
Screenshots

Watch trailer on Steam ↗Responding
Visionary Studios · Published by Visionary Studios · Official site ↗
Content notice: Players will encounter situations where they may need to use force to apprehend suspects or respond to violent incidents. While we strive to maintain realism, the game does not glorify gratuitous violence.
Mixed — 47% positive (485 reviews)
Last updated 28 Sept 2026
Responding is an upcoming open-world Emergency Services simulator sandbox that offers a realistic and in-depth Police, Fire, and EMS experience that is set in a fictional version of New York State.
£22.49
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Price history
Action, Adventure, Indie, Simulation, Early Access, Casual · 2026 · More £15 - £30 games
Embark on a detailed Emergency Services journey in Responding, an open-world simulation from Visionary Studios. Explore a fictional New York State while handling real-life scenarios as a cop, firefighter, or EMT.
About this game
What is Responding?
Responding is an upcoming open-world Emergency Services simulator sandbox that offers a realistic and in-depth Police, Fire, and EMS experience that is set in a fictional version of New York State.
In the world of Responding, you, as the player, have complete freedom to engage in pursuits, traffic stops, shootouts, 4th alarm box fires, and much more. Work together with friends or intelligent AI to keep the city and upstate suburbs safe and peaceful.
Features
Realistic and progressive scene's
Scene management plays a big role with any incident, and it's not just up to you to manage the scene, AI will take on any roles to resolve the situation, keep the scene safe or to collect evidence and witnesses statements.
Action
Besides regular traffic stops and wellness checks Responding offers unprecedented action within emergency services simulators, with mechanics seen in your favourite tactical shooters such as tactical reloads, holding your breath, ammo management and much more.
Customization
We like customization and we know you do, we desire to bring this to various aspects of Responding, beginning with the vehicles. From the equipment you store in your trunks to the placement of antennas on the roof. And it doesn't stop there!
Pull Over Vehicles
Seamlessly pull over any vehicle that you've seen breaking the law, or even when none is broken at all. Question the driver for his behavior and decide if the driver deserves a ticket, warning or a pass, but do not be surprised if the vehicle or the driver suddenly attempt to evade you and the law.
Emergency Lighting
Bringing the most in depth and realistic emergency lighting system, with customization that allows you to create unique lighting patterns by setting the on and off time for each lighting module. And it doesn't stop there, create 3 presets to switch between in real-time and set the desired text to display on your message board!
Discord
Become part of our active community on discord, this is the place to discuss the future of Responding and to voice your opinion on the desires for the ultimate emergency simulator!

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit version 1909 revision 1350 or higher, or versions 2004 and 20H2 revision 789 or higher
- Processor: Quad-core Intel or AMD, 2.5 GHz or better
- Memory: 8 GB RAM
- Graphics: Nvidia RTX 2060, AMD Radeon RX 5600 XT 6GB, Intel Arc A380
- DirectX: Version 12
- Storage: 16 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Responding — New Update & What's Coming Next
Read the full patch notes further below to see all of the bug fixes, improvements, and new features included in this update. First of all, thank you for bearing with us over the past few months since our last patch. A lot has been happening behind the scenes on Responding, and while not all of that work is immediately visible in this update, it is laying the groundwork for a much faster pace of development going forward.Our team is growingIn our last development update, we shared that we had welcomed two new developers to the team: a 3D/environmental artist and an animator.Since then, we've officially onboarded five more developers, bringing the Responding team to eight people, including our lead developer, DySands.Our newest team members include:An environmental artist focusing on procedural systems for level designAn audio designerA technical animatorA programmer with a background in physics engineeringA 3D modelerAnd we don't intend to stop there. We want to continue expanding the team where it makes sense, allowing us to bring more skills and expertise into Responding and ultimately make the game the best it can be.Watch our development updateWe've put together a short video covering this update and giving you a look at what we've been working on behind the scenes, including our growing development team, new AI systems, character customization, environments, rendering improvements, and our new character locomotion system.For those who want to dive deeper into the changes, we've included more information and the full changelog below.A new development workflowWe've spent a significant amount of time over the past few months restructuring how we develop Responding.With the team growing, we moved the project onto a dedicated server and established a new workflow that allows everyone to work from the same project and access the same assets.This gives our developers the ability to work more effectively across their respective areas of expertise, while allowing changes...Read full article on Community Announcements (DySands)Patch NotesOfficial
Responding Roadmap and Dev Update June 2026
Since the release of our Early Access on Steam earlier this year, we have been hard at work behind the scenes on an Engine upgrade to Unreal Engine 5.7.4 and decoupling the project files to allow for a streamlined process for our developers to work on their respective parts of the project. Developers you ask? Responding up until recently has been a solo developer venture, being a passion project for our lead developer DySands. Recently we have expanded our development team with the official addition of two new developers, an animator and a 3D/environmental artist, with the intention of bringing more developers on soon. It has always been our goal to expand our development team and we are excited to have begun this next step in Responding’s development journey. Whilst we await the release of our next game patch, here is a development update, and a revival of our Trello roadmap.Trello Roadmap:We have created a new Trello roadmap to better reflect our current development goals and progress. The aim of this roadmap is to provide insight towards the current and planned additions and fixes for Responding. Whilst we aim to provide our community insight into the future of Responding, some things we would like to keep a surprise, so please note, our roadmap is not a full and complete indication of what is to come. We have an exhaustive list of bug fixes, content additions, and asset updates planned behind the scenes on our internal task tracker. Items marked as public on our internal workflow tool will be automatically updated on our Trello Roadmap.View our roadmap here: https://trello.com/b/GoGTzoNi/responding-roadmapBuildings Overhaul:Our new 3D environmental artist, Neurotic, has been hard at work creating a variety of high quality custom modular residential and commercial building assets for Responding, which can be easily modified to create unique building variants throughout our map. Building ground floors, facades, textures, weathering, brickwork, and decorative extra...Read full article on Community Announcements (Holt)Patch NotesOfficial
Early Access Update 0853 is now Live.
