THE FINALS

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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

Continue reading...
 

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...
 

Update 6.1

Update 6.1

Update 6.1 - Bug Fixes, some balance and the First Stop on the Season 6 Tour


Season 6 kicked off with a bang, and we’re keeping up the pace with our first update of the season packed with balance changes, bug fixes, and a bold new twist in World Tour.

First up, Update 6.1 delivers a boost to the ARN-220, nudging up its damage to help it hit harder in the heat of battle. While it’s not a final solution, it gives us a better read on its place in the meta. As for the CB-01 Repeater and the M134 Minigun, we’ve seen plenty of mixed opinions, but the data shows they’re landing squarely in the middle for now.

On top of that, we’ve tackled a series of bugs affecting outfits, weapons, and core gameplay, including one that could make your contestant invisible, and another that prevented players from shooting after respawning. There’s still work to do, and we’re tracking down any lingering issues.

But that’s not all. This week also marks the next World Tour stop: Risk & Reward. In this twist, eliminations no longer have fixed payouts, instead, your cash earned depends on your weapon of choice. Play it safe with an AKM or M11 and earn just $200 per elimination, or go big with a Spear or M26 and rake in a cool $1000. It’s a high-risk, high-reward showdown which is perfect for testing your nerve and shaking up your strategy.

Featured Arenas:
  • Las Vegas Stadium
  • Skyway Stadium
  • Kyoto
  • Fortune Stadium
Thanks for being part of the chaos. We’re just getting started.

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Now, let’s dig into everything coming in Update 6.1!

Balance Changes

Weapons


ARN-220
  • Increased damage from 15 to 17
Dev Note: The ARN has not performed as well as we initially expected since its release so this change is a small nudge to make it more effective. We’re not 100% sure this solves its effectiveness, but it should help while we dig further into the performance data and figure out how else we might want to improve it

Dev Note: We’d also like to note that we’ve seen some mixed initial feedback on both the CB-01 and M134 Minigun, with feedback varying a lot from player to player. Right now, the performance data we have suggests both weapons are performing somewhat ‘in the middle of the pack’, and because of this we’re not going to rush out any changes to these weapons in 6.1. Instead, we’ll give them a little more time to settle into the meta and will then check again on how they’re performing once players have had more time to adapt to them.


Content and Bug Fixes

Characters & Customization

  • Fixed an issue when current outfits created prior to Season 6 could get duplicated when the game was updated to Version 6.0.
Dev Note: We still see that duplicates can appear after creating outfits inside the game, we have fixed one potential cause and will be on the look out for more.

  • Fixed an issue where certain combinations of cosmetics could render them invisible
  • Fixed an issue where the deletion of a created outfit could lead to unexpected results
  • Fixed an issue where billboards showing off contestants would not have the correct outfit if it was changed in the lobby prior to the round starting
  • Fixed the requirement for the Amethyst 'Cash Earned' player card badge as it was being handed out incorrectly.
Dev Note: This means that if you were part of the players who got the badge while it was bugged, you will no longer have it

Controller
  • Fixed an issue where you could not navigate away from the “feedback sent” screen with a controller
Game Play
  • Fixed an issue where contestants were not able to shoot after respawning
Dev Note: We believe that we have found and fixed one of the more common “can’t shoot bugs”. We are still hard at work fixing any remaining cases as we might not have caught them all just yet.

  • Fixed an issue where sights attached to a weapon would get a faulty texture if combined with certain skins
  • Fixed an issue where weapons could get offset in aim down sight, obscuring the screen
Maps

Practice Range
  • Updated practice range trophy with S5 leaderboards
Private Matches
  • Cleaned up Game Mode Information screen to only show relevant information
  • Cleaned up Lobby Creation screen to only show relevant fields
Rendering
  • Fix motion blur artifacts for some Intel and AMD GPUs
Social
  • Fixed support for anonymous and streamer mode in World Tour and Ranked Tournaments
UI
  • Fixed background images looking stretched in some screens
Weapons
M134 Minigun
  • Fixed the missing aim assist when using a controller.

Security and Anti-cheat

Continue reading...
 

Store Update 6.1 is Live!

Store Update 6.1.0

The first store update of Season 6 is here, and it’s bringing the heat - introducing the Stryker Grid Set, brought to you by IVADA!
When the system is rigged, rewrite the rules.

If the bright orange colors are a bit too vibrant for your taste, we’ve still got you covered with the Drift Shot Set, offering precision, power, and perfect control.

Following this store update, we are also working on version 6.1.1, which we aim to release tomorrow. This will be an update focused on resolving the most troubling bugs introduced since the release of Season 6 - more on that tomorrow!

Now, let’s check out this week’s store:
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Continue reading...
 

Season 6 - RISING STARS!

Update 6.0.0

WELCOME TO SEASON 6: RISING STARS


To the sound of a minigun revving into action and to the thunderous roar of the viewers watching from the stands we are proud to announce that the wait is over. THE FINALS Season 6 has arrived!

The season brings new ways to compete, an updated arsenal to utilize when impressing the Sponsors, and more ways than ever to climb the ranks! Whether you’re here for the chaotic coinbath of our expanded game modes on more arenas than ever before, the striking new Battle Pass, or the new Weapons (yes, that is an assault rifle with double magazines), this Season is packed with style, action and generational plays to be made!

Here’s everything you need to know as you step into Season 6: RISING STARS:

TEAM DEATHMATCH IS HERE TO STAY

Team Deathmatch (TDM) is now a permanent Quickplay mode for Season 6. The 5v5 coinbath is back, and has expanded to six (yes, six!) Arenas, so you can now play it in:
  • Fortune Stadium
  • Seoul
  • SYS$HORIZON
  • Las Vegas
  • Kyoto
  • Skyway Stadium
Jump into Quick Play, fight for a leaderboard spot, and earn progression rewards (more on that below!) as you compete for fame, fortune, and Fans!

POWER SHIFT EXPANDS TO NEW ARENAS
Platform pushers rejoice! You can now smash your way through Bernal and Las Vegas Stadium for a fresh challenge!

Alongside some adjustments to platform mechanics, we hope our beloved Power Shifters will have an even better time in these new Arenas!

Your chariot awaits - get ON the objective!

QUICKPLAY PROGRESSION

Starting today, whenever you play any of the Quickplay game modes: Quick Cash, Team Deathmatch, Terminal Attack, or Power Shift, you will earn Quickplay Points to increase your Quickplay Level, which you can advance over the course of the Season to get unique rewards!

You will earn points regardless of the match outcome (like World Tour), but victories will reward you with even more! Whether you are playing casually or grinding for the top, every match counts toward your seasonal progress!

LAS VEGAS STADIUM – A REIMAGINED CLASSIC
Season 6 transforms the Las Vegas Arena into a championship stadium, fully redesigned for better movement, cleaner sightlines, and smoother combat flow!

Each Sponsor has put their own unique stamp on the Arena by taking over the casinos and branding them to fit their own architectural aesthetic.

The Stadium has loaded, the crowd is cheering - are you ready to face the competition?

NEW WEAPONS AND SIGHTS
This season introduces three powerful new weapons, ensuring fresh strategies for every playstyle.

LIGHT | ARN-220

The lightweight contender’s best friend! This zippy assault rifle keeps you in the fight with lightning-fast reloads thanks to its secondary magazine. With a smooth recoil and a blistering fire rate, it’s built to shred mid-range targets before they know what hit ‘em!

MEDIUM | CB-01 Repeater

This hard-hitting lever-action rifle is built for precision. Empty the clip, snap in a speed-loader, and get back to landing high-caliber shots in no time! High risk, high reward!

HEAVY | M134 Minigun

A bullet-spewing beast with an insane fire rate and massive ammo reserves. Hold down the fort, spin up the barrel, and let it rip. Just don’t expect to run anywhere fast!

