PRIME TIME

 

2026.10.20

STEAL THE SHOW

The spotlight is on, the cameras are rolling, and the Arena has never looked better or hit harder!

This new season is a celebration of what makes THE FINALS THE FINALS. The spectacle, the destruction, and the sheer dynamism of a game show where anything can come crashing down.

We’ve rebuilt the very heart of the show: destruction itself. Structures now collapse like never before, explosions send the world flying with all-new Blast Waves, and the Arena evolves into a unique playground after every firefight. On top of that, we’re rolling out major reworks to some of your favorite Arenas, a complete lighting overhaul, and a long list of changes big and small to make THE FINALS look better, feel better, and play better than ever.

The stage is set and the audience is waiting. It’s PRIME TIME!

Let’s take a closer look at everything new.


ARENA UPDATES | REWORK & VISUAL UPGRADES

PRIME TIME isn’t just about how the Arena breaks, it’s about how it looks, feels and plays. This season we’ve given several of your favorite Arenas a major pass, with visual upgrades all tied together by a brand new, game-wide lighting system. Some of these Arenas also offer layout reworks across the board, bringing new gameplay opportunities for you to discover.

A new coat of paint, everywhere

We’ve carried out a complete rework of lighting and post-processing across THE FINALS, giving the whole game a richer, more polished look. On top of that, we’ve refreshed environmental props, Arena branding, and sponsor decals across every Arena for better visual consistency, and updated the jumbotrons in various Arenas so each one matches its own unique style.

  • MONACO

    Monaco gets significant changes, starting with visual upgrades featuring reworked house interiors with new structural walls, penthouses, and attics. Beyond the fresh look, several areas of the Arena have been completely redesigned with new cover, flanking routes, buildings and objective spaces. All of these changes combined with the destruction overhaul brings new combat options for you to learn and choose.

  • SEOUL

    Seoul has been polished and reworked across the Mall, Data Center, Hospital, Apartments, and Under Construction, with updated storefronts, lighting, signage, interior props, and vegetation. Alongside the visual refresh, we’ve added a new building, new cover, new routes, and a new Cashout Station to create cleaner, more readable fights.

  • SKYWAY STADIUM

    Skyway Stadium sees updated interior visuals across its buildings, paired with a full redesign of the Mansion diorama and layout changes to the Office, Hotels, and Shopping District aimed at creating fairer, more varied playspaces.

  • LAS VEGAS STADIUM

    Las Vegas Stadium gets reworked power positions and sight lines across the Center, OSPUZE Casino, and ALFA ACTA Casino.  The fan-favorite Sandstorm variant returns! We’re also saying goodbye for now to the original Las Vegas map and reintroducing Las Vegas Sandstorm!

  • GAME SHOW EVENTS

    We’ve shaken up the Game Show Event rotation this season. Low Gravity has been replaced by the Double Jump event, letting you jump twice straight out of the gate for a fresh way to take to the skies.

At launch, a special mode where you can play Cashout featuring these four Arenas will be available so you can check out all of these changes immediately!


DYNAMISM  | DESTRUCTION OVERHAUL

This season we’re bringing the biggest update to the destruction system since launch, the beating heart of THE FINALS, with several brand new features.

  • GRADUAL DESTRUCTION

    Buildings can now hinge, sag, bend, and deform. The result is more unique playspaces every single time you drop in. Gradual Destruction is enabled game-wide, and every map has had its destruction completely rebalanced to make the most of it.

  • SWINGING SUSPENDED STRUCTURES

    All Suspended Structures have been converted into more dynamic Swinging Structures. They now hang from physics-enabled attachments allowing them to swing freely on their connecting ropes when destruction occurs.

  • BLAST WAVES

    Explosions have never felt more impactful. With our new Blast Waves feature, the environment and debris will move, walls will dent, trees can snap, and objects can fly, opening up even more opportunities for dynamism and emergent chain reactions.

    The following items can now generate Blast Waves: Breach Charge, Breach Drill, Thermal Bore, C4, RPG-7, Frag Grenade, CL-40, MGL-32, Explosive Canisters, Oil Barrels, Alien Invasion, Retro Invasion 82, Orbital Lasers, and Meteor Showers.

  • DEBRIS PILES

    We’ve enhanced the aftermath of destruction too, with debris piles that dynamically grow and form as buildings crumble. These piles leave the environment with even more opportunities for dynamism while visually bringing the battle’s aftermath to life.

  • DESTRUCTION AUDIO & VISUAL UPDATES

    New audio and particle effects make the fragile, weakened state of partially destroyed buildings easier to read, and we’ve refreshed the visuals for debris and the destroyed environment with new textures and edge models.

  • DYNAMIC SMOKE & TOXIC GAS

    Our smoke and toxic gas cloud systems have been completely reworked. Smoke Grenades and Powder Canisters, along with all Toxic Gas sources, now emits clouds that are more dynamic than ever. Their shape adheres to the environment around them and can even be partially suppressed by explosions for a brief period of time. This forms a new foundation for smoke that we’ll keep building on in future updates.

We’ve also upgraded the physics engine to handle the extra load from the new destruction tech and keep your experience smooth!


NEW PLAYSTYLE | THE INFILTRATOR

The Infiltrator has now made the Arena their home, bringing a new layer of chaos with their ways to camouflage! This brings a new Specialization and two new gadgets to the Light Playstyle!

Learn more about the new Specialization and gadgets below!

  • TRUE SIGHT

    Trouble spotting your opponents with all that debris? With True Sight you can reveal opponents through smoke. Even Contestants that are cloaked or disguised!

  • MIMIC DEVICE

    With the new Mimic Device you can scan objects in the world and then disguise yourself as them, letting you hide even in plain sight, like a chameleon.

  • TRANSLOCATOR

    Need to make a quick escape or sneak up on your opponents? Mark an object in your surroundings and, within range, swap position with that object on demand!


NEW GAME MODE | SOLO SHOWDOWN

Solo Showdown is a brand new way to experience the Game Show as a solo player, debuting in beta as we work to improve the experience!

Compete in a Tournament format and earn as much Cash as possible. Twelve Contestants, three rounds, the four Contestants with the least Cash are eliminated and the one with the most Cash at the end of the final round is the champion.

Each round is randomly selected among 8 available mini-modes, including some familiar ones!

  • BLAST OFF!

    Soar through the air at high velocity equipped with a Grenade Launcher, and a Dash ability

  • HEAVY HITTERS

    Bonk your opponents off the Arena with your Sledgehammer and Charge‘n’Slam. The lower your health, the further you fly!

  • BOOM BRAWL

    Give no quarter to your opponent, Slash and Dash around with your Sword. Avast ye! Eliminated Contestants will leave an explosive surprise behind

  • SLAM-A-RAMA

    Did you ever dream of a Heavy with Jumppad? Well now it’s real. Rise up with your Jumppad and crash back down with an overpowered Charge’n’Slam

  • SNIPER STANDOFF

    Take aim, and shoot accurately! Use your Grapple Hook to reposition quickly and snipe your opponents

  • WINCH WARS

    Use your extended Winch and supercharged kicks and punches to knock opponents off the edge

  • TURBO TUSSLE

    Become a speed demon equipped with a Shotgun and Dash

  • ONE AND GUNNED

    A single bullet loaded in your Revolver, only one shot or a quick kick is needed to eliminate a Contestant. Eliminate opponents to earn additional bullets

Solo Shown won’t ship with a leaderboard in 12.0, but we’re planning to add one shortly after the start of the season, so don’t panic if you aim to chase superstar status in the mode! Solo Showdown is currently in Beta and we plan on making upgrades to it in later seasons.


GAME UPDATE | GAME SHOW PRESENTATION

THE FINALS is a Game Show, and this season we’ve turned up the production value to match. We’ve reworked the presentation around your Matches from start to finish, making every tournament feel like the main event.

It starts in the new pre-match lobby, where you and your team gather before the action with fresh visuals and polish. From there, new team intros put the spotlight on the Contestants stepping into the Arena, leading into an updated tunnel run as you make your entrance. And when you drop in, improved Arena entry visuals (complete with new intro fireworks on Monaco, Seoul, Las Vegas Stadium, and Skyway Stadium) make every arrival feel like showtime.

We’ve carried that same polish through the whole Match, with smoother team intro sequences, updated spawn-in visuals, and a reworked end-of-round presentation that gives your biggest moments the finish they deserve.


GAME UPDATE | DYNAMIC COMMENTARY

You already know Scotty and June, the voices of THE FINALS. This season, we’re taking the Game Show to the next level with the first version of a feature we call Dynamic Commentary, and with it, your name can become part of the show.

With Dynamic Commentary, Scotty can call Contestants out by name when they pull off something worth highlighting, like landing a Cashbox in a Cashout Station from across the map, or going on a revive streak to keep their team alive. We take notable gameplay events and turn them into commentary, including the Contestants and teams involved, and what’s new is that these lines are built from the Match’s context in real time and woven in alongside the commentary already in the game.

Of course, this comes with new demands for stronger moderation. We’re investing in multiple tools to do our best to keep inappropriate names out of the game. These additional layers of protection will hopefully allow Dynamic Commentary to feel safe and fun. 

As far as we know, this is the first time an FPS has featured a live commentator, in a live Match, calling Contestants out by name for something they just did. That’s exactly what we’re chasing: elevating the feeling of pulling off an amazing play, and when that name is yours, making you feel like the superstar of the show.

