GREETINGS CONTESTANT!
Welcome to THE FINALS Wiki! THE FINALS is a free-to-play, team-based, first-person shooter that pushes environmental dynamism, destruction, and player freedom to the limits. It is developed by Embark Studios for PC, Xbox Series X|S, and PS5. This wiki is a collaborative effort that anyone is welcome to contribute to. To get involved, create an account and click 'Edit' at the top of any page.ǃ
The content of the wiki is subject to change as THE FINALS is a live-service game. Information is based on the latest update.
Notable Updates
| Feature | Description |
|---|---|
| Arena Updates | This season we’ve given several of your favorite Arenas a major pass, with visual upgrades all tied together by a brand new, game-wide lighting system. Some of these Arenas (Monaco, Skyway Stadium, Seoul, Las Vegas Stadium) also offer layout reworks across the board, bringing new gameplay opportunities for you to discover. |
| Destruction Overhaul | This season we’re bringing the biggest update to the destruction system since launch, the beating heart of THE FINALS, with several brand new features. |
| New Playstyle - L Infiltrator | The Infiltrator has now made the Arena their home, bringing a new layer of chaos with their ways to camouflage! This brings a new Specialization and two new gadgets to the Light Playstyle! |
| New Gamemode - Solo Showdown | Solo Showdown is a brand new way to experience the Game Show as a solo player, debuting in beta as we work to improve the experience!
Compete in a Tournament format and earn as much Cash as possible. Twelve Contestants, three rounds, the four Contestants with the least Cash are eliminated and the one with the most Cash at the end of the final round is the champion. |
| Updated Game Show Presentation | THE FINALS is a Game Show, and this season we’ve turned up the production value to match. We’ve reworked the presentation around your Matches from start to finish, making every tournament feel like the main event. |
| Dynamic Commentary | You already know Scotty and June, the voices of THE FINALS. This season, we’re taking the Game Show to the next level with the first version of a feature we call Dynamic Commentary, and with it, your name can become part of the show. Now Scotty can call Contestants out by name when they pull off something worth highlighting, like landing a Cashbox in a Cashout Station from across the map, or going on a revive streak to keep their team alive. |
| Main Menu and HUD Rework | We’ve spent the last few months rebuilding something you use every single time you play and rarely think about: the HUD and Menus. The goal was never to show you more. It’s to make sure you get what you need, when you need it, and that it’s clear and readable the whole time.
|
| New Sponsor System | This season, we’ve given Sponsors a complete rework, turning them from a passive progression system into an active “questing” system where Contestants can shape their own journey to superstardom.
You may freely swap between Sponsors, and stay loyal to them for as long as you like. |
| Footsteps rework | Footsteps are now slightly brighter and louder in the mix. We’ve also made them more evenly balanced across the different surfaces of our Arenas, and added more positional and gameplay focused cues. |
| Other QoL Features |
Notable Events
- New Twitch Drops - PRIME TIME
- New Event - Frights Galore
BALANCE CHANGES
General
- Players can now run up slopes of an angle up to 50 degrees, increased from 45 degrees
- Decreased base health from 350 to 325
- Increased sprinting speed when moving forwards from 5.8 m/s to 6 m/s
- Increased sprinting speed when strafing from 3.65 m/s to 3.8 m/s
- Increased sprinting speed when backpedaling from 3 m/s to 3.3 m/s
- Increased run speed when moving forwards from 3.8 m/s to 4.35 m/s
- Increased run speed when strafing from 3.2 m/s to 3.6 m/s
- Increased run speed when backpedaling from 3 m/s to 3.2 m/s
- Increased base health from 150 to 175
- Increased the delay until health regeneration kicks in after last taking damage from 7s to 8s
- Decreased sprinting speed when moving forwards from 7 m/s to 6.6 m/s
- Decreased sprinting speed when strafing from 4.6 m/s to 4.4 m/s
- Decreased sprinting speed when backpedaling from 3.8 m/s to 3.7 m/s
- Decreased run speed when moving forwards from 5.5 m/s to 5.1 m/s
- Decreased run speed when strafing from 4.4 m/s to 4.2 m/s
- Decreased run speed when backpedaling from 3.8 m/s to 3.7 m/s
- 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
- Increased the volume of the Cloaking Device’s idle sound when the user is stationary
- 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 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 now has a variable cooldown. The cooldown duration now depends on how long the grapple was active for. Short duration uses recover faster, longer duration uses recover faster
- Minimum cooldown duration set to 4s
- Maximum cooldown duration set to 7.5s
- Increased healing per second from 46 to 50
- Added the True Sight Specialization to the Light archetype
Weapons
General
