THE FINALS

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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!

Continue reading...
 

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...
 

Season 6: Massive Mid-Season!

Season 6: Massive Mid-Season!


MID-SEASON UPDATES: STACKED AND LOADED



Season 6 is hitting its stride with the Mid-Season Update, and we’re bringing the heat! While the limited-time Close Quarters Event takes the spotlight, there’s no shortage of serious updates in this major drop: starting off with a long list of balance changes, bug fixes, and QoL improvements!

Let’s take a look at all the new, exciting, revamped, revived, and renovated updates waiting for you today!

THE CLOSE QUARTERS EVENT

Time to get up close and personal with our brand new limited-time event that comes with a whole new map to explore (and destroy)! Welcome to the ALFA ACTA P.E.A.C.E. (Prototype Evaluation And Combat Experimentation) Center! Junior McJohnson welcomes you to this high-pressure environment nestled deep in the [LOCATION REDACTED] woods.

Here, you’ll be testing out fast fights in tight spaces where every move counts. Partake in a brutal Team Deathmatch where danger lurks around every corner! The P.E.A.C.E. Center is live for a limited time, so step in and leave your mark!

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SPIN THE WHEEL OF TRUST

As if an invitation to The P.E.A.C.E. Center isn’t reward enough, ALFA ACTA has also spun up 20 potential prizes on the Wheel of Trust! During the event, hand in Daily contracts for tickets and spin to unlock something new. If you trust your luck, you might even take home BULL’S EYE BARRY, the latest and greatest smart-dummy.

The festivities await!

MEET THE NULLIFIER

The prodigal Stun Gun returns to the loadout screen with a brand new name and totally re-worked functionality! It’s time to meet The Nullifier!

In this newly revamped version, Contestants caught in the line of fire will be nullified, unable to take or deal damage, use items, or interact for the duration for the effect. Nullified players will still be able to move freely, so there’s time to make a getaway. Equip it now and start increasing the odds by nullifying the competition!

NEW TWITCH DROPS

To further celebrate, let’s bring in more Twitch Drops! Head on over to Twitch, watch your favorite streamer, and earn the four new Drops in dazzling blue! Practical, fashionable, and including an item from our latest breakout category: Nails!

You may also remember us asking what weapons would be cool to pick for the next round of Twitch drops. Time for you to pick up those Sledgehammer, AKM, and XP-54 skins!

So make sure to nab your Broadcast Blaze items on Twitch as soon as the Drops go live! Claw your way to victory and trim down the competition.

GET CREATIVE

We’ve taken the Body Paint Category and broken it down into four parts:
  • Face paint - Anything that goes on the face
  • Body paint - Anything that goes on the body, or full body
  • Nails - Nail polish!
  • Tattoos - You can now wear tattoos beneath any paint!
This means you can now mix-and-match 4 different parts of your body-deco at once, many of which were previously merged into one! If you already own any of the old Body Paints, you’ll find that your items have been separated into new separate items in these categories and are waiting for your next Outfit creation!

SOCIAL IMPROVEMENTS

It’s time to grow your crew! Clubs have increased in membership so you can now invite up to 100 Contestants to take on the Arena together!

You’ll also find multi-channel chat is active, so you can chat with your party, your team, a whole private lobby, and your club while you play!

We’ve also beefed up the social settings, adding chat and voice under Social, and providing options to control Background Opacity, Text Size, Turn Channel Icons off and on, and the ability to hide the Club Chat in-game.

You’ll notice changes to the main menu, as well! You’ll be able to see your progress for Battlepass, Career, Sponsorship, Circuits, and Contracts at a glance right alongside your Contestant! You’ll also notice that we will recap the progression update when returning to the screen from a match so you wont miss that you unlocked that item you were chasing!

You’ll always find some improvements to the social features you already know and love.

PARTY IN THE PRACTICE RANGE

It can get lonely in the Practice Range, even with the smart dummies for company. Now you can party up and enter with two to five friends by your side. Goof around, test things out, and cause mayhem as a team!

The dummies have been looking increasingly nervous on the leadup to this update…

IN WITH THE OLD

We know you’ve been missing old Vegas so we’re putting it back into rotation! Get ready for the glitz and glam of the hot lights in Quick Cash, Terminal Attack, and Ranked Tournament as you play Las Vegas 2032!

We’re also introducing a new Carriable to toss around the Arena that will feel familiar to those of you who have been here a while: The Health Canister! Toss it to provide temporary healing to an area of effect.

Throwing things at your Team has never been more rewarding!

AND MORE!

We’ve made sweeping improvements to Maps, fixed some bugs and at least partially squished some others, and have many balance changes for you to experiment with in this update. We’ve also tweaked some of the most problematic Cashout Station locations in the Kyoto Map!

There’s new items in the store, including a free Idle Inspection bundle to kick off your new Nail Polish collection:

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And finally, a new bundle with Multibucks included that some PlayStation players may have gotten an accidental sneak preview of yesterday!

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We’re halfway through Season 6 and so excited to have you with us!