Whether you prefer speed, accuracy, or destructive firepower, there is something for you to excel with!

For those of you with a penchant for optimized aiming, we’re also introducing a complete arsenal of new sights for a variety of weapons - see the full list in the detailed notes!

BATTLE PASS – RISING TO LEGENDARY STATUS
The RISING STARS Battle Pass brings 106 rewards inspired by the Golden Age of sports entertainment. Outfits, emotes, and more let you transform from an underdog to a championship legend.

Premium Battle Pass
Earn 1,575 Multibucks, enough to get next season’s pass plus extras

Free Track
Unlock 26 rewards, including Multibucks and outfits

Remember your plays are only as iconic as the outfit you made them in, so get your grind on!


SIGN YOUR SPONSOR
This Season you’ll pledge your loyalty to one of three Sponsors by signing your performance and fans over to them! Whether you’re an addicted juice head, a tech fanatic or just a fan of an optimized home defense system - you’ve got the perfect lineup to choose from this season!

OSPUZE
Pop. Pour. Perform.

OSPUZE was created with one goal in mind: Total Liquid Domination, and with OSPUZE, overpowering everyone and everything in the Arena has never been easier. You’ll only need a few sips to remind the audience why you always come first. And once you start, you’ll never need to stop. Why would anyone want to stop winning?

CEO Sofia Petronelle is known to be a one-of-a-kind business icon. Under her relentless command, OSPUZE is now offering sponsorships to Contestants in Season 6 of THE FINALS! Not too many at once.

ALFA ACTA
Maximize Firepower, Minimize Risk

ALFA ACTA is all about proactive protection. If you’re looking to neutralize any threat, then Junior McJohnson shares your way of thinking. New to THE FINALS’ Contestant sponsorship program, anyone signing with ALFA ACTA is not only brandishing their virtual firepower, but brandishing it proudly. Whether you go guns blazing, or lock down the whole place, just know that ALFA ACTA has all the tools you need to get the job done.

CEO Junior McJohnson made the most of his family’s legacy of defense technology. Whether it be virtual combat sponsorships, or meatspace contracting, he’s expanded ALFA ACTA into the major player it is today. He’d make his gun-toting ancestors proud.

ENGIMO
Beyond Boundaries, Within Reach

Renowned for its cutting-edge communication infrastructure, ENGIMO seamlessly bridges the gap between the physical and digital worlds, ensuring unparalleled speed and accessibility. In Season 6, connect to fans around the world through their Sponsorship.

CEO Ichikawa Natsume is a trailblazer, and ENGIMO’s connective technology is her frontier. To make ENGIMO the worldwide giant that it is today, she had to strive forth and define the next generation herself. Her signature dragonfly brooch serves as a testament to the company's commitment to swift, boundary-defying solutions.


CUSTOMIZE THE HOUSE DOWN
Passion for fashion? Coming to Season 6, you can mix and match cosmetics however you like across all Builds and save up to 24 outfits at any time!

No more manually equipping each item. Just pick an outfit and apply it instantly!
Mix, match, and test looks with all items so you can meticulously craft the best look the gameshow has ever seen, without sacrificing your hard-earned Multibucks before you are ready to hit the Arena!

If you forget to equip an outfit before a match, you will have one last chance to swap it on the loadout selection screen before the game begins!

PLENTY MORE IN STORE
The Store has received a major overhaul, making it both better-looking and more functional!
With categories for a wide variety of tastes, it’ll be sure to help you find your style!
What’s more, the new preview feature now allows you to see animations on weapon skins before purchasing!

PRACTICE MAKES PERFECT
The Practice Range has been upgraded with new and improved Dummies, or as we like to call them now, Smarties! We’ve improved our dummies that react to your loadout just like real Contestants!

This allows you to test mechanics in a whole new way, on dummies with slightly bigger brains!

IMPROVED PRIVATE MATCHES & SPECTATOR MODE
Private Matches now have more customization options! In addition to selecting Arenas and Modes, you can now configure weather, variants, and Game Show Events!

Lobby leaders can now organize the lobby by dragging players to teams, making it much easier to arrange matches!
Spectator Mode has seen huge improvements! Character outlines allow spectators to track players through structures with team-colored outlines and custom camera locations let spectators save up to nine camera angles for instant swaps, making it easier to follow the action.

“Watching the action from above, you understand it better than most.” - Valkyria

EXPANDED STREAMER MODE & PRIVACY OPTIONS
New privacy options have been added!

Anonymous Mode hides your display name, clan tag, rank score, and tournament seed from all players in a match.

Streamer Mode applies the same privacy settings to all other players on your screen to make sharing your game safer than ever!
Check out these new options and more in the Settings menu!


“Sometimes, it’s better if your opponents don’t know who they’re dealing with. They’ll know your name when this is over.” - Valkyria


NEW BODY TYPES FOR HEAVY
Bringing new body choices to the game has been in the works for a while now and it’s a huge undertaking! This Season, we’re debuting the first new options for Heavy!

Stay tuned for future updates as we work to bring more options to all the builds!

A SOUNDTRACK BUILT FOR CHAMPIONS
Season 6 includes six new tracks, blending disco-inspired beats, brutal bass, and high-energy synths to match the intensity of the Arena.

Listen to the album now!

AND SO MUCH MORE!


Season 6 also comes with a new round of World Tour stops brought to you by our generous sponsors, new career badges, new item mastery levels, and the much requested sorry emote! We’ve also added richer information to the status of your friends on the social tab, so you’ll who’s ready to party!

We’ve also adjusted the way new players earn VRs to help them ramp up into the game faster and have lowered the VR prices on some of the older loadout options to fast track green Contestants into the loadout of their dreams!

GET READY TO BE A RISING STAR
This is your season to shine. With Team Deathmatch, Power Shift expansions, new weapons, and a loaded Battle Pass, Season 6 is set to be one of the most exciting yet.

The Arena is waiting. Step up and claim your place among the legends.

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Balance Changes

Gadgets


Anti-Gravity Cube
  • Decreased cooldown from 40s to 35s
  • Increased effect radius from 3.5m to 4m

APS Turret
  • Decreased damage taken per projectile destroyed from 40%to 31.25% of total health, meaning a full health APS can now block 4 projectiles instead of 3
Dev Note: APS usage has dropped considerably since we moved to having blocked projectiles consume the deployable’s health. This change nudges the APS’s power slightly, hopefully making it a slightly more popular choice than it is today

Data Reshaper
  • Decreased ammo count from 3 to 2
Dev Note: In the last round of buffs for the Data Reshaper, it became a very effective counter to Specializations like the Guardian Turret and other long cooldown deployables due to its improved usability. The cost of using the Reshaper’s ammo, versus how long it could make the opponent’s Turret unavailable due to cooldown, didn’t feel balanced With that new usage, the cost to use the Reshaper (up to the full duration) was minimal. By lowering the maximum ammo count we’re hoping to even things out.

Glitch Grenade
  • Decreased the fuse time from 1.8s to 1.5s
Dev Note: This change should help Glitch Grenade feel more responsive, and slightly more desirable to use.

Gravity Vortex
  • Increased the maximum duration of the vortex from 8s to 10s
  • Increased the minimum duration of the vortex from 5s to 7s
  • Decreased throw velocity from 16.5m/s to 15m/s
  • Increased projectile gravity modifier from 1 to 1.7, giving the projectile a steeper arc
  • Therefore, maximum throw distance decreased from around 29m to around 15m
Dev Note: We’ve felt the Gravity Vortex has been a little underused versus what we would expect, these changes aim to buff its impact slightly while avoiding scenarios where it might be thrown as a longer ranged ‘grenade’ rather than be used as a trap.

