v12.0.0
Season 12: PRIME TIME - Update 12.0.0
Released
PC · PlayStation · Xbox
Season 12: PRIME TIME - Update 12.0.0 opens Season 12 (PRIME TIME) with The Infiltrator, Solo Showdown, a destruction overhaul, reworked Arenas, balance changes to the Heavy, Light, Dome Shield and Frag Grenade and 124 bug fixes.
Added59
Added a new Light Playstyle: The Infiltrator, with the True Sight Specialization and the Mimic Device and Translocator Gadgets
Added a new game mode: Solo Showdown (beta). Twelve Contestants play a three-round solo Tournament, each round picked from eight mini-modes, and the four with the least Cash are eliminated each round
Destruction: Added Gradual Destruction (buildings can hinge, sag, bend and deform), Blast Waves from explosions and growing debris piles. All Suspended Structures are now Swinging Structures
Added Dynamic Commentary (beta). Scotty can call out Contestants by name for notable plays
Season Battle Pass added (Free, Premium, Ultimate)
Added the Frights Galore Halloween event
Added the PRIME TIME soundtrack, recorded with the Stockholm Studio Orchestra
Pyro Grenade: Added explosive damage on impact, in addition to burning damage: 40 damage in a 2.5m radius, explosive and applies through smoke, unlike fire damage
Game Show Events: Added Double Jump event to the rotation
Added dedicated revive animations and improved synchronization of revives so that progress appears consistent for all players, including spectators
Added a voice effect to the Absorbe face cosmetic
Added a new Guardian Turret destruction sound effect to make it easier to hear when it is destroyed
Added an Eyewear customization slot and updated select Facewear and headwear items to be compatible
Added a Sprint category to Weapon animation customization
Added an androgynous customization option for the Medium Build
Added an OSPUZE-themed voice effect when wearing the OSPUZE helmet cosmetic
Team Deathmatch - Skyway Stadium: Added a Jump Pad in the pool of the Hotels location
Added functionality that lets bots acknowledge objective and player pings and provide clearer squad target callouts
Added ziplines and ladders to "Cashout Defense's main building
Added ziplines to "Big Box Battle"'s high ground platform
Added a matchmaking option to play the updated Arena layouts for Seoul, Monaco, and Skyway Stadium
Monaco - General: Added chimneys to provide rooftop cover
Monaco - General: Added alternative initial spawns, giving Contestants and Vaults a possibility of new starting spawns at the beginning of a round
Monaco - Hotels & Cliffside: Added a path along the cliffside for flanking
Monaco - Hotels & Cliffside: Added cover to the backyard of Hotels
Monaco - Royal Plaza: Added new planters to provide cover when crossing or fighting over the plaza
Monaco - Forest: Added a new large stone terrace to the middle of Forest to break up long sight lines and add new combat options
Practice Range: Added an Orbital Hitters trophy
Seoul - Mall: Added an additional café to the top floor
Seoul - Mall: Added a reception space on the bottom floor to tighten several sight lines and create more cover
Seoul - Mall: Added a new Cashout Station on the top floor inside the “Gimbap Pal” kitchen
Seoul - Mall: Added more cover around the front of the Mall to reduce cross-fire from the Data Center and make Vault fights less chaotic
Seoul - Data Center: Added a Jump Pad toward the Mall to make crossing more reliable
Seoul - Hospital / 101 Rooftop: Added a new building alongside the Hospital rooftop that provides more cover but is slower to cross
Seoul - Apartments: Added additional cover options at the back of the Courtyard and adjusted existing doors toward the Cashout Station
Seoul - Under Construction: Added a Jump Pad from Mall to Under Construction
Las Vegas Stadium - General: Added alternative initial spawns, giving Contestants and Vaults a possibility of new starting spawns at the beginning of a round
Las Vegas Stadium - OSPUZE Casino: Added a bar and a VIP lounge on the upper floor, adding a new power position and route to the roof
Las Vegas Stadium - ALFA ACTA Casino: Added new roof structures to provide more cover
Las Vegas Stadium - ALFA ACTA Casino: Added an emergency staircase to the back of the stage area to help contestants access the roof from the back alley
Skyway Stadium - Office: Added a large fence on the roof facing Mansion to limit the high-ground advantage
Skyway Stadium - Office: Added cover and overhangs to the front courtyard and roof areas to reduce exposed angles and give attackers more options after landing
Skyway Stadium - Office: Added a new room on the second floor to break up the space
Skyway Stadium - Office: Added aircon vents along the walls of the big meeting room to add more vertical gameplay opportunities
Skyway Stadium - Office: Added two new Cashout locations
Added Privacy settings for dynamic commentary, including a toggle to enable or disable it and an option to prevent your name from being mentioned
Added a setting for the celebration ticker to hide Signature Plays, allowing you to show only scoring events. Signature Plays still progress and award Fans
Added a timer to the Gateway HUD icon to show its remaining active time
Added a dedicated Controls section for communication and Expression Wheel key bindings to make them easier to find and customize
Added a setting to adjust the HUD aspect ratio
Added the ability to swap sights directly from a Loadout Weapon tile in the Practice Range, in-game where your reserve is available, and during the pre-round lobby
Added a shortcut to cycle the HUD between full, reduced, and hidden
Added hitmarkers for when you are attacking an opponent blocking with Riot Shield or deflecting with Dual Blades
Added a rules panel to the in-match drafting screen so you can review the current game mode’s rules during drafting
