THE FINALS

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Store Update 7.11 - Cardbored to Death!

Store Update 7.11.0


Welcome to all the new players who have been entering the Arena lately! And thank you to all the veteran Contestants who have been welcoming them and showing them the ropes. Don’t forget to take advantage of the Recruit and Rise program, that will help both Recruiters and Prospects gain cool rewards, bragging rights, and a nice smooth introduction to THE FINALS!

We’re hard at work on Season 8, but this week, we’ve got a new addition to the store.

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Out of ideas? Never. Out of materials? Maybe.

Cardbored to Death is this week’s beautifully corrugated addition to the storefront, a full set of improvised armor, duct tape and all, for the contestant who crafts chaos from cardboard. Built for budget, styled for battle. The Folded Line Model skin brings paper-cut precision, or maybe cardboard bluntness, to every takedown. And if pixels are more your thing, the 8-bit Blades Set slices its way into the store. Forged in a low-res world for high-stakes play, these retro-inspired Dual Blades pair nostalgia with impact.


THE CLASH FOR CASH CONTINUES

The final countdown is ticking down on the HEAD 2 HEAD event! Sponsors are watching, so do them proud and bring home the Season victory! Starting today, you have new contracts to unlock, new rewards to earn, and as always, fame within your grasp.

Continue reading...
 

Store Update 7.10 - Miss Demeanor!

Store Update 7.10.0

Handle dust, and your opponents, like a pro. This week’s store update was maid for you! Sweep the Arena with the all new Miss Demeanor Outfit! Time to take out the trash!

Also, we welcome Dale the Whale to the gameshow, a digital pet that will help you ride the vibe while you take out the competition.

All this and more, check out the preview below:

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New Sale

Check out the store to see the new sale on some older bundles, starting now and lasting for the next two weeks!

Head 2 Head

This week, Head 2 Head is coming to ALL Arenas! This means a larger pool of locations. Nedstrike will only show up on the original four Arenas (Bernal, Monaco, Kyoto, and Las Vegas). Keep clashing and cashing!


Special Community Stream
Tune in today at 5PM CEST to our very first Embark Creator Showdown!
Oscar and Caroline will be leading two teams of Creators in an epic showdown across multiple game-modes. Join us LIVE on Twitch and YouTube later today and let them know which side you’re on!


Twitch Drops are still ongoing!

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The Broadcast Blaze skins are still up for grabs! So check out your favorite THE FINALS streamers with Twitch drops enabled and get those sweet rewards.


XP Override

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It’s not too late to finish the Battle Pass and gather your Fans! XP Override is still on until the end of the Season, so earn extra XP and Fans from Daily Contracts and gameplay. Kick it into gear!

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Hotfix 7.9.2

Hotfix 7.9.2

We have another Hotfix for you today!

Here are the fixes:

Performance


  • Fixed shutdown crash issue for Xbox PC


  • Fixed kick issue (TFAV3015) on Steam Deck/Proton that was introduced in Update 7.9.0


  • Performed optimization on memory that should reduce some instances of stutter during gameplay

Gameplay


  • Fixed an issue that caused toggle inputs such as Toggle Sprint and Toggle Crouch to work incorrectly

UI


  • Fixed an issue that caused the wrong World Tour stop to be displayed

Continue reading...
 

Update 7.9 - HEAD2HEAD feat. Ned

Update 7.9.0


MONSTER ALERT!

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Welcome to the monstrous end-of-season showdown! We’re introducing a new Limited-Time mode called Head 2 Head, which pits Sponsor against Sponsor in the final round of Cashout! Earn free Event rewards for completing Contracts and grab a full set of VAIIYA and CNS themed skins!

Head 2 Head captures that Final Round experience, a 3v3 round where Respawns are faster and unlimited. Look out for an all new Gameshow Event, the Nedstrike, that will have you fleeing in terror!


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Complete Event Contracts to get free rewards!

XP OVERRIDE

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Time to kick your grind into overdrive! Earn 200% XP for Daily Contracts, and up to 150% XP and Fans for gameplay from now until the end of the Season!


BIRDS OF A FEATHER? STICK TOGETHER!

Vibing with your team? Take the party into the next match by selecting STAY AS A PARTY at the end of the round! When a match concludes you’ll have the option to vote to keep playing with your same team, forming a party. Who knows - maybe this is the start of a lifelong friendship in The Arena!

JOIN THE OPEN QUALIFIERS!

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The road to esports ends in Stockholm, but now - your journey begins.


Assemble your team and sign up starting today!

This is a global show of skills! Only the bold will rise. Only the best will qualify.

It’s time to register your team for the Open Qualifiers! This is your first stop on the road to The Grand Major 2025, our first major tournament for THE FINALS, organized by FACEIT and DREAMHACK, which culminates at Dreamhack Stockholm in November.

Sign up your team today:

https://www.reachthefinals.com/registration



NEW TWITCH DROPS

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Look out! A new set of fiery purple Twitch Drops. Tune in to get the Broadcast Blaze set of equipment skins!


ONGOING ISSUES WITH FREEZES AND STUTTERING

Over the summer we have been working to identify the issue where some players experience short bursts of stuttering and sometimes even multi-second "freezes" of the client during gameplay. It’s been a challenge to find the root cause, but this week we finally managed to reproduce the issue! This means we are getting closer to finding a permanent solution.


While we work on figuring out how to eradicate this issue, it’s good to know that the game runs smoother with more memory, so closing any memory-hungry applications (such as Chrome) while playing can help with overall performance.


STORE

Amongst the latest Store additions, say hello to Hammerhead Ned, suitably accompanied by lightning VFX and monstrous voice effects! Make sure to check out the Store this week!

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Balance Changes
Gadgets


Goo Grenade


  • Cooldown increased from 20s to 30s

Dev Note: We’ve noticed the prevalence of goo increasing a little over time, to the point where we think it can now be a little too disruptive to some encounters. This change should reduce the frequency of goo usage slightly


Modes

Cashout (World Tour)


  • Vaults/Cash Boxes that have not been delivered to a Cashout Station by the time overtime starts will no longer despawn, reverting a change made in 7.6. This change only impacts World Tour. In Ranked, Vaults/Cash Boxes that have not been delivered will continue to despawn when overtime starts

Dev Note: We’ve been monitoring the 7.6 change and are seeing fewer double-stacked cash boxes (especially Tier 3) and a slight drop in third-party fights. These were both expected outcomes. That said, we’re not fully convinced it’s the right long-term solution. The despawn rule feels more disruptive in World Tour, where team wipe penalties aren’t in play. So for now, we’re disabling it there but keeping it active and under review in Ranked.


Weapons

93R


  • Decreased rate of fire from 220 to 210, making the weapon slightly slower

Dev Note: We’ve been monitoring the 93R since buffing it in update 7.0. The buff improved the weapon considerably, and even made it a touch too strong. We think this small change will better align it with other Light weapons.

Cerberus 12GA


  • Decreased the radius of the pellet distribution by approximately 10%, making the weapon more accurate


  • Increased the heat applied to world objects by the Cerberus from 2.5 to 7.5, meaning it will now ignite toxic gas clouds in a single shot

Dev Note: Since our last round of Cerberus changes the weapon has dropped dramatically in usage across all modes and skill tiers. We want to buff its viability, without returning to its previous overpowered state and we hope these changes will have that effect.

Model 1887


  • Increase maximum ammo capacity from 6 to 7

Dev Note: The Model is in a very similar place to the Cerberus, with very low usage and poor performance metrics right now. This subtle change should buff its viability without over-tuning its power.

Sledgehammer


  • Secondary attack damage increased from 154 to 175

Dev Note: We’re continuing to monitor and adjust the Sledgehammer. This damage buff to the secondary attack will boost its value compared to primary attacks. We’d also like to note we’re aware of some hit registration issues with the Sledeghammer which we’re currently investigating and hope to be able to fix as soon as possible.

Sword


  • Increased the vertical component of the secondary attack’s rotation clamping from 40 degrees to 90 degrees, meaning the Sword will not be as constrained when aiming up or down during a lunge attack

Dev Note: After recent feedback from players, we’ve relaxed the vertical component of the lunge’s rotation clamping as we agree the vertical clamp was too severe and, in general, vertical movements of the lunge were not what were being exploited previously. Hopefully this feels a lot better, but we’ll continue to read feedback on how players are finding it.

Content and Bug Fixes
Animation


  • Fixed melee swings sometimes not playing when viewing other Contestants


  • Fixed an issue where sprint animations would not play correctly after inspecting with certain skins


  • Fixed an issue where jumping with the Throwing Knives, while using the secondary attack, could cover the center of the screen


  • Fixed a case where the Riot Shield could desync in third person, not correctly showing the protected state

Dev Note: This is the first of several fixes for Riot Shield issues. We’re addressing both animation clarity and cases where the shield’s collision or state can desync from what players see.

Audio

  • Improved the quality of Announcer voice lines, and made them less repetitive
Contracts

  • Fixed issue where some damage types were not considered for Contracts involving damage on/from the Power Shift platform

Customization


  • Fixed The Devourer eyes showing up on top of glasses


  • Fixed an issue that caused some of the older CNS items to have incorrectly displayed prints on them
ESPORTS

  • Updated the Esports section to accommodate new information and registration for the Open Qualifiers. Dev note: Check out more on the esports format here, and don’t forget to sign up to compete in the Open Qualifiers!
Gadgets

H+ Infuser


  • Fixed an issue where getting eliminated while aiming down sights could result in a broken weapon model

Healing Emitter


  • Fixed an issue where Contestants were not healed by their team’s Healing Emitter while holding an enemy team’s Healing Emitter

Nullifier


  • Fixed an issue where nullified opponents could deal quick melee damage
Gameplay

  • Fixed an issue that caused kill hitmarkers to be missing in certain situations


  • Fixed a hit-reg issue with KS-23 and SR-84


  • Updated respawn statue collision to behave more predictably and reduce rolling on sloped surfaces
Maps

General


  • Larger trees now have sturdier trunks that require more bullets to destroy, making them more reliable for cover and line of sight blocking

Practice Range


  • Fixed an issue where the trophy leaderboard text could be difficult to read when picked up


  • Added Blast Off and Super Cashball trophies

Bernal


  • Fixed a zipline on top of the Chapel that floated after the geometry beneath it was destroyed


  • Updated collision on corrugated metal modules to prevent objectives from visually appearing through the roof and being interactable


  • Fix for collision issue of railing piece, specifically causing movement issues around residential staircases

Monaco


  • Fixed some visual gaps in ground meshes

Seoul:


  • Slightly raised the vent path on the outside of Apartments so you can smoothly walk over the ledge at the end without snagging

Skyway Stadium


  • Fixed an issue where grenades and bullets could pass through a narrow part of the back of the Office building

SYS$Horizon


  • Updated the Library building with the latest destruction systems


  • Fixed a step being too high on the voxel bridge next to campus which caused players to snag

Nozomi/Citadel


  • Added trees at the edges around the Cybercafe to block sightlines towards the corner next to Apartments


  • Fixed a duplicate desk underneath another desk in the Operations Center
Private Matches & Spectator

  • Improved layout and visuals for the match building screen


  • Fixed an issue where you could end up in a corrupted private match lobby
Rendering

  • Added support for AMD FSR 3 Frame Generation


  • Pause DLSS Frame Generation when in fullscreen menus (except Video Settings), to avoid rendering artifacts on UI elements


  • Updated AMD FSR version from 3.1.3 to 3.1.4


  • Fixed an issue causing light leaking in fog


  • Optimized GPU performance when a lot of visual effects are active


  • Removed a command line that could give unfair advantages by lowering graphical fidelity
Settings

  • Fixed an issue that prevented gamepads/controllers from working when Steam Input is enabled
Social

  • Fixed mouse scroll wheel functioning poorly with the text chat window


  • Added Stay as a Party functionality to end of round screen

Dev Note: Long requested and finally in THE FINALS - you can now opt in to form a party with the team members of your last game, right at the end of round screen!

UI

  • XBOX platform avatars are now properly shown as your profile image where applicable


  • Fixed an issue where only item names were shown instead of descriptions in outfit customization


  • Fixed incorrect game mode name being shown in the tab scoreboard when reconnecting after shutting down the game


  • Resolved issue causing new markers to appear on other outfits after deleting an outfit


  • The Contracts screen now properly retains the selected tab when navigating back from other pages


  • Fix rewards flow screen getting into a blank state when hitting next/skip too quickly


  • Fix text chat sometimes staying on-screen after being closed during gameplay
Security

New update and exciting news from the Anti-Cheat team!

With this release we will perform a technical test of Denuvo Anti Cheat on Xbox for Windows. If the test goes well, we'll consider rolling it out incrementally on Steam in Season 8.

