THE FINALS

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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

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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.


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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

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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

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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

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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...
 

Update 5.6.0

Update 5.6.0

POWER IS POWER


The power levels are at an all-time high in The Arena this week as DISSUN unveils its newest advertisement in preparation for its takeover of the World Tour starting tomorrow. The fuel company has a lot in store for you, so get ready to celebrate Lunar New Year in a powerful way, as a brand-new throwable takes center stage in the festively decorated Arena!

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For all DISSUN enthusiasts out there, you’re in luck! DISSUN has also taken over the store update!

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DISSUN: FUEL. FIRE. POWER

And finally, you should check out the IVADA Cataclysm Set, now available in the shop! The bundle comes with +2400 Multibucks!

We have a patch full of bug fixes as well as some changes to spawns in both Quick Cash and Cashout. Check out the content and balance changes here:

Balance Changes

Quick Cash

  • Increased the max duration of respawn waves from 25s to 30s
  • Increased the respawn wave timer increment for players who die just before a new wave spawns from 5s to 7s
Dev Note: The changes we made to Quick Cash spawning increased the pace of the mode. These two changes should slow the pace down a little, similar to what we had previously, while maintaining the benefits of spawn waves keeping teams together. We’ll monitor how these perform and continue to adjust as needed.
  • Changed spawn behavior to prevent teams from spawning very close to enemy players

Cashout
  • Changed spawn behavior to prevent teams from respawning very far away or far too close to objectives
  • Changed spawn behavior to prevent teams from spawning very close to enemy players

Content and Bug Fixes

Animation

  • Very small reduction to visual recoil on Lewis and M60 Red Dots sights to keep the experience in line with other weapons
  • Fixed a rare issue where eliminated players would get frozen and not turn into coins
  • Clothing will now move correctly when spinning your character in the menus
  • Fixed an issue where inspecting and throwing grenade-type gadgets simultaneously could make character animations look broken

Clubs
  • Added a Club page quick navigation icon to the top of the menu
  • Party-up requests from Clubs will now show in the event log and prompt a new marker when available
Contracts
  • Fix some occurrences of contract tracking for Goo Barrel and Fire Extinguisher
  • Fixed inconsistencies in the "Eliminate 5 opponents from 30 meters or more using gadgets" contract
Gameplay
  • Fixed an issue with Goo being able to launch players and objects in rare cases
  • Jump Pads will now correctly launch players traveling on ziplines rather than detach and drop them
  • Fixed various issues when hold interactions would sporadically cancel
Gifting
  • Players can now gift full outfits to friends
Performance & Stability
  • Fixed a rare crash related to the lockbolt
Private Matches
  • We now allow spectators to reconnect even when a private match is paused
  • Fixed an issue where input was not working when reconnecting as a spectator
  • Retain camera rotation when moving from a player to the freefly cam in spectator mode

Settings
VOIP
  • Added the ability to toggle the automatic gain control of the microphone volume to the settings
Specializations
Winch Claw
  • Will now cancel and block vaulting for opponents on successful hits

UI
  • Fixed an issue with scrollbars not being consistent and overlapping in some situations throughout menus
Weapons

Spear
  • Fixed an issue where you could start or continue sliding while performing the secondary spin attack
Sword
  • Using the secondary attack at the same time as activating a Jump Pad will now launch players to the intended (longer) distance
Duel Blades
  • Fixed an issue when swapping back from a deployable like the Jump Pad would cause the Dual Blades to get stuck swinging only once
Dagger
  • Fixed an issue where the backstab wouldn’t re-trigger the charge up after a vault if the input was held down

Security and Anti-Cheat
  • Refined and updated several detection rules to improve the precision and effectiveness of identifying players exploiting unfair advantages
  • Updated anti-cheat methods

Continue reading...
 

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.

Continue reading...
 

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

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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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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

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