Summary
- Season 6 of The Finals is officially live on PlayStation 5, Xbox Series X/S, and PC via Steam.
- The new update includes a plethora of new content, bug fixes, balance adjustments, map changes, and more.
- Embark Studios confirms it is removing Bank It in favor of Team Deathmatch due to the mode’s low popularity.
The sixth season of “The Finals” has officially commenced, offering a plethora of fresh content including bug fixes, enhancements to gameplay quality, balance tweaks, and other exciting features. Gamers eager to explore the latest arsenal of weapons, cosmetic items, and the Battle Pass for “The Finals” Season 6 can grab the latest update immediately on PlayStation 5, Xbox Series X/S, and PC via Steam.
As Season 6 approaches, Embark Studios has shared significant updates about The Finals. The standout announcement was that this game is entering the realm of esports with a fresh Major tournament slated for later in 2025. All players will have an opportunity to qualify and participate in this tournament, vying for a whopping $100,000 grand prize. The event is scheduled for Q4 2025, with further details to be disclosed soon. Additionally, Season 6 will introduce new features to the game, enhancing its support for top-tier competition. These include an improved spectator mode and updated ranked tournament privacy settings.
3 months following the debut of Season 5, an exciting fresh update for “The Finals” has arrived at long last. Labeled as Season 6, or Rising Stars, this new season is now live on PlayStation 5, Xbox Series X/S, and PC platforms. The size of the update may differ based on the specific platform, with Steam users looking at approximately an 8GB patch to download. As per the official release notes (available further in this article), Season 6 brings UI enhancements, weapon modifications, map revisions, gameplay optimizations, bug fixes, and numerous other improvements. This new season also introduces Team Deathmatch as a permanent game mode. The mode is accessible across Fortune Stadium, Seoul, SYS$HORIZON, Las Vegas, Kyoto, and Skyway Stadium.
Regrettably, the new addition to the game, Team Deathmatch, replaces the previously available mode, Bank It. However, players can still organize private matches to play Bank It among friends, but it won’t be accessible through Quick Play anymore. In their Season 6 update, Embark Studios revealed that Bank It is the least frequently played mode in The Finals, as it often fails to gather enough players due to its limited popularity. The developers have found Team Deathmatch, which shares a similar gameplay style, to be much more engaging for the community. Embark Studios hinted that Bank It could reappear during special events later on, but it will no longer be a standard game mode moving forward.
Although we’ll dearly miss Bank It, the sixth season of The Finals still promises a wealth of enjoyable content for players. A notable addition to this season is the robust Minigun, designed for Heavy class players. This weapon boasts a rapid fire rate and an impressive ammo capacity, allowing players to tear through their adversaries. However, be aware that its hefty weight and size will significantly slow you down. Season 6 also brings two new weapons: the ARN-220 assault rifle for Light players and the CB-01 Repeater rifle for Medium class. More information on all three weapons can be found in the patch notes provided below.
The Finals Season 6 Patch Notes
With the whirr of a minigun getting ready to fire and the deafening cheers from the spectators, we’re thrilled to let you know that the time has come! SEASON 6 FINALS are here!
Or simply:
The minigun is roaring, the crowd is cheering – it’s official! Season 6 Finals have arrived!
This season offers fresh methods for competition, a revamped collection of tools to showcase when seeking approval from our sponsors, and more opportunities than ever to advance in rank! Whether you’re drawn by the turbulent currency exchanges of our extended game modes across multiple arenas, the captivating new Battle Pass, or the introduction of the dual-magazine assault rifle (yes, that’s correct), this season is brimming with style, action, and opportunities for groundbreaking plays!
Here’s everything you need to know as you step into Season 6: RISING STARS:
TEAM DEATHMATCH IS HERE TO STAY
In the upcoming Season 6, Team Deathmatch (TDM) will be a regular option under Quickplay. Notably, the 5vs5 game mode, affectionately known as “coinbath,” has been extended to include an impressive six arenas. This means you’ll have more locations to enjoy this thrilling gameplay!
- Fortune Stadium
- Seoul
- SYS$HORIZON
- Las Vegas
- Kyoto
- Skyway Stadium
Dive into Instant Action, strive for a top position, and gather advancement prizes (for more details scroll down) by battling it out to achieve glory, riches, and admiration from your fans!
POWER SHIFT EXPANDS TO NEW ARENAS
Enthusiasts, you’re in luck! Break down the barriers at Bernal and Las Vegas Stadiums for an exhilarating new experience!