- The lunge component of regular attacks is now predictive when required, adjusting how the lunge behaves depending on the target’s movement
- If the target is running into melee range, the lunge will not occur
- If the target is running sideways the lunge will compensate for this slightly
- The speed of the lunge adjusts based on the direction and distance to the target, so that the lunge delivers the player to where they need to be to land their attack
- Hit sweeps have been improved to make them more accurate and more consistent
- Increased the granularity of sweeps so that hits more accurately sync up with the weapon’s position
- Increased the accuracy of when hits in a sweep are considered Precision hits or not
- Removed some small gaps in hit sweeps that could lead to attacks occasionally missing when they shouldn’t
- Primary Attack
- Updated maximum lunge speed based on the changes to lunge prediction
- Decreased lunge distance from 5m to 4.25m, to compensate for the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Secondary Attack - Backstab
- Updated maximum lunge speed based on the changes to lunge prediction
- Decreased lunge distance from 5m to 4.25m, to compensate for the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Decreased the duration of the Backstab attack from 0.5s to 0.35s
- Increased the base damage of the Backstab from 85 to 90
- Primary Attack
- Updated maximum lunge speed based on the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Increased damage for precise hits from 57 to 60
- Increased the base damage from 37 to 39
- Increased the size of the precision angle from 12 degrees to 14 degrees
- Secondary Attack - Cross Slash
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Increased the width of the weapon’s hit box from 0.3m to 0.55m to adjust for the updated hit sweeps
- Increased damage for precise hits from 140 to 155
- Increased the base damage from 91 to 100
- Increased the size of the precision angle from 12 degrees to 14 degrees
- Secondary Function - Deflect
- Deflected bullets will now follow the player’s crosshair more accurately, making it easier to aim deflected bullets back at opponents
- 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
- 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
- The deflect angle for melee attacks remains 65 degrees
- Bullets deflected now give hit markers if the player hits an enemy with them
- Updated the size and position of Quick Melee’s hit sweep, making it easier and more reliable to hit targets
- Primary Attack
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Increased the width of the weapon’s hit box from 0.8m to 0.95m to adjust for the updated hit sweeps
- Increased the height of the weapon’s hit box from 0.3m to 0.4m to adjust for the updated hit sweeps
- Increased damage for precise hits from 86 to 90
- Increased the base damage from 60 to 63
- Secondary Attack - Shield Bash
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Increased the width of the weapon’s hit box from 0.35m to 0.55m to adjust for the updated hit sweeps
- Increased the height of the weapon’s hit box from 0.55m to 0.9m to adjust for the updated hit sweeps
- Updated the Shield Bash’s lunge component to reach slightly further but overshoot less often
- Primary Attack
- Updated maximum lunge speed based on the changes to lunge prediction
- Decreased lunge distance from 5m to 4.5m, to compensate for the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Secondary Attack
- Updated maximum lunge speed based on the changes to lunge prediction
- Decreased lunge distance from 5m to 4.5m, to compensate for the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Primary Attack
- Updated maximum lunge speed based on the changes to lunge prediction
- Decreased lunge distance from 6.5m to 5.75m, to compensate for the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Decreased the width of the weapon’s hit box from 0.4m to 0.35m to adjust for the updated hit sweeps
- Secondary Attack - Spin Attack
- Updated the attack’s hit sweeps to have hits better match the animation
- Decreased the impact of the knockback from Quick Melee kick attacks on Spear players while they’re spinning, pushing them a shorter distance
- Primary Attack
- Updated maximum lunge speed based on the changes to lunge prediction
- Decreased lunge distance from 4.25m to 4m, to compensate for the changes to lunge prediction
- Updated the attack’s hit sweeps to make the weapon more accurate and reliable
- Decreased damage for precise hits from 110 to 100
- Decreased the base damage from 71 to 65
- Increased damage from 90 to 95
- Decreased the duration of empty and tactical reload
- Decrease reload intro animation from 0.68s to 0.62s
- Decreased reload loop animation from 0.88s to 0.8s
- Delayed the bullet restock point from 0.465s to 0.52s
- Increased damage from 84 to 88
- Increased damage falloff multiplier from 0.64 to 0.66, meaning the weapon does slightly more damage at max range
- Increased damage from 45 to 47
- Decreased damage from 104 to 100
- Decreased damage from 44 to 40