Your privacy, your call. We take your privacy seriously, so you’re always in control:

  • Playing with Anonymous Mode enabled? Your name won’t be called out to anyone on the server.

  • Playing with Streamer Mode? We won’t play any lines mentioning other players in your game.

Dynamic Commentary is launching as a Beta feature, and it’s the start of something we’ll keep building on, not the finished experience. We’ll slowly ramp up the number of moments Scotty can react to over the course of the season, aiming for a handful per Match, so we can test the systems in the wild, at scale, and refine as we go.

Truly dynamic, reactive commentary has long been one of our biggest goals for THE FINALS. Getting this foundation into your hands is a massive milestone, and it brings us one step closer to the Game Show experience we’ve always wanted to deliver. We can’t wait for you to hear it, and to hear what you think!


GAME UPDATE | MODERATION UPGRADE

We’ve improved our Moderation tools and policies to ensure that THE FINALS feels fun and welcoming for everyone. Starting now, you should see a significant drop in offensive or toxic content, both in Contestant names and in chat.

As we refine and enforce those policies, you may encounter words and names that you think ought to be blocked or unblocked. We’re happy to hear feedback about the issues you run into so we can actively improve the moderation and feel of both chat and username. You can always write in to player support. 

We’re excited to have a stronger moderation tool that will adapt to the needs of our players, support a safer environment, and allow for innovations like dynamic commentary!


UI UPDATE | MAIN MENU AND HUD REWORK

We’ve spent the last few months rebuilding something you use every single time you play and rarely think about: the HUD and Menus. The goal was never to show you more. It’s to make sure you get what you need, when you need it, and that it’s clear and readable the whole time.

  • A CLEARER, MORE LEGIBLE HUD

    We’ve gone through the HUD with legibility in mind, resizing text and elements that were too small to catch mid-fight. It still looks like THE FINALS, it’s just easier to read at a glance. You can now scale the HUD until it reads comfortably from wherever you sit, with a separate setting to scale in-world elements independently. And for those of you on ultrawide monitors, we’ve improved how the game handles your display, with a new setting to adjust the HUD aspect ratio.

    As you may have also seen in earlier announcements, we’ve updated the HUD to include a glow that we think better sells the fantasy of THE FINALS virtual arena. We’ve seen some initial feedback that players would like to be able to disable that glow if they want to. That option won’t be available in this update but we’re working towards adding it as soon as possible!

  • THE NEW SIDE PANEL

    We’ve built a brand new Side Panel that puts key information and actions within easy reach exactly when you need them, without pulling your attention off the action. It keeps the Match visible while you’re in it, so you can dip in to check your Career, Party, or Contracts and get right back into the fight.

  • QUICK SETTINGS

    The Side Panel includes a new Quick Settings tab, putting everything you usually adjust (volume, quality, sensitivity) just seconds away. Best of all, it’s customizable: from the Settings screen, you choose exactly what shows up in Quick Settings to fit how you play. And it’s the same panel in the same place throughout the menus, so your experience stays seamless across the whole game.

  • A CLEANER MAIN MENU

    We’ve grown THE FINALS a lot over three years, and as we’ve added more, the main menu got busier. So we’ve made it visually cleaner and more on-brand, so it feels less cluttered and intrusive. We’ve also optimized your key actions, making the things you use most often the easiest to reach, with improved navigation across both PC and Console.

    With the help of your feedback, THE FINALS will keep evolving. These changes are all designed to improve your experience as a Contestant, and we can’t wait for you to put them to the test!

  • INTERACTION PROGRESS BARS

    We've also improved our interaction systems, making it more clear when you're performing a revive over a steal and updating the UI showing your progress. We've also added a hologram effect on items that are currently in focus for being interacted with, making it easier to tell what you'll be stealing or reviving!


PROGRESSION UPDATE | NEW SPONSOR SYSTEM

This season, we’ve given Sponsors a complete rework, turning them from a passive progression system into an active “questing” system where Contestants can shape their own journey to superstardom.

To unlock Sponsors, you’ll have to complete at least four matches in THE FINALS.

Once unlocked, you’ll find Sponsors on the Main Menu. This is where you can sign-up with your chosen one, pick challenges, complete them, and claim rewards once you do. You’ll also be able to review your completed challenges, read through documents, listen to audio logs, get to know the Sponsors and review your Sponsor’s Signature Plays.

You may freely swap between Sponsors, and stay loyal to them for as long as you like.

  • SPONSOR CHALLENGE

    Sponsors issue Challenges, which are made of three to five Contracts. Completing them lets you claim rewards, then accept a new Challenge. Based on how much progress you’ve made, you’ll have up to three Challenges to choose between.

    You can freely swap between available Challenges, and your progress will be saved this way you can find an approach that works for you. You’ll only make progress with the currently active one.

    Challenges become progressively more difficult as you progress through the Sponsor’s journey, but the rewards get better too.

  • REWARDS

    When you complete a Challenge, you’ll be able to Claim Rewards by visiting your Sponsor. Rewards may include, but are not limited to: Full outfits, individual outfit pieces, “Style” items like Tattoos or Watches, equippable Player Card titles, Signature Plays, Weapon Skins, Sprays, or Expressions.

    You may also receive “Docs” (fanmail, communications, or secret info from your Sponsor) or Audio Logs, revealing more of your Sponsor’s inner workings, or happenings in the Meatspace.

  • SIGNATURE PLAYS

    Every Sponsor has a collection of aspirational in-game actions that earn you Fans every time you complete them. Certain Challenges will unlock more Signature Plays for you to perform.

    As an example, OSPUZE loves to see escalating chaos and risk-taking. Their Signature Plays offer Fans for lengthy elimination streaks, scoring Headshots, mid-air eliminations, and levelling the Arena.

    In contrast to them, ALFA ACTA prefers their Contestants to embody the “Minimize Risk, Maximize Firepower” mentality. They’ll send Fans your way for eliminations using Mines and Turrets, protecting your teammates, and fortifying your position.

    You will only receive Fans and in-game acknowledgement for Signature Plays belonging to the Sponsor you’re currently signed to.

  • EARN FANS TO PROGRESS YOUR WORLD TOUR RANK

    Instead of World Tour Points, you’ll now progress through World Tour Ranks by earning Fans. Fans are earned through: Positive in-game actions, performing Signature Plays, and playing during Seasonal Events.

FREQUENTLY ASKED QUESTIONS

We’ve loved the attention you’ve given the feature so far, and want to take a moment to answer some burning questions below

Where’s my GOAT [insert your favorite Sponsor name here]?

  • Short Answer, you’ll need to wait longer. We want to give every Sponsor the effort they deserve, and we want all Contestants to feel like their Sponsor is given top-tier treatment. For the time being, we’ll continue cooking. Please let us know who you want to see next, and look forward to more news in the future.

What happens to old Sponsor Rewards?

  • You get to keep what you’ve earned, and anything you haven’t earned is gone.

Are Sponsors time-limited?

  • They are not. OSPUZE, ALFA ACTA, and ISEUL-T are meant to be permanent additions to the playable Sponsor Roster. Any new Sponsors will appear as additional options in the future, but we will not replace older ones.

How were the Handlers created?

  • We’ve seen the question be asked about their portraits.

    Their Portraits are made by our Concept Artists, and here’s a direct quote from our Concept Art team to clarify:

    “This season’s Handlers were created entirely in 3D. We used our in game character models as a base for the bodies and 3d scanned heads as a base for the faces. The faces got a custom sculpting job and hair made from scratch to give them their unique personalities. The clothes were a mix of custom made and simulated clothes, reuse of in game assets and a lot of 3D modelled accessories. Lastly we posed the character and placed them in a fitting environment to complete the image!”


NEW SOUNDTRACK | PRIME TIME

To make something special for the next big chapter of THE FINALS, we teamed up with Stockholm Studio Orchestra and reimagined some fan favorites and some classic songs from the past seasons with a 32 piece orchestra, consisting of a 21 piece string section, and an 11 piece brass section.

This is always how we imagined some of these songs sounding. Additionally we're adding two brand new tracks to accompany this heavy hitter of an Album!

Check out the soundtrack here!


BATTLE PASS | FREE, PREMIUM, ULTIMATE

The PRIME TIME Battle Pass is here, and there’s something for everyone! 

Get the Premium Battle Pass and unlock up to 106 Rewards, including bonus pages as well as the ability to earn 1,650 Multibucks, more than enough to buy next Season’s pass!

For an extra shiny experience, the Ultimate Battle Pass is also available, with 12 additional rewards including legendary outfits! Start your season with 20 Levels unlocked (bonus levels not included) and a 25% Match XP boost, perfect to collect those 2,650 Multibucks, 1000 of which right away! 

The Season 9 Battle Pass is also joining the legacy roster!


GAME UPDATE | QUALITY OF LIFE

PRIME TIME brings a long list of quality of life improvements across THE FINALS. Here’s some of what’s new:

  • NEW BODY FOR MEDIUM

    The Medium Archetype’s Body Type has been reworked and alongside it, we’ve added a new option closer to the original look if you prefer that one!

  • SWAP SIGHTS ON THE FLY

    You can now swap sights directly from a Loadout weapon tile anywhere you’d normally change your Loadout: the Contestant screen, the pre-round lobby, the Practice Range, and in-game wherever your reserve is available.

  • HIGHLIGHT YOUR PARTY

    You can now highlight your party with a distinct color, making it easy to pick out your teammates at a glance. Prefer it off? You can toggle it in Settings.