Check out all the nitty-gritty details below:

Balance Changes


Dev Note: We’ve recently done a review of the effective ranges for various weapons and found there were a few outliers. Some weapons were over or under performing at certain distances, and not meeting our expectations. A number of the changes below aim to address this issue.

Arena Carriables

All Carriables
  • Increased the launch force of carriables by 10%, making them easier to throw at targets
  • Increased the pick-up range of carriables from 6m to 6.5m, making them slightly easier to pick-up

Decorative Carriables (e.g. plant pots, chairs etc)
  • Increased the impact damage done for medium carriables from 50 to 60
  • Increased the impact damage done for large carriables from 50 to 70

Health Canister
  • Added the new Health Canister Arena Carriable. This blue spherical container smashes open when thrown into surfaces, spreading a healing mist that triggers health regeneration for players who stand inside its area of effect

Charms

‘Little Chief’
  • Increased the ‘moo rate’ of the Little Chief Moolah charm from 25% to 100%, meaning it will now moo for 100% of kills
  • Added the ability for Little Chief to moo when the attached weapon is inspected
Dev Note: Based on community feedback, it has become obvious that our past nerf to Moolah was by far the worst nerf we’ve ever made to the balance of the game. In the spirit of trying to buff more than we nerf, we’ve now reverted Moolah to their previous superstar status ;)

Gadgets

Proximity Sensor
  • Increased the size of the Proximity Sensor, making it easier to shoot
Dev Note: This change aims to address how fiddly it has been to destroy Proximity Sensors, they should be much easier to hit now.

Stun Gun/Nullifier
  • Re-introduced the Stun Gun after a re-work, it is now known as the Nullifier
  • Players hit by the Nullifier are put into a “nullified” state for several seconds, during which they cannot attack or use items, but are still able to move. During this time the player is fully impervious to damage or effects from items

Specializations

Winch Claw
  • Winch Claw will now force players it hooks into the ‘uncontrolled’ state, adjusting the victim’s bullet dispersion and recoil as if they were falling from a building
Dev Note: Players’ ability to very accurately shoot a Winch Claw user, while being pulled is something we feel is a little too strong. This change is a subtle nudge to make fighting back while being winched slightly less viable

Weapons

.50 Akimbo
  • Decreased damage falloff minimum range from 37.5m to 35m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 47.5m to 42m, giving the weapon a slightly shorter effective range

93R
  • Increased damage falloff minimum range from 28m to 32m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 35m to 40m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.55 to 0.4, meaning the weapon now does slightly less damage at range

ARN-220
  • Decreased the length of the quick reload animation from 0.95s to 0.75s
Dev Note: This is a small buff to the ARN, partially to boost its power but mostly aimed at making it feel a little less clunky.

Cerberus
  • Decreased pellet count from 12 to 11, effectively lowering the max damage per shot (minus fire damage) from 120 to 110
  • Updated pellet pattern to retain a similar coverage per shot, despite the removal of one pellet, meaning the weapon should retain a similar accuracy to before
Dev Note: The Cerberus has been performing very well this season and we’ve decided we need to bring it back in line with other weapons. This small reduction in damage should help achieve that while still keeping the weapon viable.

FAMAS
  • Decreased damage falloff minimum range from 37.5m to 35m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 47.5m to 42.5m, giving the weapon a slightly shorter effective range

M134 Minigun

Dev Note: We have seen your feedback on how easy it is for players to keep the M134 ‘spun up’ while moving, juggling the spin-up state and making it quite powerful in the right hands. This is something we’re monitoring and are likely to adjust the balance of in an up-coming patch, but the changes we’re considering aren’t ready in time for 6.6.

Model 1887
  • Decreased the pump-action duration from 0.8s to 0.78s, effectively increasing the fire rate from 75RPM to 77RPM
  • Increased damage falloff minimum range from 15m to 20m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 25m to 30m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.7 to 0.65, meaning the weapon now does slightly less damage at range
Dev Note: Since our last round of changes to the Model, it has performed slightly worse than we would have expected. These changes are aimed at buffing it ever so slightly while increasing its effective range to give it a more unique feel compared to the other shotguns. We’re mindful that we don’t want to nudge it too far in a single change, as we’d prefer to not go back to a meta where this versatile weapon is overly effective.

R .357
  • Increased damage falloff minimum range from 23m to 27.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 40m to 44m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.45 to 0.4, meaning the weapon now does slightly less damage at range

SA1216
  • Decreased rate of fire from 200RPM to 190RPM
  • Decreased the length of the magazine rotation animation from 1.1s to 0.8s, effectively speeding up the weapon’s fire rate when firing more than four shots
  • Updated magazine rotation animation so it’s a little easier to see
  • Updated recoil pattern slightly, to retain approximately the same recoil behavior prior to the rate of fire reduction
Dev Note: This is a small nudge to reduce the power of the SA1216, which remains one of the most effective weapons in the game. The decrease in the length of the magazine rotation animation, as well as the updated animation, are quality of life changes that hopefully improve the readability of the weapon and make it more accessible to a wider audience. The animation change also effectively increases the weapon’s fire rate in scenarios where the player takes more than four shots