- Decreased damage falloff minimum range from 50m to 35m, giving the weapon a slightly shorter effective range
- Decreased damage falloff max range from 55m to 45m, giving the weapon a slightly shorter effective range
- Increased rate of fire from 500 RPM to 520 RPM
- Increased rate of fire from 580 RPM to 600 RPM
- Increased damage from 83 to 97
- Increased damage from 14 to 15
- Increased damage from 49 to 50
- Increased damage from 74 to 76
- Decreased recoil intensity by around approximately 20%
- Smoothed the recoil pattern slightly between shots 2 and 3 in a firing sequence, making the weapon slightly easier to aim
- Decreased the size of the pellet dispersion pattern, reducing the outer radius slightly
- Increased the damage fall-off multiplier from 0.62 to 0.67, meaning the weapon now does slightly more damage at range
- Increased damage from 118 to 122
- Decreased ammo from 36 to 34
- Hit markers will no longer trigger when the Breach Drill blinds the user or their allies, only for enemies
- The Dome Shield’s health now automatically deteriorates over time, with the Shield losing 100 health per second
- Dome Shield health increased from 250 to 600
- Increased damage from 120 to 145
- Hit markers will no longer trigger when a Flashbang blinds the user or their allies, only for enemies
- Increased the minimum flash duration from 1.5s to 2s
- Increased the maximum flash duration from 4.5s to 5s
- 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
- Decreased the maximum intensity of flashes on teammates from 0.95 to 0.35
- 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
- Increased max damage from 140 to 165
- Decreased the size, transparency duration of the Frag Grenade’s light trail to make it slightly less intrusive
- Increased max allowed distance between the player and their first deployed gateway portal from 50m to 60m
- 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
- Increased cooldown from 40s to 50s
- Decreased gas duration from 12s to 8s
- Decreased cooldown from 24s to 20s
- Increased ammo from 1 to 2
- Decreased radius from 5m to 4.5m
- Decreased radius from 5m to 3.5m
- Decreased health given per shot from 11 to 10
- Teleporting through a Gateway now immediately breaks any connections to a Lockbolt
- Added the Mimic Device gadget to the Light’s arsenal
- Added explosive damage on impact to Pyro Grenades, in addition to their damage from burning
- Deals 40 damage
- Damage radius of 2.5m
- Damage is explosive and applies through smoke, unlike fire damage
- Decreased explosive damage from 55 to 45
- Increased radius from 3.5m to 4.5m
- Increased smoke duration from 9s to 13s
- Sonar Grenades are now available to the Medium archetype, in addition to Light
- Decreased fuse time before detonations from 1.75s to 1.4s
- Added the Translocator gadget to the Light’s arsenal
- Increased cooldown from 25s to 30s
- Adjusted throw arc on secondary/underhand throw to be straighter. The throw should now be faster and more reliable
- Increased the radius of the smoke from 3.5m to 4.5m
- Increased the duration of the smoke from 9s to 13s
- Decreased the duration from 12s to 10s
- Decreased the time it takes for Vaults to open from 20s to 10s
- Decreased Vault spawn preview duration from 15s to 5s, meaning Vaults spawn more quickly after their location is revealed to players
- Cashout round duration increased from 9 minutes to 9.5 minutes
- Final round duration decreased from 20 minutes to 14 minutes
- Adjusted Vault and Cashout Station spawning logic to reduce long-distance placements and increase variation
- Removed Mega Damage event from rotation
- Removed Low Gravity event from rotation
- Added Double Jump event to the rotation
- Increased the size of the interaction volume on Revive Statues to make them easier and more reliable to interact with
- 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.
General
- Increased the environmental health of ladders from 100 to 550 to allow them to better withstand explosions from grenades
Content & Bug Fixes
Animation
- 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
- Polished vaulting animations for smoother transitions
- 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
- Restored the ping pointing animation when using the Gateway with no remaining charges
- 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
- Removed minor weapon movement when aiming down sights with SR-84, Thermal Bore, and Tracking Dart
- Stabilized leaning while moving for SR-84 and Tracking Dart
- Fixed occasional full-body pose popping on characters when going into and out of sprint
- 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
- Added dedicated revive animations and improved synchronization of revives so that progress appears consistent for all players, including spectators
- Fixed an issue where the M134 Minigun disappeared while using gestures
- Improved Zipline usage animations for Dual Blades, including while deflecting
- 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
- Made various polish improvements to kick animations
- 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.