Tracking Dart
  • Increased tracking duration on targets from 10s to 13s
Dev Note: This is a small buff for the Tracking Dart to hopefully make it slightly more desirable as a Gadget pick

Arena Canisters

Explosive Canisters
  • Reduced the fuse time of the Explosive Canisters, so they will detonate sooner and more reliably
Dev Note: The previous fuse time for Explosive Canisters was set a long time ago, in part because the canisters did more damage back then and also because we liked some of the random impact we’d get from them bouncing off of walls. Today though, with their lower damage, we feel the longer fuse time was just hurting usability and reliability, especially for new players.

Specializations

Cloaking Device
  • Increased ‘Cloak Max Blend’ from 1.5 to 1.75, making cloaked players slightly more visible to others
  • Increased ‘Delay Before Transitioning Into Cloak’ from 0 to 0.5s, increasing the time it takes to for a player to disappear
  • Increased the ‘First Person Cloak Multiplier’ from 0.9 to 1.0, meaning the cloaking effect in first-person view will more accurately represent the cloaking effect seen in third-person view
Dev Note: We know that some players find the Cloaking Device very frustrating to face since we increased its duration, but we really like that the previous changes to it pushed it more towards giving players a sneaky style of play, rather than using it for straight-up evasion in combat. To try and address player feedback, while retaining this playstyle, these changes have been made to make Cloaked players more visible when moving, hopefully nudging them to use it even more as a ‘hide and seek’ style of play, rather than something more run-and-gun.

Winch Claw
  • Increased max range from 10m to 12m
  • Added scaling of the stun duration versus Weapons and Gadgets, based on the distance to the target player, meaning long range hooks stun for slightly longer than short range hits
  • Increased the maximum Weapon/Gadget stun duration on targets hit at max range from 0.55s to 0.65s
  • Added minimum Weapon/Gadget stun duration on targets hit at min range (3m or less) of 0.3s
  • The Winch Claw stun effect changes described here impact Weapons and Gadgets only. Specializations are always impacted for a fixed stun duration, which is a different value. That value is unchanged from what it was before.
Dev Note: We feel the last round of changes we made to the Winch Claw were maybe a little too aggressive and limited the use cases for it, as a result, we’ve buffed the ranged capability this time around. To offset this, we’ve made the micro stun duration for the Winch Claw more dynamic, adjusting its duration based on the range of the pull. We think this will make the Claw slightly less frustrating for players hit by it, while at the same time buffing the range for Winch Claw players.

Weapons

AKM
  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

CL-40
  • Increased the size of the inner blast radius radius from 30cm to 60cm, meaning it should now be easier to do maximum damage
  • Increased the speed of the grenade projectile from 35m/s to 42m/s
  • Decreased the projectile gravity modifier from 1 to 0.9, giving projectiles a slightly flatter arc
Dev Note: The CL-40 feels slightly underused to us compared to other weapons, so this is a small buff in its effectiveness to try and make it more desirable.

Dagger
  • Increased damage of regular attacks from 50 to 60
  • Increased the damage of non-backstab secondary attacks from 50 to 75
    • Damage with backstab secondary attacks remains at 320 damage
Dev Note: This small buff to base damage is intended to make the weapon’s attacks, other than backstab, slightly more viable for combat in certain situations.

FAMAS
  • Improved recoil interpolation, making the weapon feel slightly smoother when it recoils. This does not change the underlying recoil pattern, only some of the first-person camera movement
Dev Note: This is purely a quality of life change to make the weapon feel nicer to use.

FCAR
  • Decreased recoil intensity for bullets 5-7 in the firing sequence, making the weapon slightly more stable
Dev Note: This is a very small improvement to the FCAR’s recoil pattern, without changing the overall pattern, with the goal of making the weapon slightly more steady and easier to use early in the firing sequence.

KS-23
  • Decreased pump-action duration from 0.82s to 0.7s, allowing the gun to fire faster.
    • This change effectively increases the KS-23’s fire rate from 73RPM to 85RPM
Dev Note: This small buff is aimed at improving the usability and competitiveness of the weapon.

LH1
  • Decreased damage from 46 to 40
Dev Note: The LH1 has been a very strong performer this season, even at closer ranges, which we didn’t fully intend it to be. This change to its damage is aimed at addressing that and also bringing it more in line with other weapons’ performance.

M11
  • Increased damage falloff max range from 15m to 17.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range
Dev Note: The M11 has been outperforming a number of longer ranged weapons, which was not intended. This small adjustment should make it slightly less effective at longer ranges, but increase the ‘effective range’ slightly.

M60
  • Increased damage from 19 to 20
  • Increased damage falloff max range from 32m to 35m, giving the weapon a slightly longer effective range
  • Increased damage falloff multiplier from 0.4 to 0.5, meaning the weapon now does slightly more damage at range
Dev Note: Compared to the Lewis Gun and ShAK-50, the M60 has been underperforming. These buffs aim to hopefully bring it closer to those weapons in its effectiveness.

Pike-556
  • Decreased damage falloff minimum range from 50m to 45m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff max range from 55m to 50m, giving the weapon a slightly shorter effective range
  • Decreased damage falloff multiplier from 0.85 to 0.75, meaning the weapon now does slightly less damage at range
  • Significantly reduced the amount of visual recoil experienced when aiming-down-sights, causing the bullets to land closer to where your reticle indicates
Dev Note: We want to bring it back in line with other weapons and we feel these reductions to its effective range should help achieve that. We also noticed it had a stronger visual recoil than other weapons, which has been reduced to make playing the weapon feel slightly nicer.

SA1216
  • Decreased pellet count from 13 to 12
  • Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
  • Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
  • Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
  • Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.
Dev Note: The SA1216 has been a strong performer for some time now, including being effective at slightly longer ranges than we’d intended. This changes lower the overall damage potential of the weapon, especially at range, but to preserve some of the feel of the weapon we’ve slightly extended the effective range to somewhat offset the damage reduction

XP-54
  • Increased damage from 16 to 17
  • Increased damage falloff minimum range from 20m to 22.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 30m to 32.5m, giving the weapon a slightly longer effective range
  • Decreased damage falloff multiplier from 0.62 to 0.52, meaning the weapon now does slightly less damage at range
Dev Notes: In Season 5 the XP-54 has underperformed compared to weapons like the M11, this change aims to address that.

Content and Bug Fixes

Animation

  • Made all transitions to aim down sight while sprinting feel much smoother
  • Quick Melee animations now show properly while vaulting
  • Fixed an issue where melee animations could be missing or look incorrect while attacking during the motion of swapping to an item
  • Fixed an animation issue when reloading prior to interacting with Cashouts and statues
  • Fixed an issue that caused reload animations to continue while being pulled by the Winch Claw
  • Fixed an animation issue that could occur when players are pulled by the Winch Claw while vaulting
  • Fixed an issue where interrupting looped reload animations could look incorrect
  • Fixed an issue where the spawn animation would sometimes not trigger when spawning
  • Fixed an animation issue when deploying weapons after performing a ledge catch motion
  • Throwing knives will now always play the standard deploy animation in between shots to avoid disorienting motions
  • Added animations to several primary weapons available for purchase in the customization menu
  • Fixed an animation blend issue when transitioning from a ladder straight to vaulting
  • Fixed an animation issue which made the player’s arms look strange while throwing a Goo Grenade with certain skins equipped
  • Fixed an issue where players would see static legs in first person or other players stuck in a "death pose"
  • Fixed an issue with single fire weapons that could lead to being stuck in infinite reload animations
  • Fixed an issue with the Recurve Bow clipping into the camera when vaulting on objects
  • Fixed an issue where the character’s fingers could blend badly during the slow motion sequence in the end of a round
  • Fixed an issue where the player’s animations could freeze when trying to interact with something immediately after a successful interaction was just completed
  • Made animations flow more smoothly when going from a vaulting animation to a firing sequence or aiming down sights
Audio
  • Reset the player’s Music Playlist to play the Season 6 Soundtrack, for a fresh introduction to the new theme and vibe. Players can easily turn it back to their preferences again through the Playlist menu
Controller
  • Fixed "Unbound" text that was shown in the inventory HUD when the "Equipment Cycling" gamepad preset was being used
Gadgets
APS
  • Fixed an issue where, if the APS Turret was attached to a liftable object and was being carried by a player, a sphere of invisible collision would block all bullets being fired near the APS
Dev Note:This change is a bug fix to collision and will not affect the gameplay of the APS