Content and Bug Fixes

Animation

  • Smoothed the animation for dropping held items when blending back to the equipped item
  • Fixed an issue where the wrong magazine could sometimes be inserted into the ARN-220
  • Fixed an issue where the discarded magazine would launch forward when reloading the Lewis from empty
  • Polished Cerberus reload and inspect animations to reduce clipping
  • Fixed the M134 Minigun crouch pose during interactions to prevent your third person pose being lower than intended
  • Fixed an issue where the third consecutive Spear attack animation could sometimes be skipped
  • Reworked the animation for the Sword's secondary attack to better match the action, and fixed an issue where the third-person attack animation would not play correctly, causing confusion about damage for players being hit by it
  • Fixed animations looking incorrect when crouching with the CL-40
  • Fixed an error where the weapon could briefly show when carrying an object and vaulting at the same time
  • Fixed an issue where getting eliminated with fully-charged Defibs could prevent weapon inspection after respawn
  • Fixed an issue where the Sledgehammer and Spear could block the view while vaulting by lowering the weapons instead
  • Updated the animation for being Winched to better show the gun-ready state at the right time to reduce confusion
  • Fixed the Riot Shield sometimes blocking the view during a high vault
  • Fixed an issue where the Riot Shield could briefly cover the screen during weapon swaps
  • Slightly reduced visual recoil on the M11 Holographic Sight to match the Red Dot Sight
  • Fixed an issue where a white "mask" could appear during emotes with some faces
Audio
  • Improved audio for bots
  • More Scotty and June dialogue to better reflect team performance in TDM
  • Added announcer voice over when billboards light up
  • Updated Cashout lines for Round 2 and Final Round
  • Fixed an issue where Power Shift Overtime lines would not play
  • Added new lines for Power Shift's Sudden Death phase
  • Improved the audibility of single-shot weapon fly-bys, making them easier to hear when nearby
Clubs
  • Increased the maximum Club size to 100
Contracts & Circuits
  • Resolved issues where eliminations with the Tracking Dart and Defibrillator did not count toward elimination contracts with Gadgets
Customization & Cosmetics
  • Adjusted the size of Derbies shoes when equipped on light contestants for a better fit
  • Fixed camera being offset when entering Charms/Stickers/Sights screen while certain skins were equipped
  • Tweaked lens material for Reflex Sight 02 to remove the yellow glow sometimes present in the shaded areas of sunny maps
  • Expanded Character Customization by splitting Body Paint into new categories: Face Paint, Body Paint, Tattoos, and Nails. What was previously a single Body Paint item is now organized across these categories. Existing outfits have been updated, and players who already own relevant items will automatically receive the new options
  • Fixed an issue where certain customizations could sometimes float or clip with the character when switching contestant body type prior to a game or in the Practice Range
  • Fixed color issues with the Neon Nightslinger outfit to ensure team colors appear correctly to all players
  • Fixed mesh stretching on the Satchel
  • Fixed stuttering on the SR-84 Ghillie Canopy skin
  • Fixed alignment issues between some faces and facial hair
  • Fixed an issue where Stickers could partially cover Sponsor texts on the ARN-220 'Cash Chicane' and 'Active Deterrent' skins
  • Fixed an issue where charms could block aim down sights on the Revolver
  • Fixed the look of the cloth under the arms of the Canyon Carver Poncho
  • Fixed an issue where creating new contestants could exceed the 'My Outfits' limit
Game Modes

Practice Range
  • Players can now enter together with their party (up to 5 players)
  • We are aware of an issue where Quick Melee does not always work in Practice Range. We are investigating the issue but a restart of the session should resolve it
Power Shift
  • Fixed incorrect text about extended respawn timers being shown
Tutorials
  • Replaced old target bots in existing tutorials with new ones
  • Fixed issues where the tutorial Cashbox, Cashout Stations, or Vaults could go missing
Terminal Attack
  • We're aware of an issue in terminal Attack mode that causes player health to be able to fully regen to the maximum health value, rather than the intended capped values. We're investigating the cause of this and will deploy a fix as soon as we can
TDM
  • Tweaked backfill conditions to always allow backfill in the first round, or in later rounds with at least three minutes remaining and no team above 15 kills
  • Fixed an issue where outfit selection changes for the second and third rounds weren’t working as expected
  • Fixed an issue where the outfit list would disappear after changing outfits in a previous round
Gameplay
  • Health Canister Carriables can now spawn in all game modes except Terminal Attack
  • Fixed an issue where the state of destruction could desynchronize after a reconnect or backfill
  • Fixed various issues where Cashbox, Cashout Stations, and Respawn Statues would incorrectly trigger "out of bounds" behavior
  • Fixed an issue where players would not receive Support Score for healing a revived teammate
  • Fixed an issue that could cause horizontal Ziplines to be placed incorrectly
  • Fixed an issue where the wrong text could appear when using a respawn coin
  • Adjusted hitmarker size when aiming down sights (ADS) to reduce obstruction while zooming in with the Sniper Rifle
  • Fixed a very spooky issue where Statues would show up in the previous death location for 1 frame
  • Resolved issues where players who died while experiencing an effect that requires team colors could sometimes default back to a neutral color
  • Improved optimization to slightly reduce the feeling of being shot around corners
  • Fixed an issue where the health bars of enemy players that the player had just been spectating, continued to display for a brief second after the player respawned, giving away the enemy's location in the level
  • Fixed an issue where players could spawn with missing ammo if they click LMB during round start
  • Fixed a rare issue where you couldn't switch the contestant you were spectating
  • Fixed a rare issue where players could lose mouse input during a round
  • Fixed one issue where effects, like sonar tracking, fire etc, would remain visible for far too long
Dev Note: Lingering visual effects on contestants after exposure have been haunting us for a long time! We believe we’ve fixed the most prominent cause…but some cases remain. We’ll keep chasing it and you should keep letting us know when it happens to you! Player reports have been so helpful!