We'd also like to point out that we're not utilizing the Digital Rights Management parts of the Denuvo platform.

Compatibility with SteamDeck and Proton has been tested as well, and we are still committed to serving that part of our community.

Please keep sending in player reports and other information you believe could be of value to us, it really helps us in our work to keep THE FINALS fair and secure!

//Tom and Magnum

Continue reading...
 

Update 7.8

UPDATE 7.8.0 – RISK & REWARD RETURNS

Sponsored by VAIIYA, the Risk & Reward World Tour is back, and this time, the stakes are smarter.

Throughout the event, Contestants will earn varying amounts of cash for eliminations based on the Weapon used. Whether you go in with a surgeon’s precision or a showman’s flair, the right tool could mean the difference between pocket change or a payload.

With rebalanced cash earned per elimination, it’s the perfect time to rethink your Loadout and bring your most devious strategies to the Arena.

So go bold, go calculated.. just don’t go in unprepared.

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Looking to turn heads while you turn the tide of battle? Consider yourself Judge, Jury and Executioner? The store has been restocked with high-contrast, high-drama looks. Face off in black-and-white with Mandatum Nullum and Mandatum Ultimum, or flash feathers and firepower with the Aviatrix Prime Load, a dual pistol set crafted in the spirit of light and shadow. The Marble Monarch and Marble Mobster sets round out the drop with sculpted strength and museum-grade menace.

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And if you’ve been waiting for news on the Grand Major 2025, the time has come. Today at 16:00 CEST, we’re revealing the full competitive format, including a breakdown video, detailed blog, and complete rulebook.

Continue reading...
 

Update 7.7

Update 7.7.0 – Badoom and Bancho

This week, it’s all about the style.

We’re bringing a plush-powered punch to the Arena with the arrival of the ÖRF BADOOM! Mythic Frag Grenade skin. Soft, snarky, and seriously explosive, just pull the cord and let it do the talking.

The Bancho Rising outfit also enters the spotlight this week. This legendary look brings the attitude and swagger of a street legend straight into the Arena. All leather. No mercy.

Looking for something more tactical? The Mayhem Threat Set is here with a stripped-down, stockless AKM skin that blends lethal intent with sleek design. Minimalist, mean, and made to make a statement.

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On the fixes and improvements side of things, we have enabled support for spectators in Cash Ball Private Matches! There is a bug where everyone is wearing the same colored outfit, but you can still tell players apart through their outline and the color of their health bars!

Introducing the Embark Creator Program

Ready for some egg-citing news?

We know that many of you have been asking and waiting for this, and we can finally announce that we have officially launched the Embark Creator Program! You can now go from a Contestant to a Rising Star as an Embark Creator or Partner, and we want to be part of your journey!

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Find all the information you need here!

~ From Caroline and the ECP Team, with love!

Continue reading...
 

Mid-Season update 7.6 - SUPER CASHBALL!

QUEUE UP FOR SUPER CASHBALL!

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Hit the locker room Contestants, it’s time to suit up for SUPER CASHBALL!

Welcome to the fast-paced, high-stakes 5v5 mode where you work as a team to throw the Cashball into the opposing goal! You can score even bigger by passing the ball between teammates, charging the ball and making it worth even more points! Earn up to 3 points in a single goal with a fully charged Cashball! A pass counts even if the ball touches the ground, so long as the next person who grabs it is on the same team.

The match is split into two five-minute halves with a short halftime in between. At the final buzzer, if the ball is still in the air, it can still score, so those last-second throws are very much in play. Every second counts in CA$HBALL STADIUM.

Looking for a comeback? Score in the last 30 seconds to get an extra 30 seconds on the timer! If a tie, the first team that reached the tied score will win.

Choose your position wisely! Loadouts are locked and the best team has a balance:


Light Build: Strikers Deadly with the Dagger and fast on their feet. They can subdue opponents, and get across the Stadium in a flash!


Medium Build: Playmaker

This position will escort the ball, pluck it out of the sky with the Winch, and carry the whole team across the field!


Heavy Build: Enforcer

Lock down the ball and the goal or chase the opposing team back to their own territory, usually in coin form.


Loadout: Evasive Dash
Dagger
Glitch Grenade Thermal Bore
Nullifier


Loadout: Winch Claw
Riot Shield
Goo Grenade
Jump Pad
Zipline


Loadout: Charge n Slam
Sledgehammer
Barricade
Dome Shield
Lockbolt


Each goal has a penalty zone around it, and if a player from the opposing team steps inside, they get Glitched. A Glitched player can’t pick up or carry the ball, nor can they use Gadgets or Specializations. So watch where you step and don’t get baited into the enemy zone!

Success in SUPER CASHBALL is all about teamwork. Pass to charge, watch the zones, and always be ready to launch that final shot.

SUPER CASHBALL will be available in Private Matches, as well! And keep an eye out for the leaderboard!

CA$HBALL STADIUM
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All of this goes down in a brand new Arena: CA$HBALL STADIUM! The lights are up, the playing field is ready.

SPIN THE SUPER CASHBALL WHEEL

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From our generous Seasonal Sponsor, VAIIYA, we introduce the SUPER CASHBALL WHEEL! It comes with CASHBALL-themed prizes, with each a chance to be earned by completing Daily Contracts to get tickets! Everyone gets a free ticket to start and duplicate spins will get you a ticket part. Combine three ticket parts to make a new ticket for an additional spin.

You’ve got 20 prizes up for grabs and the Zone Enforcer Set at the end if you successfully unlock them all!

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CUSTOMIZE YOUR COMMS

You can now pick how your Contestant sounds in the Arena, separate from the Face you have chosen, with the all new Voice Customization feature in the Appearance Tab. Some voices come with custom voice lines!

We still have some voice altering effects attached to certain items and those will still work, regardless of the voice you have chosen.

CHUCK THE HEALING EMITTER

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This update comes with CASHBALLS and Wheels, so why not throw one more round thing into the mix! Our brand new Twitch drops campaign will start today, and you’ll be able to earn Chuck the Ball! You’ll also get the Chuck nametag sticker, and a Chuck Charm, so even when you play Light and Medium, he’ll be by your side!

All you need to do is tune in to any streamer playing in THE FINALS category and watch to earn! Make sure you have connected your Twitch account so you don’t miss out on your new best bud!

LOTUS REAPER SET + 2400 MB

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The Lotus Reaper Set has arrived and it comes with 2400 Multibucks, and some of the most striking pieces we have seen in the Arena to date! Bloom in silence, strike without mercy!


STORE UPDATE

Some moments in The Arena deserve to be recorded, and watched back, in beautiful 8mm quality - and now you can with the Overexposed FAMAS!

Check it, and much more, out in this week’s store:

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SERVER CRASH EXPLOIT

In some serious news, we have patched a critical exploit that allowed players to crash the servers. We’ve managed to compile a list of everyone who used this deliberate exploit in order to remove other players from the game.

We’ll be returning the lost RS to players who were affected by this in a Ranked Tournament and permanently banning those who used this exploit to wreak havoc in the last few days. Game breaking exploits are serious and performing them deliberately is not permitted.

To those impacted by this exploit, we’re sorry for the inconvenience and we appreciate all the reports that helped us identify the issue and ensure it could be stopped.





A note on Melee from Design Director, Matt:

We wanted to share an update on the state of melee, since it's been a hot topic in the community lately. The goal is to clarify how we see melee and what kind of work we’re doing to improve it going forward.

First and foremost, melee weapons belong in THE FINALS. We wouldn’t have added them if that weren’t the case. For a melee weapon to earn its place, it needs to be viable as a style of play, intuitive for both the user and the opponent, and feel like the kills it gets are earned. Let’s break that down.

Viability

In order to make melee weapons viable, they should be able to compete with fairly similar odds to guns, but that doesn’t mean they should always be as good as the best gun or other weapons. In a game with so many weapons of incredibly varied styles, some will always be more accessible and others more niche, that’s the reality of building weapons that are so asymmetric to one another. Melee weapons, shotguns, sniper rifles and bows tend to be more niche because they exist at the extremes of balance: very short or very long ranges, very fast or very slow fire rates, etc. This makes them notoriously hard to balance. They’re often underpowered, but when buffed can quickly become overpowered and frustrating to play against. This is just the nature of balancing for more extreme playstyles. Our goal to keep them viable is to make sure players have a chance to win without making them overly frustrating or too niche for regular play. It’s a hard goal to hit, thus we keep working toward it.

Intuitiveness

For melee weapons to be intuitive, they need to behave in a way that most players can easily understand and expect, especially new players. This is where ‘melee tech’ comes in. At its core, ‘Tech’ means discovering and using bugs and edge cases in the game’s code and design. Most FPS tech arises where one system meets another. For example, the Sword’s “super lunge” is the result of one movement system (the Evasive Dash) meeting another (the lunge). Likewise, the “phantom strike” tech exploits bugs and edge cases in our animation system to perform melee strikes without visible animations. We get this can be fun to discover and master, because it boosts a weapon’s power and often takes skill. But for others, it’s frustrating. It’s unintuitive, often invisible, and disproportionately strong.

Our position on ‘tech’ has been clear since our Alpha and Beta, where we discussed ‘movement tech’ in our Meet the Makers podcast. We see ‘tech’ as a bug. When it disrupts balance or frustrates players, we aim to fix it, and in severe cases, may ban players who repeatedly exploit it. Occasionally, ‘tech’ emerges that is intuitive and doesn’t break balance. In those rare cases, we may turn the ‘tech’ into an actual mechanic that is part of the game, but only if it fits. At the end of the day though, ‘tech’ is unintended and frequently harmful to the overall experience of the game.

Current Melee Tech

Some recent ‘melee tech’ has put us in a tough spot. Without the tech, some items can feel underpowered, and with it, they become overpowered and frustrating to play against.

We want to remove that ‘tech’ for the reasons explained above, but sometimes the work involved with re-writing a system can take a long time. So what then should we do with the frustration it’s causing in the interim? This is a tough problem to solve. Generally, we’ve solved this by nerfing the item in question while the ‘tech’ exists, until we have time to fix it properly, at which point we can re-buff the weapons. That is part of the journey the Sword has been through in recent months. It’s been nerfed to offset some ‘tech’ that was frustrating and making the Sword overly punishing to play against, while we made changes to its functionality. With 7.6, new functionality goes into the game that should address the ‘tech’ issue, allowing us to buff the Sword again. With the new functionality we can monitor how well the Sword does and go from there.

Outside of the ‘tech’ issues, we’re aware that a lot of the melee weapons still lack the refinement of our guns and that’s something we want to tackle in the long-term. In 7.6, we’re making a number of balance changes to try and smooth out some of the lumps these items have, but many of them still need considerable re-works to get them to the best place possible for both their users and opponents. Re-works take time. We’re hopeful we can deliver a number of these in the coming seasons, but in the meantime we’ll continue to do what we can by balancing within our current systems.

Hopefully this gives you a better understanding of how we see melee and our approach to it. We also hope this explanation goes some way to explaining the various melee changes made in 7.6. As always, keep providing feedback and we’ll keep trying our hardest to be as solid and varied for different playstyles as we can.

//Matt

Balance Changes
Archetypes


Light


  • Replaced the Grapple Hook with the Evasive Dash in the default Loadout. The Grapple Hook must now be unlocked for VRs if not already owned


  • Replaced the M11 with the XP-54 in the default Loadout. The M11 must now be unlocked for VRs if not already owned


  • Moved the Frag Grenade from the Reserve into the default Loadout


  • Moved the Sonar Grenade from the Reserve into the default Loadout


  • Moved the Flashbang from the Loadout into the Reserve in the default Loadout


  • Moved the Smoke grenade from the Loadout into the Reserve in the default Loadout

Medium


  • Moved the Goo Grenade from the Loadout into the Reserve in the default Loadout


  • Moved the Frag Grenade from the Reserve into the Loadout in the default Loadout


  • Replaced the Glitch Trap with the Explosive Mine in the default Loadout.The Glitch Trap must now be unlocked for VRs if not already owned


  • Added the Compact Reflector sight to the default AKM in the default Loadout


  • Added the Compact Reflector sight to the default R .357 in the default Loadout

Heavy


  • Added the Compact Reflector Sight to the M60 in the default Loadout
Gadgets

Defibrillator


  • Increased charge time from 0.8s to 1s

Dev Note: We want to move more of the risk of reviving a player with Defibrillators onto the reviving player, not the player they revive. We think this nudge should encourage players to find a safe spot to defib more often, but we’ll monitor the impact and try other solutions if this doesn’t have the desired effect.