Added shotgun pellet hitmarkers showing how many pellets connected and where they landed
Added separate in-game settings to scale world icons independently from the rest of the HUD
Added a dedicated icon for the unarmed state in the Loadout and inventory screens
Added a hover highlight to objects that can be picked up, making them easier to identify
Added intro fireworks to Monaco, Seoul, Las Vegas Stadium and Skyway Stadium
Changed308
Smoke and Toxic Gas: Reworked clouds so they follow the shape of the environment and can be briefly suppressed by explosions
Arenas: Reworked Monaco, Seoul, Skyway Stadium and Las Vegas Stadium, with a game-wide lighting and post-processing overhaul
Sponsors: Reworked Sponsors into a questing system with Challenges, rewards, Docs, Audio Logs and Signature Plays. OSPUZE, ALFA ACTA and ISEUL-T are the playable Sponsors
World Tour: World Tour Ranks are now earned with Fans instead of World Tour Points
Redesigned the main menu and HUD, with a new Side Panel, customizable Quick Settings and HUD scaling
Reworked the Medium Body Type and added an option closer to the original look
The Season 9 Battle Pass joined the legacy roster
Upgraded moderation tools and policies for Contestant names and chat
Players can now run up slopes of an angle up to 50 degrees, increased from 45 degrees
Heavy: Decreased base health from 350 to 325
Heavy: Increased sprinting speed forwards from 5.8 m/s to 6 m/s, strafing from 3.65 m/s to 3.8 m/s and backpedaling from 3 m/s to 3.3 m/s
Heavy: Increased run speed forwards from 3.8 m/s to 4.35 m/s, strafing from 3.2 m/s to 3.6 m/s and backpedaling from 3 m/s to 3.2 m/s
Light: Increased base health from 150 to 175
Light: Increased the delay until health regeneration kicks in after last taking damage from 7s to 8s
Light: Decreased sprinting speed forwards from 7 m/s to 6.6 m/s, strafing from 4.6 m/s to 4.4 m/s and backpedaling from 3.8 m/s to 3.7 m/s
Light: Decreased run speed forwards from 5.5 m/s to 5.1 m/s, strafing from 4.4 m/s to 4.2 m/s and backpedaling from 3.8 m/s to 3.7 m/s
Powder Canisters: Increased the radius of the smoke from 3.5m to 4.5m
Powder Canisters: Increased the duration of the smoke from 9s to 13s
Toxic Gas Canister: Decreased the duration from 12s to 10s
Breach Drill: Hit markers will no longer trigger when the Breach Drill blinds the user or their allies, only for enemies
Dome Shield: The Dome Shield’s health now automatically deteriorates over time, with the Shield losing 100 health per second
Dome Shield: Dome Shield health increased from 250 to 600
Explosive Mine: Increased damage from 120 to 145
Flashbang: Hit markers will no longer trigger when a Flashbang blinds the user or their allies, only for enemies
Flashbang: Increased the minimum flash duration from 1.5s to 2s
Flashbang: Increased the maximum flash duration from 4.5s to 5s
Flashbang: Increased the reliability of hit traces with the Flashbang. This increases the chances to hit targets when the grenade lands near thin or small objects that would previously block it
Flashbang: Decreased the maximum intensity of flashes on teammates from 0.95 to 0.35
Flashbang: Increased the flash intensity threshold to display a hitmarker from 0.75 to 0.85, meaning that hit markers will now only display when the opponent has received a significant hit
Frag Grenade: Increased max damage from 140 to 165
Frag Grenade: Decreased the size, transparency duration of the Frag Grenade’s light trail to make it slightly less intrusive
Gateway: Increased max allowed distance between the player and their first deployed gateway portal from 50m to 60m
Gateway: The distance check now accounts for the Z-distance, resulting in a cap in the vertical distance between player and portals which previously was unlimited
Gateway: Increased cooldown from 40s to 50s
Gas Grenade: Decreased gas duration from 12s to 8s
Gas Grenade: Decreased cooldown from 24s to 20s
Gas Grenade: Increased ammo from 1 to 2
Gas Grenade: Decreased radius from 5m to 4.5m
Gas Mine: Decreased radius from 5m to 3.5m
H+ Infuser: Decreased health given per shot from 11 to 10
Lockbolt: Teleporting through a Gateway now immediately breaks any connections to a Lockbolt
Pyro Mine: Decreased explosive damage from 55 to 45
Smoke Grenades: Increased radius from 3.5m to 4.5m
Smoke Grenades: Increased smoke duration from 9s to 13s
Sonar Grenade: Sonar Grenades are now available to the Medium archetype, in addition to Light
Thermal Bore: Decreased fuse time before detonations from 1.75s to 1.4s
Vanishing Bomb: Increased cooldown from 25s to 30s
Vanishing Bomb: Adjusted throw arc on secondary/underhand throw to be straighter. The throw should now be faster and more reliable
Cashout & Ranked Tournament: Decreased the time it takes for Vaults to open from 20s to 10s
Cashout & Ranked Tournament: Decreased Vault spawn preview duration from 15s to 5s, meaning Vaults spawn more quickly after their location is revealed to players
Cashout & Ranked Tournament: Cashout round duration increased from 9 minutes to 9.5 minutes
Cashout & Ranked Tournament: Final round duration decreased from 20 minutes to 14 minutes
Cashout & Ranked Tournament: Adjusted Vault and Cashout Station spawning logic to reduce long-distance placements and increase variation
Double Jump: Removed the need for a jump to have occurred before a double jump can be triggered. This allows double jumps to be triggered in scenarios such as after using a jump pad or after running off a roof
Revive Statue: Increased the size of the interaction volume on Revive Statues to make them easier and more reliable to interact with
Dynamic Smoke: Smoke effects generated by Smoke Grenades and Toxic Gas can now be dispersed via explosions and blast weapons from items like C4, Frag Grenades, Shockwave, RPGs and so on.