Gravity Vortex
  • Custom skins now stay applied when thrown
Gameplay
  • Interactions with statues and Cashouts should now be much less likely to be incorrectly interrupted at the start of the interaction
  • Added ‘Sorry’ as an emote option
    Dev Note: Sorry for taking so long!
  • Free-fly camera now ignores camera direction, meaning pressing the spacebar will always make the camera ascend vertically relative to the map
  • Fixed carried objects sometimes incorrectly clipping into the player head when held above the player
  • Fixed issue where the player’s held weapon was slow to start firing after dropping an object
  • Players using invisibility will now be uncloaked when directly hit by the flamethrower
  • Fixed a rare issue where players would lose respawn tokens when being revived
  • Fixed issues with enemy outlines sometimes not having the correct color
  • Fixed an issue where players could enter a “flying mode” after a ladder interaction
  • Fixed an issue with autosprint not triggering after respawning
  • Crosshair is now disabled correctly when emoting
  • Fixed a rare bug where outlines would show up as friendly on enemy contestants
  • Grenade throwing is now properly canceled when interacting with items
  • Fixed issue where using the last ammo of an item and picking up an object directly after would always make it drop again
  • Potential fix for a stubborn issue where Aim Down Sight suddenly stopped working
  • Fixed an issue where players could have the wrong item equipped when respawning
Game Modes

General
  • Gameshow Event duration is now shown in the HUD
  • Fixed a bug where players would not be able to pick their full loadout selection when backfilling into a match
  • Resolved issues where vaults spawning mid-game would not be highlighted
Bank It
  • Removed Bank It from the Quick Play menu for now as TDM takes its place. Bank It will still be available in Private Matches
Dev Note: Bank It is unfortunately our least played mode and often struggles with a very small population of players due to that lack of popularity. With the addition of TDM to the game, which has similar gameplay but has proven to be much more popular, we feel now is the right time to take Bank It out of rotation, to make sure we don’t split the playerbase between too many modes. Bank It will remain available in Private Matches and may return for events in future, but to ensure the best quality matches across our modes, it will no longer be a base game mode.
Ranked Cashout
  • Updates the scoreboard and Tournament overview screen in Ranked Tournaments. Previously shown information such as the seeding of other teams, other players Rank Score, or other players gameplay scores (such as combat score) will not be presented to players before or during the match. This change is intended to prevent previously-seen behaviours where teams would use this information to target/avoid specific opponents, and would monitor the status of opposing players through the leaderboard instead of scouting physically. And so, players will now need to use scouting or learn from past encounters to gain more information about opposing teams, as originally intended. Ranks and seedings will be shown to players after they are eliminated from the tournament.
TDM
  • TDM added to the Quick Play menu as a base mode
  • Now available on
    • Fortune Stadium
    • Seoul
    • SYS$HORIZON
    • Las Vegas
    • Kyoto
    • Skyway Stadium
  • Revamped visuals for the HUD
  • Players are now forced to spawn after being dead for an extended period of time, to prevent griefing
Cashout
  • Fixed an issue that could occasionally cause teams to respawn too close to objectives
Power Shift
  • Goo no longer slows down the platform
  • Slightly adjusted the speed at which the platform moves based on the amount of players on it
    • 1 player: 8.33% faster
    • 2 players: 3.33% faster
    • 3 players: same speed
Dev note: Goo slowing down the platform in Power Shift was a mechanic that a lot of players didn't know about and could inadvertently hinder you and your team. The concept of "weighing down the platform" could potentially be an interesting dynamic element, but we feel it’s more important that the platform and its locomotion are more reliable and intuitive than anything else, hence the removal of this mechanic.

We see that quite a lot of Power Shift matches get "stuck" near the middle of the platform’s route. By slightly increasing the speed for 1 and 2 players on the platform, we hope to see a more dynamic back-and-forth along more sections of the path.

  • Slightly adjusted the path in Skyway Stadium near the Medical Center so the bridge no longer clips with the platform when open

Maps

Terminal Attack Tutorial
  • Fixed issue where players could throw the goo barrel out of bounds and brick the tutorial
General
  • Updated the collision of industrial beams to better match their visuals
  • Made it possible to vault on and have Goo interacting with the pillars of outdoor lifts
  • Elevator doors are now able to be destroyed
  • Slightly increased the distance that the map border effect becomes visible, making it easier to see to players approaching the edge of the playable space
  • Fixed issue where doors could be opened by walking backwards into them
Bernal
  • Fixed visible seam in landscape
  • Fixed a gap in one of the roads for better traversal
  • Fixed issue where gadgets could be moved underground when attached to the corkscrew platform
Kyoto
  • Performance improvements
  • Fixed an issue where players could get stuck between a rock and a hard place (a wooden beam) below the Cliffside building
Las Vegas Stadium
  • This new version of Las Vegas comes with a total rework of destruction to help optimize the map further
SYS$Horizon
  • Fixed shadow rendering issues on buildings for improved visual clarity
  • Made minor adjustments to the voxel bridge connecting the Art Gallery and Library so players can smoothly walk up the steps
  • Fixed an issue where the glitched visuals around trees would block projectiles
Skyway Stadium
  • Fixed a floating sign
  • Fixed an issue with flashing lights under an elevator
Player Customization
  • The Multi-Mood Mask and Affection Display cosmetics now work with body paint
  • The Wise-Wing Jumper poncho now has cloth-like properties
  • Fixed an issue where the character’s hands and props in the Player Card would misalign
  • Slight visual improvements to Player Card
  • Added new weapon animations in the customization screen
  • Fixed weapon inspects and deploy animations that would occasionally reset to default after being customized
Private Matches & Spectator
  • Added the ability to manually configure team compositions in the lobby
  • Added the ability to change Arena even after the lobby has been created
  • Private matches no longer wait for spectators to successfully connect to the match before starting
  • Added the ability to choose map condition, map variant, and mid-round event from the private lobby menu
  • Added Team Deathmatch
  • The info bar at the bottom of the screen for dedicated spectator in private matches has had a facelift with some QoL changes
  • Fixed an issue where squad names were not being randomised properly
Rendering
  • Fixed an issue that caused distant contestants to appear blurry and smear in movement
  • Speculative fix for missing gas from gas grenades and mines after being out of view
  • Fixed the look of the sniper bullet trail to be less thick and bright,returning to the original and intended look.
Settings
  • Added a separate category for spectator keybinds in the Settings menu
Specializations
  • Blocked the ability to pick up objects during the slam in Charge'N'Slam
  • Fixed an issue where an excessive amount of “healing completed” sounds would play when swapping targets
Stability & Performance
  • Fixed many of the most common crashes
  • Added GPU Utilization to the in-game performance overlay
UI
  • Added the ability to inspect weapon skin animations in the store and weapons customization screen
  • Removed Ranked Score from the Player Card
  • Improved and expanded Rich Presence in the Friends list to better display the current status of friends and the status of their party
  • VoIP now correctly displays the player’s name next to the speaker icon while talking
  • Build number now displays in uppercase monospace font for better clarity and separation of letters
  • Fixed double notifications when someone is kicked from a private match lobby
  • Fixed issues where the player would lose input focus when exiting out of the settings menu after being respawned
  • Resolved issues where progression on items would incorrectly show that they were leveling up in the end-of-round screen even when they had already reached max level
  • Fixed the club tag appearing in the wrong color in the event log
  • Fixed an issue where rewards could remain on the screen until the end of the reward summary sequence
  • Fixed an issue where the wrong items and characters could appear in the main lobby screen
VFX
  • Made the spawn sequence shorter and less intrusive to reduce the time when running blind
Weapons