H+ Infuser


  • VFX now use team colors, making it easier to tell who is healing who

Healing Emitter


  • VFX now use team colors, making it easier to tell who is healing who

Nullifier


  • Bullets will now pass through Nullified players

Dev Note: This change only impacts hitscan bullet weapons for the time being, but we plan to address projectiles as well in a future update

Maps

SYS$Horizon


  • Rebalanced destruction for the Campus, Workspace, and Art Gallery buildings
Mode

Cashout (World Tour and Ranked)


  • Any Vaults/Cash Boxes that have not been delivered to a Cashout Station by the time overtime starts will be despawned and removed from the match

Dev Note: We’ve been taking in lots of feedback related to “double stacking” two Cash Boxes in the same Cashbout Station. After doing a detailed analysis, it’s clear that the biggest frustration point is doubling the Cash Boxes during the final phase, where the total value of a single Cashout can be huge. In this scenario, the second-place team almost always loses their spot, since all three other teams are incentivized to target them. The first place wants a weaker opponent next round, while third and fourth just want to qualify. Our data shows that regardless how much cash the second place team has already secured, this doubling scenario always disproportionately affects them negatively. It often occurs during overtime as well. This change is aimed at making sure second place teams that have already secured a lot of cash are more likely to qualify, by reducing how often large stacks of cash are available in the final Cashout during overtime. This change is a test and will run from 7.6 through to 7.9, at which point its impact will be re-assessed.


Private Matches


  • Added the Ranked Cashout ruleset from Ranked Tournaments to Private Matches

Dev Note: There are two known issues with mode that still need to be addressed, players get four respawn tokens instead of 2 and players can also swap items from their Reserve between lives. We aim to fix both of these soon, but we didn’t want to hold back unlocking this mode while waiting for fixes.

Specializations

Healing Beam


  • VFX now use team colors, making it easier to tell who is healing who
Weapons

Dagger


  • Primary Attack

    • Increased the outer width of the hit sweeps by ~40%, so that it better matches the weapon’s animation


    • Decreased the inner width of the hit sweep nearest to the camera, to prevent the it hitting objects just outside the player’s field of view, making the weapon slightly more reliable


    • Increased the duration of the hit sweep from 0.07s to 0.1s, making the weapon more reliable

Dual Blades


  • Increased the hit sweep range by ~40cm, to bring it more in line with other melee weapons


  • Increased the hit sweep height by ~5cm, making the weapon more reliable


  • Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable

KS-23


  • Converted the KS-23 from a projectile weapon to a hybrid hitscan-projectile weapon

    • KS-23 shots will be hitscan up to 25m, making it more reliable at closer ranges


    • KS-23 shots will be projectiles after 25m, making it less likely to be used to snipe at longer ranges


    • KS-23 projectile velocity reduced from 300m/s to 280m/s

Dev Note: This new approach to the KS-23 should make it more reliable at the close-to-medium ranges it is intended for

Riot Shield


  • Updated the Riot Shield’s hit sweeps to make them slightly more reliable and to better match the attack animations


  • Increased the hit sweep range by ~50cm, to bring it more in line with other melee weapons


  • Increased the lifetime of the hit sweep from 0.04s to 0.12s, making the weapon more reliable


  • Increased the outer width of the hit sweeps by ~70%, so that it better matches the weapon’s animation


  • Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable


  • Decreased the attack duration from 0.9s to 0.81s, effectively increasing the attack speed of the weapon by 10%

Sledgehammer


  • Primary Attack

    • Increased the outer width of the primary attack’s hit sweeps by ~80%, so that it better matches the weapon’s animation


    • Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable

Spear


  • Decreased the inner width of the hit sweep nearest to the camera, to prevent the Spear hitting objects just outside the player’s field of view, making the weapon slightly more reliable

Sword


  • Primary Attack

    • Increased damage from 74 to 88


    • Increased the attack duration from 0.55s to 0.6s, slightly slowing the primary attack speed


    • Increased the hit sweep height by ~5cm, making the weapon more reliable


    • Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable


    • Slightly modified the hit sweeps to better align with the animations

  • Secondary Attack

    • Increased damage from 105 to 120


    • Decreased the attack duration from 1s to 0.75s, increasing the secondary attack speed of the weapon

  • Introduced rotation clamping to the Sword’s secondary lunge attack, preventing players from swinging 360 degrees while travelling. During the lunge, the Sword wielder is now clamped to a 40 degree forward angle

Dev Note: The lack of constraint on the Sword’s lunge led to players often feeling they were hit unexpectedly when a player lunged them. This constraint makes the attack’s behavior more intuitive, allowing us to add back some of the Sword’s power that we’d previously reduced to address issues like the high rotation during lunges.


  • Increased the speed of the lunge from 1500 to 1750


  • Increased the range of the lunge from 5.5m to 7m


  • Introduced a new system to control stacking effect of Evasive Dash momentum together with Lunge (aka "Super Dash"), and reduced the stacking. Together with the high lunge speed, this now results an an average “Super Dash” distance of 17-20m, up from a range of 16-19m

Dev Note: It’s taken us some time to implement new code to handle the unintended momentum exploit that was the “super dash.” In the interim, we nerfed the Sword lunge distance to reduce the maximum range a “super dash” could achieve, which was around 24m. With this new system in place and allowing us to control inherited momentum better, the lunge range has been buffed again as have some of the damage values.

Content and Bug Fixes
Animation


  • Fixed a broken third person animation that could occur when reloading an empty CL-40


  • Fixed an issue where players could end up stuck in a corpse pose
Characters

  • Fixed an issue where certain lower body cosmetics could cause very thin legs on the character when combined with low heels


  • Improved appearance of Chromatique Dress for the Heavy contestants


  • Fixed an issue where the Wise Wing Jumper would float when jumping and crouching


  • Fixed Medium and Light builds looking overly muscular when equipping a custom outfit using heavy muscular body types
Controller

  • Fixed an issue where the text chat menu would sometimes not open when using a controller
Gadgets

Barricade


  • Ruby Barricade skin now correctly references Season 6 instead of Season 5
Game Modes

Cashout (World Tour and Ranked Tournaments)


  • Fixed an issue where players could incorrectly receive an abandon penalty, even when it appeared safe to leave due to a teammate never connecting to the match

Private Matches


  • Enabled Super Cashball for the duration of the event
Gameplay

  • Speculative fix for an issue where players could sometimes end up in the wrong body when revived
Maps

General


  • Fixed an issue where pre-placed Ziplines in maps could become partially invisible


  • Adjusted the health values of various open and closed fences, so they are more appropriate and consistent


  • Fixed a small number of lighting issues

Bernal


  • Fixed ladders and ziplines not having appropriate sponsor colors

Kyoto


  • Fixed an issue where Arena Carriables could be thrown through paper walls without breaking them


  • Made various texture optimizations to help performance


  • Fixed a number of small collision issues, to hopefully improve player movement

Las Vegas Stadium:


  • Fixed a bug that triggered the “Hackout” Game Show Event outside of the World Tour event

Monaco


  • Fixed a collision issue that allowed players to get underneath the ground mesh in Monaco


  • Fixed a zipline in the park hovering above the ground

Skyway Stadium


  • Slightly adjusted the aircon vent path on the inner side of the Medical Center so they don't break when the wall next to them is dematerialized
Rendering

  • NVIDIA DLSS 4 Transformer model now uses the newer “K" preset instead of "J"


  • Updated DLSS version from 4.0.0 to 4.0.2
Settings

  • Fixed an issue on the Settings screen where the Push to Talk button would not be correctly shown the first time the player loads the screen
Specializations

  • Improved the hit detection of the Winch Claw when using it while interacting with a Zipline

UI


  • Fix Sprays overlapping with UI in customization screen when previewing


  • Fixed rarity display issue for the Off the Grid and Silent March outfits in the Sponsorship menu


  • Fixed gamepad navigation sometimes breaking when backing out of the Contestant menu


  • Fixed gamepad navigation sometimes getting stuck in Style and Appearance customization menus


  • Fixed an issue where Quickplay Points could be missing from the end of round progression screens after a match


  • Fixed an issue where previously earned Recruit & Rise rewards could appear in the end of round summary


  • Fixed issue where the respawn timer could continue to count down after the team disconnected


  • Made improvements to player card rendering when viewed in-match


  • Fixed an issue where character particle effects could remain visible after navigating to the Career screen


  • Fixed an issue where props used during emotes would not drop to the floor correctly in the Contestant screen
VFX

  • Improved the visibility of the firework VFX in the Fourth of Mayhem RPG Skin to match the intensity of Rocket Resolution RPG Skin
Weapons

  • Melee attacks will no longer move the player towards targets that are currently invulnerable


  • Increased the rarity to Epic, and introduced animated effects to the Buffer Overflow Weapon skins! Thanks for all of the support on Twitch!
Security

With update 7.3, we mentioned changes coming to our anti-cheat systems, and a few questions popped up in response. So we thought we’d take this update to give you a bit more information:

Kernel-Level Anti-Cheat Isn’t New

Easy Anti-Cheat is a kernel-level program, and it’s been implemented in THE FINALS since early betas. However, we’re currently testing additional anti-cheat tools to collect feedback on what’s best for the game long-term. There’s no set timeline here, but we’re obviously cautious not to disrupt the game while testing and planning.

Modern cheats use advanced methods, including external hardware and AI, that target the game from the outside in ways that are hard to detect. To effectively protect the experience for fair players, we need anti-cheat tools that can see what’s interacting with the game process directly on the player’s computer.

We understand privacy concerns. Our anti-cheat is focused solely on identifying threats to the game. We do not collect information about your personal files, nor do we monitor unrelated activity.

Steam Deck and Proton Support

We noticed the concern about Linux following our last update. We’re testing everything across all platforms, and have made it very clear to our partners that Proton and Steam Deck are important to our development plans. While we don’t officially support Steam Deck due to our required dependence on Proton Experimental, we are committed to ensuring compatibility, and we work with external partners to fix issues before we ship a patch. The experience of every player is important to us. Despite many factors, we are still dedicated to supporting it because we know it matters. However, general Wine support is not tested, and native Linux support is not planned.

Thank you for your continuous support. We’ll have more to share in the next major update!

//Chim and Tom

Continue reading...
 

Update 7.5

LOCK.PHASE()

Dome shields have begun covering cashout stations across the Arenas as Season 7 sponsor-interloper CNS are taking over the show in World Tour. While the event is active, cash in and defend your prize with the extra help of a damage-blocking dome for your team to rally inside!

Stealing the cashout also swaps ownership of the shield, and resets its HP back to full! If you’re trying to find the right opportunity to break through it, a well placed glitch Grenade temporarily disables the shield for 5 seconds!

VAIIYA may have eyes everywhere, but CNS know how to keep their secrets safe and locked down.


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Store Update:

Summer is hitting the store with the Pool Flamingun set and the Bounce Back ball, essentials for any high stake water fight or Arena showdown! This isn't your grandma's garden party! But the Floral Fatale set does make for a blooming and booming showing.

Once the dust settles, relax with the Sudden Lounge animation. Let’s hope you cleaned up the competition thoroughly or the new Throwing Knife skins will bring back some memories you might want to dodge!

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Support a Streamer one more week!

The Buffer Overflow weapons bundle and the Encrypted Vision helmet are still around on twitch for one more week! This is the perfect time to support our fantastic content creators while getting some sweet skins as a Thank You - and - following player feedback the weapon skins will be animated from update 7.6 onwards! Help our streamers keep showcasing the game and earn cool rewards in the process!

Continue reading...
 

Update 7.4

BLAST OFF! With New Contracts!

It’s Week 2 of BLAST OFF! Which means a new set of contracts and rewards to collect! And, in case you missed it, we’ve added an option to toggle the pixelation effect for those of you who felt it was too strong. Just disable Lens Distortion in the Video section of the Settings menu for a pixel-free experience and get blasting!

Store Update + Sale!
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We come in peace! This week’s store features some cosmically cool additions, such as Major Anomaly and the oddly familiar Blorbo Orbob! Equip your Ray Gun Redux and get ready to invade the Arena!

On top of that, we’ve put some old favorites on sale! So swing by to check out both the old and the new in the shop this week.


Support a Streamer is live!

Show love to your favorite THE FINALS creators by subscribing or gifting subs during this new drop event. You can receive the Buffer Overflow Bundle (3 weapon skins) with 1 Sub, and unlock the Encrypted Vision helmet with 3 total Subs! Give ‘em all to your favorite or spread the love around!

Plus: The BLAST OFF! drops are back for two more weeks!

If you missed them last time, now’s your chance to claim them. Already got them? You’ll still be able to claim the drops again on Twitch - but since they’re already in your inventory, you won’t receive duplicates.

Continue reading...
 

Hotfix 7.3.1

We just pushed out a Hotfix aimed to improve a few things, including the pixelation effect on the BLAST OFF! Event. Some of you noted that the effect was a bit too strong, so we've added a way to toggle it for now! We also fixed an issue causing some PlayStation users to be locked out of the game.

