THE FINALS

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World Tour | ISEUL-T Cup | Strike A Pose!

Get ready to show off!

As ISEUL-T’s generous sponsorship comes to an end they want to see your flashiest moves! This week, your team will be rewarded with some extra cash for showing off by emoting near a cashout that your team starts, steals, or completes!

A dance floor appears whenever a player opens a vault, starts a cashout, steals a cashout or completes a cashout. When the dance floor appears you have 5 seconds to strike a pose, and hold that pose for at least 2 seconds - doing so awards your team with $1000. Everyone in your team can do it - so make sure to coordinate your best moves and maximize that cash!

Let’s get ready to strike our boldest poses, and rack up that bonus cash!

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ARENAS:
  • Kyoto (Winter EC)
  • Bernal
  • Skyway Stadium
  • Fortune Stadium

Continue reading...
 

Update 5.5.0

Store Update 5.5.0

Be the life of the party with this week’s store update!

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Content and Bug Fixes

Contracts


We have implemented additional fixes for the following contracts as they have not been working correctly:
  • Hit opponents [x] times with arena carriables, cash boxes or the decryption key
  • Earn 20,000 cash in one round, 4 times in Cashout Modes
  • Play 3 matches of World Tour or Bank It

Continue reading...
 

Update 5.4.0

Time to Shine!

Welcome back, Contestants! This week we have a plethora of bug fixes, an updated store, and a new stop on the World Tour!

This is the second week of the ISEUL-T Cup and our sponsors are illuminating the Arena with spotlights that shine bright over every active Cashout Station! Bask in the glow of this light to earn additional fans while you defend, attack, or just strike a pose! Your time in the limelight will be rewarding!

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This week the Arenas will be:
  • Seoul
  • Fortune Stadium
  • Horizon
  • Las Vegas
Finally, check out the new store before heading down to read the bullets:

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Content and Bug Fixes

Animation

  • Fixed an issue where sights on the Cerberus shotgun could misalign and feel intrusive when aiming down sights
  • Fixed a where reload animations on the Cerberus could intersect
  • Fixed an animation error that could occur when swapping between items while vaulting
  • Fixed an issue where the red dot sight on the M26 Matter could move out of the sight window when reloading
Contracts
  • Earnings in Powershift will now count towards the total cash earned on some Contracts
Gadgets

Gravity Vortex
  • The Gravity Vortex’s particle effect, prior to activation, will now be visible to teammates
Zipline
  • Fixed a rare issue where the zipline Gadget would not connect to some surfaces
Game Modes

Quick Cash
  • Fixed an issue that could occasionally cause respawning teams to be placed too close to already spawned enemy teams
Maps

Bernal
  • Improved traversal in some areas that caused issues when using Charge ‘n’ Slam
  • VFX polish and additions across multiple Bernal assets that previously had missing effects
Player Cards
  • Fixed an issue causing facemasks to clip on player cards
Private Matches
  • Fixed an issue where the HUD could sometimes not be visible for spectators in private matches
Rendering
  • Fixed an issue with the APS Turret and Guardian Turret that caused them to stop rendering at shorter distances than they should, when using Low graphics settings
Settings
  • Added a new secondary scaling option named "Upscaled Resolution”
  • Reworked the naming and description texts of existing resolution-related options to give more information on how various resolutions are used
  • Resolution scaling sliders are now showing the scaled resolutions in pixels as well as the scaling percentage
Specializations

Change ‘n Slam
  • Fixed an issue where the Gravity Vortex could essentially capture players using the Charge ‘n’ Slam, rather than letting them pass through it
  • Fixed a rare issue where sprinting could desync between client and server, causing issues where it looks like you are sprinting but you are not. This happened most frequently after performing Charge ‘n’ Slam
Dematerializer

  • Fixed an issue that sometimes made it impossible to re-materialize walls that are close to a Cashout Station
UI
  • Fixed an issue with Player Cards that could sometimes make them too bright
  • Fixed an issue that caused player names to flicker in the recently played with section of the Social menu
  • Fixed an issue within messages in the eliminations log Club tags to have the wrong color
  • Fixed an issue where the character could sometimes perform the wrong emote

  • Fixed an issue with the reload duration stat for the KS-23 shotgun on the Equipment screen, as it didn’t match the current balance
VFX
  • Added the light visual indicator to the ‘Blast Back’ C4 skin, so players can tell when a deployed charge is primed and ready to detonate
  • Added missing destruction state effects on multiple objects across all maps

Continue reading...
 

Update 5.3.0

Happy 2025!

We’re closing up the holiday season with a new store and a new World Tour Stop!

Thank you to everyone who joined our snowball fight. Snowball Blitz has come to an end, but playing in the snow with you has warmed our hearts!

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World Tour: ISEUL-T Opening Week

The VAIIYA International has concluded and we’ve readied the Arena for the ISEUL-T Cup!

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This week, you can show up fashionably late to the Cashout Tournaments in the following Arenas:
  • Las Vegas
  • Seoul
  • Bernal
  • Skyway Stadium

be ANYBODY. be EVERYBODY. be ISEUL-T.

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Update 5.2.0

Update 5.2.0

Happy New Year!


2025 is right around the corner! We’re excited about all the plans we have for this new year, and to celebrate, we’ve added some shiny new things to the shop:

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We’re also happy to introduce a new World Tour stop: Boost Protocol! This is the final stop of the VAIIYA International, and to make it pop, our generous sponsor is offering an additional boost to XP when you party up in the Arena!

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Maps:
  • SYS$Horizon Sponsored by VAIIYA
  • Jultide Bernal
  • Jultide Kyoto
  • Jultide Monaco
Get in there and start racking up the XP!

We have a few urgent fixes for this update to read about below:

Content and Bug Fixes

Audio

  • Fixed an issue where an experimental voice line featuring player names played far too often and only mentioned a single name (sorry, TTV.Scruy!). This feature needs some fine-tuning, but for now, you should at least not hear the same voiceline over and over again

Contracts
  • Temporarily removed two contracts that were not functioning as intended

Continue reading...
 

World Tour | VAIIYA International | Merry Mayhem!

Merry Mayhem!

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With the generosity of VAIIYA, we’ve secured an appropriately regulated amount of Yuletide cheer in the World Tour stop for this week! Dash through the snow and deck the competition with strategically placed snowballs (packed with an extra bit of stopping power)! Get cozy with your team in our fully-decorated, Jultide Arenas! We’ve been told that our sponsor has connections in high places, so hop into World Tour or VAIIYA might make sure you get put on the naughty list!

ARENAS:
  • Juletide Las Vegas
  • Juletide Bernal
  • Juletide Kyoto
  • Juletide Monaco

Continue reading...
 

Update 5.1

Update 5.1.0

’TIS THE SEASON


We’re sliding into the holiday season with a brand new holiday event: Snowball Blitz!

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Get your mittens on contestants, it’s going to be frosty in Snowy Monaco! You’ll be taking part in a good ol’ fashioned Snowball Fight! Team up for a head-to-head snow brawl in this 5v5 TDM-style fight for victory. The first team to reach 30K wins and the only way to earn cash is through eliminations!

Everyone goes in with a fixed loadout, but the weapon of choice for every build is snowballs! Rewards are on the line, so join the skirmish and complete your contracts to earn all the spoils of wintery wartime! Snowball Blitz will be around for the next two weeks!

Let’s keep this fight clean and fun: no rocks, no ice, no telling mom, and don’t aim for the eyes!