General
  • Updated many of the weapon overview statistics to improve consistency of stats across weapon types.
Flamethrower
  • Fixed issue where Flamethrower would sometimes visually merge together with other items, making both unusable
Sights
  • Holographic:
    • ARN-220
    • AKM
    • Famas
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • M11
    • XP-54
    • Matter
  • Looking Glass:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
    • Model 1887
  • Adder Reflex:
    • ShAK
    • ARN-220
    • AKM
    • Famas
    • FCAR
    • CB-01
    • LH1
    • M60
    • Lewis Gun
    • XP-54
    • Matter
  • Compact Reflector:
    • ShAK
    • ARN-220
    • Famas
    • FCAR
    • CB-01
    • XP-54

Security and Anti-cheat
  • Improved messaging for AHK violations
  • Refined detection systems
  • Implemented hardware bans

Continue reading...
 

Update 5.12 is Live!

Update 5.12.0

BONUS XP FIESTA!


It’s time to say goodbye to the TDM event and say hello to the Bonus XP Fiesta! From now until the end of the season, you’ll rack up 200% XP for Daily Contracts and up to 150% XP and Fans earned for gameplay!

This week we have a few balance changes and bug fixes to check out below! Finally, the store has a fresh new update:

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Balance Changes

Weapons


Model 1887
  • Increased damage from 11 to 12 per pellet
  • Decreased the duration of the lever-action animation from 0.85s to 0.8s, effectively increasing the weapon’s fire rate from 70RPM to 75RPM
Dev Note: Having now had time to analyse the Model’s performance on live, following our last round of balance changes, we feel we’ve maybe weakened the weapon a little too much. These changes should nudge it back to a better place.

Recurve Bow
  • Increased damage per shot, when the bow is at max draw, from 120 to 124. The base damage per shot remains at 60 damage

Content and Bug Fixes

Animation

  • Fixed an issue where the Spear’s secondary animation wouldn’t play if activated right after using up all the charges of the previously equipped item
  • Fixed an issue where the impact animation would continuously play after blocking a shot with the Riot Shield
Cosmetics

Victory Shade Set
  • Now loops and overwrites colors continuously instead of stopping after 10 eliminations
  • Fixed an issue where team colors wouldn’t update when changing colorblindness settings or toggling Use Enemy Color
Concrete Smoke Model 1887 Skin
  • Fixed an issue where the left hand would remain static in mid-air when playing the Prairie Twirl Deploy Animation
Gameplay
  • Fixed an issue that could cause objects to have collision and be invisible if they were destroyed and dematerialized during the same frame
  • Fixed a bug where the wrong item would be equipped after getting glitched and the item would be unusable
  • Fixed an issue where attempting to use a Weapon or Gadget immediately after swapping could activate the previously equipped item instead
  • Fixed an issue where swapping to your Specialization would immediately switch back to your Weapon
  • Fixed an issue where ADS would stop working
Maps

Kyoto
  • Small Kyoto destruction tweak to enhance server performance
  • Lowered bamboo stump heights when broken to help with traversal
  • Fixed an issue where vaults could continuously fall through floor due to the inability to find a solid surface to rest on
Bernal
  • Updated the thickness of cinder block walls for smoother traversal
Fortune Stadium
  • Adjusted collision on beams in the Mall to prevent players from getting stuck in wedge-shaped collisions
Practice Range
  • Fixed an issue where the trophies were incorrectly labeled
  • Fixed an issue where all bots could incorrectly appear as friendlies or enemies
Skyway Stadium
  • Fixed an issue where players could walk on invisible collision underneath the ground in the Hotels area
Las Vegas
  • Slightly adjusted the jump pad and a player spawn between Glamora and Eastwood casinos for improved flow
Performance & Stability
  • Fixed a rare crash in the animation system
  • Added support for AMD Anti-Lag 2
  • Improved performance for players experiencing issues due to large friend lists
Rendering
  • Enhanced high and epic-quality reflections in game intro sequences
  • Fixed an issue where an unintended post-process effect could sometimes appear on player cards
Settings
  • Added a "No AA" resolution scaling option that completely disables anti-aliasing and temporal resolution scaling
  • Fixed an issue where certain video options, including 120Hz mode, would reset to default on Xbox after restarting the game
  • Fixed an issue where certain input devices or buttons could cause duplicated inputs, preventing players from equipping their specialization by triggering the swap function twice
Security and Anti-cheat
  • Improved detections
Store
  • In addition to this week's store rotation, we’ve added a .50 Akimbo skin, Monochrome Edge, to the customization menu
UI
  • Fixed a rare issue where squad members would sometimes not appear in the bottom-left widget and scoreboard during a match

Continue reading...
 

SPONSOR SHOWDOWN!

SPONSOR SHOWDOWN

The CNS situation has finally been handled and it’s time for our Sponsor Showdown!

During these last two weeks of the Season our sponsors will be fighting for control of our Arenas, map by map, hour by hour!

You’ll earn championship points for your sponsor by earning Fans for each game you play, across all game modes, and the look and branding of each map will change based on the outcome of your matches.

Will The Arena’s be painted in VAIIYA White, DISSUN Red or ISEUL-T Blue? It’s all up to you and how well you fare against the competition, Contestants!

Remember, the Sponsors are counting on you!

HOW IT WORKS

The Sponsor battle that has been raging all season has determined the starting points for the Showdown Standings:

VAIIYA takes the lead with 80 points to start

DISSUN in second place with 40 points

ISEUL-T in third place starts at 20 points

Each day, in each Arena, sponsors compete to earn the most Fans. The Fan Score displayed is the total Fans earned per Sponsor per round played by the sponsor's contestants, with the score being calculated and updated each hour.

At the end of every 24-hour period, sponsors will add points to their Showdown Standings based on their performance in each Arena location. For every map, the Sponsor with the most earned Fans will get 3 points, followed by 2 points for second place, and 1 point for third.

All game modes count, so you can add to your sponsor's Standing by playing any mode, not just the World Tour.

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REWARDS

All players who competed in Season 5 will receive a reward at the start of Season 6 from the sponsor who wins the Sponsor Showdown.

Whether you’re a believer in VAIIYA’s top of the line security system, a DISSUN-fueled powerhouse contestant, or ISEUL-T’s most fashionable - this is your time to make your sponsor proud!

Continue reading...
 

Update 5.10.0 is Live!

Update 5.10.0

Balance changes and an AMA


In this update, the Stun Gun has been temporarily removed as we begin a full rework to refine its role as a true crowd control tool. This change is aimed at improving gameplay balance, especially for new players. Check the attached dev note for more details!

Also of note, we’ve been closely investigating server performance for some time, recognizing that it hasn’t been meeting expectations. After thorough analysis, we believe we’ve identified a key issue, and this fix should significantly improve the experience for a large number of players.

That said, our work isn’t done. We’re committed to making ongoing improvements and will continue rolling out fixes as we identify further opportunities for optimization.

Thank you for your feedback and reports, community input has been invaluable in helping us refine the experience. Please keep sharing your observations, and let us know if you experience a difference after this update.

Join Our AMA!

If you’re looking for real-time interaction with the devs, we’ll be hosting an AMA over on r/thefinals tonight, where some of our directors will be answering your burning questions. Drop by live or post your questions now and check back later to see if you got an answer!