Details below:

Content and Bug Fixes

BLAST OFF!


  • We’ve made it so that disabling Lens Distortion in the Video section of the Settings menu will disable the pixelation effect in BLAST OFF! This should help alleviate the problems that some players were experiencing with eye-strain while playing the mode


  • PS4 players will automatically have this setting default to disabled with the update and you will need to turn it back on manually

Perma pings


  • Fixed an issue introduced in 7.3.0 where pinging a player twice in rapid succession would permanently mark their location for the round

PlayStation lockout


  • We solved an issue introduced in 7.3.0 where some PlayStation players were no longer able to play and would be stuck on the main menu. If you were experiencing this issue, you should now be able to play!

Continue reading...
 

Update 7.3

IT’S TIME TO BLAST OFF!

NEW MODE | IMPROVED DESTRUCTION | MORE QUALITY OF LIFE


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In THE FINALS, we take blowing things up very seriously. Introducing BLAST OFF!, a rocketing Limited-Time Mode where Low Gravity is always on and everyone plays as Medium with Evasive Dash and an explosive, locked-in loadout fine-tuned to make you and your opponents go KABOOM!

BLAST OFF! comes complete with a centered camera position and pixelated explosions to help Contestants relive the boomer-shooter glory days!

Complete contracts to unlock up to 12 free rewards over the next two weeks!

This time, the new mode will also reward Quickplay Points, so Contestants can be rewarded and make steady quickplay progress for playing this mode as much as they like!

Watch Scotty and June introducing the event in action! Have a blast in the Arena!

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IMPROVED DESTRUCTION
Destruction is at the very core of THE FINALS. Where would we be without it?

With this update, we're dialing up the dynamism, realism, and tactical payoff of destruction in several key ways. Here's what’s new, and how it improves the experience:

DESTRUCTION PHYSICS

First of all, we are implementing new destruction features which make buildings collapse in a realistic and much cooler way!


IN KYOTO:The Pagoda in Kyoto was always a beautiful collapse waiting to happen. The updates to destruction will help it fall more naturally, collapsing under its own weight and crumbling down in a way that feels grounded and satisfying. Knock it down and see!


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IN SKYWAY STADIUM:

Structures in Skyway Stadium have been updated with the new destruction features, causing them to destroy more realistically! You’ll see that buildings can now deal damage to the other structures as they collapse, creating awesome knock-on effects.

In this map and others, we’re improving the way that buildings break apart under their own weight, where they crumble more realistically, and so that even after a lot of destruction, the level design stays interesting and playable.

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DESTRUCTION VISUALSThe visuals of the damaged edges around destroyed surfaces have been improved. The size of these visuals have been reduced so that players can make better judgements about where the damage is. These visuals are also more consistent, seamless, and appear more accurately. This is all part of an effort to improve clarity, and to help players quickly see the cause and effect of their interaction with the environment!

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WE’RE NOT DONE YET

We’ve already rolled out plenty of these improvements in many of the maps, so jump in-game and feel it out for yourself! This is just the beginning, expect to see more destruction improvements in the future!

WORLD TOUR

It’s CNS’ turn to take over the World Tour, and they’re restoring Standard Cashout. They want you to see through the walls, but not with VAIIYA’s technology. It’s time to open your eyes.

We also have a stacked store update, including a fun celebration for the 4th of July! With over 20 new items added, you’re sure to find something that catches your eye. Mesh hoodwear? Check. Prefer sending a message through rocket propelled fists? Check. Fan of the retro vibes and want a CL animation pack with less frames than shells - also check!


TWITCH DROPS


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Head over to Twitch at any time during the event to earn the all new Broadcast Blaze set just by tuning in to anyone streaming THE FINALS. And for the super-fans, you’ll be able to earn a sticker memorializing the ImpOscar moment, and take home a piece of history from Oscar’s stream!

CUSTOMIZE YOUR INTRO AND OUTRO!

Have you ever wanted to greet opponents with one emote, but use a completely different one to show off when you win? Great - because now you can! Starting today you will be able to select separate intro and winner’s emotes, so you can give your opponents a curated “Hello!” and “Goodbye!”

DOJO IMPROVEMENTS

The smarties (our smart dummies in the Practice Range) have been taking their Omega-3 supplements and have now improved even further! These even smarter smarties fight with more brainpower, and have been balanced to give you a fairer challenge!

Oh, and whether you had mastered the Big Box Battle, or struggled to complete it, there’s something new for you: we have added an Easy and Hard version of the challenge!

Let’s get into all the changes in detail:


Balance Changes
Gadgets


H+ Infuser


  • Decreased the health given per shot from 20 to 15

Dev Note: The flat healing per second on stationary targets during a Cashout steal has been more impactful than we expected. This change will address that specific use case, while ensuring the H+ is still valuable.

Healing Emitter


  • Cooldown now begins when the Emitter is destroyed, not on deployment


  • Cooldown reduced from 35 seconds to 30 seconds


  • Emitter can now be retrieved via the control tablet, setting its remaining cooldown to 15s


  • Emitter can now be retrieved via a manual interaction, setting its remaining cooldown to 3s

Dev Note: The Healing Emitter was a bit too forgiving in its initial state where players could drop it carelessly and still get good value. With these changes, smart placement becomes more important: keeping it alive now takes intention, and lazy deployments are more likely to backfire. This brings it closer in line with other deployables like the Guardian Turret. The reduced cooldown helps balance out the updated logic for when cooldown starts.

Gateway


  • Increased the cooldown on items that travel through the gateway, before they’re able to re-enter it, from 0.5s to 1s, meaning objects thrown into the gateway should less frequently fall straight back through it
Weapons

Dev Note: We recently took a closer look at equip/unequip times and realized that some had become a little out of sync with our initial intent and relative to other items. This led to inconsistencies that didn’t help the overall feel of the weapon system. We’ve now made small adjustments based on new baselines, listed below. Most changes should feel subtle, with a few minor exceptions. These new baselines also give us more room to fine-tune specific items in the future, using speed tweaks as soft buffs. We’ll keep an eye on how these smaller updates feel and adjust further if needed.

93R


  • Decreased the weapon equip time from 0.2s to 0.15s


  • Decreased the weapon unequip time from 0.2s to 0.15s

AKM


  • Increased the weapon equip time from 0.23s to 0.3s


  • Decreased the weapon unequip time from 0.23s to 0.2s

ARN-220


  • Increased the weapon equip time from 0.2s to 0.3s

CB-01 Repeater


  • Increased the weapon equip time from 0.2s to 0.3s

Cerberus 12GA


  • Increased the weapon equip time from 0.2s to 0.3s

CL-40


  • Increased self-damage multiplier from 1.25 to 1.35, meaning CL-40 players who shoot at their own feet will take slightly more damage


  • Decreased inner blast radius from 60cm to 50cm, requiring players to be slightly more accurate to do maximum damage with a shot

Dev Note: We’ve seen an increase in CL-40 usage since the Healing Emitter arrived in the game and, while we think the CL-40 should be somewhat of a hard counter to teams clustered around an Emitter, it’s slightly too effective at very close ranges and without requiring accuracy. These changes address those specific use cases, without hurting the CL-40s general effectiveness.

FAMAS


  • Increased the weapon equip time from 0.2s to 0.3s


  • Decreased the weapon unequip time from 0.23s to 0.2s

FCAR


  • Increased the weapon equip time from 0.2s to 0.3s


  • Decreased the weapon unequip time from 0.23s to 0.2s

KS-23


  • Increased the weapon equip time from 0.2s to 0.3s

Lewis Gun


  • Increased the weapon equip time from 0.23s to 0.35s


  • Decreased the weapon unequip time from 0.3s to 0.25s

LH1


  • Increased the weapon equip time from 0.15s to 0.3s


  • Increased the weapon unequip time from 0.15s to 0.2s

M134 Minigun


  • Increased the weapon unequip time from 0.2s to 0.25s

Model 1887


  • Increased the weapon equip time from 0.15s to 0.3s


  • Increased the weapon unequip time from 0.15s to 0.2s

Pike-556


  • Increased the weapon equip time from 0.2s to 0.3s

SA1216


  • Increased the weapon equip time from 0.15s to 0.3s


  • Increased the weapon unequip time from 0.15s to 0.2s

SH1900


  • Increased the weapon equip time from 0.15s to 0.2s


  • Increased the weapon unequip time from 0.15s to 0.2s

ShAK-50


  • Increased the weapon equip time from 0.2s to 0.3s

Sledgehammer


  • Increased the height of the primary attack hit sweep from 15cm to 25cm, making this type of attack more reliable

Dev Note: We’ve been monitoring player feedback on melee hit detection and suspect some issues stem from depth perception in first-person view or from sweeps not perfectly matching their animations. This update addresses one such case, and we’re reviewing other melee sweeps for follow-up changes later this season. These adjustments are separate from the broader melee quality-of-life improvements we’re planning for the future.

XP-54


  • Decreased the weapon equip time from 0.23s to 0.2s


  • Decreased the weapon unequip time from 0.23s to 0.2s

SR-84


  • Increased the weapon equip time from 0.15s to 0.3s


  • Increased the weapon unequip time from 0.15s to 0.2s

New Weapon System


  • Temporarily disabled to fix major bugs

Dev Note: We’ve temporarily disabled the new weapon system for automatic weapons to fix an issue causing delayed “laggy” hit feedback. While this removes the delay, it may reintroduce some older issues like the occasional “can’t fire” bug. Once we’ve identified and resolved the feedback delay, we’ll re-enable the new system.

Content and Bug Fixes
Animation


  • New animation customization slot available! You can now customize your cycle action animations


  • Improved animations when dashing while charging with the Sword or holding Grenades


  • Fixed a minor visual issue during the Double Up Reload from Empty Animation for the ARN-220
Audio

  • Re-mastered some player voice-over content


  • Added Scotty and June commentary for when a team has two Cashouts in progress simultaneously


  • Added voice-over lines from the player’s respawn statue, audible to their Squad when requesting a revive
Characters

  • Heavy muscular body types have been given more defined anatomy/muscles
Controller

  • Fixed a bug where controller would rumble from far away explosions
Cosmetics

  • You can now select your Contestant’s intro and winner's emotes separately!


  • Closed Beta Chic shoes now display correctly on Heavy and Medium contestants


  • Campsite Creeper facewear no longer clips with Sal's Halo and Orbital Witness headwear


  • Synapse Coreframe and Termiframe chassis no longer clip with Cursed soles and Memento Pumps


  • Fixed an issue where the Outfit Creation Inspect screen only allowed zooming on the Contestant's face


  • Fixed decals being mirrored upside down on the ISEUL-T Blueprint Bloom CB-01 skin


  • Fixed Kanji being mirrored on the grips of the Shinjuku Slicer Revolver skin


  • Fix for The Freeze Frame Emote so the bullets do not appear in the wrong location when viewed from certain perspectives
Contracts

  • Fixed an issue that prevented the contract “Set 5 opponents on fire with the Pyro Mine or Pyro Grenade” from progressing
Gadgets

Data Reshaper


  • Improved its visual effect for the Healing Emitter and Breaching Drill

H+ Infuser


  • Fixed issue where it would look like it was out of ammo while it was not

Healing Emitter


  • Fixed an issue where it wouldn't connect to players who stood below it when placed on a platform or ledge
Game Modes

General


  • Upgraded the winners sequence for all modes!

Cashout


  • Fixed an issue that could cause Vaults to occasionally spawn within 10m of a Cashout station

Practice Range: Dojo Challenges


  • Added Easy and Hard difficulties to the Big Box Challenge


  • Improved bot accuracy across difficulty settings for more consistent results


  • Added more behavior profiles so bots act more nuanced based on weapon type


  • Fixed incorrect naming of the middle difficulty in Shooting Gallery from Medium to Standard


  • Fixed an issue where damage received from a sparring bot in a previous challenge attempt was shown in a new attempt


  • Resolved navigation issues on the challenge selection screen when using a controller


  • Fixed a minor UI issue where the back button on the challenge selection widget would distort when hovered
Gameplay

  • Made doors more responsive by reducing interaction delay


  • Fixed an issue where detected enemies would not appear if they were inside Smoke, when detected by the Tracking Dart, Sonar Granade, or Proximity Sensor

Dev Note: We believe the increased prevalence of Smoke Grenades over the last season or two has been in part down to this bug. It was always our intent that scanning devices would see through smoke and act as a hard-counter to it. This fix restores that functionality.

Maps

Bernal


  • Fixed a zipline that was slightly floating above the ground next to the Chapel


  • Suspended Structures: slightly adjusted the cover placement on the top floor of the ISEUL-T suspended structure to create better cover

General


  • Partially destroyed structures in the environment now have improved visuals along their damaged edges. These visuals are also more consistent and appear more accurately.