We’ve also got some bug fixes and balances coming your way this week! Most notably, we’ve removed the Lockbolt Launcher’s ability to latch onto objectives, for now. We’ve had a lot of fun this week launching the Cashbox into outer space and dragging the Cashout Station through the streets of Bernal, but we think this functionality might be a bit too OP. We’ll send it back to Santa’s workshop and see if he can fix it up.

Not festive enough for you? Check out this week’s Store:

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Balance Changes

Gadgets


Lockbolt
  • Disabled the ability for the Lockbolt to attach to objectives, such as the Cashbox and Cashout Station
Dev Note: We love how creative you’ve already gotten with using the Lockbolt since it launched, but we feel some of the use cases discovered are a little too impactful when it comes to game mode pacing and defending objectives. As a result, we’re temporarily disabling the Lockbolt’s ability to latch on to objectives, while we spend some time to make sure they behave more appropriately when attached. Hopefully, we can turn this functionality back on later in the season, that is our plan at least.

Specializations

Cloaking Device
  • Decreased the max duration of invisibility when fully stationary from 133s to 27s


Content and Bug Fixes

Audio


General
  • Fixed an issue where Dede would sometimes not choose the correct voice lines
  • Re-enabled the missing “click” sound when selecting the matchmaking button

Jukebox
  • Fixed an issue where the jukebox would not always continue to the new track if the current track ended when going into a map load

Characters
  • Fixed an issue where some contestants’ heads could occasionally become invisible

Clubs
  • Fixed an issue where the member list would be unsorted when you first enter the Club screen
  • Fixed an issue that allowed players to send or join Club party requests while matchmaking or waiting in a private lobby
  • Added functionality that makes the Club requests/invites list scrollable
  • Added Club tags in leaderboards

Contracts
  • Fixed an issue with the 'Play 2 Rounds of Quick Cash' contract not progressing correctly

PS4
  • Fixed an issue where players could appear in a T-pose at the start of the round on PlayStation 4

Gadgets

Lockbolt
  • Fixed an issue where the Gravity Vortex and Anti-Gravity Cube could break the chains connecting players to the Lockbolt, freeing them early

Game Modes
  • Fixed an issue where Cashout Stations would sometimes not accept Cashboxes and where the second Vault would sometimes fail to appear
  • Fixed an issue where the respawn timer could sometimes show the wrong numbers
  • Fixed an issue where the HUD would occasionally disappear after reconnecting

Gifting
  • Added gifting for bundles and single items inside bundles
    Dev Note: We have noticed that some bundles are not showing up as giftable within the outfit customization screen. We’re looking into a fix for this.

Maps

General
  • Fixed an issue that caused large amounts of smoke to appear on maps
  • Updated and polished the highlighted players hologram image
  • Fixed various issues where the images of players featured on a billboard could be clipped or stretched

Bernal
  • Fixed issue where the VAIIYA Suspended Structure wouldn't fall even when enough hooks were destroyed
  • Fixed issue where the lights in the DISSUN Suspended Structure were too bright around smoke/fog
  • Adjusted the height of the planters in Small Park (DISSUN) sector for smoother traversal
  • Fixed an issue where the corkscrew platform in the Theater sector could desync
  • Fixed an issue where a wall of the dome on top of the Chapel was missing collision
  • Fixed gaps between railings blocking bullets
  • Fixed various issues with ‘level of detail’ assets around the map

Practice Range
  • Fixed a collision issue allowing contestants to escape the practice area

Sights & Optics
  • Fixed an issue where the size of crosshairs in red dot and holographic sights would not be respected for certain aspect ratios and FOV settings

Stability & Performance
  • Fixed a crash that could occur on PlayStation 5 when loading into a round

UI
  • Fixed an issue where players could become unable to respond to any pings
  • Added a backplate to the chat in the main menu to make it easier to read

VFX
  • Added VFX to prop destruction for multiple objects on Bernal
  • Reworked tree destruction on Bernal

Continue reading...
 

Season 5 - NEXT STAGE!

SEASON 5: NEXT STAGE STARTS NOW

The spotlight is on, and Season 5 of THE FINALS begins right now! This isn’t just another season—it’s a celebration of an unforgettable year since THE FINALS launched! Over four thrilling seasons, we’ve redefined competition in the ultimate game show. Now, it’s time for the Next Stage.

Season 4 honored our amazing community by bringing back the thrill of Ranked Tournaments, unveiling the vibrant Fortune Stadium, and amplifying everything that makes THE FINALS extraordinary. But this new season isn’t just about looking back, it’s about blazing forward with exciting surprises, groundbreaking features, and a breathtaking new arena.

Get ready to dive into Season 5, the most exhilarating chapter of THE FINALS yet!

LA MAGIA DE BERNAL

As you explore what this season has to offer, your first stop has got to be Bernal, the sprawling new map! Set beneath the imposing Peña de Bernal, one of the largest monoliths in the world, this vibrant town captures the magic and historic charm of Mexico while unleashing the high-octane action of THE FINALS.

This map pulses with energy, inviting you to join in rooftop skirmishes, defend suspended sponsor structures, and conquer the spinning platform that transforms the vibrant colonial plaza into a grand Arena of legendary proportions. Each corner teems with opportunity, offering a stage where the daring and the bold can carve their path to glory.

Game-Changing Firepower: New Weapons in Season 5

Season 5 raises the stakes with two powerful additions to your arsenal, each designed to reshape the battlefield and your strategies. Prepare to dominate with these innovative tools of destruction:

ShAK-50:

This heavy-hitting assault rifle is a force to be reckoned with! Tailored for the Heavy class, it fires two bullets per shot. Whether you’re holding down a defensive position or charging headfirst into the fray, this weapon packs a punch that demands respect.

Cerberus 12GA:

For the Medium class, the Cerberus 12GA is a triple-barrel, break-action shotgun that brings the heat…literally. Equipped with incendiary shells, this weapon doesn’t just devastate opponents, it also ignites the environment, creating chaos in its wake. Use it to eliminate your enemies, or simply watch the Arena burn as you claim victory.

Whether you prefer precision or pyrotechnics, these tools ensure no moment in the Arena is ever dull.

Innovative New Gadgets in Season 5

We’ve also introduced two groundbreaking gadgets that redefine how you control the battlefield.

Gravity Vortex:

Designed for the Light class, this deployable gadget with a remote trigger unleashes the power of a localized singularity. When activated, the Gravity Vortex pulls everything in its vicinity toward its core: objectives, players, and debris. Use it to disrupt enemy plans, create chaos, or take control of contested areas with a single well-placed trap.

Lockbolt Launcher:

Built for the Heavy class, the Lockbolt Launcher fires an anchor that latches onto the environment and ensnares up to three targets at once. Affected players’ mobility is severely limited, giving you the chance to capitalize on their vulnerability. Whether you’re locking down key locations or setting up for the perfect takedown, this gadget turns control into your strongest weapon.

These tools are designed to give you the upper hand, whether through clever tactics or sheer domination.

New Sights & Reduced Visual Recoil:

With the release of Season 5 more items will be able to equip alternative sights. Additionally, we’ve significantly reduced the amount of Visual Recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicates.

The following weapons will be receiving sights in S5:
  • M26 Matter
  • Cerberus 12GA
  • ShAK-50
  • 93R
  • Lewis Gun
  • Model 1887
  • LH1

New Season, New Sponsors: Who Will You Choose?

THE FINALS is made possible through the generosity of our sponsors! For Season 5, you can choose to sign your allegiance to either ISEUL-T, VAIIYA or DISSUN. Your pledge lasts the entire season, so choose carefully.