Maps

General
  • Las Vegas 2032 is back in the public map rotation for Quick Cash, Terminal Attack, and Ranked Tournament
    Dev note: We knew you were missing it. What happens in Las Vegas 2032, stays in Las Vegas 2032!
  • Fixed sizes, aspect ratios on multiple THE FINALS logotypes and branding textures on all maps.
  • Adjusted the health of some decor and features to better match their size and material
  • Tweaked Billboard Highlight scoring to feature more varied events and show players more frequently, including a new event for last-second steals
  • Fixed a bug causing destruction visuals to not appear in certain scenarios
  • Updated the height of concrete beam piles to match other cover and fixed some that were indestructible
Fortune Stadium
  • Fixed an issue where the out-of-bounds border could cut through parts of the level in Team Deathmatch
Kyoto
  • Adjusted and removed several Cashout Station locations in the Bamboo Forest and near the Villa Compound water
  • Carriables can now be thrown through lattice windows without fear of them bouncing back at you
Las Vegas 2032
  • Fixes for floating signs and invisible collision
Las Vegas Stadium
  • Minor destruction tweaks to the ALFA ACTA buildings
Monaco
  • Collision cleanup of multiple Monaco assets to enhance movement, performance and traversal
  • Fixed a minor issue where THE FINALS logo was cropped on the buildings
Practice Range
  • Added Health Canister dispenser
Seoul
  • Re-balanced structural strain to get more refined and varied destruction
  • Fixed a rare issue where horizontal ziplines could have incorrect exit points
Skyway Stadium
  • Fixed overlapping doors and misplaced railings in the large hotel building

Private Matches & Spectator
  • Fixed an issue where assigned spectators would end up in separated sections
  • Added an error message for trying to create a private lobby without being the party leader
  • Fixed an issue where controllers would lose focus when entering the private match screen
  • Spectator screen now correctly displays performance icons
  • Fixed an issue where lobby size could be reported incorrectly for some game modes in private matches
  • Fixed rare issues where spectators could end up outside the map
  • Fixed an issue where the Manage Players section would not stay consistent while moving players around
  • Fixed gamepad navigation and interactions not working correctly in the private matches screen
  • Premade parties are now disbanded when joining a private lobby.
Settings
  • Made the selection scroll to the top when restoring default settings for interface options
  • Added new Text Chat settings: Background Opacity, Text Size, Toggle Channel Icons, and the ability to hide the Club Chat in-game.
  • Chat and voice settings have been moved to the Social tab for easier access
  • Fixed missing descriptions for several options in the Settings menu
Social
  • Text Chat now supports Party, Squad, Private Lobby, and Club channels
  • Added timestamps in Club chat
  • Fixed an issue where the friends list would update and reorder while interacting with it
Specializations

Winch Claw
  • Fixed an issue where winched players would not be pulled through smoke
Stability & Performance
  • Fixed some of the most recurring crashes
  • Optimized shader pipeline precompilation for CPUs with fewer cores
UI
  • Discounts are now correctly shown on outfit icons
  • Updated the look of the Cashout HUD
  • Fixed an issue where a teammate's name might not display correctly after backfilling into a session
  • Fixed an issue where the play button could get stuck in a cancel state when failing to join a private lobby
  • Fixed an issue where images appeared stretched for a few frames in the main menu when starting the game
  • Fixed an issue where store tiles could remain stuck in an upscaled state after being clicked
  • Fixed a bug causing new markers to reappear unexpectedly in the Game Mode section
  • Text and voice options now display consistent enabled/disabled states in the social menu
  • Fixed an issue where players lost focus on the end-of-round screen, requiring a click to regain focus
  • Added a “Mark All as Seen” button to quickly clear new labels from Game Mode screens
  • Added mute and unmute messages to the log
  • Fixed seeding display for your own team in tournament brackets
  • Fixed an issue where store tiles sometimes showed a white background instead of their content
  • Fixed an issue where discounts were not shown correctly on gifting buttons
  • Fixed various frontend tabs that could incorrectly be moved using the mouse
  • The Friends list in the gifting screen now shows online friends at the top. Friends who already own the item are grouped at the bottom but still listed above offline friends who own it
  • Fixed matchmaking notification showing the wrong game mode name to teammates after picking a new mode
  • Rich Presence timer now shows the full match duration instead of just the current round
  • Fixed an issue where contestant icons sometimes failed to load quickly enough
  • Added progression info and hotlinks for Battlepass, Career, Sponsorship, Circuits, and Contracts, along with updated visuals when returning from a match
Weapons

Spear
  • Fixed a rare case where the spin attack would not damage nearby enemy contestants
Sword
  • Fixed an issue that made it possible to perform an unintended extra strike with the Sword during a secondary attack, this is more commonly known as “phantom strikes”

Continue reading...
 

