Improve Footstep Volume and Vertical Positioning
Under considerationby JPMPICKLE · 03 Sept
Reduce the overall volume of footsteps and adjust their sound so they feel less heavy or exaggerated.
Vertical audio positioning should also be improved so players can clearly determine whether footsteps are coming from above, below, or on the same floor.
This would make footsteps sound more natural and provide useful directional information without overpowering the rest of the audio mix.
ZTXDragon03 Sept
It does sound different but in the chaos its hard to distinguish. I do aggree that footsteps currently are way to loud when people are seamingly far away and sometimes way to quiet when they are full sprint behind you.
Might be a skill issue though still getting used to it.
Footsteps should be loud when player is above, normal on same level and quiet below. I do understand why footsteps need to be loud though so you can actually hear them through the mess of breathing, clanking and other stuff.
ZEZ03 Sept
Is this after the major update? because if it is, i agree 100%.
Gabs04 Sept
this 100%
footsteps are too loud
Ligma_Ballz05 Sept
Sound positioning for footsteps is currently very unreliable, and in a game where audio is the main source of information about enemy positions, this has a big impact on gameplay.
Specific problems:
Vertical separation is almost nonexistent. It's often impossible to tell whether an enemy is on the floor above, below, or on the same level. Footsteps from a different floor read the same as footsteps in the same room.
Horizontal direction is imprecise. Even left/right and front/back are frequently ambiguous, so you end up guessing which way to turn instead of reacting to what you heard.
Distance is hard to judge. The volume falloff doesn't communicate range well — an enemy two rooms away can sound like they're right around the corner, and vice versa. There's no clear cue for "close" versus "far".
Your own footsteps are too loud. They regularly mask enemy footsteps and, worse, get mistaken for them, especially while moving. It's easy to stop and turn to check a sound that turned out to be your own character.
Suggestions:
Add clearer vertical cues — different filtering/occlusion for sounds coming through floors and ceilings, so above and below are audibly distinct from same-level.
Tune the distance attenuation curve so volume maps more predictably to actual range.
Improve occlusion so footsteps through walls sound muffled and directionally different from footsteps in line of sight.
Lower the default volume of the player's own footsteps, or add a separate slider for them in the audio settings.
Consider a separate volume slider for enemy/other players' footsteps so people can balance them against the rest of the mix.
JOE_MCnum07 Sept
Footstep audio is currently very confusing when trying to determine the vertical position of another player.
When I hear footsteps coming from the left or right, the audio sounds very clear and crisp, which makes it seem like the player is on the same floor as me. However, the player can actually be downstairs or upstairs.
There does not seem to be enough audio filtering, muffling, or other noticeable difference between footsteps coming from:
The same floor
The floor above
The floor below
For example, if a player is directly below me and slightly to my left, I hear a crisp footstep sound from the left side. Based on the audio, I naturally assume the player is on my floor and around the corner, when in reality they are downstairs.
3L0_07 Sept
"Footstep audio does not clearly distinguish between players above, below, or on the same floor" (suggested by <Hidden> on 2026-09-07), including upvotes (1) and comments (0), was merged into this suggestion.
Iqbal07 Sept
At the moment its kinda hard to understand where the players are. make something to better understand the footsteps etc
Thibault Catimel07 Sept
"Better Footstep Sound" (suggested by <Hidden> on 2026-09-07), including upvotes (1) and comments (0), was merged into this suggestion.
JPMPICKLE08 Sept
from my experience it is significantly more noticable when on the maps airsoft and bomb house. you sprint on the plywood and the entire map hears you...
Soldier000308 Sept
When I am standing in Wornhouse in a deathmatch and i hear 6 other player footsteps around me, all sounds like wood and all the same volume there is no way to know what corner to hold and I end up getting shot in the back.
mike nolan14 Sept
i agree. audio cues are TERRIBLE when you compare it to other first person shooters. i cant tell if something is happening in front of me, behind me, above me, beside me or below me. also cant tell if they are 2 meters or 20 meters away. Audio cues 100% need alot of work.
Van9417 Sept
For sure they are exaggerated and comically loud at the moment, also spatial positioning is not too good either.
TheUnfinished20717 Sept
I think that levels below should be quieter and muffled, but the floor above should be more echoed and distorted, as well as add audio or wood creaking above, or if the ceiling is concrete/stone, we muffle the footsteps along with the distortion
Thibault Catimel18 Sept
"Improve footstep audio positioning, distance falloff, and lower own-footstep volume" (suggested by <Hidden> on 2026-09-05), including upvotes (46) and comments (2), was merged into this suggestion.
dullrig17 Oct
foot step are way too loud. i can hear em 3 secs before hitting the corner. i can kinda notice which way they r comming , upstairs steps sound confusing sometimes. i really enjoy this game but this issue is one of my only compaints. Mud should soften the sound. but its easy to just listen and wait for them the corner.