click a primary weapon to swap primaries. Magazines and ammunition remain on the corpse for three minutes, including after its owner respawns.
- Equipment: press 3 for tactical equipment; hold 4 and select a grenade, medkit or field service action.
- Interface: F interact/board/exit; M map; Esc menu. Keyboard guidance is available in Settings.
- Vehicles: R engine; 0 next seat; V camera. Ground driving uses WASD and Space handbrake. Helicopters use Shift/Ctrl collective, W/S pitch, A/D roll and Q/E yaw.

Playtest focus

Try the Play flow, AI opponents, career saves, corpse looting and magazine refills. Try every weapon with iron sights, reflex sights and magnified optics where available. Check aim entry/exit, firing and reloads. Join a friend, try faction capture and respawning, test vehicle seats, and report performance during travel between bases and the relay.

For a useful bug report, include build 0.2.11, what happened, what you expected, reproduction steps, weapon/optic or vehicle, host or joining client, player count, graphics preset, and a screenshot or short clip. Send reports to the person organizing your playtest.

Career progress

The Operator screen tracks credits, XP, skill ranks, kills, deaths, headshot eliminations, assists, vehicle and aircraft takedowns, revives and match results. Callsign and preferred faction also save. Career data syncs to a private Steam-account cloud record, with local recovery snapshots. The first cloud save imports an existing local career when available; later computers download that cloud career. Settings and graphics choices stay on each computer. Skill ranks record progress without granting combat bonuses. Field equipment follows death/respawn rules rather than becoming a permanent stash.

The menu loads your cloud career before joining a match. If it cannot connect, use Sync Profile to retry. Interrupted uploads keep a local copy and retry; wait for "Cloud synced" before closing the game or moving to another computer. Concurrent play on two computers does not merge progress: an outdated upload is rejected and retained locally for recovery. Return to the main menu to load the current cloud career. Editor playtesting uses separate local profiles.

Known limitations

- The valley is an early 128 km² terrain blockout. Art, collision, traversal and performance still need testing. Low video-memory systems can load slowly or stutter; try the Low graphics preset from Esc.
- The configured cap is 60 connections. A full 60-player session has not been validated; start with small groups. Dedicated-server joining and remote testing of the latest inventory/weapon changes remain unverified.
- AI transport and infantry tactics are early alpha systems. The final eastern ground route was tested in sections and still needs one uninterrupted round-trip retest. Complex buildings, stairs, remote passengers and full-valley performance need playtesting.
- Alt-click looting supports item transfers and primary-weapon swapping. Some equipment transfers remain limited. Each inventory item occupies one slot; item rotation and multi-cell packing are not implemented.
- Career events and imported saves are trusted for this alpha. Private cloud storage does not make the economy cheat-proof.
- Tactical sprint, hold breath, melee, fire-mode/sight cycling, holstering, bipods and zeroing are not implemented. Slot 3 is used for tactical equipment. Reserved bindings do not make these actions playable.
- Voice chat and text chat are not implemented. Tactical optics provide target marks. Arrange communication outside the game.
- Manual parachute deployment and cutting are not implemented; vehicle bailout uses automatic deployment.
- Economy/supply systems, spectator behavior and movement validation are incomplete. Expect bugs, balancing changes and resets.

Asset credits

Weapons and attachments: Facepunch and Rust packages on s&box. Backpacks: apetavern, geonightteam and defqwop. Vehicle art: the supplied HV-4, CT-13 and Little Bird project packs. Full package links are included in credits.txt with this build.




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