Here’s what’s in store:

ISEUL-T
be ANYONE. be EVERYONE. be ISEUL-T.

Returning for a second season, ISEUL-T invites you to transcend the ordinary with their signature fashion. CEO Yun Beom-seok encourages contestants to push beyond the limits with bold, boundary-breaking style. For those of you signing with ISEUL-T for a second season there’s a brand new Loyalty tier filled with rewards, to help redefine your identity.

VAIIYA
VAIIYA - We. As One.

VAIIYA isn’t exactly a newcomer to THE FINALS, but this is their first time offering sponsorship to contestants as one of the main sponsors of Season 5! VAIIYA brings security and solidarity to every match. CEO Sal Scoria promises protection like no other: "We deliver confidence. We protect you from everyone. Including yourself.”

DISSUN
Power is power, and you want it.

Introducing DISSUN, the sponsor for those who crave power. CEO Damien Vossler doesn’t mince words about what they offer: "Raw power that makes you unstoppable and undeniable, keeping you at the center of any action." With DISSUN backing you, you’ll claim The Arena with unmatched intensity with a brand new powerful look to boot.

Each sponsor brings their own set of cosmetic rewards for you to stand out and show off your allegiance as you dominate in The Arena. Whether you’re drawn to ISEUL-T’s cutting-edge elegance, VAIIYA’s unwavering protection, or DISSUN’s undeniable strength, the choice is yours. Who will you sign with this season

Introducing Clubs: Your Team, Your Rules
Welcome to Clubs, the new social system for contestants to team up, dominate, and redefine what it means to play together. Whether you’re a solo star seeking camaraderie or a die-hard team player, Clubs offer a fresh way to connect, collaborate, and crush the competition.

This first version of Clubs comes with:
  • Club Bonus: Earn extra XP and Fans by competing as a team
  • Club Wall: Stay in the loop with your Club’s latest activities and keep the conversation alive in the chat (PC only at this time)
  • Team-Up Requests: Easily find teammates to join you in your favorite modes
  • Daily Club Contracts: Select two contracts per day, complete them, and boost your individual Club Rank. These contracts are a great way to show your loyalty and dedication to your club!
Every Club can have up to 50 members and features a unique name and tag to stand out in The Arena. Get organized with roles:
  • The Owner leads the Club and sets its direction and information
  • The Manager helps coordinate members
  • The Scout handles recruitment, bringing in new talent to strengthen the team

This is just the beginning. Team up and show the world what your Club is made of!

THE FINALS Greatest Hits

This Season will feature an all-new, banging soundtrack from our maestros on the 3rd floor – it sets the stage for heart-pounding action in Bernal! But we have a whole year of hits under our belt, so the highly-requested Jukebox feature has been added. It will allow you to pick your vibe, so you can experience something new or take a trip down memory lane!

Here’s how it works:
  • Choose Your Soundtracks: Pick from a curated selection of albums, each representing the music of a specific season of THE FINALS
  • Mix It Up: Select multiple albums to create your own playlist experience. The Jukebox will randomly play a track from any of the seasons you’ve chosen, keeping the audio fresh and exciting every time you log in
Music has always been part of the magic of THE FINALS, and now, you’re in control of the soundtrack to your journey!

An Upgraded Console Experience
Season 5 of THE FINALS brings the destructive mayhem and game show extravaganza to the PlayStation 4 for the very first time, expanding the arenas to a much larger audience!

For players on newer-generation consoles, Season 5 also introduces 120Hz mode to the PS5, PS5 Pro and Xbox Series X. All you need is a 120Hz compatible TV or monitor, and you’ll be able to immerse yourself in THE FINALS’ high-octane competition like never before.

Time to Play Santa Claus

We’re introducing Gifting, a whole new way to spread the love in THE FINALS! Rewarding your friends has never been easier or more fun. Whether it’s a sleek cosmetic item, an exciting piece of gear, or even the Premium Battle Pass, you can now share the thrill of unlocking something special with your team.
How it Works:
  • Gift Limits: Players can send up to 5 gifts per day, giving you multiple chances to brighten someone’s day.
  • Premium Battle Pass Gifting: Want to gift the Premium Battle Pass? There’s just one rule—you’ll need to own it yourself first.
Why Gifting?
With Gifting, you can celebrate milestones, share your style, and make sure your team looks as sharp as they play. Whether it’s for a birthday, a victory celebration, or just because, Gifting lets you make every moment even more memorable.

And There's Even More to Explore!
Season 5 is packed with exciting updates that make the experience bigger and better than ever. We’ve added a 3v3 Final Round cashout mode to Private matches and fine-tuned the QuickCash and Ranked modes. We added optimizations for the Kyoto map and more. And you might just spot your name on the Billboards! Plus, we’ve introduced 30 new Career Levels and an additional level of Item Progression. Don’t forget to check your Inbox for all the latest updates. With so much to discover, Season 5 is ready for you to jump in!

Finally, if you played in Season 4, Ranked and World Tour rewards are already waiting for you, so you’ll be able to storm Bernal with your hard-earned weapon skins! You can be on the lookout for your Multibucks from World Tour and the Season 4 gift from the winning sponsor coming to you soon!

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Now, what you really came here to see, the Season 5 notes:

Balance Changes

General

  • Updated the hit sweeps for quick melee attacks, making them much more reliable when trying to hit targets

Gadgets

Defibrillator
  • Added ‘revive sickness’ to players revived by the Defibrillator, causing their Specializations and Gadgets to be placed on a five-second cooldown
Dev Note: A recurring piece of feedback we receive from players is how frustrating chained Defibrillator revives can be. This change aims to insert a short barrier for such gameplay.

Jump Pad
  • Increased cooldown from 30s to 40s

Proximity Sensor
  • Added the ability for Medium contestants to equip the Proximity Sensor

Smoke Grenade
  • Added the ability for Medium contestants to equip Smoke Grenades
  • Added the ability for Heavy contestants to equip Smoke Grenades

Sonar Grenade
  • Decreased active duration from 7.52 to 5.25s
  • Decreased time between sonar pulses from 2.5s to 1.75s

Zipline
  • Increased cooldown from 30s to 37s

Game Modes

Quick Cash
  • Updated the respawn system to be wave-based
    When the first player on a team is eliminated, a respawn timer for the entire team starts to count down. Any other teammates eliminated after this point will join the same respawn timer. When the timer hits 0, the eliminated players can spend a coin to respawn or, if all three team members have been eliminated, the full team will respawn with no additional time added for a team wipe. Any players who die in the last 5 seconds before the timer hits zero will set the timer back to 5 seconds remaining, to avoid immediate re-spawns which can feel jarring
Dev Note: This change is an update that aims to reduce the number of ‘long spawns,’ where a team wipe adds extra time until respawning just before a player is about to spend a coin to respawn. We believe this will lead to more fun matches with less downtime and the spawn waves will also help keep teams closer together, aiding teamplay

  • Added the ability to swap your contestant between team wipes in Quick Cash mode
Dev Note: We’ve made this adjustment to bring Quick Cash in line with Power Shift mode. Both modes are aimed at more casual play and we believe this change increases the fun by lowering some of the risk/reward elements better suited for competitive modes
  • Updated some of the spawn point selection rules for when teams wipe. These should place teams at a more consistent and reliable distance from the objective

Maps

Kyoto
  • Adjusted the map border to improve the flow in the Hillside area
  • Redesigned the Bamboo Forest to improve readability and flow, while reducing visual noise
Dev Note: One of our main goals when creating Kyoto was to explore how we could bring more natural environments to THE FINALS. Since its launch, we’ve had recurring gameplay feedback for Kyoto around the readability and density of the Bamboo Forest. To improve on this, we have reduced the amount of bamboo trees and vegetation, and increased the amount of hard-cover in that part of the map. Please give it a shot and let us know what you think.