Update 6.5 - Drop In, Dance Out!

Update 6.5.0

Drop In, Dance Out


We’re keeping things stylish (and a little silly) this week with a fresh store rotation and the return of one of our most fabulous World Tour events. Just in time to loosen up before the mid-season madness hits next week!

World Tour: Strike a Pose 2.0

ENGIMO
is bringing back the boogie!

In this event, dancefloors light up the Arena every time a cashout is started, stolen, or secured. Drop an emote while you’re on the floor to earn extra cash for your team. Style matters, and now it pays.

Arenas in rotation:
  • Bernal
  • Fortune Stadium
  • Las Vegas Stadium
  • Monaco

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This Week in the store we’ve got cardboard and carbs:

Spud Slinger Set

“Serving up the perfect side dish for total annihilation.”

Launch the legendary Spudnik CL-40 skin, complete with the Tuber Trooper charm and This Means You weapon sticker. Mash the competition, literally.

All Boxed In
“Sharp lines, edgy style.”

A hand-drawn cardboard headpiece for contestants who prefer to think inside the box, and wear it too.

Flatpack Bundle
“Looks fragile. Hits hard.”

Includes the Krafty Crackshot Minigun skin: a corrugated cardboard carnage machine with absolutely zero chill.

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No gameplay changes or fixes this week, just a bit of fun and flair before next week’s mid-season update, which brings some fresh new content..

Now strike a pose, collect that cash, and we’ll see you on the dancefloor.

Continue reading...
 

Update 6.4 - Protocol Overdrive & Week 2 of Bunny Bash!

Update 6.4.0

Chaos Refined, Carnage Redefined


This week’s update is all about controlled chaos. Tuning weapons for precision, flipping the switch on full-blown gameshow madness, and suiting up in some of our most stylish sets yet.

Gameplay-wise, we’re making targeted balance changes to two of the Arena’s most talked-about weapons. The CB-01 Repeater gets a boost to its environmental damage, making it far better at dealing with deployables and ziplines, while the Minigun receives a notable accuracy upgrade when focus-firing. We’re not touching the spin-up mechanic just yet, but it’s something we’re actively evaluating as the season progresses.

Week 2 of Bunny Bash is also live now, with a new circuit of event contracts for you to complete for some amazing rewards!

World Tour: Protocol Overdrive (Sponsored by ENGIMO)
ENGIMO
is redefining chaos - again.

In Protocol Overdrive, gameshow events don’t just show up once per match - they hit back-to-back, dropping contestants into a relentless gauntlet of environmental hazards and alien mayhem.

Expect short moments of calm between bursts of absolute madness, with Meteor Showers and Alien Invasions shaking up the mid-game and forcing players to adapt on the fly. There’s barely time to breathe before the next disaster hits.

Arenas in rotation:
  • SYS$HORIZON
  • Bernal
  • Kyoto
  • Las Vegas Stadium

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Over in the store, we’ve got a wild lineup of new cosmetics ready to drop:

Night Munchies Set
“Carrots optional, casualties guaranteed.”
Suit up in the Predator Payload outfit, complete with Assault Rabbit headgear and glowing Warren Glare eyes. Fluffy on the outside, ruthless on the inside.

Arena Vision Set
“For contestants who see every angle in THE FINALS.”
Featuring the Sappy Ending skin for the Cerberus, Sledgehammer, and SR-84. Because every story should end with a bang.

Opulent Heavy Bundle
"Devastating luxury, tailored for destruction."
Dominate the battlefield with Skullbound Oblivion skins for the Shak-50, Flamethrower, and M60 - dark, ominous, and absurdly stylish.

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Now, let’s check out the balance changes (with dev notes) in detail:

Balance Changes

Weapons


CB-01 Repeater
  • Increased environmental damage from 8 to 18
Dev Note: With the previous environmental damage value the Repeater had a tough time destroying ziplines. This change should help to address that.

M134 Minigun
  • Decreased bullet dispersion when standing still and ‘focus firing’ (secondary fire) by approximately 10%, making the weapon more accurate
  • Decreased bullet dispersion when moving and focus firing by approximately 10%, making the weapon more accurate
Dev Note: We really like that the spin-up time of the Minigun encourages players to adopt a different style of play to other weapons when using it, such as making use of various shields to protect while spinning up, or using Proximity Sensors to provide an early warning that gives time to spin-up. Because of this, despite some feedback that the Minigun is a little underpowered, we’re reluctant to address that by reducing the spin-up time and making the gun more responsive, as this risks it simply turning into another LMG. Instead, we’re making an adjustment to the weapon’s accuracy to make it slightly more effective at range. Performance wise, our data is showing the Minigun performing somewhere in the middle of the pack, so we’re reasonably happy with how it’s behaving.