Audio
- Fixed an issue where certain sounds could play twice and ignore the master volume when haptics or controller speaker outputs were unavailable
- Updated spatial audio occlusion and attenuation for Weapons, footsteps, and environmental destruction to improve sound positioning and clarity
- Fixed an issue where the GlamRock emote audio did not loop correctly
- 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
- Fixed an issue where squad voice-over for the local team was not correctly tagged
- Added a voice effect to the Absorbe face cosmetic
- Fixed an issue where commentary was not playing during doubled Cashouts
- Updated the Evasive Dash sound effect falloff, making it easier to hear when players dash around and behind you
- Added a new Guardian Turret destruction sound effect to make it easier to hear when it is destroyed
- 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
Footsteps
- All surfaces have new and remixed sounds, tuned to be slightly louder and brighter overall
- Footstep volume is now more consistent across surface types. Grass, sand, and dirt no longer sound significantly quieter than harder ground
- Light, Medium, and Heavy archetypes now each have distinct footstep sounds
- Made enemy footsteps sound louder than the players, and this difference has been increased slightly. Teammate’s footsteps are slightly quieter than the players
- Made footsteps easier to pinpoint directionally, especially left and right
- Footsteps played from above now use a dedicated overhead effect
- Removed an additional audio layer that previously played alongside enemy footsteps
- Made landings sound louder and weightier, especially from greater heights
Cosmetics
- 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
- Improved compatibility of Straight Bob hairstyles with other customization items for consistent behavior
- 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
- 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
- Added an Eyewear customization slot and updated select Facewear and headwear items to be compatible
- Improved the game show presentation
- Separated some items that were once connected so they can be equipped independently in the Eyewear slot
- Added a Sprint category to Weapon animation customization
- Polished the slicked-back hairstyle
- 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
- Added an androgynous customization option for the Medium Build
- Fixed missing reload sound effects for the SR-84 Schwarzschild skin
- Fixed missing sun detail on HOLTOW Insurance Weapon skins
- Added an OSPUZE-themed voice effect when wearing the OSPUZE helmet cosmetic
Gadgets
Goo Grenade
- Fixed an issue that caused Goo to spawn incorrectly on ceilings
- Fixed an issue that caused Goo to spawn incorrectly on tilted walls
General
- 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
Game Modes
Team Deathmatch
Skyway Stadium
- Updated the border and spawns of the Mansion location to fit the update
- Adjusted the spawns in the Office location to make more use of the different floors of the building
- Added a Jump Pad in the pool of the Hotels location
- 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
- Adjusted spawns to fit the layout updates to the Office building
Seoul
- Adjusted the platform’s path around the Hospital cafeteria to work with the newly added 101 Rooftop
- Adjusted some spawns to fit the layout changes
Game Show Events
Alien Invasion
- In Alien Invasion, the saucer’s beam now lifts the Cashout Station at the same speed as players and other objects
Gameplay
General
- 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
- 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
- Fixed movement stutters when running up steep slopes
- 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
- 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
- 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
- Fixed an issue where jumping was possible during a melee lunge while airborne
- Orbital Lasers no longer target Contestants being revived with the Defibrillator
- 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
- Pausing during the tutorial intro no longer stops the countdown
- 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
Bots
- Added functionality that lets bots acknowledge objective and player pings and provide clearer squad target callouts
- 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
- In Challenges, melee bots no longer use abilities on Easy and Medium difficulties; abilities remain enabled on Hard
- Fixed an issue where bots could get stuck firing after a team wipe and respawn, sometimes targeting the Contestant instead of opponents
- 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
- Added ziplines and ladders to "Cashout Defense's main building
- Added ziplines to "Big Box Battle"'s high ground platform
- Improved bot navigation across horizontal gaps by validating safe approaches and landings, reducing odd movement in these transitions
General
- 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
Maps
General
- 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
- Removed narrow lip above some skyscraper windows to avoid unexpected movement
- Original Las Vegas has been removed from the map rotation.