Specializations

Cloaking Device
  • Updated the Cloaking Device to consume energy based on the player’s current movement speed while cloaked, meaning that standing still drains energy much more slowly than running or sprinting
Dev Note: Our aim for the Cloaking Device has always been to encourage a different style of play, one where players could be sneaky and outsmart opponents. However, previous iterations of the device put the focus on using cloaking to ambush or evade enemies in combat, rather than play more stealthily. We believe this change encourages players to avoid and outwit opponents with the Cloaking Device.
  • Removed the ability for burning damage to break the cloaking effect
  • Removed the ability for poison damage to break the cloaking effect
Dev Note: Any regular damage or impact damage from fire-based weapons will still remove the effect

Mesh Shield
  • Reworked the Mesh Shield to make it energy based. The shield has 750 energy in total and loses energy each time it takes damage. A sum of 225 energy is also lost each time the player lowers the shield, with energy only being regenerated when the Mesh Shield has not taken damage for a short time. The Mesh Shield no longer has a cooldown, with energy management replacing it
Dev Note: We previously added longer cooldowns to the Mesh Shield to stop ‘juggling’ of the shield (rapid raising and lowering of it) as players reported this was not fun to play against. After some time with the new shield live, we felt these cooldowns were too long and too limiting, reducing player interest in using the Mesh Shield. This change allows ‘juggling’ again, but limits how often the player can raise/lower the shield via the energy cost. We feel this system works much better than earlier versions, in that it encourages more ‘tanking’ behavior but still gives the player some flexibility to juggle the shield in duels.

Weapons

93R
  • Increased damage from 24 to 28
  • Decreased horizontal recoil after the third burst, making the gun easier to control
  • Decreased vertical recoil slightly, to make the gun easier to control
  • Increased the damage fall-off start range from 23m to 28m
  • Increased the damage fall-off multiplier at max range from 45% to 55%, meaning the weapon will do more damage at a longer range
Dev Note: After being somewhat cautious in our buffs of the 93R in previous releases due to some earlier internal testing of higher damage values, we’ve decided to go for a more ‘nuclear’ buff. We hope this finally brings the 93R into the meta in a good way, but we’ll be keeping a close eye on it.

Dual Blades
  • Basic attack
    • Increased the speed and duration of the lunge for each attack animation, making it easier to reach targets that are just out of range
  • Deflect
    • Decreased the dispersion angle of deflected bullets from 2.5 to 1, meaning deflected bullets are now more accurate
    • Decreased the damage modifier for direct hits from enemy bullets from 0.2 to 0.1, meaning players will now take less damage when deflecting hits at the center of the Blades' deflection angle
    • Decreased the damage modifier for glancing hits from enemy bullets from 0.4 to 0.3, meaning players will now take less damage when deflecting hits at the edge of the Blades’ deflection angle
    • Increased deflection angle from 25 degrees to 35 degrees, making it easier to block and deflect bullets
    • Decreased incoming melee damage modifier from 0.33 to 0.25, meaning players will take less damage from melee attacks when trying to deflect

R .357 Revolver
  • Decreased bullet dispersion when firing from the hip by approximately 20%, making the weapon more accurate

Spear
  • Basic attack
    • Increased the lunge distance from 6m to 7.5m on basic attacks, making it easier to hit enemies
    • Increased the lunge speed by approximately 15%
    • Increased the lunge cancel on basic attacks, causing the player to come to rest earlier once they hit the target
  • Secondary attack
    • Increased the damage of each swing from 100 to 105

XP-54
  • Increased ammo count from 30 to 34

Weapon Optics
  • Decreased the amount of animated “visual recoil” significantly on all red dot optics, across all weapons that can equip them, making those weapons easier to aim

Content and Bug Fixes

Animation

  • Fixed an issue where the player’s character could deform when respawning
  • Fixed an issue where the player could ride ziplines while emoting at the same time
  • Fixed an issue where the player would trigger multiple pickup animations when attaching to a zipline while picking up a deployable item
  • Improved first-person animations when running with a charged throwable such as a grenade
  • Cleaned up some visual noise that could occur in first-person animations when sliding and aiming down sight
  • Fixed a minor clipping issue on SR-84
  • Fixed an issue where hand gesture animations could play while blocking with the Dual Blades

Audio
  • Fixed an issue where some player sounds could persist after they are eliminated
  • Added an entirely new voice to Dede's face. Keep up, or stay out of the way!

Career Rank
  • Added 30 additional career ranks

Contracts & Achievements
  • Fixed an issue that could cause any Contracts that required headshots to complete to progress via backstabs with the Dagger by mistake
  • Fixed an issue that caused interrupted decryptions in Terminal Attack mode to not count towards the "As a team, steal a cashout or interrupt a decryption N times" contract
  • Fixed an issue where the "Finish the tutorial" achievement would fail to trigger when completing the Cashout Tutorial

Controller
  • Increased default horizontal sensitivity from 160 to 200
  • Increased default vertical sensitivity from 130 to 170
Dev Note: The two changes above are based on an analysis we did of current controller players’ settings. We feel these new values will give new players a better experience. Current players will maintain their previous settings.
  • Increased max horizontal and vertical sensitivity from 500 to 750, giving players more flexibility on what sensitivity they’d like to play with

Gadgets

Gateway
  • Gateways will now destroy surrounding goo when activated

Gravity Vortex
  • Deployable, remote-triggered localized singularity added to the Light class
Jump Pad
  • Fixed an issue where players could use and pick up the Jump Pad at the same time

Lockbolt Launcher
  • An anchor that latches onto up to three targets added to the Heavy class

Thermal Vision
  • Fixed an issue causing cloaked characters to be overly bright for players using Thermal Vision on the PS5 Pro and on PC, when the TSR Resolution Scaling Method was selected

Game Modes

General
  • Added a warning timer, with a five second wait time, before allowing the player to exit an ongoing match early. Our goal is to reduce disconnect rates, which can ruin matches for other players
  • Fixed an issue where the UI would not behave as expected when backfilling into a match
  • Fixed a rare issue where players would be unable to spawn when backfilled into a match

Bank It
  • Fixed an issue that caused Coins to block projectiles

Power Shift
  • Fixed an issue where weapon customization would not get updated when the player swapped contestant in Power Shift mode

Private Matches
  • Added Cashout ‘Final Round’ to private matches. This is the 3v3 format from the final round of tournaments

Gameplay
  • Fixed an issue that caused players on ziplines to not be detached when hitting goo blobs
  • Fixed an issue where poisonous gas could wrongly block various interactions and projectiles
  • Fixed an issue that allowed players to pick up objects while emoting

Maps

General
  • Fixed various behavior issues with doors and how they function
  • Added two new visual variants of destroyed walls and improved material coverage where buildings have been fractured or destroyed
Kyoto
  • Made various optimizations to client performance when playing Kyoto

Performance & Stability
  • Fixed an issue on the client side that could cause performance issues
  • Fixed an issue where volumetric fog could cause ‘ghosting’ around the edges of the screen on Xbox Series S and on PCs with Shadow Quality set to Medium
  • Many optimizations for the PS4 and the 120Hz console mode