  • PLAYER CARDS ON YOUR CONTESTANT CARD

    Your Contestants’ assigned Player Cards now display on your Contestant card, making it easier to tell your builds apart. (And it looks cool!)

  • FACEWEAR AND EYEWEAR SEPARATED

    By popular demand, Facewear and Eyewear now live in their own customization slots! We’ve separated items that used to be linked so you can mix and match and equip them independently.

    A few Headwear and Facewear items are now compatible with Eyewear, because even Ned needs to be able to throw some shades on.

  • SHOTGUN PELLET HITMARKERS

    New shotgun hitmarkers show you exactly how many pellets connected and where they landed, giving you much clearer feedback on every shot. We’re still working to make this even better, so expect customization and transparency settings to be added to this feature soon. Stay tuned for more!

  • NEW REVIVE ANIMATIONS

    Reviving now has its own dedicated animations, cleanly separating a revive from a regular interaction, with improved synchronization so revive progress looks consistent for everyone, spectators included.

  • SMOOTHER CONTROLLER CONTROLS

    In the frontend we have updated how you control the spin on characters with a gamepad, matching the feel of mouse and keyboard, with no more single-speed rotation. We’ve also cleaned up customization menu navigation on controller, so browsing Animations, Stickers, Charms, and Attachments behaves consistently.

  • EXPRESSION WHEEL UPGRADE

    We’ve added additional slots to the Expression Wheel. You can now equip up to 12 emotes!


GAME UPDATE | FOOTSTEPS REWORK

For PRIME TIME, we’ve remixed and tweaked Contestants' footstep sounds.

Footsteps are now slightly brighter and louder in the mix. We’ve also made them more evenly balanced across the different surfaces of our Arenas, and added more positional and gameplay focused cues.

For example: Lights, Mediums and Heavies now have more diverse footstep content to help differentiate them, and we prioritize enemies' footsteps in the mix over yours and your teammates.

We’ve tweaked the way footsteps are positioned, especially to your sides, and added subtle details that help identify if players are on a floor above you, or are indoors while you’re outside.

Landing sounds are louder and more detailed, making big drop-ins less subtle.


PERFORMANCE | RS ADJUSTMENT

We’re adding an automatic RS adjustment for server issues that cause game crashes or disconnects. When you lose RS to an issue with our servers, you’ll be compensated! We’ve done this in the past, but now it will happen automatically and more reliably.

When your account is affected, you’ll get a message about the adjustment within the next 24 hours, letting you know your Ranked Score loss has been credited back to your account.


GAME UPDATE | SAYING GOODBYE TO VRs

VRs have been a currency since the launch of THE FINALS, but after the initial grind to unlock new Weapons and Gadgets, many players simply maintained the maximum amount and there weren’t good opportunities we were happy with to allow them to be used on other items.

As a result, we’ve taken the decision to remove VRs completely. Items are now unlocked either with their parent Playstyle via Playstyle Tokens, or are automatically unlocked for players. 


NEW OFFERS | PRIME TIME DLCs

PRIME TIME comes with new deals to maximize your top ups, complete with a brand new bundle that comes with 6250 Multibucks!

Remove all the doubt from your opponents with the Dead Certain Set, a bone-chilling Mythic offer that comes with a Mythic Outfit, FCAR skin, and Emote. A legendary Spear skin and charm, and an Epic Player Card Background. All this, and 6250 Multibucks to fuel your PRIME TIME journey.

Don’t go toward the light! Stalk the swamp in The Bog Standard Set, a legendary outfit, Emote, and Weapon Skin for M60, along with a rare charm. This set comes with a Rare Charm. Bring some movie-quality magic to the Arena! It also comes 2400 Multibucks!


NEW EVENT | FRIGHTS GALORE  

The Arena is in for a scare!

To celebrate Halloween, we’re inviting you to spin for some spooky rewards that will be wheely fun to obtain! Collect all 20 prizes by completing daily contracts to earn up to three tickets a day to spin the wheel!

Unlock enough rewards and earn the spooktacular Underworld Outcast Outfit!


TWITCH DROPS | BEBE THE BARRICADE

Bebe the Barricade is making her entrance into the Arena!
Your new friend will always be here by your side, defending whatever against whoever, no questions asked! Treat her well, she’s Terry’s good friend.

  • Watch 1 hour to get the Meet Bebe Sticker

  • Watch 2 hours to get the Pocket Bebe Charm

  • Watch 4 hours to get the Bebe the Barricade

Available now until November 5th, 2026. Terms and conditions on twitch.tv


GAME UPDATE | BALANCE CHANGES

Archetypes

General

  • Players can now run up slopes of an angle up to 50 degrees, increased from 45 degrees

Dev note: This is a quality of life improvement that we chose to add while reviewing the new destruction systems. With this increased run angle, we feel the environment becomes easier and smoother to traverse, with less stuttering or getting caught on objects.

Heavy

  • Decreased base health from 350 to 325

  • Increased sprinting speed when moving forwards from 5.8 m/s to 6 m/s

  • Increased sprinting speed when strafing from 3.65 m/s to 3.8 m/s

  • Increased sprinting speed when backpedaling from 3 m/s to 3.3 m/s

  • Increased run speed when moving forwards from 3.8 m/s to 4.35 m/s

  • Increased run speed when strafing from 3.2 m/s to 3.6 m/s

  • Increased run speed when backpedaling from 3 m/s to 3.2 m/s

Light

  • Increased base health from 150 to 175

  • Increased the delay until health regeneration kicks in after last taking damage from 7s to 8s

  • Decreased sprinting speed when moving forwards from 7 m/s to 6.6 m/s

  • Decreased sprinting speed when strafing from 4.6 m/s to 4.4 m/s

  • Decreased sprinting speed when backpedaling from 3.8 m/s to 3.7 m/s

  • Decreased run speed when moving forwards from 5.5 m/s to 5.1 m/s

  • Decreased run speed when strafing from 4.4 m/s to 4.2 m/s

  • Decreased run speed when backpedaling from 3.8 m/s to 3.7 m/s

Dev Note: These changes to Heavy and Light are a result of the Respec Order test being made a permanent part of the game. More details can be found in the blog post here.

Arena Carriables

Powder Canisters

  • Increased the radius of the smoke from 3.5m to 4.5m

  • Increased the duration of the smoke from 9s to 13s

Toxic Gas Canister

  • Decreased the duration from 12s to 10s

Dev Note: These changes are small adjustments made based on the addition of dynamic smoke and toxic gas and the counter-play that can come from explosions and blast waves.

Gadgets

Breach Drill

  • Hit markers will no longer trigger when the Breach Drill blinds the user or their allies, only for enemies

Dome Shield

  • The Dome Shield’s health now automatically deteriorates over time, with the Shield losing 100 health per second

  • Dome Shield health increased from 250 to 600

Dev Note: We’ve not been happy with how Dome Shield has functioned for a while now. We’ve been using its health to try and clamp its power ceiling, while still keeping it useful to have a viable floor, but that has been hard to do. Even at 250 health, enemies frequently don’t want to try to shoot it down with damage because of how often it leaves them on low ammo once the Dome pops and the ensuing fight that usually emerges. With this new functionality, we feel shooting down the Dome Shield will cause it to pop sooner, encouraging more attacking of it, while its extended health still offers more value to users despite the Dome being counterable through damage alone. It’s a somewhat experimental change and new way of doing things for the game, so we’ll be keeping a close eye on this.  

Explosive Mine

  • Increased damage from 120 to 145

Dev Note: Like a lot of damage changes throughout these patch notes, this is an adjustment made based on the new Heavy and Light archetype health values and the addition of the Respec Order changes. 

Flashbang

  • Hit markers will no longer trigger when a Flashbang blinds the user or their allies, only for enemies

  • Increased the minimum flash duration from 1.5s to 2s

  • Increased the maximum flash duration from 4.5s to 5s

  • Increased the reliability of hit traces with the Flashbang. This increases the chances to hit targets when the grenade lands near thin or small objects that would previously block it

  • Decreased the maximum intensity of flashes on teammates from 0.95 to 0.35

  • Increased the flash intensity threshold to display a hitmarker from 0.75 to 0.85, meaning that hit markers will now only display when the opponent has received a significant hit

Dev Note: We’d love to see Flashbangs being used more often and we think these quality of life improvements should make them more desirable of a pick. 

Frag Grenade

  • Increased max damage from 140 to 165

  • Decreased the size, transparency duration of the Frag Grenade’s light trail to make it slightly less intrusive 

Gateway

  • Increased max allowed distance between the player and their first deployed gateway portal from 50m to 60m

  • The distance check now accounts for the Z-distance, resulting in a cap in the vertical distance between player and portals which previously was unlimited

  • Increased cooldown from 40s to 50s

Dev Note: How we’ve calculated the distance between Gateway portals up until now has been somewhat unreliable and led to use cases that we don’t think lead to particularly great encounters between teams. This updated calculation is much more consistent but we’ve adjusted the range between portals to keep a fairly consistent feel to the old behavior so as to not surprise people. The change to the Gateway’s cooldown is part of a border attempt this season to boost the value of Medium’s utility in relation to Light’s.  

Gas Grenade

  • Decreased gas duration from 12s to 8s

  • Decreased cooldown from 24s to 20s

  • Increased ammo from 1 to 2

  • Decreased radius from 5m to 4.5m

Dev Note: With the addition of dynamic smoke we’ve taken the opportunity to make Gas Grenades easier to counter, with shorter uptime, but with more frequent usage. The aim here is to create a scenario where Toxic Gas clouds need to be managed by the player to sustain uptime, rather than have them be entirely ‘fire and forget.’   