The size of these visuals also has been slightly reduced so that the visual damage on the environment is also easier for players to see.


  • Fix for inconsistency of lamp bulb assets not being breakable across maps

Monaco


  • Fixed floating rubble piles in “Duck and Cover” variation

Nozomi/Citadel


  • Moved the map border in a bit behind the Operations Center and Cybercafe so you can see it from behind the windows to better understand that there's a death pit behind them

Kyoto


  • The Pagoda in Kyoto has received a new destruction pass and now behaves more realistically when collapsing

Seoul


  • Fixed an issue with one of the buildings where the floor had no collision making you fall through it


  • Fixed a gap in the floor of the Data Center where a floor piece was offset


  • Fix for white lines occasionally showing up on the Construction site floor

SYS$HORIZON


  • Fixed a spot on a facade to prevent players from hiding in semi-transparent cubes

Skyway Stadium


  • Fixed a rendering issue for the elevator shaft on the rooftop hospital building


  • Skyway Stadium has received a destruction upgrade. The new destruction features allow players to cause better looking destruction more reliably and realistically
Private Matches

  • Fixed an issue where the player tile drag-and-drop action could be continued all the way into the match


  • Added the limited mode “Blast Off!” to private matches while the game mode is active
Rendering

  • Increase main menu and intro sequence reflection quality
Social

  • Fixed an issue where the system menu could appear when closing the text chat using the ESC key


  • People who have sent you a pending friend request will no longer be able to join voice chat if your privacy setting is set to Friends Only


  • Fixed an issue where the option to send a Rise & Shine recruitment request was possible to players that are not eligible to be a prospect
Specializations

  • Fixed an issue where Charge 'N Slam running speed would be slowed down if initiated while firing
Spectator

  • Fixed the player Team list overflowing the Private Match spectator UI when playing with three Teams
UI

  • You can now spawn into the Practice Range with a selected Weapon from the equipment screen


  • Users who are not yet connected to a game are now visible on the scoreboard. They will only be removed when they have abandoned the session


  • Added support for filters in the Charms/Stickers screens


  • Fixed an issue allowing players to ping objects through walls at slight angles


  • Fixed the Weapon Sights menu not showing which Contestants already had the Sights equipped


  • Fixed an issue where the team respawn countdown timer could show a very large number


  • Fixed an issue where the currently selected Weapon customization reset after returning from the Inspect menu


  • Fixed Career progression rewards so they no longer sometimes had a locked icon when they were unlocked


  • Fixed purchase prompt always appearing after exiting Inspect in the Legacy Battlepass purchase screen


  • Fixed Contestants not loading with correct items equipped when returning to the customization menu after opening a bundle preview


  • Fixed an issue which would randomly open the Contestant selection menu after unlocking the Light Build
Security With every big update comes a renewed commitment from our Anti-Cheat team:

Cheat makers operate in a low-risk, high-reward world. They profit by selling cheats, oftentimes packing them with malware that harms their own customers, and they face very little consequences for their actions. Meanwhile, players who use their cheats risk losing everything: their accounts, their money, their time, and their chance to participate in events and competitions.

Our strategy for combating this is simple: raise the cost, difficulty, and time required to develop and distribute cheats.

As mentioned in the 7.0 patch notes, a lot of cheats these days use a kernel-driver to read and write memory to gain an unfair advantage. This means that they run in a privileged mode in the Windows operating system, making it unlikely and in some cases impossible to detect via Anti-Cheat in the game client. The technical solution to combat this is kernel-driver Anti-Cheat. We believe that this is, and will be, a requirement for every competitive multiplayer game for the foreseeable future.

We’re also using machine learning to analyze player behavior, and we have been doing so since the launch of THE FINALS. Machine learning provides valuable insights, especially when detecting cheats such as aimbot usage.

In the coming months, we will also begin an incremental rollout of a new kernel-based anti-cheat solution, intended to significantly raise the bar for cheat makers.

Cheat makers exploit everyone: players, developers, and the community itself. We’re committed to protecting fair play and adapting to new threats.

Despite claims from cheat developers that they’re “undetectable,” every cheat leaves breadcrumbs and we’ve been following them. Closely.

/Chim and Magnum

Continue reading...
 

Hotfix 7.1

Update 7.1.0

The first week of Season 7 is behind us, and we’re so grateful to everyone who has shown up to play THE DIVIDE! This season launch blew us away, and we’ve loved every moment of Season 7 so far! From creative breach plays to Chuck the Healing Emitter rolling in to save the day, this is chalking up to be a season filled with certified THE FINALS moments!

This week we're smoothing out some of the issues introduced in 7.0, adding the Season 6 trophies to the trophy cabinet in the Practice Range and bringing you a fresh updated store!

Let’s check it out below:

Content and Bug Fixes

Animation



  • Fixed animation issue for Ditch & Switch reload animation for the SA1216. It's now moved to be a Reload Empty animation and it's playing the correct asset

Dev note: those of you who lost this item while it was being repaired will have it back now.

Gadgets

Breaching Drill


  • Fixed the issue where the animation when placing the Breach Drill would not play correctly

Healing Emitter


  • Fixed an issue where the Healing Emitter could heal through barricades

Practice Range


  • Updated Trophy showcase to display the Season 6 trophies

Gameplay


  • Fixed an issue that could cause weapon dispersion to break when in certain stances following a death and respawn, for example after jumping and then firing while standing still.

Dev Note: When this issue came up we disabled our new weapon system until we had time to fix the issue. With that done, we’re turning it back on again. If you notice any new or different issues, please let us know, we really appreciate your help :)

Performance & Stability


  • Fixed an issue where a severe performance drop could occur while emoting with a linked Gateway, some specific weapon skins or the Anti-Gravity Cube


  • Improved performance on PS4 by reducing memory usage

Social


  • Fixed an issue where text chat could not be accessed during parts of the end of round


  • Fixed an issue where partying up after having switched party leader could fail for parties over 3 contestants


  • Fixed an issue where clubchat messages did not show properly when sent

Store


  • Fix discount not showing on the Ray Gun skin

Continue reading...
 

Hotfix 7.0.1

Season 7 is off to a great start, but with just a few bumps along the way! Here we have a Hotfix (no update needed) to help smooth things out a bit.

We intended to have NOZOMI/CITADEL cranked up to 11 in terms of map picks, but thanks to the community we found that that was not the case. This should be fixed, and you should now be fighting across the Rift much more frequently.

We have temporarily disabled the new weapon system that went live for all automatic weapons yesterday after finding a couple issues with it. As hard as we try to test things, nothing beats thousands of players across hundreds of devices going hands on - thank you all so much for calling out the issues you found so we can act on them swiftly!

We have loaded in your Seasonal rewards, including the ENGIMO prize given to everyone based on the results of the S6 Sponsor Showdown. We also delivered a small gift to honor the players of Season 1 who bought the very first Battle Pass, thank you for being here since the very beginning!


Content and Bug Fixes

Battle Pass



  • For the first few hours after launching the season, those who bought the Premium Battle Pass followed by the Ultimate Battle Pass, did not get their proper refund of 1150 Multibucks. The issue has been resolved, and your missing Multibucks have now been refunded

Customization


  • Returned the missing items from the store. We had about ten bundles that were mysteriously yeeted from the store but now they are back!


  • We have removed the Standard Show and Ditch and Switch weapon bundles, as the animations on the weapons were incorrectly shown. They will be back in Update 7.1
    Dev Note: If you already bought it, don’t worry, you’ll have your properly working animation very soon!

Gadgets

Goo Gun


  • Fixed an issue where goo blobs hitting players who were stealing a Cashout would not interrupt the steal interaction as intended

Maps

Nozomi/Citadel


  • Fixed an issue where Nozomi/Citadel was being selected from the map pool less often that it should be in some modes


  • Fixed an issue where Nozomi/Citadel was not being selected from the map pool at all in TDM mode

Performance & Stability


  • Fixed an issue causing game servers to occasionally crash

UI


  • Fixed an issue where some circuit rewards were being displayed in the customization menu that were there too early and in some cases, were incorrect

Weapons

General


  • Temporarily disabled the new weapon system that was being used by all automatic weapons, due to an issue where players could wrongly be placed into the ‘uncontrolled’ movement state, thus increasing weapon recoil and bullet dispersion
    Dev Note: For now, these weapons are back on the old weapon system. The new system will be turned on again in a future update, once we have a fix for the issue in question. A special thank you to the community members who quickly identified the issue and reported it, this allowed us to rapidly improve the new weapon system and combat as a whole.

Continue reading...
 

Season 7 - THE DIVIDE

SEASON 7: THE DIVIDE

The Arena is split. The lines are drawn. And now it’s your turn to choose a side.

CNS has hacked its way into the spotlight, and VAIIYA is stepping up to shut them down. On one side: precision, order, and machine logic. On the other: chaos, color, and glitchy determination. Their clash has fractured the Arena itself, creating a whole new map, and you’re going to need to navigate your way through the aftermath.


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We’ve got a new map ready for you to destroy new Gadgets that shake up every class, the boldest cosmetics, and Battle Passes that take us from past to future and suit every Contestant’s style of grind!

Whether you’re here to flex, get strategic, knock down the walls, or just make it rain coins, THE DIVIDE awaits!

Let’s get into it.





THE RIFT

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Welcome to NOZOMI/CITADEL, a stunning, destructible Arena split down the middle by The Rift.

VAIIYA holds one side with towering precision. CNS claims the other with unruly, iridescent chaos. Between them is a battleground that shifts from tight corridors to wide-open mayhem. From brutal architecture to reactive nature, the Arena feels as divided as the forces fighting inside it.

There’s so much to explore in its sprawling, architecturally divided footprint.





NEW GADGETS

Three game-changers enter the mix:

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H+ Infuser | Light

Friendly fire has never been so friendly!

The H+ Infuser lets you heal teammates by shooting them. Precision matters. Gratitude is optional. Just be sure to aim well!


Breach Drill | Medium


It’s time you had a breakthrough!

Stick the Breach Drill to any surface and it burrows through, blinds whoever’s on the other side, and then detonates. Clear the room in a flash.


Healing Emitter | Heavy


Don’t chase it. Let the healing come to you.

Chuck the Healing Emitter near your squad to restore health over time. Just don’t let it roll off, or get carried away by an enemy Team.





THE SPONSORS?

This time around, you’ll have to choose between one of two sponsors. With CNS back in the Arena, VAIIYA has risen up to re-secure the gameshow. It’s time to pick a side, and remember, you have to live with your choice for the whole Season.


VAIIYA

Defending your digital frontier.

VAIIYA is the Arena’s digital shield, a cybersecurity giant led by CEO Sal Scoria. With elite firewalls, neural implants, and zero tolerance for threats, they blend human precision with cold machine logic.

Fight smart. Stay protected. VAIIYA has your back.

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CNS

Seek the truth beyond the walls.

CNS is a rogue collective out to expose MultiCo and rewrite the gameshow on their terms. They’ve hijacked broadcasts, corrupted systems, and made their presence impossible to ignore.

They weren’t invited. They broke in.

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SEASON 7 BATTLE PASSES

From cybernetic to cyberpunk, every reward reflects the Rift.


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This season has more Battle Pass options than ever before, so there’s something for everyone!

PREMIUM BATTLE PASS:
Old faithful, going strong.
106 rewards, including the bonus page, 1,575 Multibucks!

PREMIUM+:
Give yourself a boost!
106 rewards, including the bonus page, 1,575 Multibucks! Plus 20 levels instantly unlocked so you can hit the ground running.

ULTIMATE BATTLE PASS:
The best way to go all in.Everything the Premium Battle Pass has to offer, along with 1,000 Multibucks upfront, 25% XP boost, 20 levels unlocked, and 10 extra elite rewards! This will get you a total 2575 Multibucks and 116 Rewards to unlock! If you buy the Ultimate Battle Pass after buying Premium or Premium+, you’ll get an additional instant refund of 1150 Multibucks.

FREE TRACK:
Something for everyone!
26 unlocks, including the Level 96 Mythic outfit, The Devourer, and 375 Multibucks, just for playing.





THE BATTLE PAST

Starting in Season 7, you can unlock Legacy Battle Passes to chase iconic rewards from Seasons 1-4. Boxer outfits. TV heads. Towering samurai fits. If you missed them, now’s your chance.

Legacy Passes don’t include Multibucks or Bonus Pages, but if you owned the Premium Pass back then, it’s unlocked for free. Missed a reward? Go get it. Every season, we’ll unlock the next Legacy Battle Pass!

Season 1 never had a bonus page, so we added something new: a brand-new outfit just for S1 Legacy Pass holders.

Bought the Captain Saucerian Set during Season 4? Don’t worry, you’ll get the S1 Legacy Pass, too.