We do feel that ‘juggling’ and maintaining the spin-up state while moving is a little too easy right now, so it is our intent to review that and potentially change it later this season, as we do really want using the Minigun to commit players to being prepared in how they play, but it’s likely that if that change does go ahead, it will come with some other tweaks to offset that change. We’ll see exactly where we go with that as the season goes on.


Continue reading...
 

Update 6.3 - Bunny Bash is Back!

Update 6.3 - Bunny Bash is Back!
Outfits fluffed, basket loaded. Bunny Bash returns!


Our egg-cellent spring event is back! For the next two weeks, you’ll be hopping into a version of Power Shift with locked loadouts, hand-crafted for chaos. Each class brings a different flavor of mayhem, from Miniguns and Mesh Shields to Glitch Grenades and Thermal Bores. Time for some seasonal fun,and a chance to rack up some amazing rewards!

Bunny Bash takes place across:
  • SYS$Horizon
  • Monaco
  • Skyway Stadium
  • Kyoto
  • Bernal
  • Las Vegas Stadium
You’ll play through two circuits, each with five rewards. The first is live now, and the second hops into action next week!

What’s at stake? What’s the rewards?
  • Punk Bunny Ears - Good Hare Day
  • Punk Chicken Outfit Pieces - Coop Core Vest, Nest Runner Pants, Fowl Fingers,Cluck Kickers
  • Charm - Rebel Hatcher
  • Weapon Skins - Rapid Scrambler for the CB-01, ARN-220, and M134
  • Goo Grenade Skin - Tama Easter Fling

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Spring Twitch Drops are LIVE!
Watch any THE FINALS creator on Twitch for 3 hours total to earn the Green Shoot skin for the ARN-220, CB-01 Repeater, and M134 Minigun. Cute, springy, and just a little too fresh for your enemies.

Ruby Rank is now unlocked!
Think you've got what it takes to stand with the best? Ruby Tier is now open in Ranked Tournaments, climb your way into the Top 500 and prove it. The grind just got steeper.. and a whole lot sweatier.

ENGIMO takes the stage!
ALFA ACTA have ended their generous sponsorship in the World Tour, and now the seasoned veterans over at ENGIMO takes the stage!
They'll kick off their sponsorship with some Standard Cashout.
Pure Competition, Perfectly Broadcast, Perfectly Connected - just the way ENGIMO wants you to see it!

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On the gameplay side, Update 6.3 brings a nerf to the Sword’s secondary attack, aiming to reduce the frustration many players have felt when facing this very sharp stick.
We’ve also rolled out a wide slate of bug fixes and improvements across UI, animations, performance, and more.

Finally, Balance-wise, the meta’s looking more stable than it has in a while, but we’re still keeping a close eye on standout contenders like the Cerberus, Pike-556, FAMAS, and the Season 6 newcomers: M134, CB-01, and ARN-220.

We’ve also got a stacked store rotation this week. Is it a bird? Is it a plane? Nope, that’s a snuke!

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Now, let’s hop into the full patch notes below, before we hop into Bunny Bash!

Balance Changes


Dev Note: This week's balance changes are fairly light as right now, the overall meta is looking more stable than it has for a while. We are monitoring several items based on their performance at present though and are likely to make some adjustments to them in the coming weeks. These include the Cerberus 12GA, Pike-556 and FAMAS, as well as each of the three new weapons, the M134 Minigun, CB-01 Repeater and the ARN-220.

Additionally, we’re continuing to monitor the performance of the respawn system in Cashout mode and expect to have some refinements to make to the system in the 6.6 update.


Weapons

Sword
  • Decreased secondary attack damage from 140 to 105
Dev Note: The Sword has increasingly become a source of frustration for a lot of players, especially Light players, who feel its ‘one-shot’ potential when combined with Quick Melee is too oppressive. Over time, we’ve been trying to reduce the potential for one-shots in a lot of places in the game and we feel it’s time to address that here. We believe the sudden rise in frustration with the Sword is also partially due to the removal of the Stun Gun, which was many Light players’ answer to a fast lunging Sword user in the past. This change removes the essentially one-shot potential of the Sword.

Longer term, we’re going to continue to monitor the Sword and explore some alternative changes that might allow us to nudge the lunge damage back up, but that will take more time and we’d rather try to address this issue now than wait. We’ll also need to see how things change once the re-worked Stun Gun returns, which should be around 6.6.

Additionally, there are several exploits and bugs we’ve become aware of related to performing extra or ‘phantom’ attacks, which we’re aiming to fix in the near future.