Gas Mine

  • Decreased radius from 5m to 3.5m

H+ Infuser

  • Decreased health given per shot from 11 to 10

Dev Note: We want to balance out the value of the H+ versus the Medium’s Healing Beam and this adjustment is aimed at making that happen.

Lockbolt

  • Teleporting through a Gateway now immediately breaks any connections to a Lockbolt

Dev Notes: We’ve seen some crazy uses of Gateway combined with Lockbolt and we applaud the creativity, but this functionality causes a lot of bugs, technical issues and balance problems that are simply too extensive for it to make sense for us to address them all. This particular combo was not something we’d really designed for with high intent so therefore, on balance, we’ve resolved to remove it. 

Mimic Device

  • Added the Mimic Device gadget to the Light’s arsenal

Pyro Grenade

  • Added explosive damage on impact to Pyro Grenades, in addition to their damage from burning

    • Deals 40 damage

    • Damage radius of 2.5m

    • Damage is explosive and applies through smoke, unlike fire damage

Dev Note: We’ve found the Pyro Grenade a little too unreliable compared to Pyro Mines and Frag Grenades up until now. We feel the addition of some explosive damage raises the floor of the item and makes it feel a little more consistent.

Pyro Mine

  • Decreased explosive damage from 55 to 45

Dev Note: This change to Pyro Mine’s is aimed at balancing out some of the value between it and the Pyro Grenade, alongside the changes mentioned above.

Smoke Grenades

  • Increased radius from 3.5m to 4.5m

  • Increased smoke duration from 9s to 13s

Dev Note: With the addition of dynamic smoke and more counters to Smoke Grenades via explosives, we’ve buffed the power of the Smoke Grenades themselves to offset that. We hope this change will be part of causing Smoke Grenades to be used much more in general, while the numerous new counters offer a solution to that. 

Sonar Grenade

  • Sonar Grenades are now available to the Medium archetype, in addition to Light

Dev Note: We’ve been looking to even out the utility available to both Lights and Mediums to try and ensure both of them can be equally valuable from a utility perspective. Making the Sonar Grenades an addition to the Medium’s arsenal provides another option to them, opening up new synergies in a space where Light usually dominates. 

Thermal Bore

  • Decreased fuse time before detonations from 1.75s to 1.4s

Translocator

  • Added the Translocator gadget to the Light’s arsenal

Vanishing Bomb

  • Increased cooldown from 25s to 30s

  • Adjusted throw arc on secondary/underhand throw to be straighter. The throw should now be faster and more reliable

Game Modes

Cashout & Ranked Tournament

  • Decreased the time it takes for Vaults to open from 20s to 10s

  • Decreased Vault spawn preview duration from 15s to 5s, meaning Vaults spawn more quickly after their location is revealed to players

  • Cashout round duration increased from 9 minutes to 9.5 minutes

  • Final round duration decreased from 20 minutes to 14 minutes

Dev Notes: Over time we’ve seen a trend of cashboxes 5 and 6 in Cashout matches being started slightly later than we’d like and this has often led to only one of the two being deposited before overtime starts. It has also led to first placed teams frequently stalling one of the cashboxes as a tactic. The upshot of this is that when only one final phase box is deposited, the rate of ‘griefing in’ of an opposing team or doubling the cashboxes increases and this drops the qualification rate of the second placed team to levels we’re not happy with. To tackle this, we’ve decided to increase the round length slightly while also decreasing the length of the Vault spawning and opening phases of play, to accelerate the overall pace of rounds. The goal is to reduce the effectiveness and success rate of stalling a deposit during cashboxes 5 and 6 and to increase the rate at which both cashouts get started during that phase of play. 

  • Adjusted Vault and Cashout Station spawning logic to reduce long-distance placements and increase variation

Game Show Events

General

  • Removed Mega Damage event from rotation

  • Removed Low Gravity event from rotation

  • Added Double Jump event to the rotation

Dev Note: We’ve had a lot of feedback from players that both Mega Damage and Low Gravity were either not fun or confusing in how they work, so we’ve taken this opportunity to remove them from rotation. To replace them, we’re bringing in Double Jump which we’ve previously used during various limited time mode events. 

Double Jump

  • Removed the need for a jump to have occurred before a double jump can be triggered. This allows double jumps to be triggered in scenarios such as after using a jump pad or after running off a roof

Dev Note: This is a small quality of life improvement to Double Jump to make it more reliable to use than previous iterations.

Gameplay

Revive Statue

  • Increased the size of the interaction volume on Revive Statues to make them easier and more reliable to interact with

Dev Note: This small quality of life change should make reviving easier and reduce how often players might accidentally start interacting with a nearby deployable by mistake.

Dynamic Smoke

  • Smoke effects generated by Smoke Grenades and Toxic Gas can now be dispersed via explosions and blast weapons from items like C4, Frag Grenades, Shockwave, RPGs and so on.

Maps

General

  • Increased the environmental health of ladders from 100 to 550 to allow them to better withstand explosions from grenades

Specializations

Charge ‘N’ Slam

  • The ground slam attack now only deals damage to targets close to the ground. Elevated or airborne targets no longer take slam damage but still suffer knockback and concussion

Cloaking Device

  • Increased the volume of the Cloaking Device’s idle sound when the user is stationary

  • Increased the audible range of the Cloaking Device’s movement crackle sounds, making it easier to hear moving cloaked players from slightly further away

Dev Note: We’re continuing to try and find the right balance between cloaking offering a fun style of play to the game without being too oppressive for its opponents. These quality of life changes we feel help with that. 

Guardian Turret 

  • Guardian Turret now detects and highlights it’s active target, allowing the turret’s owner and teammates to see the opponent through walls and smoke as long as they stay within the turret’s sights

Dev Note: This is a somewhat experimental addition to the Guardian Turret to increase its viability without increasing its combat power and some of the annoyance it can often present to new players. We also see this as a small boost to the utility potential of Mediums.

Grappling Hook

  • Grappling Hook now has a variable cooldown. The cooldown duration now depends on how long the grapple was active for. Short duration uses recover faster, longer duration uses recover faster

  • Minimum cooldown duration set to 4s

  • Maximum cooldown duration set to 7.5s

Dev Note: We’ve stated before now that we’d like to see the Grappling Hook’s usage rates and viability increase and we think this new method of handling the grapple’s cooldown could help with that. How you use the grapple going forwards will impact how often you can access it to use.

Healing Beam

  • Increased healing per second from 46 to 50

Dev Note: As noted several times above, we’d like to see the utility strength of Medium’s increased in relation to other archetypes, especially Light, as we feel they’ve lagged in this department for some time. We feel this boost to the Healing Beam should help on that front, in conjunction with various other changes we’re making in the 12.0 update. 

True Sight

  • Added the True Sight Specialization to the Light archetype

Weapons - Melee

General

  • The lunge component of regular attacks is now predictive when required, adjusting how the lunge behaves depending on the target’s movement

    • If the target is running into melee range, the lunge will not occur

    • If the target is running sideways the lunge will compensate for this slightly

    • The speed of the lunge adjusts based on the direction and distance to the target, so that the lunge delivers the player to where they need to be to land their attack

  • Hit sweeps have been improved to make them more accurate and more consistent

    • Increased the granularity of sweeps so that hits more accurately sync up with the weapon’s position 

    • Increased the accuracy of when hits in a sweep are considered Precision hits or not

    • Removed some small gaps in hit sweeps that could lead to attacks occasionally missing when they shouldn’t

Dev Note: It’s quite hard to explain the impact of these two changes above but during the run up to Season 12 we’ve put considerable effort into trying to smooth out the usability of the new melee system introduced in Season 11. With these changes, lunges should much more reliably deliver you to a moving target, reducing how often you fall short of them or overshoot them. Combined with the improvements to hit sweeps we feel these changes make the melee system much more reliable and predictable. The majority of the balance changes made to melee weapons and listed below are in response to the impact of these changes. 

Dagger

  • Primary Attack

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Decreased lunge distance from 5m to 4.25m, to compensate for the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

  • Secondary Attack - Backstab

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Decreased lunge distance from 5m to 4.25m, to compensate for the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Decreased the duration of the Backstab attack from 0.5s to 0.35s

    • Increased the base damage of the Backstab from 85 to 90

Dual Blades

  • Primary Attack

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Increased damage for precise hits from 57 to 60

    • Increased the base damage from 37 to 39

    • Increased the size of the precision angle from 12 degrees to 14 degrees

  • Secondary Attack - Cross Slash

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Increased the width of the weapon’s hit box from 0.3m to 0.55m to adjust for the updated hit sweeps

    • Increased damage for precise hits from 140 to 155

    • Increased the base damage from 91 to 100

    • Increased the size of the precision angle from 12 degrees to 14 degrees

  • Secondary Function - Deflect

    • Deflected bullets will now follow the player’s crosshair more accurately, making it easier to aim deflected bullets back at opponents

    • Removed the Imprecise Deflect angle to make deflecting bullets feel more reliable and less ambiguous. The Precise Deflect remains as the only deflection angle for bullets

    • Precise Deflect angle is now matched to the 14 degree precision angle of melee attacks. This means the precision angle crosshair can now be used to help players more accurately block incoming bullets

    • The deflect angle for melee attacks remains 65 degrees

    • Bullets deflected now give hit markers if the player hits an enemy with them

Dev Note: In addition to the balance changes above made in support of the new lunges and hit sweeps, we’ve taken the chance this season to improve the reliability and feedback of the Dual Blade’s Deflect. Hopefully it’s much clearer now when this will block, when it won’t and if you’re hitting the target with deflections. 