Increased the environmental health of ladders from 100 to 550 to allow them to better withstand explosions from grenades
Charge ‘N’ Slam: The ground slam attack now only deals damage to targets close to the ground. Elevated or airborne targets no longer take slam damage but still suffer knockback and concussion
Cloaking Device: Increased the volume of the Cloaking Device’s idle sound when the user is stationary
Cloaking Device: Increased the audible range of the Cloaking Device’s movement crackle sounds, making it easier to hear moving cloaked players from slightly further away
Guardian Turret: Guardian Turret now detects and highlights it’s active target, allowing the turret’s owner and teammates to see the opponent through walls and smoke as long as they stay within the turret’s sights
Grappling Hook: Grappling Hook now has a variable cooldown that depends on how long the grapple was active for, from a minimum of 4s to a maximum of 7.5s
Healing Beam: Increased healing per second from 46 to 50
Melee: Lunges are now predictive: no lunge if the target runs into melee range, slight compensation if they run sideways, and lunge speed adjusts to direction and distance so you land where you need to be
Melee: Hit sweeps are more accurate and consistent: finer sweeps that sync with the weapon’s position, more accurate Precision hit detection, and removed small gaps that could make attacks miss
Dagger - Primary Attack: Updated maximum lunge speed based on the changes to lunge prediction
Dagger - Primary Attack: Decreased lunge distance from 5m to 4.25m, to compensate for the changes to lunge prediction
Dagger - Primary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Dagger - Secondary Attack - Backstab: Updated maximum lunge speed based on the changes to lunge prediction
Dagger - Secondary Attack - Backstab: Decreased lunge distance from 5m to 4.25m, to compensate for the changes to lunge prediction
Dagger - Secondary Attack - Backstab: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Dagger - Secondary Attack - Backstab: Decreased the duration of the Backstab attack from 0.5s to 0.35s
Dagger - Secondary Attack - Backstab: Increased the base damage of the Backstab from 85 to 90
Dual Blades - Primary Attack: Updated maximum lunge speed based on the changes to lunge prediction
Dual Blades - Primary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Dual Blades - Primary Attack: Increased damage for precise hits from 57 to 60
Dual Blades - Primary Attack: Increased the base damage from 37 to 39
Dual Blades - Primary Attack: Increased the size of the precision angle from 12 degrees to 14 degrees
Dual Blades - Secondary Attack - Cross Slash: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Dual Blades - Secondary Attack - Cross Slash: Increased the width of the weapon’s hit box from 0.3m to 0.55m to adjust for the updated hit sweeps
Dual Blades - Secondary Attack - Cross Slash: Increased damage for precise hits from 140 to 155
Dual Blades - Secondary Attack - Cross Slash: Increased the base damage from 91 to 100
Dual Blades - Secondary Attack - Cross Slash: Increased the size of the precision angle from 12 degrees to 14 degrees
Dual Blades - Secondary Function - Deflect: Deflected bullets will now follow the player’s crosshair more accurately, making it easier to aim deflected bullets back at opponents
Dual Blades - Secondary Function - Deflect: Precise Deflect angle is now matched to the 14 degree precision angle of melee attacks. This means the precision angle crosshair can now be used to help players more accurately block incoming bullets
Dual Blades - Secondary Function - Deflect: The deflect angle for melee attacks remains 65 degrees
Dual Blades - Secondary Function - Deflect: Bullets deflected now give hit markers if the player hits an enemy with them
Quick Melee: Updated the size and position of Quick Melee’s hit sweep, making it easier and more reliable to hit targets
Riot Shield - Primary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Riot Shield - Primary Attack: Increased the width of the weapon’s hit box from 0.8m to 0.95m to adjust for the updated hit sweeps
Riot Shield - Primary Attack: Increased the height of the weapon’s hit box from 0.3m to 0.4m to adjust for the updated hit sweeps
Riot Shield - Primary Attack: Increased damage for precise hits from 86 to 90
Riot Shield - Primary Attack: Increased the base damage from 60 to 63
Riot Shield - Secondary Attack - Shield Bash: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Riot Shield - Secondary Attack - Shield Bash: Increased the width of the weapon’s hit box from 0.35m to 0.55m to adjust for the updated hit sweeps
Riot Shield - Secondary Attack - Shield Bash: Increased the height of the weapon’s hit box from 0.55m to 0.9m to adjust for the updated hit sweeps
Riot Shield - Secondary Attack - Shield Bash: Updated the Shield Bash’s lunge component to reach slightly further but overshoot less often
Sledgehammer - Primary Attack: Updated maximum lunge speed based on the changes to lunge prediction
Sledgehammer - Primary Attack: Decreased lunge distance from 5m to 4.5m, to compensate for the changes to lunge prediction
Sledgehammer - Primary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Sledgehammer - Secondary Attack: Updated maximum lunge speed based on the changes to lunge prediction
Sledgehammer - Secondary Attack: Decreased lunge distance from 5m to 4.5m, to compensate for the changes to lunge prediction
Sledgehammer - Secondary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Spear - Primary Attack: Updated maximum lunge speed based on the changes to lunge prediction
Spear - Primary Attack: Decreased lunge distance from 6.5m to 5.75m, to compensate for the changes to lunge prediction
Spear - Primary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Spear - Primary Attack: Decreased the width of the weapon’s hit box from 0.4m to 0.35m to adjust for the updated hit sweeps
Spear - Secondary Attack - Spin Attack: Updated the attack’s hit sweeps to have hits better match the animation
Spear - Secondary Attack - Spin Attack: Decreased the impact of the knockback from Quick Melee kick attacks on Spear players while they’re spinning, pushing them a shorter distance
Sword - Primary Attack: Updated maximum lunge speed based on the changes to lunge prediction
Sword - Primary Attack: Decreased lunge distance from 4.25m to 4m, to compensate for the changes to lunge prediction
Sword - Primary Attack: Updated the attack’s hit sweeps to make the weapon more accurate and reliable
Sword - Primary Attack: Decreased damage for precise hits from 110 to 100
Sword - Primary Attack: Decreased the base damage from 71 to 65
BFR Titan: Increased damage from 90 to 95
BFR Titan: Decreased the duration of empty and tactical reload
BFR Titan: Decrease reload intro animation from 0.68s to 0.62s
BFR Titan: Decreased reload loop animation from 0.88s to 0.8s
BFR Titan: Delayed the bullet restock point from 0.465s to 0.52s
CB-01 Repeater: Increased damage from 84 to 88
CB-01 Repeater: Increased damage falloff multiplier from 0.64 to 0.66, meaning the weapon does slightly more damage at max range
Chimera-XB: Increased damage from 45 to 47
KS-23: Decreased damage from 104 to 100
LH1: Decreased damage from 44 to 40
LH1: Decreased damage falloff minimum range from 50m to 35m, giving the weapon a slightly shorter effective range