You can submit your questions already right here.

And of course, this update comes with fresh new items in the store. Go check them out!

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Balance Changes

Gadgets


Breach Charge
  • Decreased priming time from 1.9s to 1.5s
Dev Note: With the change to three ammo, the Charge's priming time now feels a bit slow for its projectile count. This adjustment aims to improve that.

Frag Grenade
  • Decreased ammo from 2 to 1
  • Decreased damage from 150 to 140
  • Increased environmental damage from 600 to 900
Dev Note: Frag Grenades have been outperforming the RPG-7 in damage, ammo, and cooldown, which isn’t ideal. We also recognize that grenades can be a pain point for players. These adjustments aim to bring grenades more in line with other explosives while slightly buffing their impact on the environment.

Additionally, our goal is to increase the readability of grenades in the future, which should help alleviate some of the frustration. When that update arrives, we’ll revisit these changes and make any necessary adjustments.


Stun Gun
  • Temporarily disabled the Stun Gun’, pending a re-work that will release some time during season 6
Dev Note: The Stun Gun has long been a major pain point for players. Despite multiple adjustments, it remains overly punishing for those on the receiving end.

The gadget was always intended to be primarily for crowd control. However, it instead functions too often as a tool to secure a kill, leaving little room for counterplay. This is especially problematic for new players, as early encounters with the Stun Gun can be frustrating enough to impact their experience and desire to continue playing. To keep the game engaging and fair for all, we need to fix this.

After careful evaluation, we’ve made the call to fully rework the Stun Gun. Our goal is to refine its mechanics, visuals, and overall clarity so that when encountered in the Arena, its role is clear, fair, and impactful. To do this properly, we’re temporarily removing the Stun Gun while we work on delivering a better version that matches our vision.

All progression, skins and unlocks will carry over to the new version of the Stun Gun when it returns. For now, the gadget will be unavailable while we build a true crowd control tool that benefits the whole team and enables clutch plays, without the frustrations that held it back.

We hope to be able to put an improved Stun Gun back into your hands as soon as possible.

Weapons

General
  • We’ve improved animation timing so that manual actions (such as lever-action or pump-action sequences) now play more quickly after a quick melee attack, reducing dead time between actions. The impact of this change varies depending on the weapon’s specific animation set
Dev Note: Our fix for the manual action cancel exploit unintentionally made these weapons feel less responsive. This update should help improve that. We’re still reviewing manual actions and looking for ways to make them smoother while keeping them balanced.

Content and Bug Fixes

Animation

  • Fixed a rare case where contestants would be stuck in a T-pose when emoting
Audio
  • Added headshot elimination sound
Characters
  • We've updated the hand model to a new, improved version that looks significantly more realistic and detailed, enhancing the overall immersion
Controller
  • Fixed an issue where controller navigation would stop working in the main menu for party members who were not the party leader
  • Fixed an issue where controller navigation was broken in the Recently Played With tab
Cosmetics
  • Fixed hairstyle compatibility with the following cosmetics
    • Cabalgata Bolero
    • Ballad Brim Headwear
    • Multi-Mood Mask
Gameplay
  • Fixed an issue where destroying certain friendly gadgets incorrectly granted combat score
  • Resolved issues preventing item use, including weapons not dealing damage and grenades failing to explode
  • Doors now open automatically at lower sprint speeds, making movement smoother
  • Cashouts can now be vaulted and climbed on
  • Fixed an issue where some grenades and projectiles (e.g., Dome Shield, Anti-Gravity Grenade, Goo Projectiles) were larger than intended
  • Fixed a bug that could cause extreme respawn timer values for teams
Tournament modes
  • Fixed an issue where, upon elimination in later tournament rounds, loadout changes could sometimes be overwritten
Bernal
  • Fixed dark reflections in the foggy weather setting
  • Adjusted the angle of a rooftop tile that appeared walkable but was too steep to climb
  • Fixed two instances where multiple doors were overlapping in the same location
Kyoto
  • Kyoto destruction fix. Increased the floor’s resistance to impulse damage
  • Power Shift: Fixed an issue where players on the Bamboo Forest side would sometimes spawn in the wrong location at the start of the round
Skyway Stadium
  • Fixed the floating props in the market
Settings
  • Updated AMD FSR resolution scaling method to version 3.1.3 (not including Frame Generation which is still being worked on)
Specializations

Winch Claw
  • Updated the underlying physics of pulled objects, which should make their behaviour more consistent when dragged by the Winch Claw
  • Reduced the amount of physics force-pulled objects can apply to world objects, preventing them from launching items like Cashout Stations across long distances
Dev Note: We've seen players creatively using the Winch Claw to launch objects, sometimes sending Cashout Stations hundreds of meters across the map. While we love the ingenuity, this can disrupt game pacing and make stealing nearly impossible. These changes retain the core gameplay but limit how far objectives can be launched, keeping the flow of the game mode balanced.

Stability & Performance
  • Fixed a case where some world textures would remain blurry even though there was enough video memory to stream in higher quality
UI
  • Fixed an issue where some elements of the player cards were not rendered correctly
  • Fixed an issue where chat messages from club members displayed with double brackets
  • Updated the gamepad inventory layout for the following presets: Equipment Wheel, Modifier Button Equipping, and Directional Equipping. The new layout better matches the actual gamepad controls. If customized bindings no longer align with the new layout, it will revert to the previous horizontal layout
  • Fixed an issue where the Play button incorrectly displayed "World Tour" when matchmaking into a different mode
VFX
  • Fixed an issue where particle effects such as masks could persist on the ground after a contestant was eliminated
  • Fixed an issue where indestructible objects did not display a visual effect on melee impact to indicate their indestructibility

Security and Anti-cheat
  • Resolved EAC and OBS incompatibility issue for versions 30.1 and above
  • Resolved EAC and Windows 24H2 incompatibility
  • General improvements and detections enhancements

Continue reading...
 

Update 5.9.0

This week, we have a store update and a special message about balance changes and our new goal. Make sure to check it out below, along with a few tweaks to weapons in this update!

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Balance Changes

We want to take a moment to acknowledge some of the recent frustrations around the frequency of balance changes. At the end of Season 3, we adjusted our balance cadence from a demanding weekly schedule to a more structured approach, aligning the majority of balance changes with the start and middle of each season. Our goal was to create a more stable experience for players while also giving our dev team the time needed to properly assess and test changes before making adjustments.

That said, the current pace feels a bit too slow, and we understand how a lack of iteration has been frustrating.

Starting with Season 6, we’re shifting to a roughly 3-week balance update schedule. This should create a better experience for both players and our dev team, allowing for more consistent refinements. Major balance shifts will still happen at the start of each season, but balance tweaks will now be more frequent throughout.

Expect smaller, more frequent updates for the rest of Season 5 as we transition to this new approach. We appreciate your patience and feedback, it helps us continue improving the game for everyone.

With that, let’s get a head start with a few small changes in this update:

Weapons

Dagger
  • Decreased the backstab angle on the Dagger’s secondary attack from 180 degrees to 150
Dev Note: This change addresses concerns about the Dagger's backstab being inaccurate and the frustration around how easily it can land backstabs, seemingly from the side. With this change, this should be less of an issue.

On a related note, we've noticed some community members testing melee mechanics in the Practice Range using target dummies. However, these dummies use slightly different hit detection logic compared to real players, making them an unreliable test for certain interactions. For example, we've seen reports of players landing melee hits on dummies while facing away from them. This is a quirk of the dummies and does not apply to actual players.

To improve testing accuracy, we plan to replace the current target dummies with updated versions soon. This will ensure that the dummies provide more reliable feedback, especially for testing certain Gadgets. However, this change will take some time and testing before it is ready to deploy.