- Added a matchmaking option to play the updated Arena layouts for Seoul, Monaco, and Skyway Stadium
Bernal
- Adjusted a player spawn to prevent the camera from clipping into a billboard at the start of a round
- 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
- Modified house interiors with new structural walls, penthouses, and attics
- Added chimneys to provide rooftop cover
- Added alternative initial spawns, giving Contestants and Vaults a possibility of new starting spawns at the beginning of a round
- Hotels & Cliffside
- Replaced “Grandma’s House” with a larger one, adding more strategic options when fighting here
- Added a path along the cliffside for flanking
- Added cover to the backyard of Hotels
- Royal Plaza
- Added new planters to provide cover when crossing or fighting over the 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
- Lowered the patio between the Royal Plaza and Forest to provide more cover from overlooking areas
- Forest
- Added a new large stone terrace to the middle of Forest to break up long sight lines and add new combat options
- Expanded the Arena with a new gazebo outlook in the corner, adding a new Cashout location
- Pocket Park
- Expanded map borders to add more playspace
- Replaced the old container yard near Pocket Park with a Café
- 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
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
- Added an Orbital Hitters trophy
- 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
- Mall
- Added an additional café to the top floor
- Reworked shop layouts to provide more defensive positions and structure
- Added a reception space on the bottom floor to tighten several sight lines and create more cover
- Expanded the shops at the back of the Mall to simplify the layout while providing more cover
- Added a new Cashout Station on the top floor inside the “Gimbap Pal” kitchen
- Added more cover around the front of the Mall to reduce cross-fire from the Data Center and make Vault fights less chaotic
- Polished visuals in the Mall, updating storefronts, lighting decals, signage, and interior props
- Data Center
- Added a Jump Pad toward the Mall to make crossing more reliable
- Updated the Rooftop Garden layout to provide better structure for fights in that area
- Reduced the layout complexity of the server room under the Rooftop Garden
- Hospital / 101 Rooftop
- Added a new building alongside the Hospital rooftop that provides more cover but is slower to cross
- Updated the Hospital Garden planters and hut to provide more reliable cover and structure
- Apartments
- Widened the Courtyard rooftop to provide more freedom of movement, and cover for Contestants on the ground floor
- Added additional cover options at the back of the Courtyard and adjusted existing doors toward the Cashout Station
- Updated vegetation visuals
- Under Construction
- Added a Jump Pad from Mall to Under Construction
- Tightened some sight lines to reduce the number of angles Contestants are exposed to at once
- Refined environmental art in the construction site
Las Vegas Stadium
- General
- Added alternative initial spawns, giving Contestants and Vaults a possibility of new starting spawns at the beginning of a round
- Re-enabled Las Vegas Sandstorm variant
- Center
- Replaced the central platform with a larger circular display to provide better cover in the middle of the map
- OSPUZE Casino
- Redesigned the rooftop to break up sight-lines and reduce the effectiveness of long-range poking
- Added a bar and a VIP lounge on the upper floor, adding a new power position and route to the roof
- ALFA ACTA Casino
- Added new roof structures to provide more cover
- Added an emergency staircase to the back of the stage area to help contestants access the roof from the back alley
- 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.
- Updated the suspended structures and moving platforms of the Up, Down, Left, Right Variant to fit the new layout
- Office
- Moved down by 18m to make the approaches less oppressive
- Adjusted the Jump Pad setup between Office and Mansion to provide more traversal options
- Added a large fence on the roof facing Mansion to limit the high-ground advantage
- Added cover and overhangs to the front courtyard and roof areas to reduce exposed angles and give attackers more options after landing
- 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
- Added a new room on the second floor to break up the space
- Added aircon vents along the walls of the big meeting room to add more vertical gameplay opportunities
- Added two new Cashout locations
- Hotels
- Reduced the amount of windows facing construction on the De Sable building to separate the balconies into a more distinct space
- Updated interior visuals across all buildings
- Reworked cover, added new interior walls, and adjusted attic windows for several buildings
- Shopping District
- Updated interior visuals across all buildings
- Reworked cover, added new interior walls, and adjusted attic windows for several buildings
- 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
Lighting
- Game-wide rework of lighting and post-processing effects. This is ongoing work that we’ll continue to refine
Performance
- 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
- Fixed an issue preventing variable-rate shading from being applied to some materials
- 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
Social
- The social wheel can now be opened while eliminated
- 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
- 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
- Fixed an issue where accepting a game invite via System UI on Xbox could fail to join the party in game
- Added Privacy settings for dynamic commentary, including a toggle to enable or disable it and an option to prevent your name from being mentioned
- 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
- 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)
Specialization
- Fixed an issue where Healing Beam could stop working in Practice Range after switching to another Specialization while it was overheated
Spectator
- Fixed an issue where destroyed Ziplines and ladders could reappear during Instant Replays