Unlock items with Show Tokens, a new currency you earn simply by playing!





INTRODUCING PRACTICE RANGE CHALLENGES

You’ve seen the door in the Practice Range. Now it’s open.

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Step into a new set of combat trials built to sharpen your aim, test your loadouts, and push your skills against reactive dummies that hit back.

Go in for a solo challenge or take your Team with you. Hone your skills and set the difficulty you prefer.



TIME TO INVITE THE NEWBIES

The Arena can be an intense place for newcomers, so with Season 7 of THE FINALS we are doing multiple changes to make the onboarding just that much nicer.


RECRUIT & RISE

We’re making onboarding more rewarding (and cooperative) with the Recruit and Rise program!

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Veteran players (Recruiters) will be able to invite newcomers (Prospects) to team up and play together. There are rewards on the line for both Recruiters and Prospects, and for every Prospect you help graduate into a Recruiter themselves, your recruiter badge upgrades!




EASIER UNLOCKS

Since the launch of THE FINALS we’ve added a bunch of Gadgets, Weapons, Sights and Specializations! For new players, catching up and unlocking all those loadout options can take a long time.

This Season, we’re decreasing the VR cost of all items released during Season 1 through 6 to 500 VRs. We are also increasing the VR’s earned during the first three rounds played from 2400 to 5000!

It’s the perfect time to get your friends back into the game! Don’t forget to add them as your Prospect!





BADGE HUNTERS REJOICE!

Leveling up your badges in Quick Play and World Tour has been described as a bit brutal in Season 6, so we aim to lighten the load in Season 7 by speeding up progression in these more casual modes!

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QUALITY OF LIFE, LEVELED UP


Season 7 brings more ways to flex, progress, and party up.

Leave your signature sticker on objectives. Let Deep Shuffle, a weapon and gadget skin randomizer, remix your style. Recruit friends for shared rewards. Level up much faster in Quick Play and World Tour. And yep, console players can finally chat in-game.


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More tools. More style. More reasons to play. Welcome to Season 7!


Let’s break it down.




For a more visually pleasing version of the patch notes, see our website.

Balance Changes
Arena Carriables


Gas Canister


  • Removed the required instant damage to trigger, making them easier to active

Glitch Barrel


  • Decreased health from 75 to 50

Goo Barrel


  • Decreased health from 75 to 50


  • Decreased Goo blob health from 300 to 240

Healing Barrel


  • Decreased health from 50 to 15


  • Removed the required instant damage to trigger, making them easier to active

Powder Canister


  • Decreased health from 50 to 15


  • Removed the required instant damage to trigger, making them easier to active

Gadgets

General


  • Added controller aim assistance support to deployable Gadgets such as Turrets, APS, Explosive Mines etc, meaning these objects should be much less frustrating to aim at for controller users

Anti-Gravity Cube


  • Decreased cooldown from 35s to 28s

Dev Note: This small adjustment should make the Cube more appealing given its lower usage despite strong impact.

APS Turret


  • Decreased the health consumed per projectile to 20%, meaning a full health APS can now block 5 projectiles instead of 4

Dev Note: APS Turret usage has gradually dropped over time, as players have found more reliable ways to counter it. This adjustment aims to give the APS a little more power and hopefully make it slightly more useful to players.


Flashbang


  • Increased view angle falloff, reducing effects when looking away


  • Decreased the radial check from 3m to 1m, meaning players will be much less likely to be flashed when looking away from a Flashbang

Dev Note: These changes hopefully make the Flashbang less punishing for players who actively countered it by looking away from it. It should also reduce some of the Flashbang spam that can occur in TDM mode.


Goo Grenade


  • Decreased the size of the goo wall from 2x6 to 2x5


  • Decreased goo blob health from 300 to 240

Dev Note: For a while now Goo Grenades have been creeping up in usage in the majority of modes and skill tiers, with usage now on par with other Gadgets and disproportionately higher than some. This higher rate of ‘goo spam’ has also been frustrating for a lot of players due to how easy it can sometimes make Cashout steals.

In the ‘attack and defend’ dynamics of Cashout and Quick Cash modes, it’s important to us that defenders can slow the progress of attacking teams, so we don’t want to reduce the power of goo too much, but we believe these changes will tone down its power slightly, allowing well-prepared players to better counter goo.



Gravity Vortex


  • Decreased cooldown from 24s to 20s

Game Modes

Cashout (Ranked Tournaments)


  • Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning players


  • Increased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction or a Ranked Score penalty if their party matches the team size

Dev Note: The current 210 second reconnect window exists to reduce how often players have a bad experience due to a random teammate disconnecting. In the case where the teammate isn’t a random player but an invited party member, and your party makes up the whole team, it makes less sense to have such a restrictive window to prevent griefing. We hope this change makes the reconnect window a little more forgiving for parties.


  • Updated the Ranked Score penalty system. The player who first abandons a match will take a fixed Ranked Score penalty, any players who subsequently leave will not receive a Ranked Score penalty, only a Ranked Score update based on their final match placement

Dev Note: The goal of this change is to try and reduce some of the negative impact of teammates disconnecting and not returning.


  • Introduced Ranked Score penalty reduction system. Any Ranked Score reductions applied for a player getting eliminated from a tournament will be reduced by ~30% if their team had a player abandon the match. This rule is not applied if the missing player was in your party, to avoid exploits.

Dev Note: This is another change aimed at reducing the negative consequences of teammates disconnecting in ranked matches. To avoid exploits and loss evasion, this rule only applies to players who were matchmade together, not players in parties where a party member abandoned the game.


Cashout (World Tour)


  • Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning players


  • Increased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team size


  • Increased the size of the World Tour map pool to include all maps for the whole season, rather than our previous weekly rotations

Dev Note: Over time, we’ve come to believe that limiting the size of the World Tour map pool and rotating it weekly isn’t giving World Tour players the best possible experience or variety, so we’ve decided to enable the whole map pool at all times, just like in Ranked Tournaments.


Terminal Attack


  • Increased the reconnect window for disconnected players who are in parties of five, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team size

Progression Points

Quick Play Points


  • Increased the Points earned for finishing first in Quick Cash from 8 to 10


  • Increased the Points earned for finishing second in Quick Cash from 5 to 6


  • Increased the Points earned for finishing third in Quick Cash from 4 to 5


  • Increased the Points earned for winning matches in Power Shift, Terminal Attack or TDM modes from 8 to 10


  • Increased the Points earned for losing matches in Power Shift, Terminal Attack or TDM modes from 4 to 5

Dev Note: We’ve heard your feedback on how the grind for both Quick Play Rank and World Tour Rank feels a little too long. These changes should make the journey to Gold 1 quite a bit shorter, while still making it an achievement to reach that rank.


VRs


  • Decreased the VR cost of all items released during Seasons 1 through Season 6 to 500 VRs


  • Set the VR cost for items released in Season 7 to 2,200


  • Increased the amount of VRs new players receive after completing three rounds from 2,400 to 5,000

Dev Note: For some time now, players bringing their friends into THE FINALS have been telling us they struggle to get into the game because the range of items they can use or unlock early on is quite limited. These changes in VR costs and the amount of VRs unlocked by new players should speed up that process a lot and hopefully make it easier for new players to get into the game.


Win Points


  • Increased the number of Win Points earned for losing in the first round of World Tour matches from 0 to 2

Dev Note: As mentioned above, we’ve heard your feedback on how difficult you feel it is to reach the Emerald tiers in World Tour, and that you don’t feel rewarded for your time when you lose a first round match. This addition, although it looks small, guarantees two Win Points for every match played, speeding up the journey to Emerald by around 25% for the average player.


Specializations

Goo Gun


  • Decreased goo blob health from 300 to 240

Weapons

General


  • Rebalanced the environmental damage values across multiple weapons to make them slightly more consistent when damaging and destroying props. This does not boost their damage values against buildings

93R


  • Increased magazine size from 21 to 24

Cerberus


  • Decreased damage per pellet from 10 to 9, reducing a full shot’s damage from 110 to 99

Dev Note: We’ve received a lot of negative feedback about the Cerberus more recently and its potential for very high burst damage at close range. We really want the Medium to have solid close range weapon options, but our data backs up the over-effectiveness of the Cerberus at close range, so this nudge to its damage will hopefully bring it more in line with other Medium weapons usage and effectiveness.


KS-23


  • Increased environmental damage from 700 to 1000, meaning it takes one less shot to fracture wall segments

Dev Note: This change is part of our recent steps to increase the viability of the KS-23 while retaining its unique character as a weapon.


LH1


  • Increased damage from 40 to 42

Dev Note: After our last round of changes to the LH1 the usage and effectiveness rates of the weapon dropped off a cliff, making it close to the worst Light weapon in the game. We believe this buff should address this issue and move the weapon back into a more viable tier for the Light, without going back to its previous overwhelming state.


M134 Minigun


  • Increased environmental damage from 25 to 30, meaning the Minigun can now more reliably remove three wall segments per full magazine


Sledgehammer


  • Decreased the damage of primary attacks from 115 to 100


  • Decreased the damage of secondary attacks from 200 to 154

Dev Note: The Sledghammer has gradually become one of the most effective weapons in the game across World Tour, Quick Cash, Ranked and Power Shift, both in win rates but also efficacy metrics such as eliminations and damage done per round, to the point that it’s essentially now a top three overall weapon. This has occurred at almost all skill tiers as well. This growth in effectiveness has also come with increased rates of negative sentiment from players on the receiving end of the Sledghammer, who feel they can never compete against it at close range. It has also led to the Sledgehammer having win rates far above the target level for a balanced item.

We want to address this status and feedback, but we’re also keen to ensure melee is viable in THE FINALS, so we’re cautious about changing the weapon too drastically. While the size of these damage changes initially looks quite large, they are very targeted. For the most part, they don’t change the number of ‘hits to kill’ in most cases, with only one or two match-ups being affected. They do, however, reduce the number of possible attack combinations that can be combined with quick melee attacks to get kills in fewer hits, for example a primary attack plus a quick melee versus a Light.

Following these changes, Quick Melee as a combo with the Sledgehammer should now be a sub-optimal approach, compared to simply using the Sledge’s primary and secondary attacks. As always, we’ll monitor the impact of these changes once live and adjust if necessary.



Content and Bug Fixes
Animation


  • Fixed an issue where characters sometimes looked broken when picking up items while inspecting their weapon


  • Fixed animations not looking great in third person when exiting ladders


  • Fixed an animation issue where you could sometimes see into" your lower body” when vaulting over objects


  • Fixed an issue with camera shake and animation being over the top when firing the Tracking Dart


  • Fixed an issue with Throwing Knives that could get stuck in the charged animation after swapping items
Audio

  • Improved randomization of music playlists to prefer songs from the latest season

Dev note: This is to ensure players who use a custom music playlist also get a fresh intro to the Season 7 Soundtrack. This can be changed by editing your playerlist preferences.


  • Reprioritized all sounds in the game

Dev note This is one of the biggest things we’ve done to combat culling sounds, such as footsteps, which could occur when too many sounds happen at once. We’ve gone through all of the sounds in the game and reprioritized them. This should ensure that when too many sounds are playing, the lower priority sounds are culled first.