KS-23
  • Increased min damage falloff multiplier from 0.6 to 0.7, meaning the weapon now does slightly more damage at long-range
  • Decreased bullet dispersion when aiming down sights to increase accuracy in the majority of different stances (such as crouching, running, etc.)
Dev Note: The KS-23 has been struggling after the recent fixes to ‘manual actions’ in Update 5.8. We recognize that these changes had an unintended negative impact on its performance, and we want to make sure it feels more viable in gameplay.

With this update, we’re making some adjustments to help the KS-23 get back on track. This isn’t the last step; we’ll continue monitoring its performance and exploring additional ways to improve if needed.


Continue reading...
 

World Tour | DISSUN Challenge | Love Hurts

Love Hurts

Roses are red, violets are blue, get eliminated and drop a bomb or two!

This week, DISSUN is celebrating Valentine’s Day with an explosive twist because nothing says love like an explosion! During this stop, eliminated contestants will leave behind a heart-shaped bomb, ready to be scooped up and sent flying. Toss it quickly before it detonates and let your opponents feel the heartbreak!

Whether you’re spreading the love or dodging it, one thing’s for sure: heartbreak hits harder this Valentine’s!

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ARENAS:
  • Kyoto Wintery Valentine’s Day
  • Seoul Valentine's Day
  • Skyway Stadium Valentine's Day
  • Las Vegas Valentine's Day

Along with this Word Tour update, we also have two bug fixes to add:
  • Fixed a bug where players would sometimes end up in the wrong server region
  • Removed the ‘Eliminate 5 opponents from 30 meters or more using gadgets’ contract, as it is not working

Continue reading...
 

Mid-Season Update 5.8.0

Season 5 Mid-Season Patch

Love is in the air, Contestants! As we hit the heart of the season, there are some exciting events kicking off, plus a whole slew of balance changes and fixes to keep your matches fresh, fierce, and fun.

Valentine’s Event: Spin the Wheel of Love!

Cupid's not the only one shooting arrows this season! Our Valentine’s event is live, and the Wheel of Love is here to steal your heart (and maybe a few wins). Earn tickets by completing daily contracts, spin the wheel, and unlock up to 20 charming rewards. If you snag them all, you’ll also win the final prize: the Arena Amorator Outfit! Not totally in love with your daily contract? Re-roll with VRs!

This time around, when you land on a duplicate item, you’ll receive a ticket part. Collect four parts to craft a new ticket for another spin! You’ll also start off with a ticket to ensure everyone gets lucky this Valentine’s Day!

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Stay tuned tomorrow for the Love Hurts World Tour event for another week of heart-pounding action, with an explosive touch!

Reddit AMA Incoming (Feb 19)!

Got burning questions about THE FINALS? Join Rob and the team for an AMA on r/thefinals, the fan-run Reddit on February 19. It’s your chance to dive deep, get insights, and maybe even drop that meme you’ve been saving. Please come and join us for a few hours of questions!

Stun Gun Rework on the Horizon

We hear you loud and clear: the Stun Gun needs some love (the other kind, not the Valentine’s kind). We’re got some plans for this gadget and will give you more insight about the road ahead in Update 5.10.0

Patch Highlights:


Alongside the fun, we're rolling out a hefty batch of balance changes, weapon tweaks, and bug fixes. From adjustments to the Lockbolt Launcher and Cashout mechanics to performance boosts and UI improvements, there's something for everyone. Dive into the full notes to see how your favorite gear and strategies might shift.

Finally, check out this week’s store update full of sweet surprises to heartfelt treasures!

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So, suit up, spin that Wheel of Love, and we’ll see you in the arena!

Balance Changes

Gadgets


Breach Charge
  • Decreased the delay between throwing multiple Breach Charges from 0.9s to 0.6s

Lockbolt Launcher
  • Re-enabled the ability for the Lockbolt to attach to objectives
  • Increased activation grace period from 0.8s to 1s, making it slightly easier to lock on to targets
  • Decreased the minimum pull distance from 8m to 6m, giving locked players slightly less room to maneuver
  • Decreased the maximum pull distance from 10m to 6m, giving locked players less room to maneuver
  • Increased the pull force of the Lockbolt by 50%, making it slightly harder for players to move beyond the radius of the lock’s chains
  • Increased the damage the Lockbolt applies to targets from 0 to 5
  • Added functionality that will disable the Lockbolt’s tethers if the Lockbolt is carried through a Gateway that is outside the maximum pull distance (6m)

Game Modes

Dev Note: Since our changes to deposit values in Cashout in Season 3, we’ve noticed an increasing number of teams adopting the ‘plug meta,’ where teams primarily focus on depositing Cash Boxes in World Tour and Ranked Tournaments to increase their chances of winning. While we wanted to encourage teams to focus on depositing and protecting cashouts, rather than third-partying already active cashouts, the ‘plug meta’ has become a little too common and leads to a bad teamplay experience. The changes to team wipes and deposit values, listed below, aim to nudge teams away from focusing entirely on plugging, while still reducing the incentives for third-partying.

Cashout
  • Decreased the percentage of cash in a Cashbox that is awarded for depositing it at the Cashout Station from ~30% to ~20%
  • Increased the percentage of cash in a Cashbox that is awarded for completing a cashout from ~70% to ~80% of the Cashbox’s value
Ranked Tournament (Cashout)
  • Increased the amount of cash lost from a team’s total for a team wipe from 10% to 15%

Specializations

Charge N’ Slam
  • Decreased the damage done by the initial impact on enemies from 130 to 100
  • Decreased the damage done by subsequent hits on enemies from 50 to 40
  • Decreased the minimum damage of the ground slam, based on fall height from 80 to 50
Dev Note: The damage applied by Charge N’ Slam has been quite high for some time and is especially punishing for Light players, especially when repeatedly hit by the charge. We feel these new values offer a fairer experience

Dematerializer
  • Decreased the duration of dematerialized objects from 30s to 15s, causing objects to rematerialize sooner
  • Added the ability for the Dematerializer to remove props attached to wall segments
Dev Note: This change should mean that the Dematerializer now makes clearer holes in the environment that are easier to move through

Guardian Turret
  • Decreased the cooldown from 8s to 3s when manually picking up the Guardian Turret
Winch Claw
  • Decreased the range of the Winch Claw from 12m to 10m

Weapons

Cerberus
  • Increased damage from 9 to 10 per pellet
  • Slightly decreased the size of the pellet distribution, making the weapon more accurate
  • Decreased the reload time for reloading one cartridge from 2.2s to 2.1s
  • Decreased the reload time for reloading two cartridges from 2.4s to 2.25s
  • Decreased the reload time for reloading three cartridges from 2.6s to 2.45s
CL-40
  • Decreased the radius of the weapon’s projectile from 10cm to 5cm, making it easier to avoid accidentally hitting nearby surfaces
  • Decreased self-damage multiplier from 1.6 to 1.25, meaning it will now do less damage to the player using it should they accidentally hit themselves
Dev Note: While the CL-40 has been in a much better place recently than in the past, we feel these small ‘quality of life’ changes will improve the experience of using it

Dagger
  • Added a slight adjustment to FoV when charging up for a secondary attack, to make it clearer when the attack is at maximum charge
FAMAS
  • Decreased the fire rate from 230 RPM to 220 RPM
  • Decreased damage per bullet from 24 to 23
LH1
  • Decreased damage from 48 to 46
  • Decreased rate of fire from 280 RPM to 270 RPM
Model 1887
  • Decreased damage from 13 to 11 per pellet
  • Increased min damage falloff multiplier from 0.6 to 0.7, meaning the Model 1887 retains the same damage at max range as in update 5.7
Pike-556
  • Increased damage from 47 to 50
SR-84
  • Decreased the bolt action animation duration from 1.25s to 1.05s, slightly increasing the SR-84’s rate of fire
  • Increased damage from 115 to 118
Sword
  • Increased the length of the Sword’s secondary attack hit sweep by 55cm
Dev Note: This change reverts the change made in 4.6 and should mean the primary and secondary attacks of the Sword now have a more consistent length