While our primary focus has been on improving core systems such as vehicle behavior, AI logic, and overall stability, this update continues to push toward a more consistent and reliable gameplay experience.Alongside gameplay improvements, a significant amount of work over the past weeks has gone into strengthening the project internally, refining workflows and systems to better support future development and team expansion.Vehicle Systems & InteractionOverhauled vehicle compartment interaction, now fully integrated with persistent door states stored on the Mass entity.The ambulance now utilizes the compartment inventory system, allowing dynamic spawning of props (currently supports the medical gurney).Improved AI interaction with vehicle compartments and item retrieval.Adjusted vehicle AI navigation logic for more consistent pathing toward destinations.Fixed a bug where vehicle AI could get stuck indefinitely in a K-turn, now disabled when avoiding obstacles.Fixed an issue where vehicles set to ignore traffic would ignore all traffic entirely.When AI vehicles return to roam, they are now limited to 50 km/h (~31 mph) for more controlled behavior.AI Behavior & GameplaySlightly reduced the chance of AI in vehicles to flee or attack, improving overall balance.Player can now place a deceased AI onto a gurney using the interaction key.Added dispatch behavior where dispatch checks in if the player does not update their status.Fixed an issue where arrested suspects could not be seated in holding cells.Performance, Stability & SystemsImproved project-wide hard reference management, reducing coupling and improving performance and iteration speed.Ensured vehicle compartment props are included in the asset manager for proper memory handling.Fixed multiple floor collision issues across the map.Fixed DAS callout selection to always highlight the correct call.Camera & ControlsFixed third-person camera positioning for civilian vehicles.Ensured the manual siren is disabled when exit...Read full article on Community Announcements (Visionary Studios)AnnouncementsOfficial
Visionary Studios partnered with REGIMENT!
Do you love charity?We do.We are excited to announce that we have partnered with US-based charity organisation REGIMENT, which is the United States of Americas largest military gaming charity. You can find their post below: https://x.com/RegimentGG/status/2044938271763927495They have several programs through which they do their amazing work (https://regiment.gg/programs) and we have joined their Games4Vets program. We are looking forward to the future of our partnership with their incredibly passionate team.If you're also passionate about their cause, go show them some love!In the meantime, we will see you in the next update. Thank you all for your continued feedback!~ DanRead full article on Community Announcements (Dan)Patch NotesOfficial
Early Access 0.852.3
This patch focuses on improving vehicle AI navigation reliability, traffic stability, and fixing several edge cases that could lead to crashes or inconsistent behavior.Vehicle AI & TrafficImproved advanced vehicle pathfinding to be more consistent and properly avoid traffic where applicable.Fixed multiple issues in the traffic emergency response processor, ensuring entity tracking and linking remain stable when vehicles are pushed through intersections.Fixed a bug in the vehicle yield system where offsets could be applied twice, causing conflicts.Fixed pull-over logic so AI vehicles now correctly consider all valid lanes instead of only forward lanes.Re-enabled collision on medium LOD traffic vehicles to prevent overlapping with players and AI.Vehicles removed from Mass Traffic now remain high-resolution actors.Adjusted entity detection logic for avoidance to fix issues in packaged builds.AI Behavior & Gameplay LogicSlightly increased likelihood of fleeing behavior over direct threat engagement.Improved callout location cooldown logic, now correctly including indoor locations.Added a debug option to clear nearby or all callouts (developer menu only, does not affect vehicles).Stability & FixesMinor adjustment to threat reference tracking to prevent nullptr-related crashes.Fixed a stair collision issue in the 929 apartment that caused AI to get stuck.Fixed issues with traffic stop vehicle spawn offsets.Disabled input when the player is ejected from a vehicle.Player & Vehicle InteractionIncreased the force required for player ejection from vehicles.Adjusted ejection force behavior for more consistent results.Settings & Misc.Disabled the traffic density slider.Several fixes and stability improvements.Read full article on Community Announcements (Visionary Studios)