Quick Melee

  • Updated the size and position of Quick Melee’s hit sweep, making it easier and more reliable to hit targets 

Riot Shield

  • Primary Attack

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Increased the width of the weapon’s hit box from 0.8m to 0.95m to adjust for the updated hit sweeps

    • Increased the height of the weapon’s hit box from 0.3m to 0.4m to adjust for the updated hit sweeps

    • Increased damage for precise hits from 86 to 90

    • Increased the base damage from 60 to 63

  • Secondary Attack - Shield Bash

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Increased the width of the weapon’s hit box from 0.35m to 0.55m to adjust for the updated hit sweeps

    • Increased the height of the weapon’s hit box from 0.55m to 0.9m to adjust for the updated hit sweeps

    • Updated the Shield Bash’s lunge component to reach slightly further but overshoot less often

Sledgehammer

  • Primary Attack

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Decreased lunge distance from 5m to 4.5m, to compensate for the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

  • Secondary Attack

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Decreased lunge distance from 5m to 4.5m, to compensate for the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

Spear

  • Primary Attack

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Decreased lunge distance from 6.5m to 5.75m, to compensate for the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Decreased the width of the weapon’s hit box from 0.4m to 0.35m to adjust for the updated hit sweeps

  • Secondary Attack - Spin Attack

    • Updated the attack’s hit sweeps to have hits better match the animation

    • Decreased the impact of the knockback from Quick Melee kick attacks on Spear players while they’re spinning, pushing them a shorter distance

Sword

  • Primary Attack

    • Updated maximum lunge speed based on the changes to lunge prediction

    • Decreased lunge distance from 4.25m to 4m, to compensate for the changes to lunge prediction

    • Updated the attack’s hit sweeps to make the weapon more accurate and reliable

    • Decreased damage for precise hits from 110 to 100

    • Decreased the base damage from 71 to 65

WEapons - Ranged

BFR Titan

  • Increased damage from 90 to 95

  • Decreased the duration of empty and tactical reload

    • Decrease reload intro animation from 0.68s to 0.62s

    • Decreased reload loop animation from 0.88s to 0.8s

    • Delayed the bullet restock point from 0.465s to 0.52s

Dev Note: With the increased health of Lights and reduced health of Heavy we’ve increased the effectiveness of the BFR to compensate. The majority of damage changes made to weapons below are also done in light of the Respec Order changes becoming permanent with Season 12.

CB-01 Repeater

  • Increased damage from 84 to 88

  • Increased damage falloff multiplier from 0.64 to 0.66, meaning the weapon does slightly more damage at max range

Chimera-XB

  • Increased damage from 45 to 47

KS-23

  • Decreased damage from 104 to 100

Dev Note: We’ve still found the KS to be over-performing slightly in light of its new found popularity of the last six months, we feel this change probably brings it back to a more balanced place now that so many players are aware of the fantastic utility the weapon offers.

LH1

  • Decreased damage from 44 to 40

  • Decreased damage falloff minimum range from 50m to 35m, giving the weapon a slightly shorter effective range

  • Decreased damage falloff max range from 55m to 45m, giving the weapon a slightly shorter effective range

Dev Note: With the increase in health for the Light we’ve taken a look at the archetype’s top outlier weapons and made changes to bring them slightly more inline with the other Light weapons. This means both the LH1 and XP-54 are taking small damage reductions.

Lewis Gun

  • Increased rate of fire from 500 RPM to 520 RPM

M60

  • Increased rate of fire from 580 RPM to 600 RPM

MGL32

  • Increased damage from 83 to 97

P90

  • Increased damage from 14 to 15

Pike-556

  • Increased damage from 49 to 50

R .357

  • Increased damage from 74 to 76

SA1216

  • Decreased recoil intensity by around approximately 20%

  • Smoothed the recoil pattern slightly between shots 2 and 3 in a firing sequence, making the weapon slightly easier to aim

  • Decreased the size of the pellet dispersion pattern, reducing the outer radius slightly

  • Increased the damage fall-off multiplier from 0.62 to 0.67, meaning the weapon now does slightly more damage at range

Dev Notes: SA1216 has been largely out of the meta for some time, aside from a small band of dedicated expert users. We want to bring it a little more back into the mainstream so we’ve made this set of quality of life improvements to help do this.  

SR-84

  • Increased damage from 118 to 122

XP-54

  • Decreased ammo from 36 to 34


GAME UPDATE | CONTENT & BUG FIXES

Animation

  • Fixed an issue where a Contestant’s arm could twist or flip when retrieving a Gadget or interacting while turning away

  • Fixed an issue where the Contestant’s left arm could flip when pointing past a target

  • Polished vaulting animations for smoother transitions

  • Fixed an issue where the Contestant’s hand briefly covered the screen when using a Zipline while priming a grenade

  • Fixed an issue where a Contestant’s arm could distort during Sledgehammer attacks performed while in the air

  • Fixed an issue where the Contestant’s arm when playing pointing animation for Pings didn’t play after using up charges of ammo-based Gadgets such as C4

  • Restored the ping pointing animation when using the Gateway with no remaining charges

  • Fixed an issue where the animation would sometimes not play when performing a lunge attack with the Sword

  • Fixed an issue where the Winch Claw could fail to play animations when used immediately after an emote or leaving a spectator view

  • Fixed an issue where the Recurve Bow’s shooting animation could appear distorted when swapping to it while holding Primary Fire

  • Fixed a visual-only issue where the first shot after reloading the R .357 had an inconsistent recoil animation 

  • Removed minor weapon movement when aiming down sights with SR-84, Thermal Bore, and Tracking Dart

  • Stabilized leaning while moving for SR-84 and Tracking Dart

  • Fixed occasional full-body pose popping on characters when going into and out of sprint

  • Adjusted base poses to correct slight head orientation issues when using the C4 or Dagger

  • Updated the Best Contestants screen with new objective and support poses to reduce duplicate weapon poses in all slots

  • Added dedicated revive animations and improved synchronization of revives so that progress appears consistent for all players, including spectators

  • Fixed an issue where the M134 Minigun disappeared while using gestures

  • Improved Zipline usage animations for Dual Blades, including while deflecting

  • Fixed an issue where doors could snap open or closed without playing their opening animation

  • Fixed an issue where the Contestant’s arms could appear distorted after throwing the dynamite from the C4 “Blast Back” skin

  • Fixed an issue where the first-shot animation on shotguns could be skipped when firing rapidly right after reloading

  • Fixed an issue where the Riot Shield raise animation failed to play when blocking immediately after using Shockwave, causing a delayed or missing shield appearance

  • Fixed an issue where the Contestant’s arm could play an incorrect animation and raise a fist when picking up an object immediately after using Inspect

  • Fixed an issue where aiming down sights could overshoot during transitions, especially when quickly toggling ADS while moving

  • Fixed an issue where the player’s Contestant could disappear abruptly during end-of-round slow motion

  • Fixed an issue where the kick animation could end too early, making it unclear why opponents were pushed

  • Made various polish improvements to kick animations

  • Fixed an issue where Quick Melee attacks would not appear while vaulting

  • Fixed an issue where Quick Melee attacks could continue when interacting with the Winch Claw. Attacks made with or against the Winch Claw now interrupt Quick Melee as intended.  

Audio

  • Fixed an issue where certain sounds could play twice and ignore the master volume when haptics or controller speaker outputs were unavailable

  • Updated spatial audio occlusion and attenuation for Weapons, footsteps, and environmental destruction to improve sound positioning and clarity

  • Fixed an issue where the GlamRock emote audio did not loop correctly

  • Boosted the volume of Starbounder’s dialogue to improve audibility

  • Reduced how much melee attack and impact sounds are ducked when taking damage, making incoming melee slightly more audible when already hurt

  • Refined destruction audio and commentary mix so commentary remains clear during intense moments

  • Fixed an issue where squad voice-over for the local team was not correctly tagged

  • Added a voice effect to the Absorbe face cosmetic

  • Fixed an issue where commentary was not playing during doubled Cashouts

  • Updated the Evasive Dash sound effect falloff, making it easier to hear when players dash around and behind you

  • Added a new Guardian Turret destruction sound effect to make it easier to hear when it is destroyed

  • Fixed an issue where Flamethrower audio could continue playing after you stopped firing

  • Fixed an issue where the SR-84’s elimination countdown sound from a Weapon skin could be heard from very far away

  • Fixed the Homefront Edge Sword skin playing incorrect audio; it now plays the intended sword sounds for deploy and attacks

  • Fixed an issue where main menu music could continue playing after reconnecting mid-round

Footsteps

  • All surfaces have new and remixed sounds, tuned to be slightly louder and brighter overall

  • Footstep volume is now more consistent across surface types. Grass, sand, and dirt no longer sound significantly quieter than harder ground

  • Light, Medium, and Heavy archetypes now each have distinct footstep sounds

  • Made enemy footsteps sound louder than the players, and this difference has been increased slightly. Teammate’s footsteps are slightly quieter than the players

  • Made footsteps easier to pinpoint directionally, especially left and right

  • Footsteps played from above now use a dedicated overhead effect

  • Removed an additional audio layer that previously played alongside enemy footsteps 