Content and Bug Fixes

Animation

  • Fixed an issue on the standard reload for the AKM where the magazine was flicked in the wrong direction, it now flicks forwards as intended
  • Fixed an animation issue where the Haptic Reload animation for .50 Akimbo looked broken from another player's perspective
  • Fixed an animation issue where cancelling the Wild Draw inspect animation for the Throwing Knives by attacking looked broken from another player's perspective
  • Added missing shell eject for the CB-01 Repeater lever action animation
  • Updated the M26 Matter reload animations to move the reticle less when aiming down sights
  • Fixed a rare issue where the upper body on the third person contestant could become out of proportion
  • Fixed the recurve bow’s animation breaking when swapping to another item while the bow is charged
  • Fixed an issue where the Dual Blades was offset from the contestants hands in third person while sprinting
  • Fixed the left arm looking broken in third person when equipping the breach charge while crouching
  • Fixed an issue where the hammer for the CB-01 Repeater changed position when sliding and aiming down sights

Badges
  • Removed faulty tier indicator number from the Ruby Badge

Characters & Customization
  • Fixed a lighting issue on the contestant cards
  • Fixed a lighting issue with some of the hairstyles
  • Reduced the frequency of Moolah charm mooing, with a lower chance of the sounds playing on eliminating an enemy
  • Updated frontend size of riot shield, making it easier to preview skins on shields

Clubs
  • Browse Clubs screen now hides full clubs by default
  • Filter toggle added to include full clubs

Controller
  • Fixed an issue where the controller rumble was turned on when spectating other players

Gadgets

Barricade
  • Fixed an issue with the text looking wrong on certain skins

Game Modes

General
  • Fixed an issue that would previously lead to incomplete information when inspecting your teams loadout at the start of the match
Cashout Modes
  • Cashboxes that are hidden, due to being carried, are now briefly visible when a contestant spawns
Team Death Match
  • Fixed a rare issue where the wrong loadout was selected in TDM when entering the round
  • Fixed an issue where if backfilling into a Team Death Match game the user would not have all their loadout options available
  • Fixed an issue that would make backfilling not work after the first round in team deathmatch and further tweaked the rules for backfilling
  • Adjusted map borders for the OSPUZE and ENGIMO locations on Las Vegas Stadium so they no longer cut-out the jump pads on the street next to the spawns
  • Fixed an issue on Kyoto where you could bump your head against invisible collision above the Hillside building
Practice Range
  • Fixed an issue so that bots that got respawned by players now always show their correct animations
  • Changed so that bots in the practice range stops firing against each other if the player is too far away from them
  • Improved the responsiveness of bots reacting to player and dynamic behavior

Gameplay
  • Added more thorough environmental kill tracking for winch claw, attributing kills when the pulled object pushes another player out of bounds
  • Fixed an issue where gateways could be used to end up outside the Arenas boundaries on several locations in Team Death Match
  • Fixed a rare issue where picking up an interactable item would cause the mouse to be blocked for the rest of the session
  • Fixed an issue where picked up objects could sometimes drop inside geometry in an incorrect way
  • Prevent items from being teleported infinitely when gateways are placed closely together in a confined space
  • Fixed an issue with ammo showing up as 0/0 after respawning
  • Fixed a rare issue where after an elimination the flow would not proceed beyond the kill-cam, the contestant can now respawn while stuck in kill-cam if it were to happen
  • Fixed another issue that could cause sights and scopes to appear misaligned
  • Fixed issue where the first person weapon would cover the screen after teleporting through the gateway while holding a carriable
  • Fixed an issue where players could vault onto obstacles while holding interacts

Arenas

Bernal
  • Fixed a staircase in the Hotels (ISEUL-T) area being slightly too steep, causing odd movement behavior when jumping into it in specific ways
Monaco
  • General polish on collision, materials, and destruction
  • Fixed an issue with missing polygons in attic floor in one of the Monaco House
  • Removed tree from path that players often got stuck on
  • Improved and fixed some minor issues with ground collision
Las Vegas Stadium
  • General polish on collision, materials, and destruction
  • Fixed an issue with decals on Las Vegas Stadium that covered jump pads
Kyoto
  • Fixed an issue where paper walls in Kyoto would sometimes not get destroyed right away
  • Fixed issue with missing holes in Kyoto Temple floor leading to basement
  • Simplified some collision on Kyoto to reduce memory cost and increase performance
General
  • Fixed an issue with streaked lines appearing on billboards based on customization
  • Reworked billboards to be more cosmetic accurate and less error prone from visual artefacts

Performance & Stability
  • Optimized GPU performance in high-load destruction scenarios
  • Fixed some of our more common crashes

Private Matches & Spectator
  • Added global kill-feed to spectator slots
  • Fixed an issue with VOIP where players in a party could still hear each other through VOIP in a private match when placed in different teams
  • Allow for opting out of game show events in private matches
  • Fixed distant outlines not showing up in spectator mode
  • Fixed an issue in the Lobby when too many players joined at the same time they could start duplicating
  • Fixed the spectator keybind info not being accessible in Power Shift.
  • Added Original Las Vegas as a selectable map in private matches

Rendering
  • Fixed an issue where volumetric effects appeared black on lower quality settings

Settings
  • Added support for NVIDIA DLSS 4, including multi-frame generation, and the latest SuperResolution models. See the updated DLSS related options in the Video settings.
  • Added an option to choose between "CNN" and "Transformer" models for NVIDIA DLSS in the Video settings.
    • "CNN" is the model coming from DLSS 2 and 3 versions. It's a fast and high quality method.
    • "Transformer" is the new model introduced with DLSS 4. It's even higher quality, but more GPU intensive.

