Update 12.2.0

 

2026.11.5

This week we’re bringing a refreshed Store, more info about TGM26 and some balance changes. You still have a few more days to redeem any tickets you may have left before the Frights Galore Event closes! We have more coming, so stay tuned.. and watch your head.


STORE | GOAT EXPECTATIONS SET

If you’re going to butt heads with the competition, it’s better to do so in style with the Goat Expectations Set! For our Contestants feeling some nostalgia, good news, the Dual Shockers Set is here to fulfill your pixelated needs.


TGM26 | COSPLAY SHOWCASE

The Grand Major 2026 is coming up, and all Contestants are invited! We have seen your passion, online and in person last year, so this time we’re hosting our very own THE FINALS Cosplay Showcase at DreamHack Stockholm. 

Show off your costume, step on the stage and impress the Sponsors.  No vault to steal, no cashout to defend. Just you, your creation and the audience. Impress them and you could win some merch! Every Contestant participating in the event will also receive a participation Diploma and Multibucks.

All the details and information on how to sign up can be found HERE

See you in Stockholm!


GAME UPDATE | BALANCE CHANGES

DEV NOTE

We’re making some tweaks today to some of the Medium’s automatic and semi-auto weapons. These are aimed at two problems: Improving the Medium’s chances when dueling versus the now 175 HP Lights, and providing Mediums with more viable tracking aim options in their weapon pool. 

While the argument could be made that some of this could also be achieved by nerfing Light weapons, Light still lags slightly among the archetypes across many skill tiers and modes, so we’d rather target this match-up specifically. Despite Heavy losing some HP in 12.0, it appears to have coped just fine with that change, in large part because of the wide array of defensive tools it has to protect itself against a more powerful Light. We feel these buffs to Medium will be similarly handled by the Heavy, but will allow Medium versus Light match-ups to be a little more balanced. 

Among the changes, we’re shifting the FCAR back towards the direction it had earlier in the life of the game, as a slower firing but more punchy weapon, differentiating it slightly further from the AKM. 

It’s worth noting that these changes are ‘tweakable’ changes, changes we can deploy without needing to patch the game client because they do not require new code or content such as audio, animations or VFX. In 12.3 an additional small round of balance changes will also come to the game that are done in support of this set of changes, but we didn’t feel we should wait for those before making these adjustments. 

Weapon

AKM

  • Increased ammo count from 34 to 36

Chimera-XB

  • Increased damage from 47 to 48

  • Increased rate of fire from 260 RPM to 280 RPM

FCAR

  • Increased damage from 23 to 25

  • Decreased rate of fire from 530 RPM to 500 RPM

  • Decreased ammo count from 25 to 20

 
Next
Next

TGM26 | Cosplay Showcase