LH1: Decreased damage falloff max range from 55m to 45m, giving the weapon a slightly shorter effective range
Lewis Gun: Increased rate of fire from 500 RPM to 520 RPM
M60: Increased rate of fire from 580 RPM to 600 RPM
MGL32: Increased damage from 83 to 97
P90: Increased damage from 14 to 15
Pike-556: Increased damage from 49 to 50
R .357: Increased damage from 74 to 76
SA1216: Decreased recoil intensity by around approximately 20%
SA1216: Smoothed the recoil pattern slightly between shots 2 and 3 in a firing sequence, making the weapon slightly easier to aim
SA1216: Decreased the size of the pellet dispersion pattern, reducing the outer radius slightly
SA1216: Increased the damage fall-off multiplier from 0.62 to 0.67, meaning the weapon now does slightly more damage at range
SR-84: Increased damage from 118 to 122
XP-54: Decreased ammo from 36 to 34
Polished vaulting animations for smoother transitions
Restored the ping pointing animation when using the Gateway with no remaining charges
Stabilized leaning while moving for SR-84 and Tracking Dart
Adjusted base poses to correct slight head orientation issues when using the C4 or Dagger
Updated the Best Contestants screen with new objective and support poses to reduce duplicate weapon poses in all slots
Improved Zipline usage animations for Dual Blades, including while deflecting
Made various polish improvements to kick animations
Updated spatial audio occlusion and attenuation for Weapons, footsteps, and environmental destruction to improve sound positioning and clarity
Boosted the volume of Starbounder’s dialogue to improve audibility
Reduced how much melee attack and impact sounds are ducked when taking damage, making incoming melee slightly more audible when already hurt
Refined destruction audio and commentary mix so commentary remains clear during intense moments
Updated the Evasive Dash sound effect falloff, making it easier to hear when players dash around and behind you
Footsteps: All surfaces have new and remixed sounds, tuned to be slightly louder and brighter overall
Footsteps: Footstep volume is now more consistent across surface types. Grass, sand, and dirt no longer sound significantly quieter than harder ground
Footsteps: Light, Medium, and Heavy archetypes now each have distinct footstep sounds
Footsteps: Made enemy footsteps sound louder than the players, and this difference has been increased slightly. Teammate’s footsteps are slightly quieter than the players
Footsteps: Made footsteps easier to pinpoint directionally, especially left and right
Footsteps: Footsteps played from above now use a dedicated overhead effect
Footsteps: Made landings sound louder and weightier, especially from greater heights
Improved compatibility of Straight Bob hairstyles with other customization items for consistent behavior
Improved cloth simulation for Outfits and hair to reduce freezing and ensure more consistent movement across detail levels
Polished the visuals of a long, curly hairstyle
Improved the game show presentation
Separated some items that were once connected so they can be equipped independently in the Eyewear slot
Polished the slicked-back hairstyle
Team Deathmatch - Skyway Stadium: Updated the border and spawns of the Mansion location to fit the update
Team Deathmatch - Skyway Stadium: Adjusted the spawns in the Office location to make more use of the different floors of the building
Team Deathmatch - Skyway Stadium: Temporarily disabled the Medical Center and Hotels locations to increase the likelihood of playing the areas that received layout changes this update
Power Shift - Skyway Stadium: Adjusted the platform’s path in various areas to fit the reworked Mansion diorama and layout updates
Power Shift - Skyway Stadium: Adjusted spawns to fit the layout updates to the Office building
Power Shift - Seoul: Adjusted the platform’s path around the Hospital cafeteria to work with the newly added 101 Rooftop
Power Shift - Seoul: Adjusted some spawns to fit the layout changes
Alien Invasion: In Alien Invasion, the saucer’s beam now lifts the Cashout Station at the same speed as players and other objects
Explosions no longer launch the Revive Statue as far as they once did; it now keeps its travel direction and rolls naturally
Swapping items mid-lunge no longer freezes the character or snaps them forward; lunges now behave consistently
Quick melee now kicks more reliably when closing in on an opponent or landing on them, reducing cases where an elbow would trigger instead. Stamina requirements are unchanged
Melee Weapon hits are no longer interrupted by vaults or dashes. Quick Melee kicks can still interrupt these moves
Contestant statues now bounce off the Out of Bounds border instead of drifting back, reducing travel time
Emotes are no longer interrupted by automatic reload when your Weapon is empty; starting a manual reload will still cancel the emote
Blocked achievement progression in modes where progression is disabled, including Cashout (Bots). Achievements such as class win milestones and total Cashout count no longer advance in these matches
The round timer now shortens to match the duration of the final Cashout when the Cashout is set to complete before the match timer runs out, preventing downtime where no objective would be active
Addressed a rare issue where players could respawn as a different Contestant after using a coin in Cashout, ensuring the correct Loadout and Contestant selection persist after elimination
Orbital Lasers no longer target Contestants being revived with the Defibrillator
Pausing during the tutorial intro no longer stops the countdown
Improved bot navigation when dropping from ledges, climbing ladders and crossing gaps to reduce stalls and awkward movement
Adjusted bot behavior in Challenges so they stay on Cashouts more reliably during steals and are less likely to fixate on newly picked targets
Bots: In Challenges, melee bots no longer use abilities on Easy and Medium difficulties; abilities remain enabled on Hard
Tweaked the difficulty of "Meet the Dummies", "Cashout Defense" and "Big Box Battle"
Bots now turn around faster overall. This change scales with difficulty
Bots no longer fire as accurately when players are in close proximity
Bots now better prioritize non-player targets, getting less stuck focusing on mines and turrets
Updated bot difficulty across the board to make difficult bots slightly easier
Improved bot navigation across horizontal gaps by validating safe approaches and landings, reducing odd movement in these transitions
All items that previously required VRs to unlock are now included in the default inventory
Improved hair shading for indirectly lit hair
Rank scores are now automatically adjusted after server outages. An inbox message will be sent to indicate an adjustment
Large shipping crate containers are now destructible
Planks are now made out of segments so they break more dynamically
Adjusted construction crane destruction to reduce breakage when hitting the ground
Updated environmental props, Arena branding and sponsor decals across Arenas to improve visual consistency
Changed the jumbotron in various Arenas so they have their own unique style
Increased Arena bridge opening speed from 7 to 9 degrees per second
Tweaked the preview-path of the Moving Platforms so it’s a bit easier to see where the platforms will be moving to
Original Las Vegas has been removed from the map rotation.