UI
  • Fixed a rare issue where the scoreboard could be viewed in an incomplete state at the start of the match
  • Fixed an issue where the reload times were incorrect for ARN-220 and CB-01 Repeater in the weapon overview screen
  • Improved the frontend equipping functionality to ensure the correct parts are selected and equipped when purchasing a bundle
  • Fixed an issue where you could scroll the text area of a player card
  • Fixed issue where some in-game UI elements could get drawn on top of menus
  • Rich presence status now correctly displays 'Editing Contestant' while in the Contestants menu
  • Fixed an issue with the “My Outfits” tab where the inspect action would sometimes preview the incorrect customizations
  • Fixed an issue with outfits created after you have reached the limit of allowed outfits
  • When renaming outfits there's no longer a warning message when the name of the outfit is the same name as you started with
  • The tiles in My Outfits feature a new hover icon for better visibility of the options menu
  • The expressions tab no longer resets to the top category when re entering the screen from inspect/battlepass/store
  • Removed Quit button from "game summary screen" and improved the skip/next flow in the end of round/reward flow
  • Fixed badges getting cropped incorrectly in the reward card
  • Fix player cards sometimes not updating after editing outfits

Weapons

Minigun
  • Winding up the minigun no longer uses the secondary fire input action. Instead winding up the minigun uses the same keybind as aim down sight (Hold or Toggle)
SR-84
  • The scope movement when aiming down the scope is now toned down to more accurateLy reflect where the shots will land when firing
  • Improved the camera motion when crouchiNg or stopping after moving while aiming down the scope
  • Fixed first person sniper scope visuals flicKering when going into crouch
Revolver
  • Fixed an issue where the Horizon Hammer skin was slightly misaligned when aiming down sights
Security and Anti-cheat
  • Improved messaging for forbidden tools
  • Refined detection systems

Continue reading...
 

Bunny Bash Returns!

Update 6.3 – Bunny Bash is Back!

Outfits fluffed, basket loaded—Bunny Bash returns!

Our egg-cellent spring event is back, and this time it’s taking over Power Shift! For the next two weeks, you’ll be hopping into a version of the mode with locked loadouts, hand-crafted for chaos. Each class brings a different flavor of mayhem, from Miniguns and Mesh Shields to Glitch Grenades and Thermal Bores. It's time for some seasonal fun, and a chance to rack up egg-cellent rewards.

Bunny Bash takes place across:

  • Horizon

  • Monaco

  • Skyway Stadium

  • Kyoto

  • Bernal

  • Las Vegas Stadium

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You’ll play through two circuits, each with five reward milestones, the first is live now, and the second hops in next week!

What can you earn?

  • Punk Bunny EarsGood Hare Day

  • Punk Chicken Outfit PiecesCoop Core Vest, Nest Runner Pants, Fowl Fingers, Cluck Kickers

  • CharmRebel Hatcher

  • Weapon SkinsRapid Scrambler for the CB-01, ARN-220, and M134

  • Goo Grenade SkinTama Easter Fling

Bunny Bash is live for two weeks until the 24th of April!

See you in The Arena, let's get bashing!

Continue reading...
 

Head Hunter

Head Hunter

This week on the World Tour, the spotlight, and the pressure, lands squarely on the top fraggers.

ALFA ACTA signs off their seasonal sponsorship with a new twist for Season 6: Head Hunter. During this special Game Show event, the player on each team with the highest number of eliminations will have a bounty of $5000 placed on their head. The better they play, the bigger the reward - and the bigger the target.

Every elimination they score boosts their bounty by $2,000. Take them out? Their bounty goes straight to your team. Let them live? They’ll cash in that full amount when the event ends at the 2-minute mark.

Stay sharp, move smart, and watch the scoreboard. This week, glory and greed go hand in hand.

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ARENAS:
Monaco
Seoul
Skyway Stadium
Fortune Stadium

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Store Rotation 6.2

Store Rotation 6.2.0

The Arena’s getting a little more chaotic, and a whole lot more colorful, in this week’s store rotation!


First up: the Mischief Maker Set. A masterclass in mischief, this ÖRF-themed outfit brings a full loadout of trickster energy, including the HumÖRFul Havoc weapon skins. It’s all style, all smirk, and just the right amount of trouble.

On the fruitier side of things, the Ripe for Chaos Set turns the Arena into your personal fruit basket. These green, sticker-plastered Forbidden Fruit weapons may look adorable, but don’t be fooled, they’re too tempting to resist and just chaotic enough to get the job done.

Also new in the store this week:

  • Golden Hour Bundle - Drip in gold, play for keeps.
  • Heatstroke Set - Burn down the competition and leave no one cool.

Let’s check out this week’s store:

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And do keep your eyes peeled for this week’s World Tour update, Contestants!
Let’s just say.. being on top might paint a big target on your back.

Continue reading...