In addition to tweaking the system dynamics, we’re excited for our cherished Power Shifters to enjoy an enhanced experience in these novel battlefields!
Your chariot awaits – get ON the objective!
QUICKPLAY PROGRESSION
Beginning now, each time you engage in any of the Quickplay game variants such as Quick Cash, Team Deathmatch, Terminal Attack, or Power Shift, you will accumulate Quickplay Points that help elevate your Quickplay Rank throughout the Season. Progressing through these levels allows you to unlock exclusive rewards!
In a manner similar to the World Tour, points will be earned no matter the result of each game. However, winning games will grant additional points! Regardless if you’re just having fun or aiming for the highest ranks, every single match contributes to your progress throughout the season!
LAS VEGAS STADIUM – A REIMAGINED CLASSIC
In Season 6, the Las Vegas Arena undergoes a transformation to become a championship-ready stadium. The redesign focuses on improving mobility, enhancing visibility, and streamlining the fighting dynamics for a more enjoyable experience!
Each Sponsor has left a distinct mark on the Arena, as they’ve personally rebranded the casinos in line with their unique architectural style.
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
This nimble combatant’s trusted ally! The swift-firing lightweight assault rifle ensures you stay engaged in the action with rapid reloads, thanks to its additional ammunition magazine. Featuring a controlled recoil and exceptional rate of fire, it is designed to tear through mid-range targets before they even sense the impact!
MEDIUM | CB-01 Repeater
This robust lever-action firearm is designed for accuracy. Swiftly replace an empty magazine with a speed-loader, then resume delivering precise high-caliber shots swiftly! Risk and reward come hand in hand!
HEAVY | M134 Minigun
A weapon that shoots bullets rapidly and has a large amount of ammunition, capable of firing continuously. Maintain your position, get ready to fire, and unleash a barrage. However, be aware that moving quickly won’t be an option once you start shooting.
No matter if you lean towards swiftness, precision, or heavy damage output, there’s a tool tailored for your mastery!
If you enjoy precise targeting, we’ve got something exciting for you! We’re unveiling an entire collection of brand-new sights suitable for various types of weapons. You can find all the details in the comprehensive notes!
BATTLE PASS – RISING TO LEGENDARY STATUS
The RISING STARS Battle Pass offers a total of 106 prizes, reminiscent of the glory days of sports entertainment. This includes outfits, emotes, and additional items that allow you to evolve from a budding talent into a seasoned champion.
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 be choosing a patron among three options by endorsing your performance and support to them. Regardless if you’re a juice enthusiast, a tech devotee, or someone who appreciates an efficient home security system, there’s an ideal lineup for you to pick from this season!
OSPUZE
Pop. Pour. Perform.
As a devoted fan, I can’t help but share my excitement about OSPUZE, a revolutionary force designed with a singular ambition: Absolute Liquid Ascendancy. With OSPUZE by your side, outmaneuvering and overpowering opponents in the Arena becomes an effortless feat. Just a few gulps are all it takes to reaffirm your dominance and cement your position as the undisputed champion. Once you’ve tasted victory, who would want to relinquish the thrill of continuous triumph?
CEO Sofia Petronelle stands out as an exceptional figure in the business world. With her determined leadership, OSPUZE is providing sponsorship opportunities for contestants participating in Season 6 of THE FINALS. This isn’t a flood of sponsorships; there will be limited spots available instead.
ALFA ACTA
Maximize Firepower, Minimize Risk
ALFA ACTA stands for taking action ahead of potential dangers. If you’re someone who believes in staying one step ahead when it comes to dealing with threats, then Junior McJohnson shares your perspective. As a new member of THE FINALS’ Contestant sponsorship program, anyone joining ALFA ACTA is essentially displaying their digital weapons, but doing so with great pride. Whether you prefer a full-on attack or a more cautious approach, remember that ALFA ACTA provides you with all the resources necessary to complete your mission successfully.
As a gamer speaking, I’ve leveraged the tech legacy my family built in defense, propelling ALFA ACTA to where it stands now. From virtual battlefield sponsorships to real-world contracts, I’m making them proud, the old gunslingers who came before me.
ENGIMO
Beyond Boundaries, Within Reach
Known for its advanced communication systems, ENGIMO effortlessly links the real and virtual realms, providing exceptional speed and convenience. In Season 6, reach fans worldwide by partnering with them.
CEO Natsume Ichikawa is a pioneer, and ENGIMO’s innovative connective technology marks her frontier. To turn ENGIMO into the global powerhouse it is today, she had to push boundaries and shape the future herself. Her dragonfly brooch, a symbol of the company, stands as a testament to their dedication towards rapid, boundary-breaking solutions.