Settings
  • Added a new graphics quality setting for Reflections
Dev Note: This allows players to tweak the quality of reflection effects separately.
  • Added 120Hz mode for Xbox Series X, PS5 and PS5 Pro
Dev Note: The option will show up in the Video Settings if you have a 120Hz capable display connected to your console

Social
  • Added ‘Incognito Mode’ for players who want to protect themselves when streaming. This feature randomizes the player’s matchmaking queue time to help avoid ‘stream snipers’ and will also hide identifying features such as Rank Score on the player’s own screen
  • Clubs feature added, allowing players to form clubs with up to 50 members, complete daily club contracts, and more
  • Added the Inbox, accessible in the top right of the main menu. This feature allows us to send players direct messages about important things happening in the game and in individual accounts

Specializations

Evasive Dash
  • Fixed an issue where Glitch effects could interrupt an Evasive Dash that was already in progress, changing the length of the dash

Grappling Hook
  • Fixed an issue introduced in 4.8 that accidentally caused the Grappling Hook to break glass surfaces rather than stick to them

UI
  • Updated the ‘Play’ button, making it easier to understand where to queue and where to switch modes
  • Fixed an issue in the inventory HUD that caused it to look like the player could equip an item when they could not
  • Fixed an issue that could sometimes cause the player to be stuck with Nama Tama hints on the main menu every time they returned to that screen
  • Updated the “new” label shown in front-end menus to make it less intrusive

VOIP
  • Overhauled the VOIP system to make it more consistent and reliable, including some fixes to ensure it better respects player settings

Weapons

Cerberus 12GA
  • New triple-barrel, break action shotgun for the Medium Class
General
  • Fixed several issues where weapons could end up in a locked state, unable to fire or attack

Glitch Grenade
  • Fixed an issue that caused Glitch Grenades to not detonate on impact with Dome Shields and Mesh Shields

ShAK-50
  • New assault rifle for the Heavy Class

Spear
  • Fixed an issue with the secondary attack which could cause players within range of the swing to not be hit

Security
  • Hardware restriction capabilities will now be implemented
  • New and enhanced Aimbot detection
  • New detection rules for unfair gameplay added
  • Added additional levels of game (binary) obfuscation

Continue reading...
 

Update 4.10.0

Season 4’s Finale!!

As we bid farewell to Season 4 of THE FINALS, we want to take a moment to thank each and every one of you for making this season unforgettable. Your creativity, competitive spirit, continuous support and constant feedback has not only filled the Arenas with incredible gameplay, but have also made THE FINALS the world’s greatest game show! This is the last update of Season 4, and while it’s bittersweet to see it go, we couldn’t be more excited for what’s coming next. Make sure to head over to our Season 5 blog to learn more about the NEXT STAGE!

To celebrate the incredible journey we’ve shared, we’re gearing up for an unforgettable event – the Anniversity Showdown, a live-streamed extravaganza happening on December 7th. Mark your calendars and join us as we reflect on the season’s highlights, showcase epic gameplay, and maybe even drop a few surprises!

Looking ahead, Season 5 is shaping up to be something truly special, and we can’t wait to share it with you. If you’re as eager as we are, head over to our latest blog post, where we’ve teased some of the thrilling updates, fresh features, and innovative changes coming your way. Whether you’re a returning competitor or a newcomer ready to step into the action, Season 5 promises to set the stage for even more heart-pounding moments and unforgettable battles.

For those of you currently fighting your way through ranked, the ranked season will end at 8:30 a.m. CET on Thursday the 12th of December. An in-game timer has been added today to reflect that, as well.

Before we leap into the future, don’t miss out on the last store update of Season 4, featuring glistening items to commemorate this amazing chapter. Thank you for being an integral part of THE FINALS community – we can’t wait to see you in the Anniversary Showdown and beyond!

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Continue reading...
 

Update 4.9.0

Update 4.9.0

Roll, rumble, and rise!


This week’s update cranks up the action with FANFARE: enjoy 200% XP for Daily Contracts and up to 150% bonus XP and Fans earned for gameplay until the end of Season 4! Whether you're chasing victories or grinding out those last rewards, now’s the time to shine.

Suit up with the Smashquaker Set for roller derby dominance, channel primal energy with the Savage Spots Set, or stay sleek and fast in the Swift Stripes Set. Prefer a cooler approach? The Eclipse Shade adds a shadowy edge to every encounter.

On the technical side, we’ve reshaped the Model 1887, boosting its pellet count and tightening its spread while reducing the overall damage for more precision-packed shots. Customization fixes polish up fan favorites like The Synthsprawler and Darque Mood, and performance tweaks should give your HUD a smoother shine.

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Stay sharp, and keep your aim true. Now, let’s dive into the full patch notes!

Balance Changes

Weapons


Model 1887
  • Increased pellet count from 8 to 9, by adding a center pellet
  • Decreased damage from 16 to 13 per pellet
  • Updated pellet dispersion pattern, reducing the outer radius slightly

Content and Bug Fixes

Customization

  • Fixed an issue that would cause the ‘Dye Job’ skin on the SR-84 to look different between the menus and in-game
  • Fixed interaction between 'Gaucho Bolero's' Black&White effect and 'The Synthsprawler' Hairstyle
  • Fixed missing pink streak in 'Darque Mood' Hairstyle

Game Modes

Ranked Tournaments
  • Fixed an issue where a team’s score would not immediately update in the ‘Squad Wipe’ announcement on the HUD

Performance
  • Made various optimizations to the in-game HUD that should improve client performance for some players

Weapons
  • Fixed an issue where the Recurve Bow and Throwing Knives could stop sending updates to the server, causing them to look like they were firing when they actually were not

Continue reading...
 

World Tour | ISEUL-T CUP | High-Fashion Havoc

High-Fashion has never soared this high!

ISEUL-T are rounding out their sponsorship for this season by raising the stakes cashouts to brand new heights! This week our arenas are painted in ISEUL-T’s signature colors and will feature Suspended Structures and Moving Platforms!

Additionally we’re kicking off a brand new community event where we’re challenging all of you to successfully steal 600.000 cashouts within the last minute of a match! The intensity has never been higher in The Arena.

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Get ready to show off your style and stylish plays in these Arenas;
  • Monaco
  • Skyway Stadium
  • Kyoto
  • Seoul
ISEUL-T – be ANYONE. be EVERYONE. be ISEUL-T.

Continue reading...
 

Update 4.8.0

Shred, forge, and fix your way to victory!

This week’s update cranks the volume to 11 with store items that bring the noise and some much-needed fixes to The Arena.

Take center stage with Death by Rhodents! Smash your foes in style with the Wrath of Rats Set, complete with a sledgehammer electric guitar that riffs on inspect, or embrace your inner fan with the Thrash Rat Bundle. Prefer a more refined edge? The Synthronium Forge Set lets you channel futuristic craftsmanship in every encounter.

On the technical side, we’ve tuned up a whole bunch of bugs and included some much needed quality of life changes with everything from fixing the interrupt steal contract not rewarding players properly, to a new accessibility option that replaces flashbang whiteouts with blackouts.

Looking ahead: Tomorrow kicks off Week 3 of the ISEUL-T Cup, alongside a brand-new community event. Stay tuned for all the details in tomorrow’s notes!

Check out this week’s store update:


And now, let’s dig into the fixes!