Bernal: Adjusted a player spawn to prevent the camera from clipping into a billboard at the start of a round
Bernal: Adjusted a Zipline on the Chapel to prevent it from floating when the structure collapses
Fangwai City: Adjusted collisions on various street props to reduce snagging and improve movement
Kyoto: Temporarily disabled Moving Platforms Variant as we work on several adjustments for it
Monaco - General: Visual upgrades across the exteriors and interiors of the Arena
Monaco - General: Modified house interiors with new structural walls, penthouses, and attics
Monaco - Hotels & Cliffside: Replaced “Grandma’s House” with a larger one, adding more strategic options when fighting here
Monaco - Royal Plaza: Lowered the patio between the Royal Plaza and Forest to provide more cover from overlooking areas
Monaco - Forest: Expanded the Arena with a new gazebo outlook in the corner, adding a new Cashout location
Monaco - Pocket Park: Expanded map borders to add more playspace
Monaco - Pocket Park: Replaced the old container yard near Pocket Park with a Café
Monaco - Villas: The underpass between the Villas and the park is now fully destructible and features a new internal maintenance room with a Cashout Station inside
Practice Range: Updated character showcase to represent S12 cosmetic content
Seoul - General: Spaced out Arena Carriables to avoid chain reactions and make disguised players easier to spot
Seoul - Mall: Reworked shop layouts to provide more defensive positions and structure
Seoul - Mall: Expanded the shops at the back of the Mall to simplify the layout while providing more cover
Seoul - Mall: Polished visuals in the Mall, updating storefronts, lighting decals, signage, and interior props
Seoul - Data Center: Updated the Rooftop Garden layout to provide better structure for fights in that area
Seoul - Data Center: Reduced the layout complexity of the server room under the Rooftop Garden
Seoul - Hospital / 101 Rooftop: Updated the Hospital Garden planters and hut to provide more reliable cover and structure
Seoul - Apartments: Widened the Courtyard rooftop to provide more freedom of movement, and cover for Contestants on the ground floor
Seoul - Apartments: Updated vegetation visuals
Seoul - Under Construction: Tightened some sight lines to reduce the number of angles Contestants are exposed to at once
Seoul - Under Construction: Refined environmental art in the construction site
Las Vegas Stadium - General: Re-enabled Las Vegas Sandstorm variant
Las Vegas Stadium - Center: Replaced the central platform with a larger circular display to provide better cover in the middle of the map
Las Vegas Stadium - OSPUZE Casino: Redesigned the rooftop to break up sight-lines and reduce the effectiveness of long-range poking
Las Vegas Stadium - ALFA ACTA Casino: Expanded and simplified the backstage area and added pillars for cover
Skyway Stadium - Mansion: Redesigned the entire diorama to reduce defender-advantage, create equal opportunities for different playstyles, and to feature more varied playspaces.
Skyway Stadium - Mansion: Updated the suspended structures and moving platforms of the Up, Down, Left, Right Variant to fit the new layout
Skyway Stadium - Office: Moved down by 18m to make the approaches less oppressive
Skyway Stadium - Office: Adjusted the Jump Pad setup between Office and Mansion to provide more traversal options
Skyway Stadium - Office: Adjusted the balconies in the atrium to continue along the walls and added a server room underneath to make the space less open and one-dimensional
Skyway Stadium - Hotels: Reduced the amount of windows facing construction on the De Sable building to separate the balconies into a more distinct space
Skyway Stadium - Hotels: Updated interior visuals across all buildings
Skyway Stadium - Hotels: Reworked cover, added new interior walls, and adjusted attic windows for several buildings
Skyway Stadium - Shopping District: Updated interior visuals across all buildings
Skyway Stadium - Shopping District: Reworked cover, added new interior walls, and adjusted attic windows for several buildings
Skyway Stadium - Medical Center: Adjusted some walls and floors of the T-shaped suspended structure to give it more directional frontlines
SYS$Horizon: Temporarily disabled the Foggy Night condition while readability issues are addressed
Game-wide rework of lighting and post-processing effects. This is ongoing work that we’ll continue to refine
Optimized spawn effect and Weapon hologram materials to reduce texture memory use
Improved performance when using animated props by reducing spawning and destruction overhead
Optimized memory usage by removing unused shader data
Optimized the character spawn visual effect to reduce rendering cost
Reduced hitches during team intro sequences by ensuring customization assets are loaded in advance
Improved loading, network performance, and match join stability on the Las Vegas Sandstorm variant
Improved responsiveness of the Settings screens while in-game
Reduced install size by rescaling and removing outdated video content
Reduced frame drops when aiming down sights with certain weapon-scope combinations, mainly focused on Pike-556 using the Scout or Iron Vintage sights
Memory optimizations and memory leak fixes resulting in fewer memory related frame rate hitches
The social wheel can now be opened while eliminated
On PC, pressing P in-session now opens the Social menu inside the new side panel instead of the previous screen, and the Social button in the Exit tab has been streamlined
Text Chat in menus now respects your custom key bind: the on-screen icon shows your chosen key, and Enter no longer opens chat after rebinding (including on the Private Match screen)
Freefly spectating now starts from the last Instant Replay view, preserving orientation for a more consistent transition
Improved stability in the Tournament outro screen to prevent rare errors and crashes
Improved stability in the tournament screen to prevent errors during Contestant loading and customization
Improved startup reliability on PS5 by adjusting the service sync timeout to reduce boot-time errors
Upgraded the static breaking system with a faster, more robust solver, improving stability and load distribution in densely connected structures
Improved voice chat reliability by preventing endless reconnect attempts and ensuring fresh credentials are used for each retry and rejoin
Reduced rare cases where login or session renewal could stall on Steam
Resolved a rare issue where characters in the tournament intro might not load correctly when bots are shown, improving stability during intros
Resolved a rare stall that could occur after being eliminated by quick melee
The stamina bar now fades when the Communication Wheel is open, improving readability
Increased the slots available in the Expression Wheel
Spectators now consistently see Defenders in blue and Attackers in red in Point Break, including the in-match spectator HUD and the private match lobby
Updated tournament intro and presentation visuals