CUSTOMIZE THE HOUSE DOWN
If you’re a fashion enthusiast, you’ll love Season 6! It allows you to create your unique looks by combining makeup styles freely across all character builds. Plus, you can store up to 24 different outfits for easy access whenever you want!
No more manually equipping each item. Just pick an outfit and apply it instantly!
As a gamer, I like to experiment, combine, and fine-tune my in-game appearance using every item at my disposal. I strive for perfection, ensuring that my look is unparalleled on the gameshow without prematurely spending those precious Multibucks until I’m confident it’s time to step into the Arena!
If you fail to choose an outfit before a game starts, you still get a chance to change it on the loadout selection menu right before the game commences!
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!
In addition, the latest update introduces a sneak peek function that lets you watch weapon skin animations prior to making a purchase!
PRACTICE MAKES PERFECT
At the Training Grounds, we’ve given an upgrade! You can now find what we refer to as “Intelligent Targets,” which are more advanced versions of our previous dummies. These new targets respond dynamically to your equipment setup, providing a training experience that closely mimics real-life contestants.
This allows you to test mechanics in a whole new way, on dummies with slightly bigger brains!
IMPROVED PRIVATE MATCHES & SPECTATOR MODE
In an exciting update, you now have even more control over your private matches! Besides choosing the arena and game mode, you can now tailor the weather conditions, pick different game variations, and set up Game Show Events to make your gaming experience truly unique!
Leaders of the lobby can now effortlessly group players into teams simply by moving them, resulting in a more organized setup that makes scheduling matches a breeze.
In this updated version of Spectator Mode, viewers can enjoy a more enhanced experience! The character outlines now make it simple for spectators to identify players as they move through buildings, with each team having distinct color outlines. Additionally, custom camera locations enable spectators to save up to nine different camera angles, allowing them to swiftly switch views and keep up with the action effortlessly.
“Watching the action from above, you understand it better than most.” – Valkyria
EXPANDED STREAMER MODE & PRIVACY OPTIONS
New privacy options have been added!
In a game, the Anonymous Mode ensures that your user name, team tag, ranking points, and seeding for tournaments are hidden from every participant during a match.
In simpler terms, enabling Streamer Mode ensures that all viewers see the same privacy settings, making it safer than before when broadcasting your gameplay to others.
Check out these new options and more in the Settings menu!
Occasionally, it’s advantageous for your adversaries to remain unaware of your true identity. Once this situation has been resolved, they will certainly recognize you by your name. – Valkyria
NEW BODY TYPES FOR HEAVY
For some time now, we’ve been developing fresh character alternatives for the game, and this is no small task! This season, we’ll unveil the initial modifications to the Heavy class!
Stay tuned for future updates as we work to bring more options to all the builds!
A SOUNDTRACK BUILT FOR CHAMPIONS
Season 6 introduces six brand-new tunes that merge the rhythmic pulse of disco, heavy bass, and vibrant synthesizers, mirroring the electrifying atmosphere of the Arena.
AND SO MUCH MORE!
In Season 6, we’re introducing fresh locations for our World Tour courtesy of our benevolent sponsors. Plus, there are new career badges and item mastery levels up for grabs, along with the long-awaited ‘sorry’ emote! Additionally, we’ve enhanced the social tab by providing more detailed updates on your friends’ statuses, helping you identify those who are ready to play together!
As a fresh player diving into this virtual reality world, I’m thrilled to find out that the earning system for Virtual Reality (VR) points has been tailored to my advantage. This revised system is designed to help me swiftly adapt and immerse myself in the game faster. Additionally, I’ve noticed a price drop on some of the older loadout options. This means I can quickly grab my dream gear at a reduced cost! Now, let’s get gaming, green Contestants!
GET READY TO BE A RISING STAR
As a die-hard fan, I can’t help but feel the thrill coursing through my veins as I anticipate the glory that awaits us all in Season 6! With Team Deathmatch, Power Shift expansions, an array of fresh weapons at our disposal, and a Battle Pass brimming with rewards, this season promises to be nothing short of electrifying. Let’s seize the moment and make it ours!
The Arena is waiting. Step up and claim your place among the legends.
Balance Changes
Gadgets
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
- SCAR
- CB-01
- XP-54
Security and Anti-cheat
- Improved messaging for AHK violations
- Refined detection systems
- Implemented hardware bans
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2025-03-20 14:29