Content and Bug Fixes

Animation

  • Fix for rare cases where animations could get stuck in the charge and slam pose
  • Fix for animations looking wrong when quickly inspecting after throwing a carriable

Audio
  • Added a potential fix to audio issues that caused weapon sounds to loop or not make any sounds

Contracts
  • Fixed a bug with the contract for interrupting steals that would sometimes not reward players properly

Game Modes

Cashout Gamemodes
  • The flashing indication on the cashout station marker now plays for everyone, regardless of which team is stealing the cashout
  • Fix for vaults no longer spawning when two cashouts are completed in the exact same frame

Gameplay
  • Fixed the bug that turned leaking gas canisters into shields when picked up
  • Fixed an issue that caused gamemode objects (Cashboxes, Transfer stations, etc.) to “bounce” up and down in situations where they think they are out of bounds

Maps

Monaco
  • Fixed an issue near the park shed that allowed the cashbox to fall out of the gameplay space

Kyoto
  • Re-fractured wall destruction into larger chunks to reduce the amount of small-scale debris and make destruction more consistent with other maps
Kyoto, Seoul & Skyway Stadium
  • Objective spawns have been added back to moving platforms and elevators

Movement
  • Fixed an issue where input could become locked when using the Mesh Shield and inverted vertical camera control

Performance & Stability
  • Fixed an issue that caused the contestant selection portion of the pre-round not to show

Security
  • Added a new cheating detection rule

Settings
  • Fixed characters being stretched in strange ways when using an aspect ratio narrower than 16:9
  • Added an accessibility option to make the flashbang blackout the screen, instead of a whiteout
  • Added input hints to the settings menu

Specializations

Grapple Hook
  • Added improved targeting, to solve the recurring bug where the hook would hit invisible targets
Dash
  • Fixed an issue that allowed players to interrupt dashes by emoting, making them lunge further than intended

UI
  • Fixed an issue where explosive damage in the damage log would show the weapon that triggered the explosion instead of the explosion itself
  • Gameplay UI is hidden while in the settings menu so that it's not visible while in the Video settings
  • Made sure the Matchmaking information widget snaps to the correct location in ultra-wide resolutions
  • Added input hints to all items when equipping
  • Added the emerald rewards on the World Tour info screen
  • Fixed an issue where the wrong sponsor might be shown in the map introduction sequence

Continue reading...
 

World Tour | ISEUL-T CUP | Fashion Week

Hit the Runway!

Welcome to Fashion Week! The ISEUL-T Cup continues with a passion for fashion! Dress to impress this week and submit your best look for the chance to win a prize!

We’re partnering with THE FINALS Runway to pick the top 25 most head-turning looks! Head over to the fan-run subreddit, r/TheFinalsRunway, and read the rules to enter! Don’t forget to participate in the vote! May the most stylish contestant win!

Let’s start the festivities!

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Stomp the catwalk in this week’s Arenas:
  • Fortune Stadium
  • SYS$HORIZON
  • Skyway Stadium
  • Kyoto

ISEUL-T – be ANYONE. be EVERYONE. be ISEUL-T.

Continue reading...
 

Update 4.7.0

Get ready to turn heads in the Arena with Update 4.7!


Suit up with The Synthsprawler to bring futuristic flair to the Arena, or add a playful punch with the Playtime Payload Set for your .50 Akimbo. For those who love precision, Juggle Jam has you covered with timing-perfect animations.

Plus, we’re just a day away from Week 2 of the ISEUL-T Cup in the World Tour, and this week there’ll be a community focus on fashion! Keep an eye out for Thursday’s notes to catch all the info.

Now, let’s check out this week’s store update:

Continue reading...
 

Update 4.6.0

Update 4.6.0

Mid-way through Season 4


It’s halftime in The Arena and we bid our second sponsor, HOLTOW, farewell and Thank You for the generous sponsorship this season! ISEUL-T are next in line and have some big shoes to fill following last week’s Trick or Treat event in the World Tour - but if anyone can do it, and in a grandiose fashion, it’s ISEUL-T.

Don't forget to keep spinning the wheel! Ticket drops end on the 13th but the event will stay live until the 15th, giving you time to spend your tickets and pick up a few last items in peace. Good luck!

This week we are bringing you some balance changes, reducing the effective range of both the Healing Beam and the Sword, while adjusting the Pike-556 to have a clearer ranged identity. There’s also a boatload of bug fixes and quality-of-life improvements coming your way, with everything from a fix for beards clipping through headwear to some much-needed performance improvements for XBOX.

Worried about what to do when the sun goes dark? Thanks to this week’s store update, and HOLTOW’s generous Insurance Set - you don’t need to worry.

Check it out here:

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Now, let’s dig into the changes!

Balance Changes

Gadgets


Healing Beam
  • Decreased max target distance from 12m to 10m
  • Decreased max healing distance from 15m to 13m
  • Decreased time before we disconnect a blocked healing beam, from 1s to 0.75s
Dev Note: We felt the existing range of the Healing Beam was causing teams to benefit from healing in combat, without the associated risks of close proximity. We feel with this closer range we open up more opportunities to counter-play teams that are healing in combat, via various Gadgets. Wherever we can, we prefer to try and solve possible balance issues via counter-play, rather than straight-up nerfs, and we think this change should offer opportunities here, but as always we’ll monitor the impact of the change and adjust as needed.

Pike-556
  • Decreased damage from 52 to 47
  • Increased damage falloff multiplier at max range from 75% to 85%, increasing the damage at longer ranges
Dev Note: We felt the Pike-556 still remained too strong in close-range encounters despite the previous damage adjustments. With these changes we make the weapon less effective at closer ranges while maintaining its effectiveness at longer ranges

Pyro Grenade
  • Pyro Grenades will now deal damage to shields, such as the Dome Shield and Mesh Shield

Sword
  • Decreased lunge duration of the secondary attack from 0.4 to 0.3 seconds, resulting in ~1m reduction in distance, from roughly 7m to 6m
  • Decreased the length of the secondary attack’s hit sweep by 55cm
Dev Note: These changes should decrease the effective range of the lunge attack by ~1.5m, hopefully making the Sword slightly less oppressive for players facing it.

Content and Bug Fixes

Animation

  • Updated player card pose for the ‘Tripwire Tango’ Emote
  • Fixed an issue where the Winch Claw animation would not play when firing the main weapon
  • Fixed an issue with the Throwing Knives where the player’s arms could end up in a locked state after using the secondary attack
  • Made adjustments to how the sprint animations are triggered for the .50 Akimbo pistols. Previously when continuously pressing the assigned sprint button, animations would retrigger making the experience feel a bit clumsy. This should now feel smoother
  • Fixed an issue where you could enter a faulty movement state when detaching from a broken ladder in the practice range

Audio
  • Fixed an issue that could cause the commentators to mention it was the first team wipe when the second team wipe of a match happened
  • Fixed an issue where the Treat Hunt introduction video had the wrong audio file and incorrect subtitles
  • Added more line variations when new vaults spawn, 1 minute left and 30 seconds left
  • Improved delivery on June’s respawn lines

Contracts
  • Players can no longer progress healing-based Contracts by restoring teammates’ health that was lost due to self-damage. Only healing damage caused by enemy players will count
  • Players can now only progress revive-based Contracts by reviving teammates that were eliminated by opposing players. Reviving players who eliminated themselves will not be counted
  • Fixed an issue where kills caused by throwables were not granting combat score

Customization
  • Fixed an issue where beards would clip through some helmets
  • Made the Tacticool charm heavier, to prevent erratic movement
  • Added a leaderboard to the ÖRF backpack in-game (visible on the backpack!)
  • Fixed an issue where sometimes the wrong watch was displayed
  • Fixed an issue that caused many headwear items to not be displayed on characters at a distance
  • Fixed an issue where certain headwear would not fully dissolve when a contestant was eliminated
  • Fixed an issue that caused emote sound effects to be played when editing player cards
  • Improved the experience of equipping player card items in store bundles
  • Fixed an issue that caused some weapon skins to load incorrectly, glitch in the game, or not load at all on Xbox