Content and Bug Fixes

Animation

  • Fixed a bug where player animations would stutter in the intro and celebration sequences
  • Fixed clipping issues on ShAK-50 inspects
  • Fixed an issue where the character's hands looked broken after throwing the Gravity Vortex
  • Fixed an issue where the red dot sight for the Horizon Hammer R .357 skin wasn't aligned properly when aiming down sights

Characters & Cosmetics
  • Fixed the Mirrorball Mood helmet so it would not clip with facewears
  • Fixed the hologram effect for ISEUL-T Escape Pants and ISEUL-T Lifestyle Coat
  • Fixed visual fidelity of the Final Toss cosmetics
Contracts
  • Fixed "Blind 2 opponents with a Flashbang" so it would not count for teammates
  • Fixed an issue where some contracts were able to progress inside Private Matches

Gadgets
Lockbolt Launcher
  • It will deactivate if carried through a teleporter outside of the max pull range
  • Removed the ability to tether to the same object it is attached to
  • Removed the ability for objects to be attached to the Lockbolt
C4, Breach Charge, Gravity Vortex
  • Fixed an issue where the light indicator on the detonators was not visible on consoles

Gameplay
  • Improved stuttery movement on elevators and elevator doors
  • Fixed draw bridges to prevent stuttering when moving
  • Fixed an issue that allowed players to vault while being revived by Defibrillator
  • Improved the visual effect during respawn invulnerability to be more prominent
  • Fixed issue where grenades with certain skins would visually go through walls and floors
  • Removed the ability to bypass manual action animations (such as using a bolt action or pump-action) by interrupting them
  • Fixed an issue where players could get stuck between objects while falling
  • Fixed issue making it so that any secondary melee ability would retrigger when held
  • Fixed the Sword lunge not charging after a vault when holding the button down
  • Fixed an issue where Cashout Stations could launch way beyond their intended range when interacting with Jump Pads
Game Modes

General
  • Fixed a rare issue that could lead to locked black screen when reconnecting to a tournament match that just finished
  • Fixed an issue that prevented equipment or customization changes from appearing in-game unless the user navigated away from the screen before the match started
  • Fixing bug where squad respawns would ignore enemy proximity when there are no active objectives on the map
Quick Cash
  • Fixed an issue where you could sometimes respawn instantly
PowerShift
  • Fixed an issue where the wrong loadout icons could be displayed if revived while changing characters
Maps

General
  • Fixed an issue with billboard text looking stretched
  • Fixed several floating assets, clipping, and faulty collisions across all maps
Bernal
  • Improved fog rendering
Kyoto
  • Upgraded the destruction from the ground up
    • Each building will collapse more easily, with destruction happening on a more granular scale
    • Debris from collapsed structures will behave more naturally and add to the terrain
Monaco
  • Fixed one of the issues that could make the Cashbox fall through the ground
  • Fixed collision issues with some walls in the park area
  • Upgraded terrain to improve performance
Practice Range
  • Updated the trophy room to include the trophies from Season 4
Skyway Stadium
  • Fixed one of the issues that could make the Cashbox fall through the ground
  • Improved general traversal by fixing collision issues
SYS$Horizon
  • Fixed an issue where some pieCes of the map could be left haNging in the air when deStroyed
  • Fixed incorrect health value on one of the big metal apples in the Art Gallery building so it can be destructed as intended
  • Added some extra cover in front of and behind the Museum building
Stability & Performance
  • Optimized GPU load when there are a lot of effects onscreen
  • Resizing the game window by dragging its borders now works better and doesn't constrain it to its previous aspect ratio
  • Improvements to destruction performance on Monaco
  • Minor GPU optimizations for Low and Medium ‘Post-Processing’ Quality
  • Upgraded XeSS SDK to version 1.3.1

Settings
  • Fixed an issue with preview resolution in the video settings for Borderless Fullscreen on non-primary monitors
  • Fixed an issue where tooltips would not show for settings in the general options tab
  • Added an option to Video settings that enables an overlay with performance metrics during gameplay. Previously this overlay was only shown in the in-game video settings menu
  • Improved the list of available resolutions in Windowed mode. This included fixing a rounding error that resulted in odd resolutions and making sure standard 16:9 resolutions were added to the list

Specializations

Healing Beam
  • Added a sound to indicate the target is completely healed
UI
  • New loading screens!
  • Fixed an issue where loading screens could appear stretched when using an ultra wide monitor
  • Add a cooldown to the Play button to avoid matchmaking start/cancel spamming
  • Fixed an issue that would result in player cards not rendering for some users
  • Fixed an issue where players could temporarily be named PlayerName and have a partially incomplete scoreboard before the match started
  • Increased the number of emotes you can equip to 8

Security and Anti-Cheat
  • UI updates for a more transparent player messaging when using prohibited software
  • Use of NVIDIA Profile Inspector is no longer allowed
  • Improvements to anti-cheat performance and reliability

Continue reading...
 

World Tour | DISSUN Challenge | Classic Cashout

CLASSIC CASHOUT

No twists. No tricks. Just pure, unfiltered competition.

DISSUN continues on the World Tour, and this week, they want to see raw skill on full display! No special modifiers this time. Just you, your squad, and the standard tournament rules. It’s time to prove who truly reigns supreme when the playing field is level.

The spotlight is on. The stakes are high. Are you ready to impress?

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ARENAS:
  • Kyoto (Winter)
  • Seoul
  • Monaco (Winter)
  • Las Vegas

Continue reading...
 

Update 5.7.0

Store Update 5.7.0

Legends, Relics, and a Fixed Contract!


Update 5.7 is here, bringing legendary looks, treasure-worthy firepower, and a small but welcome contract fix. Looking ahead, Update 5.8 will be our mid-season balance patch complete with key adjustments to the overall game balance.

In the meantime, a certain hairy legend has entered the Arena! The Hairy Hiker Set lets you become the myth itself, complete with a full outfit, a beastly gun charm and sticker, plus an emote that’ll have you striking a familiar, shadowy pose. If you prefer something with ancient power (and maybe some mold), the Sunstone Set transforms your weapons into relics of a lost civilization. Weathered stone, creeping vines, and golden emblems hold together firepower that looks like it’s been unearthed straight from a forgotten temple.

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On the fixes side, we’ve removed the ‘Eliminate 5 opponents from 30 meters or more using gadgets’ contract, as it wasn’t tracking properly. Players who had this contract have been assigned a new one!

That’s all for this one, let’s suit up and get back in The Arena!

Content and Bug Fixes

Contracts


Removed ‘Eliminate 5 opponents from 30 meters or more using gadgets,’ as it was not tracking properly.

Continue reading...
 

World Tour | DISSUN Challenge | Light The Way

LIGHT THE WAY

The DISSUN Challenge starts with a BANG! The sponsor has decked out the Arena for Lunar New Year and has introduced an all-new throwable - the Healing Lantern! Throw it at your allies for a burst of healing, and leave behind a cloud that heals over time.

The impact of the lantern and the lingering healing mist can affect both allies and foes, so make sure to pick your targets and moments carefully!

It’s time for the year of the Snake! New year - new tactics!

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ARENAS:
  • Lunar New Year - Seoul
  • Lunar New Year - Fortune Stadium
  • Lunar New Year - Las Vegas
  • Lunar New Year - Monaco
Don’t forget to check out the Snake Charmer Set in the store, as well!

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Continue reading...