  • Made landings sound louder and weightier, especially from greater heights

Cosmetics

  • Fixed an issue where cloth could spike or jitter under extreme bending, improving visual stability of cloth simulations

  • Fixed an issue where a musical emote’s audio could end prematurely when another player’s musical emote finished; the audio now continues for the full animation

  • Fixed an issue where Weapon skins with special sound effects could play the default Weapon audio in matches; these skins now play their intended sounds consistently

  • Improved compatibility of Straight Bob hairstyles with other customization items for consistent behavior

  • Fixed an issue where equipping a Weapon animation from store or equip prompts did not also apply the default animation for that category, and corrected reward screen equips selecting the wrong default

  • Improved cloth simulation for Outfits and hair to reduce freezing and ensure more consistent movement across detail levels

  • Polished the visuals of a long, curly hairstyle

  • Added an Eyewear customization slot and updated select Facewear and headwear items to be compatible

  • Improved the game show presentation

  • Separated some items that were once connected so they can be equipped independently in the Eyewear slot

  • Added a Sprint category to Weapon animation customization

  • Polished the slicked-back hairstyle

  • Fixed an issue where unlocked screen customization was broken for the Ye Olde Tavern and Maw of Many Multi-Device skins, which only have custom screen variants available

  • Fixed an issue where Outfits like Track & Field Top and Sashimi Shirt would display incorrect names on party members in menus

  • Fixed a visual pop at the start of the SH1900 Shell Shredder inspect animation

  • Fixed an issue where custom Weapon animations (Inspect and Empty Reload) could revert to default after certain actions, such as being revived with the Defibrillator, using Mesh Shield, traveling through a Gateway, or performing or canceling an emote

  • Fixed an issue where the Machine Vision Facewear from the Synthetic Citizen bundle did not appear on the Player Card

  • Fixed an issue where the Bad News Bandana appeared on top of the head instead of the face when using the Hexcrowned Eidolon face on the Light Build

  • Fixed an issue where the pet in the Reptile Rouser emote could disappear when zooming in the Expressions preview

  • Added an androgynous customization option for the Medium Build

  • Fixed missing reload sound effects for the SR-84 Schwarzschild skin

  • Fixed missing sun detail on HOLTOW Insurance Weapon skins

  • Added an OSPUZE-themed voice effect when wearing the OSPUZE helmet cosmetic

Gadgets

Goo Grenade

  • Fixed an issue that caused Goo to spawn incorrectly on ceilings

  • Fixed an issue that caused Goo to spawn incorrectly on tilted walls

General

  • Fixed an issue where a Lockbolt hit by a Glitch Grenade right as it activated could chain players who walked up to it without pulling them, with the chain effect persisting until they were eliminated

Game Modes

Team Deathmatch

Skyway Stadium

  • Updated the border and spawns of the Mansion location to fit the update

  • Adjusted the spawns in the Office location to make more use of the different floors of the building

  • Added a Jump Pad in the pool of the Hotels location

  • Temporarily disabled the Medical Center and Hotels locations to increase the likelihood of playing the areas that received layout changes this update

Power Shift

Skyway Stadium

  • Adjusted the platform’s path in various areas to fit the reworked Mansion diorama and layout updates

  • Adjusted spawns to fit the layout updates to the Office building

Seoul

  • Adjusted the platform’s path around the Hospital cafeteria to work with the newly added 101 Rooftop

  • Adjusted some spawns to fit the layout changes

Game Show Events

Alien Invasion

  • In Alien Invasion, the saucer’s beam now lifts the Cashout Station at the same speed as players and other objects 

Gameplay

General

  • Fixed an issue where sprinting could bash open doors incorrectly, triggering on destroyed doorways and allowing double doors to open while facing away at an angle

  • Fixed an issue where ammo regeneration could run slower than intended, causing full refills to take longer than expected

  • Fixed an issue where environmental eliminations from anti-gravity zones, gravity zones, Jump Pads, or Ziplines could fail to credit the attacker and award reduced coins; these eliminations now grant proper credit and rewards

  • Explosions no longer launch the Revive Statue as far as they once did; it now keeps its travel direction and rolls naturally

  • Swapping items mid-lunge no longer freezes the character or snaps them forward; lunges now behave consistently

  • Quick melee now kicks more reliably when closing in on an opponent or landing on them, reducing cases where an elbow would trigger instead. Stamina requirements are unchanged

  • Melee Weapon hits are no longer interrupted by vaults or dashes. Quick Melee kicks can still interrupt these moves

  • Contestant statues now bounce off the Out of Bounds border instead of drifting back, reducing travel time

  • Emotes are no longer interrupted by automatic reload when your Weapon is empty; starting a manual reload will still cancel the emote

  • Fixed movement stutters when running up steep slopes

  • Blocked achievement progression in modes where progression is disabled, including Cashout (Bots). Achievements such as class win milestones and total Cashout count no longer advance in these matches

  • The round timer now shortens to match the duration of the final Cashout when the Cashout is set to complete before the match timer runs out, preventing downtime where no objective would be active

  • Fixed an issue where selecting a Light archetype before a round could result in spawning as a Medium archetype; Loadout selections are now correctly restored if an invalid setup was saved

  • Addressed a rare issue where players could respawn as a different Contestant after using a coin in Cashout, ensuring the correct Loadout and Contestant selection persist after elimination

  • Fixed an issue where jumping was possible during a melee lunge while airborne

  • Orbital Lasers no longer target Contestants being revived with the Defibrillator

  • Fixed scoring and assist credits in Deathmatch: assists now require meaningful damage, self-eliminations no longer grant hidden rewards, and assist indicators appear only when earned

  • Pausing during the tutorial intro no longer stops the countdown

  • Fixed an issue where suspended containers could break on spawn, causing contents such as Goo Barrels to trigger immediately instead of dropping as intended

  • Fixed an issue where the Dodgeball Champion achievement could be completed by damaging your own Hover Pad

  • Fixed an issue where the Revive Statue could teleport back to its previous location after being carried and placed

  • Fixed an issue where aim could reset or rotate unexpectedly when joining a match or when input briefly stopped, which could interrupt actions like reviving

Bots

  • Added functionality that lets bots acknowledge objective and player pings and provide clearer squad target callouts

  • Improved bot navigation when dropping from ledges, climbing ladders and crossing gaps to reduce stalls and awkward movement

  • Adjusted bot behavior in Challenges so they stay on Cashouts more reliably during steals and are less likely to fixate on newly picked targets

  • In Challenges, melee bots no longer use abilities on Easy and Medium difficulties; abilities remain enabled on Hard

  • Fixed an issue where bots could get stuck firing after a team wipe and respawn, sometimes targeting the Contestant instead of opponents

  • Tweaked the difficulty of "Meet the Dummies", "Cashout Defense" and "Big Box Battle"

  • Bots now turn around faster overall. This change scales with difficulty

  • Bots no longer fire as accurately when players are in close proximity

  • Bots now better prioritize non-player targets, getting less stuck focusing on mines and turrets

  • Updated bot difficulty across the board to make difficult bots slightly easier

  • Added ziplines and ladders to "Cashout Defense's main building

  • Added ziplines to "Big Box Battle"'s high ground platform 

  • Improved bot navigation across horizontal gaps by validating safe approaches and landings, reducing odd movement in these transitions

General

  • All items that previously required VRs to unlock are now included in the default inventory 

  • Improved hair shading for indirectly lit hair

  • Rank scores are now automatically adjusted after server outages. An inbox message will be sent to indicate an adjustment 

Maps

General

  • Large shipping crate containers are now destructible

  • Planks are now made out of segments so they break more dynamically

  • Adjusted construction crane destruction to reduce breakage when hitting the ground 

  • Updated environmental props, Arena branding and sponsor decals across Arenas to improve visual consistency

  • Changed the jumbotron in various Arenas so they have their own unique style

  • Increased Arena bridge opening speed from 7 to 9 degrees per second

  • Tweaked the preview-path of the Moving Platforms so it’s a bit easier to see where the platforms will be moving to

  • Removed narrow lip above some skyscraper windows to avoid unexpected movement

Dev Note: We’re aware that vaulting up onto these windows has been utilized by some players in the past, but this was never intended behavior. We want our environments to be readable in a way where contestants can clearly understand where they can climb and where opponents can approach from, if they're not using items to create their own path, and we feel the routes these narrow window lips offer do not fit that criteria.

  • Original Las Vegas has been removed from the map rotation. 

Dev Note: In order to ensure a high quality across our map pool, we are retiring the original Las Vegas for the time being, so we can focus our upkeep and maintenance efforts on other maps. Maintaining both versions of Las Vegas comes with considerable overhead and complexity in how they were authored.