Game Modes
  • Fixed multiple issues with outline colors on contestants
  • Fixed an issue where the "being revived" prompt could get stuck on screen
  • Fixed an issue where thrown Cash Boxes didn't get deposited if you died before they hit the Cashout Station
  • Improved the movement behaviors of the flying saucers in the Alien Invasion gameshow event

Maps

Kyoto
  • Improved collision on stepping stone paths to smooth out traversal over the available water crossings
  • Reduced and consolidated the amount of exposed objectives in the Villa Compound garden to make combat more directional and less chaotic
  • Small tweaks to the interior layouts of the Guest House, Training Quarters, and Residential zones with the aim of improving readability and reducing complexity
Practice Range
  • Re-introduced the suspended barrel bags
Seoul
  • Fixed an issue where several walkways in the Data Center were floating
  • Fixed an issue where some ladders on the billboards were floating
  • Fixed an issue where several railings in Seoul had more health than intended
General
  • Fixed an issue where cobwebs on some maps could block interactions

Performance & Stability
  • Added Temporal Super-Resolution (TSR) as a new Resolution Scaling Method in the Video Settings
  • Fixed an issue where large-scale destruction could lead to late-joining/reconnecting players having desynced debris on the map
  • Fixed an issue that would cause severe performance degradation on Xbox Series S

UI
  • Added an option to allow players to reset or turn off tutorial hints in the settings menu, resetting hints will return players to the main menu
  • New look for the matchmaking widget
  • Fixed an issue where the end-of-round progression screen for Sponsors would appear faulty for players who have reached the maximum Sponsor rank
  • Fixed an issue where the ‘Blinded Opponent’ score message wouldn’t disappear until the enemy was eliminated
  • Fixed an issue where environmental kills could result in a large negative score on Contracts (this issue only affected the UI, not the actual Contract progress)

Weapons

Riot Shield
  • Fixed an issue where the Riot Shield could catch on fire
Melee Attacks
  • Fixed an issue where the third-person visual and audio impact effects of a melee attack would be delayed

Continue reading...
 

World Tour | HOLTOW CLASSIC | Trick or Treat!

HAPPY HALLOWEEN, CONTESTANTS!

This week, HOLTOW has pulled out all the stops, dimmed the lights, and turned the Arena into a place where things go bump in the night…things like Pumpkins that explode on impact, so keep your gourd up!

We hope you’ll have a ghoulishly good time destroying the Arena and smashing pumpkins to delight the fans and take out the competition!

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The Arena’s this week are waiting for you. Enter, if you dare:
  • Spooky Kyoto
  • Spooky Horizon
  • Spooky Monaco
  • Spooky Seoul
HOLTOW – We know what you fear. Fear not.

Continue reading...
 

Update 4.5.0

Update 4.5.0

Halloween is here!


We’ve got an all-new event with 27 collectible rewards and an explosive addition to the World Tour maps starting tomorrow, sponsored by HOLTOW, who reminds you to carve your pumpkins with extreme caution!

For today…

Join the Treat Hunt Collection Event

Feeling dizzy, Contestant? It might be the copious amounts of OSPUZE-flavored Halloween candy you’ve been eating, or it could be our brand new feature - the Wheel!

The Reward Wheel is something we’ve never seen before in THE FINALS! We realized that we could not be the World's greatest game show without a flashy wheel of amazing prizes!

This Halloween, instead of adding all of these amazing cosmetics to the store, we’ve added them to the Reward Wheel. In order to spin the wheel and win something, you must have a ticket, and you can earn up to three tickets per day by completing daily contracts!

There’s an equal chance of winning every item, and if there’s a specific item you want from the wheel you can buy it using either VR’s or Multibucks (depending on the item) - no luck needed! If you spend a ticket on a spin and wind up on a reward you already have, you’ll get some VR’s back - so every spin is a win!

If you collect all the rewards featured on the wheel, you’ll get the grand prize: the Stealth Specter Bundle, which is sure to make you stand out in The Arena!

The event goes live right now, and will be live for two full weeks - so make sure you hop in right now, work your way through those contracts, and…

SPIN.

THAT.

WHEEL!

Do you know what makes this Halloween event extra scary? We’ve never done anything like this before. We want to keep finding new ways to reward and amuse you while keeping the game new and fun! Because this is so new, we would love your feedback on this event. So when it’s over, we’ll ask you to fill out a short survey about your experience.

In this update, the store is Spookier than ever! If you’re still unsure about what to dress up as for Halloween the Seas The Day bundle has you covered, it even comes with a pirate’s booty worth of Multibucks!

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For those of you fighting for the top 500, this week, we are introducing Ruby level to the leaderboards!

Check out this week’s balance changes and a longer dev note on how we approach balance changes this season:


Balance Changes

A note on balance changes–

Our approach to balancing the game has evolved since the first season of THE FINALS! In the beginning, we made a lot of changes because the game was brand new and we suddenly had a constant flow of players to provide feedback, telemetry, and information that we could use to quickly calibrate and experiment with.

As time marches on and we start to see this game reach a more stable state, we want to fall into a more sustainable and reliable rhythm that gives us time to plan larger and more meaningful shifts in balance based on how we see the community engage with the meta.

As such, our intent is to do those larger, meta-altering balance passes at the start of each new season, where we can introduce new strategies and ways to play. Then, as needed, we’ll perform another pass halfway through each season aimed at polishing the current meta and addressing major feedback points from our core without fully resetting the meta and causing confusion.

Between these two major balance passes, we’ll only perform smaller nudges to the balance that aim to smooth out the current experience when absolutely necessary.

We’re hopeful this approach will lead to a smoother and clearer experience for you and help set better expectations regarding the weekly game updates while being kinder to our players and to our team!



Weapons

Model 1887
  • Increased inner pellet radius from 0.45 to 0.65, making the weapon less accurate at longer ranges
  • Increased outer pellet radius from 1.3 to 1.7, making the weapon less accurate at longer ranges
  • Decreased damage falloff multiplier from 65% to 60%, causing the weapon to do less damage at range
Dev Note: One way we investigate the balance of weapons is to look at effectiveness in gameplay (i.e. stats like damage, kill rates, headshot rates, and accuracy), in addition to stats like usage and win rates. Looking at this data alone, the Model 1887 is good but not exceptional when it comes to effectiveness during play. However, we’ve seen a large uptick in usage, mostly in higher-skill tiers which has led to the gun being very prevalent in matches and leading to a somewhat stale meta. This ‘nudge’ to the effective range will hopefully disrupt this trend, without making the weapon weaker than its nearest competitors when it comes to effectiveness (i.e. the AKM, Famas and Pike-556).