  • Ensured that all gestures are only audible for players at an appropriate distance


  • Fixed the audience countdown to react properly to going into overtime


  • Dialogue lines added for late-game steals, and stealing Cashouts back


  • Improved tracking of used voice-over lines to increase variation between game sessions


  • First elimination of the round announcement now has a chance of June mentioning the team name


  • Ensured that June's Practice Range introduction only plays once per user


  • Changed the pitch of the Dummy voice effect depending on the player's (or bot's) archetype. Also enables this voice effect for players wearing the Dashboard Smirk Face


  • Increased the volume of the commentators' end-of-round voice over lines


  • Scotty will sometimes answer June with a team-specific mention after first team wipe announcement


  • Added the correct drop sounds for discarded props when previewing Emote animations

Controller

  • Aim Assist - Added camera magnetism and aim snapping for Deployables

Contracts

  • You are no longer able to advance melee multi kill achievements by eliminating party members


  • You are no longer able to advance burning achievements by eliminating party members


  • Destroying Sonar Grenades now counts toward destroying enemy placeables


  • Players can now successfully earn the “Pressure Prize" achievement for hitting a target with a Gas Canister


  • Fixed Club Contracts and levels that were broken in a previous update

Cosmetics & Customization

  • Fixed an issue causing 'Stream Circuit' skins to lose their glow when viewed from a distance


  • The Fuelborn JAcket will no longer clip with clavicle items, pets and upper body items anymore


  • Improved the Live Rounds crossbody item so the bullets and the belt move together


  • Fixed Buccaneer Bandolier clipping into shoulder when equipped with a Emblem


  • Fixed an issue that sometimes caused in-game gameplay effects to be applied on Player Cards


  • Fixed an issue that sometimes caused black outlines around characters on Player Cards


  • Tweaked texture streaming for capturing Player Cards. Blurry textures shouldn't happen often now


  • Fixed an issue that sometimes caused Player Cards to appear empty in Private Matches with Spectators


  • Added Deep Shuffle, an option to randomize equipment to select randomly from the collection of owned skins


  • Added Signature Sticker to the customization options - Contestants can now automatically attach a Sticker to a Cashbox and Cashout Station when a Vault is opened or when a Cashout is started


  • Fixed a flicker that could occur when switching between customizations in the Appearance screen


  • The Punktuator jacket, Golden Coil Jacket, and ISEUL-T Lifestyle Coat wont clip with Crossbody items anymore


  • Fixed Gateway particle effects disappearing in the Loadout screen Animations tab


  • Upgrade the rarity of the Handheld Heropack, Spudnik CL40 skin, Loop-De-Doom Lewis Gun skin, and Ray Gun 51 V9S skin to better reflect their Mythic status


  • Fixed Visual glitches with the golden details on the Emerald Prime Lewis Gun skin


  • Unique skin particle effects now remain after being revived with a Defibrillator


  • Fixed issue where characters equipped with the Multi-Mood Mask, Lustroflux Mask, Affection Display, and Critical Hit Mask would clip into the camera during respawn
Dynamism

Destruction


  • Dealing damage to the environmental objects like walls/floors/ceilings/pillars etc. will now show damage in the form of cracks appearing. The intensity of the cracks is based on the remaining health of the environmental object.

Glitch Mine


  • Fixed a bug which would cause the Glitch Mine to have extended range
Gadgets

Flashbang


  • Fixed an issue where Flashbangs would not show hitmarkers on successful hits

Glitch Mine


  • Fixed a bug which would cause the Glitch Mine to have extended range
Game Modes

  • Fix an edge case where the incorrect Team would advance in the event of a draw


  • Reimplemented the numerical and linear teamwipe respawn counter in the top left UI


  • Fixed issue where Quick Melee and Specialization would sometimes not work in the Practice Range


  • Fixing issue where we could have multiple Vaults spawn with only one Cashout Station in the map
Gameplay

  • Fixed an issue where backfilling players would use faulty spawnpoints on first spawn


  • Adjusted the size of the hit indicator slightly during repeated hits


  • Fix interactions failing prematurely when the player's head was very close to the ceiling, this could interrupt stealing Cashouts for example


  • Fixed an issue where changing accessibility options would not instantly reflect correct color on target dummies


  • Fixed an issue where firing a Weapon directly after vaulting would sometimes not produce correct hits on other players


  • Fixed an issue where setting “Aiming Inner Deadzone" to 0 would enable Aim Assist while not moving or aiming


  • Fixed an issue where contestants could fly by placing a Turret on a Carriable and standing on it
Maps

General


  • Adjusted the health of various cover and traversal assets to make them more consistent and appropriate for their size/material


  • Added scaling for long player names on billboards


  • Fix for walls on moving platforms showing the wrong mesh when viewed from a distance

Monaco


  • Fixed issue where unbreakable wall segments could be missing

Monaco - Cashout tutorial


  • Fixed ground collision where players were able to get stuck

Practice Range


  • Updated the character showcase to show new seasonal content
Performance & Stability

  • Fixed our most common client crashes


  • Optimized the animation runtime, should lead to better performance, especially on lower end platforms
Private Matches

  • Added the ability to promote another player to become a private lobby admin


  • Added support to change Game Mode in private lobbies without needing to remake the lobby
Rendering

  • Fixed an issue with ambient lighting on hair


  • Fixed an issue that caused some saved windowed resolutions to not on startup if DPI scaling was enabled in Windows


  • Fixed an issue causing lack of sky light-reflection in interiors and shaded areas


  • Fixed an issue where Mines and C4s were not visible from afar on low Quality Settings
Settings

  • Players are now able to change their Player numbers through the Settings menu


  • Updated the credits screen with a new look


  • Moved the respawn key binding to the gameplay category
Social

  • Fixed an issue related to sending invites to friends through third party platforms


  • Text chat now defaults to the team channel when you enter the game


  • Party Chat option in-game is removed if you are not playing in a party


  • Fixed an issue where quick key presses in chat windows could unintentionally toggle voice chat on/off


  • Fixed incorrect time stamps on club feed
Spectator

  • Add a bespoke spectator HUD featuring health bars for all teams and a more compact inventory widget


  • Team overview can now be customized and toggled on and off while spectating


  • Fixed the spectator being unable to move when reconnecting during a pause


  • Gamepad bindings - Changed input for recent point of interest from \[Right Face button] to \[D-pad Up] to avoid overlapping inputs


  • Fixed issue where the settings menu couldn't be closed while the match was paused


  • Fixed some of the spectator keybinds not working with gamepad
UI

  • Fix that the tournament outro screen would not show waiting for more players when going to the next match


  • Will no longer show elimination text for friendly eliminations (they are still shown in the kill feed)


  • Fixed an issue where some UI elements were missing right before a match started


  • Remaining ammo now blinks when low, instead of changing to a solid red color


  • Updated scoreboard animations to be more visible


  • Fixed two issues where the end of round scoreboard in the top left corner would display incorrect order and or score


  • Dummy health and name should now always show up in the Practice Range


  • Fixed the in-game HUD showing for a brief second before gameplay starts


  • Fixed sorting for Standard Issue weapon skins and Animations


  • Fixed an issue where in-game UI elements would sometimes be drawn on top of each other when they shouldn't


  • Fixed issues where the the Practice Range would announce every Dummy that respawned and players not within your area


  • Fixed issue where the league rank up screen could be closed with Escape resulting in an empty screen


  • Fixed issues where the players of different Practice ranges would show up as a message joining the practice range


  • Fixed an issue where players received a “cloaked a teammate" score when using cloak on themselves


  • Fixed the ongoing Cashout amount sometimes overlapping in the top left scoreboard.


  • Fixed the boot screen to not be on top when launching the game
Weapons

General


  • Moved most of the game's automatic weapons over to a new underlying weapon system

Dev Note: This new system should mean issues like the “I can't shoot” or “I can't ADS” bugs should be a thing of the past. As Season 7 progresses, we'll also be moving shotguns, lever action, pump action and bolt action items over to this system as well.

As a new system, we're expecting there might be some discrepancies that will need addressing. If you do find any issues, please report them to help us perfect this system ASAP.



  • You can no longer backstab inanimate objects, only Contestants
Weapon Sights

CB-01 Repeater



  • Fixed an issue where the default iron sight had more magnification than intended


  • CB-01 Repeater can now equip the Reflector Sight

Compact Reflector Sight


  • Rebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54, CB-01 Repeater and R .357 which had higher zoom values

Reflector Sight


  • Decreased magnification from High to Medium (1.5X -> 1.25X)

Adder Reflex Sight


  • Rebalance to ensure this sight has the same magnification on all guns, Low (1X).

Holographic Sight


  • Rebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54 and CB-01 Repeater who had higher zoom values


A message from our Anti-Cheat Team:

Dear Players,


Please join me on a small journey where we talk about cheaters in THE FINALS. As any competitive multiplayer game, cheaters exist in our game as well. The community has asked for more transparency in our communication and we are going to try to give you more information going forward, starting now in Season 7. At the same time it’s a tricky subject where saying too much, too little or nothing at all, will affect perception in ways not always predictable and sensible.

Fair play and the integrity of our players have always been a top priority at Embark. With THE FINALS heading towards its first major at Dreamhack 2025 with a $100,000 prize pool, the stakes are even higher. The cheat landscape is ever evolving, from simple scripts and applications to more advanced kernel-drivers, physical hardware and AI. This requires innovative solutions from Anti-Cheat and the team is working hard to build a safe environment where you can trust that you and your opponents play on equal and fair terms. More on this in future posts.

You might be wondering how you can help. Please continue to use the in-game reporting feature with as many details as possible. In addition to this please continue sending feedback. We are not always able to reply, but we always listen.

/Chim

Continue reading...
 

Store Update 6.11 - The end of Season 6!

Update 6.11 – Wrapping Up Season 6

As Season 6 nears its end, we’re keeping things simple this week with a milky fresh store rotation and some final reminders and announcements before the big shift into what’s next.

HEAVY HITTERS enters its third and final week. Complete your Tiger Juice contracts and climb the leaderboard while you still can. The top 10 players will be immortalized on the official Heavy Hitters Trophy, so now’s the time to swing hard and bonk harder.

We’re also down to the wire in the Sponsor Showdown, with ENGIMO holding a strong lead. But the Arena is unpredictable, and there’s still time for OSPUZE or ALFA ACTA to mount a comeback and win the showdown.

HANG OUT WITH OSCAR!

Don’t miss our community stream at 5PM today
.Tune in early if you want to see the very first reveal of Season 7. You’re not going to want to miss this.

Earlier this week, some players experienced missing cosmetics due to a temporary issue. That’s now been resolved, and all items have been restored to your inventory.

NEW STORE
This week’s store rotation features the farm-ready Moolah Militia Set (complete with bucket helmet and M60), the Herd Mentality Set with field-inspired skins for six weapons, and a slick new VI Rifle Moves animation for the ARN-220.

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That’s all for now - wrap up your contracts, make that final rank push - and we’ll see you tonight on the stream!

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Store Update 6.10 - Peel the Power!

THE SHOWDOWN CONTINUES
As Season 7 approaches, Sponsor Showdown rages on for the second week! Rounds in any gamemode will contribute, so make sure to get those games in, and show support for your Sponsor!

HEAVY HITTERS, STILL HITTING!
The second week of Heavy Hitters contracts are out! Work hard, play hard, hit hard! Snatch those event rewards, and show your opponent just how much bonk you still have within you!

A FRUITFUL STORE UPDATE
The store has been updated with some freshly tropical additions! Quench your summer thirst, courtesy of TRENTILA! It’s quite a-peel-ing, check it out:

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Continue reading...
 

Season 6: Heavy Hitters!

Update 6.9.0
HEAVY HITTERS
NEW MODE | NEW MAP | NEW REWARDS

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Get ready to bring the pain in HEAVY HITTERS, a high-impact Limited Time Event where everyone plays with a loadout built for bonking and bouncing! Grab your Sledgehammer and start swinging in this 5v5 Platform Fighter mode. The only way to win is to knock your opponents clear off the edge of the all-new Pop Drop Arena!

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Expect intense action, aerial chaos, and heart-pounding showdowns, all fueled by the explosive energy of OSPUZE and their fierce new flavor: Tiger Juice. Complete contracts to unlock fun rewards and earn your stripes!

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This mode is raw power and pure momentum, so savor the flavor while it lasts! It’s time to go wild.*

Drink up! Get your bonk on!

*Do not consume more than the recommended maximum dose.

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BOOSTERS ACTIVATED!
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We’re getting close to the finish line! XP DASH is live and running now through the end of the Season. It's your chance to accelerate your progress with bonus XP and Fans!

Whether you're catching up or charging ahead, this is the boost you’ve been waiting for. Stack those rewards and finish strong!

On your mark, get set, DASH!

FIGHT FOR THE RIGHT TO REBRAND!
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The season is approaching its final stretch, and that can only mean one thing for the World Tour: Sponsor Showdown! OSPUZE, ENGIMO, and ALFA ACTA have battled for your loyalty all season. Now it's your chance to show where you stand and fight for your sponsor's rise to the top.

Every match you play in any Mode contributes to your sponsor’s daily standings. As one pulls ahead, their influence spreads across the Arena. From billboards to walls to full visual takeovers, each map becomes a live battleground for brand control!

At the end of each day, the top-performing sponsor claims dominance over chosen maps. By season’s end, only one name will tower above the rest!

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The Arena is waiting. The CEOs are watching.

Who are you fighting for?

NEW TWITCH DROPS

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We’ve got a whole new set of drops to set your loadout ablaze! Watch any stream of THE FINALS on Twitch and unlock the all-new Broadcast Blaze weapon skins.

Whether you're here for the plays or the style, don’t miss the chance to claim them all!

Watch your favorite Contestant and cheer them on from the bleachers!

ARENA NEWS

The tides have shifted:

The water in Kyoto won’t be slowing you down anymore! Move freely through the water like the aquatic creatures you’ve always wanted to be!

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P.E.A.C.E. was always an Option:
Into the woods without delay, but careful not to lose the way. The P.E.A.C.E. Center has been officially added to Team Deathmatch! Time to jump back in and answer the age-old question: If a Contestant falls in a forest and no one is around, do they make a sound? (Yes they do. It sounds like coins.)

