Ready or Not is a tactical SWAT simulator where you command a police team clearing dangerous locations. Unlike arcade shooters, RoN punishes shooting first — you lose points for unauthorized use of force. Suspects must be given a chance to surrender before engagement. The missions range from drug lab raids to active shooter responses, each requiring different loadouts and tactics. The AI (both enemies and teammates) behaves unpredictably, creating tense room-clearing sequences where a suspect might surrender or open fire. The 1.0 release added a full campaign connecting missions narratively.
This guide covers everything you need: core mechanics, the best characters, weapons worth investing in, location progression, and the tips that actually make a difference.
Core Mechanics
door breaching
Every locked door can be breached multiple ways: kick (fast, loud), shotgun breach (fast, damages behind door), C2 explosive (fast, stuns room occupants), lockpick (slow, silent), or ram (moderate speed). Pre-breach tools (mirror gun, fiber optic camera) check for threats before entry. Breach method selection based on intel is critical.
suspect compliance
Shouting at suspects (press F) orders them to comply (drop weapons, get on ground). Compliant suspects are zip-tied for arrest. Non-compliant suspects may flee or open fire. Suspects are more likely to comply when flashbanged, outnumbered, or surprised. Shooting a compliant suspect is unauthorized force.
non-lethal options
Beanbag Shotguns, Pepperball Guns, Tasers, and Flashbangs incapacitate without killing. Non-lethal takedowns earn maximum score. Some suspects only surrender to non-lethal force. The highest mission ratings require zero lethal force.
team AI commands
Your team follows commands: Stack Up (form up at doorway), Breach and Clear (enter room), Fall In (follow you), Hold (stay position). AI teammates breach rooms, engage threats, and restrain suspects on command. Coordinating AI actions through stacked door entries is the core tactical gameplay.
evidence collection
Missions contain evidence items (drugs, weapons, documents) that must be collected for bonus points. Some evidence is hidden in drawers, under beds, or behind fake walls. Thorough room searching after clearing threats maximizes mission score.
Characters Overview
| Role | Tier | Playstyle | Key Stats |
|---|---|---|---|
| Point Man | S | Stack on doorways, enter first after breach, engage immediate threats, and call clear for the team to follow. | Reaction time, weapon accuracy, breaching speed |
| Breacher | S | Mirror under doors, select appropriate breach method, coordinate timing with the team, then breach and immediately clear your corner. | Breach tool selection, door assessment, timing coordination |
| Negotiator | A | Shout for compliance first, use non-lethal weapons on non-compliant suspects, and zip-tie everyone for maximum arrest score. | Compliance timing, non-lethal accuracy, de-escalation |
| Rear Guard | A | Follow the team, watch previously cleared areas, secure doors behind the team, and alert to threats from behind. | Situational awareness, rear security, communication |
| Sniper | B | Set up an overwatch position outside the building, identify and call out suspect positions, and provide precision fire support when authorized. | Long-range accuracy, target identification, communication |
Point Man (S-Tier): The Point Man enters rooms first, engaging threats immediately. This role requires fast reflexes and accurate snap-shooting. The M4A1 or G36C provides stopping power for immediate threats. Point Man is the most dangerous role but sets up the team for success.
Breacher (S-Tier): The Breacher handles door entry tools: C2 explosives, shotgun breach, ram, or lockpick. Choosing the right breach method based on door type and intel is critical. The Breacher sets up the entry for the entire team.
Negotiator (A-Tier): The Negotiator prioritizes compliance commands and non-lethal options. Using Beanbag Shotgun and Pepperball Gun, they incapacitate suspects without lethal force. This role earns maximum mission scores through zero-casualty operations.
Rear Guard (A-Tier): The Rear Guard covers cleared rooms and watches the team's back. In large buildings, cleared rooms can have suspects re-enter from alternate pathways. The Rear Guard prevents ambushes from behind and secures escape routes.
Sniper (B-Tier): Limited to specific outdoor missions where long-range engagement is relevant. The Sniper provides overwatch on building exteriors, calling out suspect positions through windows. Not applicable to most indoor missions.
For full build breakdowns with gear and stat priorities, see our Ready or Not builds guide.
Weapons Guide
| Weapon | Why It Matters | Best For |
|---|---|---|
| G36C | A versatile assault rifle with good accuracy, moderate recoil, and high damage. | Point Man |
| MP5 | A submachine gun with excellent handling and low recoil. | Breacher |
| M4A1 | The highest-damage assault rifle available. | Point Man |
| Beanbag Shotgun | A non-lethal shotgun firing fabric beanbag rounds. | Negotiator |
| Pepperball Gun | A semi-automatic non-lethal weapon firing irritant projectiles. | Negotiator |
G36C: A versatile assault rifle with good accuracy, moderate recoil, and high damage. The G36C handles most engagement distances in indoor environments. Its built-in sight rail accepts various optics. Best all-purpose primary weapon.
MP5: A submachine gun with excellent handling and low recoil. The MP5 excels in CQB (close quarters battle) with fast target acquisition. Lower damage than rifles but faster follow-up shots. Ideal for room clearing.
M4A1: The highest-damage assault rifle available. The M4A1 stops threats in 1-2 hits even through light cover. Higher recoil than the G36C but superior stopping power. Best for Point Man roles where first-shot kills matter.
Beanbag Shotgun: A non-lethal shotgun firing fabric beanbag rounds. Two hits incapacitate most suspects without killing them. The Beanbag Shotgun is essential for achieving S-rank (non-lethal) mission ratings. Limited range — requires close engagement.