Adjusted Expression Wheel entry size and spacing to accommodate the expanded layout
Refreshed loading screen visuals with updated backgrounds and sponsor logos
Double-clicking an equipped Player Card or Outfit now opens the edit view
Increased the default size of HUD elements and world markers on consoles; scaling is tuned per device to improve readability
Increased the fidelity of in-game HUD elements
Party members now display a distinct green nametag to differentiate them from matchmade teammates; you can turn this on or off in Settings
The lunge indicator now also previews the reach of charging secondary attacks, such as the Dagger Backstab, while you charge them
Updated the scoreboard to optionally display a qualification cutoff line in modes with knockouts and to list teams by rank instead of pinning your team at the top for clearer standings
Improved controller navigation in Settings: wrap-around now loops correctly across pages, the menu scrolls to the selected option when wrapping, first options are no longer skipped, and option row highlights display correctly without clipping
Updated in-game input prompts to match the menu keycaps and display hold progress as a ring on the button, improving readability and consistency
Adjusted UI scaling so HUD elements no longer appear smaller at higher resolutions; updated HUD scale defaults accordingly
Polished the visuals for party members joining in the main menu
Refreshed the crosshair scoring tally with a new layout and smoother animations; entries now queue and merge into the tally instead of blinking out
Refined the boot sequence for a smoother experience, including sharper splash-screen scaling on all displays, updated loading spinner visuals, and the game window now opens when the first screen is ready
Updated the boot experience with a new background, a glowing loading spinner, and improved 16:9 letterboxing
You can now preview Weapon skin animations directly from the Battle Pass
Updated the credits screen with new retro demo effects
Player Card edits no longer auto-save when navigating to other menus; unsaved changes persist when you return with a Save option, and you will be prompted to save before exiting. Note: unsaved edits are discarded after joining a match
Contestant pack tiles now display your saved Player Card pose and background
Moved Crosshair settings to their own tab, with new reticle customization options for Weapon sights including selectable shapes and per-shape settings
Improved controller rotation speed and responsiveness when inspecting characters and items in menus to better match mouse input
Updated Player Cards for training dummies with more variations based on playstyle and behavior
Refined glitched wall edges, destruction masking, and crack visuals for cleaner-looking breakage and higher visual fidelity
Polished environmental damage and wear visuals for concrete, plaster, and wood surfaces to improve clarity and higher visual fidelity
Polished fire and burning effect visuals for improved clarity and consistency.
Updated the spawn-in visuals when entering the Arena
VFX: End-of-round slow motion now continues through the transition, with updated timing and visuals for both WINNER and QUALIFIED sequences.
Updated Goo visuals, including the goo mesh and shader.
Improved explosion visuals for RPG-7, Frag Grenade, and Gas Grenade.
Reduced screen shake from Healing Barrels, Toxic Gas Barrels, and Gas Grenades. These detonations now use dedicated, less intense visual shake effects for improved readability.
Updated Smoke Grenade and Gas Grenade visuals so smoke conforms to walls and confined spaces; after being displaced (e.g., by Shockwave), gas now fades out and refills the area correctly.
Melee pushes no longer knock a player out of a Winch Claw pull or out of Charge ’N’ Slam; the attack still deals damage
Melee attacks now ignore invulnerable opponents such as during spawn protection or after a revive, allowing swings to hit valid targets behind them
Melee lunges can now be started while sliding
Assisted melee lunges now end early if the target moves out of range or if you stop aiming at them, preventing unwanted pulls after the moment has passed
Pressing crouch now cancels lunges that pull you toward a target; crouching is disabled while any lunge is active
Melee lunges now end if your target moves behind cover, preventing pulls that carry you into walls or obstacles
Dagger: Dagger backstabs now register more reliably against opponents, reducing cases where hits from behind were counted as normal hits
Riot Shield: Riot Shield now continues to block while the inspect animation plays
Fixed124
Fixed an issue where a Contestant’s arm could twist or flip when retrieving a Gadget or interacting while turning away
Fixed an issue where the Contestant’s left arm could flip when pointing past a target
Fixed an issue where the Contestant’s hand briefly covered the screen when using a Zipline while priming a grenade
Fixed an issue where a Contestant’s arm could distort during Sledgehammer attacks performed while in the air
Fixed an issue where the Contestant’s arm when playing pointing animation for Pings didn’t play after using up charges of ammo-based Gadgets such as C4
Fixed an issue where the animation would sometimes not play when performing a lunge attack with the Sword
Fixed an issue where the Winch Claw could fail to play animations when used immediately after an emote or leaving a spectator view
Fixed an issue where the Recurve Bow’s shooting animation could appear distorted when swapping to it while holding Primary Fire
Fixed a visual-only issue where the first shot after reloading the R .357 had an inconsistent recoil animation
Fixed occasional full-body pose popping on characters when going into and out of sprint
Fixed an issue where the M134 Minigun disappeared while using gestures
Fixed an issue where doors could snap open or closed without playing their opening animation
Fixed an issue where the Contestant’s arms could appear distorted after throwing the dynamite from the C4 “Blast Back” skin
Fixed an issue where the first-shot animation on shotguns could be skipped when firing rapidly right after reloading
Fixed an issue where the Riot Shield raise animation failed to play when blocking immediately after using Shockwave, causing a delayed or missing shield appearance
Fixed an issue where the Contestant’s arm could play an incorrect animation and raise a fist when picking up an object immediately after using Inspect
Fixed an issue where aiming down sights could overshoot during transitions, especially when quickly toggling ADS while moving
Fixed an issue where the player’s Contestant could disappear abruptly during end-of-round slow motion
Fixed an issue where the kick animation could end too early, making it unclear why opponents were pushed
Fixed an issue where Quick Melee attacks would not appear while vaulting
Fixed an issue where Quick Melee attacks could continue when interacting with the Winch Claw. Attacks made with or against the Winch Claw now interrupt Quick Melee as intended.