- Freefly spectating now starts from the last Instant Replay view, preserving orientation for a more consistent transition
- 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
Stability
- 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
- 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
- Improved startup reliability on PS5 by adjusting the service sync timeout to reduce boot-time errors
- Fixed a crash that could occur after loading into a match while in a party
- 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
- 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
- Reduced rare cases where login or session renewal could stall on Steam
- Fixed a rare server crash that could end a match for all Contestants
- 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
- 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
UI
- 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
- 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
- The stamina bar now fades when the Communication Wheel is open, improving readability
- Increased the slots available in the Expression Wheel
- Fixed the Game Show Event widget incorrectly displaying “10:10” when an event has no set duration
- Added a timer to the Gateway HUD icon to show its remaining active time
- 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
- Fixed an issue where the Cart icon in My Outfits did not appear after adding an item until the tab was reopened
- Updated tournament intro and presentation visuals
- Fixed the team icon not appearing in the background on the winner podium
- Adjusted Expression Wheel entry size and spacing to accommodate the expanded layout
- Added a dedicated Controls section for communication and Expression Wheel key bindings to make them easier to find and customize
- Refreshed loading screen visuals with updated backgrounds and sponsor logos
- Added a setting to adjust the HUD aspect ratio
- Double-clicking an equipped Player Card or Outfit now opens the edit view
- 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
- 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
- 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
- The lunge indicator now also previews the reach of charging secondary attacks, such as the Dagger Backstab, while you charge them
- Fixed flickering and reordering of Loadout tiles when switching categories in the Contestant and Practice Range screens
- 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
- 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
- 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 world icon scaling to improve readability at distance and fixed an issue where icons didn’t fade correctly when aiming down sights
- Adjusted UI scaling so HUD elements no longer appear smaller at higher resolutions; updated HUD scale defaults accordingly
- Fixed an issue where Contestant tiles briefly turned black when equipping customization items; the previous image now remains visible until it updates
- Added a shortcut to cycle the HUD between full, reduced, and hidden
- 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
- 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
- Fixed an issue where the intro transition did not play over the loading screen
- Updated the boot experience with a new background, a glowing loading spinner, and improved 16:9 letterboxing
- 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
- 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
- Fixed an issue where the Controller settings could disappear while scrolling in the Settings menu
- Added shotgun pellet hitmarkers showing how many pellets connected and where they landed
- Fixed an issue where the character walk-in animation could restart during pre-round lobby transitions
- You can now preview Weapon skin animations directly from the Battle Pass
- 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
- Updated the credits screen with new retro demo effects
- Fixed an issue where Orbital Lasers credited destruction and damage to targeted Contestants and incorrectly advanced Contract progress
- 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
- Added separate in-game settings to scale world icons independently from the rest of the HUD
- Fixed the melee attack input hint to display the correct button icon
- Added a dedicated icon for the unarmed state in the Loadout and inventory screens
- 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
VFX
- Fixed a bug where dynamic smoke penetrates walls in very large buildings that have been destroyed
- Refined glitched wall edges, destruction masking, and crack visuals for cleaner-looking breakage and higher visual fidelity
- Fixed debris piles not displaying correctly in replays and for Contestants who join an ongoing match.
- Polished environmental damage and wear visuals for concrete, plaster, and wood surfaces to improve clarity and higher visual fidelity
- Added a hover highlight to objects that can be picked up, making them easier to identify
- Polished fire and burning effect visuals for improved clarity and consistency.
- Updated the spawn-in visuals when entering the Arena
- Fixed incorrect weapon spawn effects for party members in the lobby.
- End-of-round slow motion now continues through the transition, with updated timing and visuals for both WINNER and QUALIFIED sequences.
- 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.
- 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.
- Fixed the glass of sight lenses being misaligned on some weapons.
- 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.
- Fixed an issue where terrain textures could display blocky squares at higher graphics settings, notably on KYOTO.
- Added intro fireworks to Monaco, Seoul, Las Vegas Stadium and Skyway Stadium
- Fixed an issue where Proximity sensor tethers were sometimes not visible
Weapon
General
- 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
- Fixed an issue where stamina sometimes wasn’t restored after hitting an enemy
- 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
Recurve Bow
- Fixed an issue where the Recurve Bow could fail to fire after using an emote
Riot Shield
- Riot Shield now continues to block while the inspect animation plays
- 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







