Pepperball Gun: A semi-automatic non-lethal weapon firing irritant projectiles. Sustained fire on a suspect's face area forces compliance through pain. Higher capacity than the Beanbag Shotgun but slower incapacitation. Effective for compliance enforcement.
Location Progression
| Location | Level Range | Key Rewards |
|---|---|---|
| Gas Station | Tutorial difficulty | Basic tactics practice, evidence collection training, scoring fundamentals |
| Hotel | Medium difficulty | Multi-floor clearing practice, civilian rescue scenarios, complex layouts |
| Meth House | Hard difficulty | Drug evidence collection, hazmat scenarios, aggressive suspect behavior |
| Hospital | Very Hard | Civilian protection training, target discrimination, high-stress scenarios |
| Port | Hard difficulty | Large-scale operation practice, multiple entry coordination, evidence-rich environment |
Gas Station: A small-scale mission with few rooms and suspects. The Gas Station teaches basic room clearing, compliance, and evidence collection. The confined space makes flashbang usage highly effective.
Hotel: A multi-floor hotel with numerous rooms, corridors, and suspects. Each room must be checked individually. The Hotel tests systematic room-clearing discipline and team coordination across multiple floors.
Meth House: A drug lab raid with armed suspects and hazardous materials. The tight residential layout creates dangerous CQB encounters. Chemical hazards (meth lab fumes) require gas masks. Suspects are often high and unpredictable.
Hospital: An active threat scenario in a hospital with civilians, patients, and hostile suspects mixed together. The highest civilian density makes target identification critical — shooting a civilian fails the mission. Requires extreme fire discipline.
Port: A large industrial port with open areas, shipping containers, and warehousing. The Port has long sightlines (unusual for RoN) and numerous hiding spots. Multiple entry points require strategic approach planning.
Tips That Actually Matter
- Mirror under every closed door before entering. The optical wand or mirror gun shows room layout, suspect positions, and civilian locations — knowledge that prevents friendly casualties.
- Flashbang doorways before entering EVERY time. The 2 seconds of flashbang stun gives your team a massive advantage for room clearing. Carry 3+ flashbangs per operator.
- Shout for compliance (F key) at every suspect encounter before engaging. Even if they don't comply, you've established legal grounds for use of force. Skipping compliance commands reduces score.
- Zip-tie EVERY suspect and civilian, even compliant ones. Restrained individuals can't pick up weapons or become threats later. Carry extra zip-ties in your loadout.
- Non-lethal runs (Beanbag + Pepperball + Taser) earn S-rank scores. Lethal force, even when justified, reduces your rating. Practice non-lethal on easier missions before attempting it on hard ones.
- Team AI commands are issued per-door: select the door, choose Stack Up, select breach type, then initiate. The AI executes breaches competently when given clear commands.
- Evidence collection is easily missed. After clearing a room, physically search it — open drawers, check under beds, look behind doors. Evidence glows slightly for visibility.
- Different breach methods suit different situations: C2 for rooms with suspected armed hostiles (stuns occupants), lockpick for rooms with possible civilians (silent entry), kick for speed when you know the room is empty.
- In co-op multiplayer, designate one player as Point Man and one as Breacher for each door. Uncoordinated entry gets people killed. Voice communication is essential.
- The campaign connects missions narratively. Playing missions in order reveals an overarching story about organized crime and corruption. Side missions flesh out the narrative.
Common Mistakes to Avoid
- Shooting before shouting for compliance — this is unauthorized force and tanks your mission score even if the suspect was armed.
- Not mirroring doors — entering a room blind leads to ambushes that kill team members. Always mirror before breaching.
- Skipping flashbangs to save time — the 2-second stun window flashbangs provide prevents more deaths than any weapon. Use them on every contested room.
- Leaving suspects un-restrained — a surrendered suspect who isn't zip-tied can pick up a weapon and attack from behind as you pass.
- Using lethal weapons on missions where non-lethal is viable — S-rank scores require non-lethal takedowns. Bring Beanbag Shotgun on every mission.
Frequently Asked Questions
Is Ready or Not realistic?
More realistic than any mainstream shooter but simplified from actual SWAT procedures. Room-clearing tactics, breaching methods, and compliance procedures are based on real police training. The lethality is realistic — 1-2 shots kill suspects and officers alike. It's the closest gaming gets to tactical police simulation.
Can you play Ready or Not solo?
Yes, solo play commands a team of AI operators. The AI follows commands competently but requires micromanagement — you must direct them to every door and action. Solo play is slower paced but fully viable for all missions.
Is Ready or Not multiplayer?
Yes, up to 8-player co-op where human players replace AI operators. Multiplayer dramatically improves coordination and is the intended experience for hard missions. Voice communication is essential.
How does scoring work in Ready or Not?
Score is based on: suspects arrested (bonus for non-lethal), civilians rescued, evidence collected, and penalties for unauthorized force (shooting compliant/unarmed suspects), officer casualties, and civilian casualties. S-rank requires near-perfect performance on all metrics.
What to Read Next
- Best Ready or Not Builds — Detailed breakdowns with gear, stats, and playstyle guides
- Ready or Not Tier List — Current meta rankings
- Ready or Not Walkthrough — Step-by-step progression from start to endgame
- Ready or Not Beginner's Guide — First session essentials
- Ready or Not Tips & Tricks — Advanced strategies and hidden mechanics