Fixed an issue where certain sounds could play twice and ignore the master volume when haptics or controller speaker outputs were unavailable
Fixed an issue where the GlamRock emote audio did not loop correctly
Fixed an issue where squad voice-over for the local team was not correctly tagged
Fixed an issue where commentary was not playing during doubled Cashouts
Fixed an issue where Flamethrower audio could continue playing after you stopped firing
Fixed an issue where the SR-84’s elimination countdown sound from a Weapon skin could be heard from very far away
Fixed the Homefront Edge Sword skin playing incorrect audio; it now plays the intended sword sounds for deploy and attacks
Fixed an issue where main menu music could continue playing after reconnecting mid-round
Fixed an issue where cloth could spike or jitter under extreme bending, improving visual stability of cloth simulations
Fixed an issue where a musical emote’s audio could end prematurely when another player’s musical emote finished; the audio now continues for the full animation
Fixed an issue where Weapon skins with special sound effects could play the default Weapon audio in matches; these skins now play their intended sounds consistently
Fixed an issue where equipping a Weapon animation from store or equip prompts did not also apply the default animation for that category, and corrected reward screen equips selecting the wrong default
Fixed an issue where unlocked screen customization was broken for the Ye Olde Tavern and Maw of Many Multi-Device skins, which only have custom screen variants available
Fixed an issue where Outfits like Track & Field Top and Sashimi Shirt would display incorrect names on party members in menus
Fixed a visual pop at the start of the SH1900 Shell Shredder inspect animation
Fixed an issue where custom Weapon animations (Inspect and Empty Reload) could revert to default after certain actions, such as being revived with the Defibrillator, using Mesh Shield, traveling through a Gateway, or performing or canceling an emote
Fixed an issue where the Machine Vision Facewear from the Synthetic Citizen bundle did not appear on the Player Card
Fixed an issue where the Bad News Bandana appeared on top of the head instead of the face when using the Hexcrowned Eidolon face on the Light Build
Fixed an issue where the pet in the Reptile Rouser emote could disappear when zooming in the Expressions preview
Fixed missing reload sound effects for the SR-84 Schwarzschild skin
Fixed missing sun detail on HOLTOW Insurance Weapon skins
Goo Grenade: Fixed an issue that caused Goo to spawn incorrectly on ceilings
Goo Grenade: Fixed an issue that caused Goo to spawn incorrectly on tilted walls
Fixed an issue where a Lockbolt hit by a Glitch Grenade right as it activated could chain players who walked up to it without pulling them, with the chain effect persisting until they were eliminated
Fixed an issue where sprinting could bash open doors incorrectly, triggering on destroyed doorways and allowing double doors to open while facing away at an angle
Fixed an issue where ammo regeneration could run slower than intended, causing full refills to take longer than expected
Fixed an issue where environmental eliminations from anti-gravity zones, gravity zones, Jump Pads, or Ziplines could fail to credit the attacker and award reduced coins; these eliminations now grant proper credit and rewards
Fixed movement stutters when running up steep slopes
Fixed an issue where selecting a Light archetype before a round could result in spawning as a Medium archetype; Loadout selections are now correctly restored if an invalid setup was saved
Fixed an issue where jumping was possible during a melee lunge while airborne
Fixed scoring and assist credits in Deathmatch: assists now require meaningful damage, self-eliminations no longer grant hidden rewards, and assist indicators appear only when earned
Fixed an issue where suspended containers could break on spawn, causing contents such as Goo Barrels to trigger immediately instead of dropping as intended
Fixed an issue where the Dodgeball Champion achievement could be completed by damaging your own Hover Pad
Fixed an issue where the Revive Statue could teleport back to its previous location after being carried and placed
Fixed an issue where aim could reset or rotate unexpectedly when joining a match or when input briefly stopped, which could interrupt actions like reviving
Fixed an issue where bots could get stuck firing after a team wipe and respawn, sometimes targeting the Contestant instead of opponents
Nozomi/Citadel: Moved a large pipe on the outside of the Research Facility to fix an issue where players could get stuck behind it
Practice Range: Fixed several visual issues with portraits and adjusted object placement to prevent overlap
Fixed an issue preventing variable-rate shading from being applied to some materials
Fixed an issue on Xbox where friend avatars could appear as the default icon after launch; they now load correctly without needing to restart
Fixed an issue where a fifth party member’s Contestant initially appeared in the wrong spot in menus and then shuffled; party members now retain the correct order
Fixed an issue where accepting a game invite via System UI on Xbox could fail to join the party in game
Fixed an issue where the Social tab could show duplicate team names after backfilling into Practice Range, and updated it to show only your team in Practice and Tutorial
Fixed an issue where Healing Beam could stop working in Practice Range after switching to another Specialization while it was overheated
Fixed an issue where destroyed Ziplines and ladders could reappear during Instant Replays
Fixed an issue where, while spectating, a Contestant’s interaction and pointing arms could aim in the wrong direction, sometimes appearing centered on the screen
Fixed an issue where the Freefly spectator camera moved upward when respawning while holding the space key
Fixed a crash that could occur when using the radial wheel at the start of a round
Fixed an issue where skipping the Instant Replay before it started could cause a crash
Fixed a crash that could occur after loading into a match while in a party
Fixed a crash that could occur when interacting with text input fields
Fixed an issue where a disconnected player’s pause could keep the match paused for others
Fixed a rare server crash that could occur when a Contestant joined during an Arena transition
Fixed an issue where leaving a match could result in an infinite loading screen after End of Round; players now return to menus correctly if the survey fails to appear