  • Added a matchmaking option to play the updated Arena layouts for Seoul, Monaco, and Skyway Stadium

Bernal

  • Adjusted a player spawn to prevent the camera from clipping into a billboard at the start of a round

  • Adjusted a Zipline on the Chapel to prevent it from floating when the structure collapses

Fangwai City

  • Adjusted collisions on various street props to reduce snagging and improve movement

Kyoto

  • Temporarily disabled Moving Platforms Variant as we work on several adjustments for it

Monaco

  • General

    • Visual upgrades across the exteriors and interiors of the Arena

    • Modified house interiors with new structural walls, penthouses, and attics

    • Added chimneys to provide rooftop cover

    • Added alternative initial spawns, giving Contestants and Vaults a possibility of new starting spawns at the beginning of a round

  • Hotels & Cliffside

    • Replaced “Grandma’s House” with a larger one, adding more strategic options when fighting here

    • Added a path along the cliffside for flanking

    • Added cover to the backyard of Hotels

  • Royal Plaza

    • Added new planters to provide cover when crossing or fighting over the plaza

    • Removed the old fountain, lift, and smaller blast walls and replaced them with a new large circular arena lift and rounded blast wall s controlled by a button

    • Lowered the patio between the Royal Plaza and Forest to provide more cover from overlooking areas

  • Forest

    • Added a new large stone terrace to the middle of Forest to break up long sight lines and add new combat options

    • Expanded the Arena with a new gazebo outlook in the corner, adding a new Cashout location

  • Pocket Park

    • Expanded map borders to add more playspace

    • Replaced the old container yard near Pocket Park with a Café

  • Villas

    • The underpass between the Villas and the park is now fully destructible and features a new internal maintenance room with a Cashout Station inside

Nozomi/Citadel

  • Moved a large pipe on the outside of the Research Facility to fix an issue where players could get stuck behind it

Practice Range

  • Fixed several visual issues with portraits and adjusted object placement to prevent overlap

  • Added an Orbital Hitters trophy

  • Updated character showcase to represent S12 cosmetic content

Seoul

  • General

    • Spaced out Arena Carriables to avoid chain reactions and make disguised players easier to spot

  • Mall

    • Added an additional café to the top floor

    • Reworked shop layouts to provide more defensive positions and structure

    • Added a reception space on the bottom floor to tighten several sight lines and create more cover

    • Expanded the shops at the back of the Mall to simplify the layout while providing more cover

    • Added a new Cashout Station on the top floor inside the “Gimbap Pal” kitchen

    • Added more cover around the front of the Mall to reduce cross-fire from the Data Center and make Vault fights less chaotic

    • Polished visuals in the Mall, updating storefronts, lighting decals, signage, and interior props

  • Data Center

    • Added a Jump Pad toward the Mall to make crossing more reliable

    • Updated the Rooftop Garden layout to provide better structure for fights in that area

    • Reduced the layout complexity of the server room under the Rooftop Garden

  • Hospital / 101 Rooftop

    • Added a new building alongside the Hospital rooftop that provides more cover but is slower to cross

    • Updated the Hospital Garden planters and hut to provide more reliable cover and structure

  • Apartments

    • Widened the Courtyard rooftop to provide more freedom of movement, and cover for Contestants on the ground floor

    • Added additional cover options at the back of the Courtyard and adjusted existing doors toward the Cashout Station

    • Updated vegetation visuals

  • Under Construction

    • Added a Jump Pad from Mall to Under Construction

    • Tightened some sight lines to reduce the number of angles Contestants are exposed to at once

    • Refined environmental art in the construction site

Las Vegas Stadium

  • General

    • Added alternative initial spawns, giving Contestants and Vaults a possibility of new starting spawns at the beginning of a round

    • Re-enabled Las Vegas Sandstorm variant

  • Center

    • Replaced the central platform with a larger circular display to provide better cover in the middle of the map

  • OSPUZE Casino

    • Redesigned the rooftop to break up sight-lines and reduce the effectiveness of long-range poking

    • Added a bar and a VIP lounge on the upper floor, adding a new power position and route to the roof

  • ALFA ACTA Casino

    • Added new roof structures to provide more cover 

    • Added an emergency staircase to the back of the stage area to help contestants access the roof from the back alley

    • Expanded and simplified the backstage area and added pillars for cover

Skyway Stadium

  • Mansion

    • Redesigned the entire diorama to reduce defender-advantage, create equal opportunities for different playstyles, and to feature more varied playspaces.

    • Updated the suspended structures and moving platforms of the Up, Down, Left, Right Variant to fit the new layout

  • Office

    • Moved down by 18m to make the approaches less oppressive

    • Adjusted the Jump Pad setup between Office and Mansion to provide more traversal options

    • Added a large fence on the roof facing Mansion to limit the high-ground advantage

    • Added cover and overhangs to the front courtyard and roof areas to reduce exposed angles and give attackers more options after landing

    • Adjusted the balconies in the atrium to continue along the walls and added a server room underneath to make the space less open and one-dimensional

    • Added a new room on the second floor to break up the space

    • Added aircon vents along the walls of the big meeting room to add more vertical gameplay opportunities

    • Added two new Cashout locations

  • Hotels

    • Reduced the amount of windows facing construction on the De Sable building to separate the balconies into a more distinct space

    • Updated interior visuals across all buildings

    • Reworked cover, added new interior walls, and adjusted attic windows for several buildings

  • Shopping District

    • Updated interior visuals across all buildings

    • Reworked cover, added new interior walls, and adjusted attic windows for several buildings

  • Medical Center

    • Adjusted some walls and floors of the T-shaped suspended structure to give it more directional frontlines

SYS$Horizon

  • Temporarily disabled the Foggy Night condition while readability issues are addressed

Lighting

  • Game-wide rework of lighting and post-processing effects. This is ongoing work that we’ll continue to refine 

Performance

  • Optimized spawn effect and Weapon hologram materials to reduce texture memory use

  • Improved performance when using animated props by reducing spawning and destruction overhead

  • Optimized memory usage by removing unused shader data

  • Optimized the character spawn visual effect to reduce rendering cost

  • Reduced hitches during team intro sequences by ensuring customization assets are loaded in advance

  • Fixed an issue preventing variable-rate shading from being applied to some materials

  • Improved loading, network performance, and match join stability on the Las Vegas Sandstorm variant

  • Improved responsiveness of the Settings screens while in-game

  • Reduced install size by rescaling and removing outdated video content

  • Reduced frame drops when aiming down sights with certain weapon-scope combinations, mainly focused on Pike-556 using the Scout or Iron Vintage sights

  • Memory optimizations and memory leak fixes resulting in fewer memory related frame rate hitches

Social

  • The social wheel can now be opened while eliminated

  • Fixed an issue on Xbox where friend avatars could appear as the default icon after launch; they now load correctly without needing to restart

  • Fixed an issue where a fifth party member’s Contestant initially appeared in the wrong spot in menus and then shuffled; party members now retain the correct order

  • On PC, pressing P in-session now opens the Social menu inside the new side panel instead of the previous screen, and the Social button in the Exit tab has been streamlined

  • Fixed an issue where accepting a game invite via System UI on Xbox could fail to join the party in game

  • Added Privacy settings for dynamic commentary, including a toggle to enable or disable it and an option to prevent your name from being mentioned

  • Fixed an issue where the Social tab could show duplicate team names after backfilling into Practice Range, and updated it to show only your team in Practice and Tutorial

  • Text Chat in menus now respects your custom key bind: the on-screen icon shows your chosen key, and Enter no longer opens chat after rebinding (including on the Private Match screen)

Specialization

  • Fixed an issue where Healing Beam could stop working in Practice Range after switching to another Specialization while it was overheated 

Spectator

  • Fixed an issue where destroyed Ziplines and ladders could reappear during Instant Replays

  • Freefly spectating now starts from the last Instant Replay view, preserving orientation for a more consistent transition

  • Fixed an issue where, while spectating, a Contestant’s interaction and pointing arms could aim in the wrong direction, sometimes appearing centered on the screen

  • Fixed an issue where the Freefly spectator camera moved upward when respawning while holding the space key

Stability

  • Improved stability in the Tournament outro screen to prevent rare errors and crashes

  • Improved stability in the tournament screen to prevent errors during Contestant loading and customization

  • Fixed a crash that could occur when using the radial wheel at the start of a round

  • Fixed an issue where skipping the Instant Replay before it started could cause a crash

  • Improved startup reliability on PS5 by adjusting the service sync timeout to reduce boot-time errors

  • Fixed a crash that could occur after loading into a match while in a party

  • Upgraded the static breaking system with a faster, more robust solver, improving stability and load distribution in densely connected structures

  • Improved voice chat reliability by preventing endless reconnect attempts and ensuring fresh credentials are used for each retry and rejoin

  • Fixed a crash that could occur when interacting with text input fields

  • Fixed an issue where a disconnected player’s pause could keep the match paused for others

  • Fixed a rare server crash that could occur when a Contestant joined during an Arena transition

  • Fixed an issue where leaving a match could result in an infinite loading screen after End of Round; players now return to menus correctly if the survey fails to appear

  • Reduced rare cases where login or session renewal could stall on Steam

  • Fixed a rare server crash that could end a match for all Contestants

  • Resolved a rare issue where characters in the tournament intro might not load correctly when bots are shown, improving stability during intros

  • Resolved a rare stall that could occur after being eliminated by quick melee

  • Fixed an issue that could cause the match timer to display 99:99 and prevent some Weapon and equipment audio from playing

  • Fixed a background memory leak that could slowly increase memory usage over time, improving overall client stability

  • Fixed an issue in Private Matches where pauses from multiple spectators could stack, preventing the match from resuming as expected; adjusted pause controls to avoid conflicts when multiple spectators pause or unpause

  • Fixed a crash that could occur when changing the Overall Quality Level in Video settings

  • Fixed missing Glitch Trap and Frag Grenade in the tutorial that blocked progression, and addressed a performance drop and crash after completing a Cashout

  • Fixed an issue where Instant Replay could trigger errors with continuous-fire Weapons like the M134 Minigun if they were already firing as they appeared, causing their audio and effects to behave incorrectly

UI

  • Added a setting for the celebration ticker to hide Signature Plays, allowing you to show only scoring events. Signature Plays still progress and award Fans