THE END OF ENDLESS EFFECTS

We’ve finally tracked down and eradicated the root cause to one of the most persistent and annoying bugs in the game: a complicated but infuriatingly common series of events (only sometimes) could cause the cue states of effects to persist forever. It took nearly six whole seasons to pinpoint the catalyst but we’ve finally cracked the case! This issue caused all sorts of visual irritants to be “stuck” to players, like burning, Invincibility (just the visual state), Detection (AKA opponents constantly being tracked) and all the rest! Game-breaking? Occasionally. Annoying? Always.

We’re so relieved to introduce this fix, so no enemies are permanently tracked through walls, and no more teammates constantly on fire!

Here are the “no-longer-lingering” effects:
  • Sonar pings
  • Tracking dart
  • Motion detector
  • Burning
  • Gas
  • Invulnerable (respawn)
  • Invisibility
  • Nullifier
IT’S SLEDGEHAMMER TIME

In honor of Heavy Hitters, you’ll find a host of hammers for you to choose from! Make sure to equip one on a selected Heavy contestant before entering the event to spawn into the Arena with your personal favorite!

OSPUZE Tiger Juice also has a few more accessories that’ll help you release your inner predator and remember this event forever!

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And of course, there are plenty of Balance changes, fixes, and content updates to read about below:

Balance Changes

Maps

Kyoto
  • Removed the slow movement effect when running through water
Weapons

ARN-220
  • Updated the recoil pattern to be the same for both magazines, making the weapon feel more consistent to aim
FAMAS
  • Decreased the amount of visual recoil when firing the FAMAS, making it slightly less shaky
KS-23
  • Increased accuracy by decreasing bullet dispersion when firing from the hip while crouch moving
  • Increased accuracy by decreasing bullet dispersion when aiming down sights while crouch moving
  • Increased accuracy by decreasing bullet dispersion when firing from the hip while standing still
  • Increased accuracy by decreasing bullet dispersion when aiming down sights while standing still
  • Increased accuracy by decreasing bullet dispersion when firing from the hip while running
  • Increased accuracy by decreasing bullet dispersion when aiming down sights while running
Dev Note: These changes make the KS-23 much more accurate while in various movement states, hopefully increasing its viability
M11
  • Decreased the jitter at the end of the weapon’s recoil pattern, making it smoother and easier to use at the end of long bursts of firing
  • Decreased the amount of visual recoil when firing the M11, making it slightly less shaky
Melee Weapons
  • Improved hit sweeps across all melee weapons, to make them more reliable. As a result, it should feel like fewer sweeps get lost to collision with world objects or geometry
Dev Note: We believe this change significantly improves the reliability of melee combat, but we’ll continue to monitor melee and make further improvements based on what we see.
XP-54
  • Decreased damage from 17 to 16
  • Increased rate of fire from 850RPM to 860RPM
    Dev Note: XP-54 has been performing exceptionally well since our last buff, with its effectiveness sitting well above all other weapons now. To bring it back in line with most of the other weapons, we want to try to get it to a place somewhere between what it was before and what it has been most recently. To do this we’ve lowered the damage back to its old value, but increased the fire rate slightly to offset that

Content and Bug Fixes

Animation

  • Fixed an issue where your lower body could sometimes block your aim after launching off a Jump Pad and aiming down sights
  • Fixed an issue where bullets on the M60 Lid Lifter were visible when they should be hidden while reloading from empty
  • Fixed a case of animation culling where melee strike animations were missing for other players viewing the action in third person
  • Fixed an A-pose visual glitch when looking down while in the Nullified state
  • Fixed ladder animation syncing issues when using Dual Blades or the Riot Shield
  • Fixed broken hand poses in the Vanish Bomb inspect animation
  • Fixed melee actions (of the Winch-user) not displaying correctly for contestants being winched
  • Fixed a clipping issue when exiting ladders at certain angles

Audio
  • Set the mixer to lower the pitch and mute the game audio when paused in spectator mode
  • Fixed an issue where some inspect sounds, such as the Katana skin on the sword, were not played for spectators

Clubs
  • Improved the club filter reset so that it now properly clears all active filters

Customization & Cosmetics
  • Fixed clipping between the Bout Blanket boxing robe and some facewear items
  • Fixed the position of the Beating Badge Emblem
  • Fixed the Nyabyte Top to work better with pets
  • Player-created outfits now properly reflect changes when equipping items directly from the store
  • Fixed sticker clipping issues on the ‘Fowl Fury’ skin for the Smoke Grenade
  • Emerald Flamethrower skin now shows the correct material on dropped tanks
  • Fixed an issue where the Heavy body type appeared slimmed down on low/medium settings when wearing the Beanie
  • Fixed stretching and visual issues on several shoe items (Geta, Arch Rival Geta, Tradition Treaders, Lace-Up Kickers, Valor Shift Boots) when worn by the muscular body type
  • Holograms now display correctly on the Heavy Muscular body type
  • Fixed clipping between football shoes (cleats) and pants
  • Fixed the camera angle when zooming in on Tattoos in store offers
  • Fixed clipping issues between the bun hairstyle and the Backwards Baseball Cap
  • Adjusted Wildlands Vest to prevent clipping with bandoliers and emblems
  • Vinerunner Cargos no longer clip with shoes
  • Season 3 Ruby rewards are being added
    Dev note: Thank you to all the S3 Ruby players who signed the petition! You should start to see your rewards show up (Player Card background and Emblem) and then a Player Card badge in the next big update! Thanks to a very good egg, Newton!
  • Minor art fixes on several hairstyles
  • Fixed an issue where “Highlight Reel” and “Holtow Fine Print” did not display the player name correctly
  • Fixed stretching and jittering on the “Trail Blazer” backpack’s physics assets
Gadgets
  • Optimized the visual fidelity on the Barricade panels to eliminate visible gaps on low graphics settings and fix clipping issues
Game Modes

Cashout Modes
  • Fixed a bug where the Game Show Event widget disappeared after a cashout
Power Shift
  • Fixed an issue where, if the platform was centered during overtime, the wrong team could be presented as the winner
  • In overtime, the winning team now correctly receives $25K in cash, replacing the previous behavior where no cash was awarded
Quick Cash
  • Fixed the “respawn timer extended” message sometimes displaying incorrectly
Team Deathmatch
  • Fixed an issue where environment self-kills were not being penalized
  • Self-kills now give the enemy team $25 if the player hadn't taken any damage beforehand
Terminal Attack
  • Fixed an issue where health regeneration was not working as intended, restoring proper healing behavior

Gameplay
  • Fixed an issue where Dummy health bars in the Practice Range would stop displaying
  • Fixed an issue where initial player spawns could be unfairly skewed toward objectives instead of using proper symmetric spawn locations
  • Fixed an issue where friendly player outlines were not visible in the beginning of rounds
  • Fixed a core issue that caused effects like sonar, burning, Dash, Jump Pad and invisibility to get stuck permanently, and prevented new effects like tracking dart from being applied
  • Fixed a rare issue where players would be unable to move or shoot when spawning into the game
  • Fixed an issue where ziplines could be launched unintentionally

Maps

General
  • Vegetation: Fixed an issue with multiple trees that sometimes could trigger a vault unexpectedly
  • Adjusted health values of multiple assets to allow for more consistency in traversal and cover
  • Fixed issue where the floor in the Practice Range building would hover mid-air after destruction
  • Fixed a rare issue where ziplines would fail to load in the level
Kyoto
  • Added missing destruction on several smaller props
Seoul
  • Fix an issue where players were able to accidentally vault on pipes underneath catwalks
  • Fixed missing collision on pillar in staircases

Performance & Stability
  • Minor optimization to shader pipeline precompilation
  • Crash fixes
  • Optimized the amount of network data needed for destruction events
  • Improved animation performance
Rendering
  • Fixed missing Contestants in reflections during tournament intros
  • Fixed rare issue causing corrupted landscape textures
  • Change DLSS CNN model option to use preset E instead of the default preset

Settings
  • Fixed unresponsive gamepad keybindings for text chat
  • Fixed an issue with video settings not saving properly in the Xbox PC version of the game

Specializations

Cloaking Device
  • Prevented invisibility from being canceled by emotes, and ensured Cloaking Device activation is not interrupted when holding an environmental prop

UI
  • Fixed a font inconsistency in the Private Matches screen
  • Implemented a new layout for loading screen rules
  • Added filters to the Expression screen
  • Body types are now categorized as common rarity in the Filters menu
  • Fixed a bug where the pointer would go missing for the first 3.5 seconds of the Post-round results screen
  • Fixed an issue causing new markers to appear on game mode selection every time the game booted
  • Players can no longer bypass archetype locks by double-clicking tiles in the 'Create Contestant' page
  • Outfit packs in the lobby select screen now follow the same order as the 'My Outfit' tab
  • Added missing weapon category labels to Season 6 weapons in the equipment screen
  • Added a bespoke HUD element for incoming and active Game Show Events
  • Club messages will no longer appear in-game when the 'Show Club Channel' option is turned off
  • Improved gamepad navigation in the customization filter popup
VFX
  • Fixed the missing VFX effects in a certain spot when using the Dematerializer in the Las Vegas Parking Garage.
Weapons

Melee Weapons
  • Fixed an issue where players could hit other players through walls when standing very close to them when initiating an attack
Dev Note: This fix also means that Riot Shields now more reliably block melee attacks, although the first person perspective can make it hard for players to tell when a swing hit them from the side versus directly hitting the shield. We’re hoping to further improve that issue in future.

Minigun
  • Fixed an issue where the Minigun could wind up while being pulled by the Winch Claw

Continue reading...
 

Update 6.8 - Double Trouble in the Arena

Update 6.8.0

Double Trouble in the Arena


Kicking it off we’ve got the World Tour where this week, one game show event at a time just isn’t enough - Double Dose is here, and the Arena will never be the same.

For the first time ever, multiple game show events will run simultaneously, throwing contestants into a chaotic cocktail of hazards, modifiers, and total unpredictability. We’ve got three lethal combos lined up for this round of madness:
  • Alien Invasion + Low Gravity
  • Mega Damage + Drop Bombs
  • Orbital Laser + Head Hunter (yep, it’s back!)
This one’s brought to you by OSPUZE, who’s clearly decided that more is more. So expect the unexpected, stay on your toes, and adapt fast. This World Tour stop is going to hit hard and weird.

You’ll be dodging lasers and low-grav aliens across:
  • Monaco
  • Kyoto
  • Bernal
  • Skyway Stadium.

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What’s in the Store?
This week’s store has something for everyone, from tropical heat to silent strikes:

Tropic Takedown Set – A jungle-ready outfit complete with the Guerilla Grip Lockbolt skin and the “Knife to Meet You” emote
Brushline Bundles – Stealthy, leafy Leaf No Trace skins for weapons across all three build types
Live Rounds – A new crossbody cosmetic that says “every bullet tells a story”.

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We’re also saying farewell (for now) to Close Quarters and the P.E.A.C.E. Center. As for the Wheel of Trust, ticket collection has ended, but if you’ve still got tickets to spend, you can cash them in or pick up any final pieces to complete your set and unlock the Bull’s Eye Barry outfit.

Whether you're popping emotes in low gravity or getting headhunted under an orbital laser, one thing’s clear: Double Dose is not for the faint of heart. Let’s get into it.

Continue reading...
 

Update 6.7 - Boom Goes the Drop!

Update 6.7.0

Update 6.7 - Boom Goes the Drop


This week’s update is light on downloads, but heavy on chaos.

No patch to install, no balance changes or bug fixes. Just fresh content and explosive gameplay straight from the World Tour.

Before we dive into what’s new, a heads-up: we’re now in the final week of ALFA ACTA’s sponsored events: Close Quarters and Wheel of Trust. If you haven’t jumped in yet, now’s the time to complete the contracts, spin the wheel and enjoy some chaotic TDM matches at the P.E.A.C.E Center!

World Tour: Last Drop
This one’s about going out with a bang.
Every time a contestant is eliminated, they drop a live bomb. Pick it up, throw it at an enemy, or run for cover - just make sure you’re not holding on to one when the timer runs out. Each explosive sticks around for a few seconds… or detonates instantly on impact.

Arenas in rotation:
  • Fortune Stadium
  • Seoul
  • Las Vegas Stadium
  • SYS$HORIZON

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This Week’s Store Rotation
Over in the store, Arena Security is taking charge with the Lockdown Triad outfit set, while the Final Carving Set adds a stylish new inspect and intro to sharpen your look. ALFA ACTA fans can grab the Redline Overrule bundle for a sleek set of weapon skins, and Junior’s Foresight brings a tactical edge with a knife skin straight from the top floors of the corporate tower.

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Get ready to throw hands and bombs. This week, the chaos doesn’t stop until the Last Drop!

Continue reading...