Fixed a rare server crash that could end a match for all Contestants
Fixed an issue that could cause the match timer to display 99:99 and prevent some Weapon and equipment audio from playing
Fixed a background memory leak that could slowly increase memory usage over time, improving overall client stability
Fixed an issue in Private Matches where pauses from multiple spectators could stack, preventing the match from resuming as expected; adjusted pause controls to avoid conflicts when multiple spectators pause or unpause
Fixed a crash that could occur when changing the Overall Quality Level in Video settings
Fixed missing Glitch Trap and Frag Grenade in the tutorial that blocked progression, and addressed a performance drop and crash after completing a Cashout
Fixed an issue where Instant Replay could trigger errors with continuous-fire Weapons like the M134 Minigun if they were already firing as they appeared, causing their audio and effects to behave incorrectly
Fixed an issue where previewing voice lines in the customization menu could fail to play or would only play once
Fixed an issue where the Anti-Gravity Cube’s Void Core skin displayed incorrect animation names in the Animations tab during preview
Fixed an issue where an empty team could appear in Cashout (Bots) during the first round on the Scoreboard and End of Round screen
Fixed an issue where the local team could appear as cutouts on the between-rounds screen in Cashout on consoles
Fixed the Game Show Event widget incorrectly displaying “10:10” when an event has no set duration
Fixed an issue where the Cart icon in My Outfits did not appear after adding an item until the tab was reopened
Fixed the team icon not appearing in the background on the winner podium
Fixed an issue where the badge tier number on the Player Card did not update immediately after leveling up
Fixed an issue where the Equipment Wheel could show “not ready” for Gadgets and Specializations after their cooldown ended while the Wheel was open; pings now update correctly
Fixed flickering and reordering of Loadout tiles when switching categories in the Contestant and Practice Range screens
Fixed multiple issues in customization menus where equipping sometimes applied to the wrong item or required two presses; navigation and equipping now behave consistently across Animations, Stickers, Charms, and Attachments
Fixed an issue where the Multi-Device screen could scroll twice when navigating tiles with a gamepad; mouse and keyboard were unaffected
Fixed an issue where the Contestant preview could appear as a black or missing tile in the Change Loadout and Contestant screen after switching Outfits during Choose Contestant Pack
Adjusted world icon scaling to improve readability at distance and fixed an issue where icons didn’t fade correctly when aiming down sights
Fixed an issue where Contestant tiles briefly turned black when equipping customization items; the previous image now remains visible until it updates
Fixed an issue where the end-of-round winner podium could display Contestants floating due to missing ground
Fixed an issue where the winner sequence could end too early due to incorrect timing selection
Fixed an issue where the intro transition did not play over the loading screen
Fixed Weapons briefly appearing on hidden Contestants during tournament screens between rounds
Fixed an issue where bots could briefly appear as eliminated on the scoreboard at the start of bot matches
Fixed an issue where eliminated teams could briefly appear to respawn on tournament outro screens between rounds
Fixed an issue on ultrawide displays where the Player Card and elimination log did not properly leave the screen after being eliminated; they now fade out as intended
Fixed an issue where the Controller settings could disappear while scrolling in the Settings menu
Fixed an issue where the character walk-in animation could restart during pre-round lobby transitions
Fixed an issue where 0-damage entries could appear in the kill log after being eliminated
Fixed an issue where Game Mode hints on the loading screen could briefly swap positions before a match
Fixed the restart notice not appearing when enabling DLSS Frame Generation or FSR Frame Generation in Video settings
Fixed an issue where Orbital Lasers credited destruction and damage to targeted Contestants and incorrectly advanced Contract progress
Fixed the melee attack input hint to display the correct button icon
Fixed a bug where dynamic smoke penetrates walls in very large buildings that have been destroyed
Fixed debris piles not displaying correctly in replays and for Contestants who join an ongoing match.
Fixed incorrect weapon spawn effects for party members in the lobby.
Fixed an issue causing certain light sources missing baked shadows
Fixed an issue where the Defibrillator revive hologram could persist longer than intended
Fixed a visual issue where a hologram effect could appear and flicker on glass surfaces, including the Glitch Barrel.
Fixed the glass of sight lenses being misaligned on some weapons.
Fixed an issue where terrain textures could display blocky squares at higher graphics settings, notably on KYOTO.
Fixed an issue where Proximity sensor tethers were sometimes not visible
Fixed an issue where stamina sometimes wasn’t restored after hitting an enemy
Recurve Bow: Fixed an issue where the Recurve Bow could fail to fire after using an emote
Riot Shield: Fixed an issue where the Riot Shield could incorrectly block shots from certain Weapons to exposed parts of an opponent during movement or crouching
Throwing Knives: Fixed an issue where using expressions while charging the Throwing Knives secondary attack could leave the arm stuck in a charged pose
Removed8
Removed VRs. Items now unlock with their Playstyle Tokens or are unlocked automatically
Game Show Events: Removed Mega Damage event from rotation
Game Show Events: Removed Low Gravity event from rotation
Dual Blades - Secondary Function - Deflect: Removed the Imprecise Deflect angle to make deflecting bullets feel more reliable and less ambiguous. The Precise Deflect remains as the only deflection angle for bullets
Removed minor weapon movement when aiming down sights with SR-84, Thermal Bore, and Tracking Dart
Footsteps: Removed an additional audio layer that previously played alongside enemy footsteps
Removed narrow lip above some skyscraper windows to avoid unexpected movement
Monaco - Royal Plaza: Removed the old fountain, lift, and smaller blast walls and replaced them with a new large circular arena lift and rounded blast wall s controlled by a button