  • Fixed an issue where previewing voice lines in the customization menu could fail to play or would only play once

  • Fixed an issue where the Anti-Gravity Cube’s Void Core skin displayed incorrect animation names in the Animations tab during preview

  • Fixed an issue where an empty team could appear in Cashout (Bots) during the first round on the Scoreboard and End of Round screen

  • Fixed an issue where the local team could appear as cutouts on the between-rounds screen in Cashout on consoles

  • The stamina bar now fades when the Communication Wheel is open, improving readability

  • Increased the slots available in the Expression Wheel

  • Fixed the Game Show Event widget incorrectly displaying “10:10” when an event has no set duration

  • Added a timer to the Gateway HUD icon to show its remaining active time

  • Spectators now consistently see Defenders in blue and Attackers in red in Point Break, including the in-match spectator HUD and the private match lobby

  • Fixed an issue where the Cart icon in My Outfits did not appear after adding an item until the tab was reopened

  • Updated tournament intro and presentation visuals

  • Fixed the team icon not appearing in the background on the winner podium

  • Adjusted Expression Wheel entry size and spacing to accommodate the expanded layout

  • Added a dedicated Controls section for communication and Expression Wheel key bindings to make them easier to find and customize

  • Refreshed loading screen visuals with updated backgrounds and sponsor logos

  • Added a setting to adjust the HUD aspect ratio

  • Double-clicking an equipped Player Card or Outfit now opens the edit view

  • Fixed an issue where the badge tier number on the Player Card did not update immediately after leveling up

  • Fixed an issue where the Equipment Wheel could show “not ready” for Gadgets and Specializations after their cooldown ended while the Wheel was open; pings now update correctly

  • Increased the default size of HUD elements and world markers on consoles; scaling is tuned per device to improve readability

  • Increased the fidelity of in-game HUD elements

  • Party members now display a distinct green nametag to differentiate them from matchmade teammates; you can turn this on or off in Settings

  • Added the ability to swap sights directly from a Loadout Weapon tile in the Practice Range, in-game where your reserve is available, and during the pre-round lobby

  • The lunge indicator now also previews the reach of charging secondary attacks, such as the Dagger Backstab, while you charge them

  • Fixed flickering and reordering of Loadout tiles when switching categories in the Contestant and Practice Range screens

  • Updated the scoreboard to optionally display a qualification cutoff line in modes with knockouts and to list teams by rank instead of pinning your team at the top for clearer standings

  • Fixed multiple issues in customization menus where equipping sometimes applied to the wrong item or required two presses; navigation and equipping now behave consistently across Animations, Stickers, Charms, and Attachments

  • Fixed an issue where the Multi-Device screen could scroll twice when navigating tiles with a gamepad; mouse and keyboard were unaffected

  • Fixed an issue where the Contestant preview could appear as a black or missing tile in the Change Loadout and Contestant screen after switching Outfits during Choose Contestant Pack

  • Improved controller navigation in Settings: wrap-around now loops correctly across pages, the menu scrolls to the selected option when wrapping, first options are no longer skipped, and option row highlights display correctly without clipping

  • Updated in-game input prompts to match the menu keycaps and display hold progress as a ring on the button, improving readability and consistency

  • Adjusted world icon scaling to improve readability at distance and fixed an issue where icons didn’t fade correctly when aiming down sights

  • Adjusted UI scaling so HUD elements no longer appear smaller at higher resolutions; updated HUD scale defaults accordingly

  • Fixed an issue where Contestant tiles briefly turned black when equipping customization items; the previous image now remains visible until it updates

  • Added a shortcut to cycle the HUD between full, reduced, and hidden

  • Fixed an issue where the end-of-round winner podium could display Contestants floating due to missing ground

  • Fixed an issue where the winner sequence could end too early due to incorrect timing selection

  • Polished the visuals for party members joining in the main menu

  • Refreshed the crosshair scoring tally with a new layout and smoother animations; entries now queue and merge into the tally instead of blinking out

  • Refined the boot sequence for a smoother experience, including sharper splash-screen scaling on all displays, updated loading spinner visuals, and the game window now opens when the first screen is ready

  • Fixed an issue where the intro transition did not play over the loading screen

  • Updated the boot experience with a new background, a glowing loading spinner, and improved 16:9 letterboxing

  • Fixed Weapons briefly appearing on hidden Contestants during tournament screens between rounds

  • Fixed an issue where bots could briefly appear as eliminated on the scoreboard at the start of bot matches

  • Fixed an issue where eliminated teams could briefly appear to respawn on tournament outro screens between rounds

  • Fixed an issue on ultrawide displays where the Player Card and elimination log did not properly leave the screen after being eliminated; they now fade out as intended

  • Added hitmarkers for when you are attacking an opponent blocking with Riot Shield or deflecting with Dual Blades

  • Added a rules panel to the in-match drafting screen so you can review the current game mode’s rules during drafting

  • Fixed an issue where the Controller settings could disappear while scrolling in the Settings menu

  • Added shotgun pellet hitmarkers showing how many pellets connected and where they landed

  • Fixed an issue where the character walk-in animation could restart during pre-round lobby transitions

  • You can now preview Weapon skin animations directly from the Battle Pass

  • Fixed an issue where 0-damage entries could appear in the kill log after being eliminated

  • Fixed an issue where Game Mode hints on the loading screen could briefly swap positions before a match

  • Fixed the restart notice not appearing when enabling DLSS Frame Generation or FSR Frame Generation in Video settings

  • Updated the credits screen with new retro demo effects

  • Fixed an issue where Orbital Lasers credited destruction and damage to targeted Contestants and incorrectly advanced Contract progress

  • Player Card edits no longer auto-save when navigating to other menus; unsaved changes persist when you return with a Save option, and you will be prompted to save before exiting. Note: unsaved edits are discarded after joining a match

  • Contestant pack tiles now display your saved Player Card pose and background

  • Moved Crosshair settings to their own tab, with new reticle customization options for Weapon sights including selectable shapes and per-shape settings

  • Added separate in-game settings to scale world icons independently from the rest of the HUD

  • Fixed the melee attack input hint to display the correct button icon

  • Added a dedicated icon for the unarmed state in the Loadout and inventory screens

  • Improved controller rotation speed and responsiveness when inspecting characters and items in menus to better match mouse input

  • Updated Player Cards for training dummies with more variations based on playstyle and behavior

VFX

  • Fixed a bug where dynamic smoke penetrates walls in very large buildings that have been destroyed 

  • Refined glitched wall edges, destruction masking, and crack visuals for cleaner-looking breakage and higher visual fidelity 

  • Fixed debris piles not displaying correctly in replays and for Contestants who join an ongoing match.

  • Polished environmental damage and wear visuals for concrete, plaster, and wood surfaces to improve clarity and higher visual fidelity 

  • Added a hover highlight to objects that can be picked up, making them easier to identify

  • Polished fire and burning effect visuals for improved clarity and consistency.

  • Updated the spawn-in visuals when entering the Arena

  • Fixed incorrect weapon spawn effects for party members in the lobby.

  • End-of-round slow motion now continues through the transition, with updated timing and visuals for both WINNER and QUALIFIED sequences.

  • Fixed an issue causing certain light sources missing baked shadows

  • Fixed an issue where the Defibrillator revive hologram could persist longer than intended

  • Fixed a visual issue where a hologram effect could appear and flicker on glass surfaces, including the Glitch Barrel.

  • Updated Goo visuals, including the goo mesh and shader.

  • Improved explosion visuals for RPG-7, Frag Grenade, and Gas Grenade.

  • Reduced screen shake from Healing Barrels, Toxic Gas Barrels, and Gas Grenades. These detonations now use dedicated, less intense visual shake effects for improved readability.

  • Fixed the glass of sight lenses being misaligned on some weapons.

  • Updated Smoke Grenade and Gas Grenade visuals so smoke conforms to walls and confined spaces; after being displaced (e.g., by Shockwave), gas now fades out and refills the area correctly.

  • Fixed an issue where terrain textures could display blocky squares at higher graphics settings, notably on KYOTO.

  • Added intro fireworks to Monaco, Seoul, Las Vegas Stadium and Skyway Stadium

  • Fixed an issue where Proximity sensor tethers were sometimes not visible

Weapon

General

  • Melee pushes no longer knock a player out of a Winch Claw pull or out of Charge ’N’ Slam; the attack still deals damage

  • Melee attacks now ignore invulnerable opponents such as during spawn protection or after a revive, allowing swings to hit valid targets behind them

  • Melee lunges can now be started while sliding

  • Fixed an issue where stamina sometimes wasn’t restored after hitting an enemy

  • Assisted melee lunges now end early if the target moves out of range or if you stop aiming at them, preventing unwanted pulls after the moment has passed

  • Pressing crouch now cancels lunges that pull you toward a target; crouching is disabled while any lunge is active

  • Melee lunges now end if your target moves behind cover, preventing pulls that carry you into walls or obstacles

Dagger

  • Dagger backstabs now register more reliably against opponents, reducing cases where hits from behind were counted as normal hits

Recurve Bow

  • Fixed an issue where the Recurve Bow could fail to fire after using an emote

Riot Shield

  • Riot Shield now continues to block while the inspect animation plays

  • Fixed an issue where the Riot Shield could incorrectly block shots from certain Weapons to exposed parts of an opponent during movement or crouching

Throwing Knives

  • Fixed an issue where using expressions while charging the Throwing Knives secondary attack could leave the arm stuck in a charged pose

 
Next
Next

Store Update 11.14.0