XP-54
  • Increased damage falloff start distance from 15m to 20m, making the weapon more impactful at range
  • Increased damage falloff end distance from 25m to 30m, making the weapon more impactful at range
  • Decreased damage falloff multiplier from 65% to 62%


Content and Bug Fixes

Contracts

  • Added new Halloween Contracts as part of the Treat Hunt event
  • Fixed an issue where the damage values earned on Contracts could be broken, showing large negative scores

Specializations

Cloaking Device
  • Fixed an issue introduced in 4.4 that caused refraction effects like cloaking, and parts of the dematerialize effect, to not be visible when the effect quality is set to medium

Dematerializer
  • Fixed an issue where environmental kills were not detected when the dematerialized ‘floor’ was an air vent or other small prop


UI

  • Fixed an issue where players might not be able to equip an item immediately after purchasing it
  • Fixed various issues where player outlines could have the wrong color
  • Fixed an occasional issue where new players could become stuck in the account linking flow
  • Fixed an issue where the Contract screen would unlock at the wrong time for new players during the first-time user experience

Sponsors
  • Increased the number of Fans that can be earned by 50% to 100%, depending on the action type
  • Disabled the ability to earn Fans with the Healing Beam
Dev Note: We’ve disabled the earning of Fans via the Healing Beam as it was too easy for players to exploit this mechanic to farm Fans, at the cost of good, competitive matches. We only want Fans to be earnable for actions that can be completed regardless of the Contestant setup.

VRs
  • Increased the VR cap from 3000 to 5000

Weapons

Alternate Scopes
  • Fixed an issue where weapons with an attached sight could have a skewed pose when aiming down sights, causing the sight to be misaligned with where the weapon is aimed

Continue reading...
 

World Tour | HOLTOW CLASSIC | Cosmic Liability

HOLTOW invites you to experience the frightening possibility of an Alien Invasion in week 5 of the World Tour!

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This week, you’ll have to cashout while avoiding enemy teams and a beefed-up threat from above! Aliens have descended upon the arena, and this time, they mean business! The UFOs’ anti-gravity beams will now be able to pick up contestants and — as a reminder to get your HOLTOW Alien Insurance — that beam hurts! Watch out for their super-charged lasers, too!

The arena rotation for this week includes the following arenas, some with Halloween-themed decor:

  • Skyway Stadium

  • Vegas

  • Spooky Monaco

  • Spooky Seoul

HOLTOW - Digitally Insured, Virtually Secured

Continue reading...
 

Update 4.4.0

Update 4.4.0

It’s getting spooky in The Arena!


With Halloween taking the spotlight next week, you might start seeing spooky changes around the Arena starting today! Dress up in your most ghoulish get-up, send shivers down enemy contestants' virtual spines as an Underworld Outcast, and get trick-or-treating before the season ends!

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In this patch, you’ll find changes and fixes, including the introduction of a system to reward kills to players based on environmental kills that launch players off the map, among other things!

Check out the changes below and stay tuned for a World Tour update tomorrow that is out of this world, setting a spooky stage for things to come, and a new set of Twitch Drops to collect as we creep closer to Fright Night!

Balance Changes

Weapons


Sledgehammer
  • Decreased the sweep duration of the secondary attack by 25%
  • Decreased the sweep width of the secondary attack from 30cm to 25cm
  • Increased the sweep width of the primary attack from 12cm to 15cm
Dev Note: These changes make the Sledgehammer’s hit sweeps more accurately match the attack animations which hopefully makes the weapon feel more reliable for its victims. We noticed that in some cases players would be hit despite the Sledgehammer’s model not passing near to them at all, which could cause a lot of confusion.

Content and Bug Fixes

Animation

  • Fixed an issue where audio was looping when vaulting over certain obstacles
Audio
  • Replaced the Cl 40 grenade impact sound to lessen ear fatigue

Bugs
  • Fixed an issue that caused a hang for players using DX11
  • Fixed an issue where certain usage of goo could result in players bypassing collision
  • Potential fix for players becoming permanently invisible during a round
  • Fixed one of the issues which could cause destruction to appear out of sync

Cosmetics
  • Fixed an issue where the "Stuck on you" sticker on FCAR skin could be floating when using the Ironsight

Contracts
  • Re-balanced some of the distance-based Contracts to make achieving them a better experience

Environmental Eliminations
  • Updated the kill system to detect and reward players for ‘environmental kills’, i.e. kills where a player falls out of bounds and dies due to the actions of another player

Examples of the types of falling kills this system can now detect include:
  • Removing the floor from underneath a player (e.g. destroying Seoul’s sky bridge or removing it via the Dematerializer)
  • Blocking a player with Goo or a thrown carriables
  • Destroying ziplines carrying a player
  • Firing a player out of the level with a Jump Pad
  • Lifting a player out of the level with the Anti-Gravity Cube
  • Pulling a player out of the level with the Winch Claw
  • Knocking a player out of the level with Charge ‘n Slam
  • Causing a player to fall out of the level using the Gateway
Dev Note: This is the first iteration of this system. There's quite a few knobs to turn since there's a huge amount of ways in which players can end up falling out of bounds. We can't track absolutely all types of interactions due to the infinite amount of possibilities, including exceptions such as physics-to-physics interactions (i.e. objects/building pieces pushing at each other), but we've tried to catch most of the common ones. We'll keep on iterating and try to address as much of the feedback as possible in coming releases!



Gadgets


Anti-Gravity Cube
  • Fixed various unintended bugs with the Anti-Gravity Cube
Dev Notes: Unfortunately folks, with these fixes the age of the “Goo plane” is over. We loved your imagination with these creations, but this is not a form of locomotion we ever intended for the game and, as well as being very counterintuitive for many players, they can also negatively impact pacing.

Glitch Trap
  • Added squad colors to the Glitch Trap

RPG-7
  • Fixed an issue where the RPG would restock ammo too early in the reload animation

Game Modes

Practice Range
  • Fixed an issue where practice dummies would block explosive damage

Maps

Monaco
  • Added additional exit point at the top of the alley zipline, allowing players to jump directly on the opposite rooftop.
Kyoto
  • Small flow improvements around the side of the Pavilion, preventing players from getting stuck between bamboos or get snagged on lanterns

Settings
  • Added a new option called "Resolution Scale Mode" when TAAU is the selected resolution scaling method. This new setting defaults to the "Auto" option, which selects resolution scaling automatically based on your screen resolution. The alternative "Manual" option allows adjusting the resolution scale value with the "Resolution Scale" slider, just like before
  • Adjusted the way the GPUs FSR2 and XeSS are selected by default. Both of these are high-quality techniques that are not suitable for low-end GPUs. For low-end GPUs, TAAU will be the default resolution scaling method from now on

Specializations

Goo Gun
  • Goo projectiles from the Goo Gun will now stick to the base of turrets in the same way as goo from barrels

UI
  • Fixed an issue where players moving from Platinum 1 to Diamond 4 in World Tour would see the wrong badge and progress bar on the World Tour screen
  • Fixed an issue where scoring events would show the score gained twice on the HUD, for example: “Vault Opened 500 +500”
  • Fixed an issue where the larger Battle Pass reward images didn’t cover the whole tile
  • Fixed an issue where Mouse and Keyboard users could only use the Mouse Wheel to zoom in/out on cosmetics on the Sponsor screen when the mouse was placed in the top part of the screen
  • Fixed an issue where game mode tiles could get stuck in the hover state
  • Fixed an issue where player names would not update immediately when using the ‘Hide Playernames’ option
  • Added friends filter to the leaderboard
  • Fixed an issue where friends’ names could show up incorrectly on leaderboards after toggling the friends filter
  • Adjusted healthbars back to intended height

VFX
  • Fixed an issue that caused the fog at the edge of the screen to flicker occasionally

VOIP
  • Fixed an issue on consoles where VOIP would stop working after entering the console overlay after launching the game


Weapons


Alternate Sights
  • Fixed an issue where the player’s gun could be offset when playing with a sight

AKM
  • Updated the ammo count on the item overview screen

CL-40
  • Updated the ammo count on the item overview screen

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