THE FINALS Help Center

Search here - For help, please log in first

SEASON 10 | FANTASY LEAGUE

Last Updated: 2026-03-26

Please find the Patch Notes here  

 

SEASON 10 | FANTASY LEAGUE

 
 

2026.03.26

FORGE YOUR PATH

Step into a world of steel, fire, and legend. Dart around the Arena with the new Aerialist Playstyle, duel to the death in the all-new Arena Starlight Hollow, and dress like the champion of your dreams with a fully loaded new Battle Pass!

We’re introducing improvements to Ranked Tournaments, quality of life changes across the board, and balance changes to fine tune your fight to the throne in this long-awaited medieval fantasy season. A magical new force is stirring in the depths of THE FINALS, enter the Fantasy League!

Let’s take a closer look at everything new kicking off in Season 10!

 

NEW PLAYSTYLE | AERIALIST

Meet the Aerialist, the newest Playstyle for the Medium Body Type!

Specialized in movement manipulation and traversal play, this is the ideal pick for Contestants who like to move with tactical unpredictability and disrupt their opponents. It comes with a quiver of bolts and a bold new take on teamplay!

Learn more about the New Specialization, Weapon, and Gadget below!

 

NEW SPECIALIZATION | SHOCKWAVE

 

Conjure and throw orbs which detonate on impact, pushing players and objects away from the blast with force! Detach mines and turrets, disrupt and displace opponents, and creatively traverse the Arena with the Shockwave.

 

NEW GADGET | HOVER PAD

 

Use this deployable platform hovering in mid-air to create temporary high ground anywhere in the Arena. Gain vertical advantages, support teammates, and create inventive traversal paths! The perfect stepping stone for creative minds.

 

NEW WEAPON | CHIMERA XB

 

Bolt down the competition with this semi-automatic crossbow, a fast and precise Weapon for the Medium Build. Designed for quick follow-up shots and reliable hip-fire accuracy, the high fire rate makes the Chimera XB a responsive and easy-to-handle option to complement agile Playstyles. Enjoy, Aerialists!

 

NEW ARENA | STARLIGHT HOLLOW

 

Crafted by ALFA ACTA’s best engineers, enjoy sightseeing in this cozy village surrounded by fields of flowers, nestled in a forest straight out of a fairy tale. Despite the idyllic setting, this town wasn’t built for peace. Contestants will trample its flower beds, spill coins across the cobblestones, and rip it down to the foundation in both Point Break and Team Deathmatch! This quiet hamlet is ready for destruction!

Starlight Hollow was designed with the unique aspects of Point Break and TDM specifically in mind, with a narrow layout perfect for Attack and Defense phases. The Daytime and Nighttime variants each provide a different layer of charm and fantasy, providing a storied backdrop to the drama of combat.

To make it easier to experience this new location reliably, we’ve added a special button to World Tour that will guarantee you’ll play Point Break on Starlight Hollow every time! This Arena Debut will be the only place where you can experience this game mode on the new Map, otherwise, it will be in the normal rotation for TDM. 

Starlight Hollow isn’t carrying the Fantasy League theme alone though!

Many Arenas have been given a magical twist. Fantasy themed decorations have been added throughout gameplay spaces and beyond. Enter the Arena through a newly enchanted intro tunnel, and keep an eye out for whimsical moments spread throughout the Maps!

 
 
 

NEW FEATURE | THE REWARD SHOP

Contestants returning from Season 9 may have some shiny new coins to spend at the Reward Shop!If you spent time grinding World Tour to Emerald or you placed Gold or above in Ranked Tournaments, you might have Emerald, Gold, Platinum, Diamond, or Ruby coins to spend.

Introduced in Season 9, rewards Coins will let you pick a skin for any Gadget or Weapon of your choice allowing you to show off just how many hard won battles you got through!
In Season 10, you’ll be able to earn them all over again, and the road starts now!

Which Weapon or Gadget will you choose? Are you going to devastate your opponents with an Emerald AKM, or surprise them with your Ruby Proximity Sensor?
How you flex is up to you now!

 

S10 SPONSORSHIP | ALFA ACTA

It’s time to sign!

You have your pick of any Sponsor throughout the season, but you can only sign your allegiance to one at a time! The CEOs are watching your progress, so prove your loyalty or test out the competition for the better deal! The Fans you earn during a match will only go to the active Sponsor you are currently signed to, so don’t forget who you are representing in the Arena!

As the official Sponsor of Season 10, ALFA ACTA also offers a new loyalty track with fresh items. Go make a killing!

 

NEW TUTORIALS | THE FINALS ACADEMY

 

Namatama is here to help, and so is THE FINALS Academy!

Whether you're brand new, a little rusty, or looking to improve, THE FINALS Academy will provide tips and tricks to up your game! Discover new concepts to further your understanding of the Contestants and the Arena.

If these videos help you learn the ropes and make you a better contender, you might find more like them from content creators online!

Over time, we’ll be expanding on this series. Join the Official Discord to share ideas on courses that the Academy should offer next! 

 

GAME UPDATE | QUALITY OF LIFE IMPROVEMENTS

Season 10 is bringing many improvements to core features of THE FINALS.

MVP SCREEN & MATCH RECAP IMPROVEMENTS

 

The Match Recap screen has been updated with a more detailed and streamlined flow, displaying even more information to players, including an MVP screen to honor the best Contestants in the Match!  Keep track of your performance and focus on your strengths!

We are also introducing a Best Score screen that will show between rounds in Cashout. This will highlight the best player for combat, support, and objective categories.

To top it off, before the regular scoreboard screen at the end of a match, the new Personal Stats & Player Performance screen will let you know where you stand. We hear that graduates of THE FINALS Academy see a big improvement…

PING WHEEL

 

A big area of focus for Season 10 is to improve teamplay in the game, especially for solo players who prefer not to use voice comms. To help achieve this goal we’ve made a range of significant additions and improvements to our Ping Wheel systems, in order to enable more teamplay. 

The updated ping system is more responsive and reliable, making it easier to communicate information quickly during a Match. It also includes lots of additional voice lines for specific items and objectives in the world. 

But wait, there’s two additional ping wheels at your disposal! 

The new Comms Wheel is available to eliminated players, allowing them to message teammates while incapacitated. This includes calling for revives, informing teammates you’ll be using a Respawn Coin, or telling them to hold off on bringing you back so you can change your Loadout! 

The new Equipment Status Wheel allows players to make callouts to teammates about the status of each item in their inventory by, for example, letting them know whether their RPG is available or on cooldown. Communication is key! 

On top of that, we’ve added controls that make pinging more reliable, allowing players to adjust how accurate ping clicks need to be. Got a ping spammer on your team? You can mute their pings easily now!

CONTROLLER REWORK AND INPUT IMPROVEMENTS

This update gives controller players a better, more customizable, experience. By addressing long-standing input issues and adding new customization options, it makes key actions more reliable, improves input flexibility and provides greater control over aim assist and gameplay settings.

The Toggle Interactions setting allows players to act without holding down the button, keeping them free to aim, look around, and react. Similarly, the autosprint option can be triggered on customizable input thresholds.

Input buffering has been added to more key actions, making it more reliable to grab objects and interact with things like Ziplines and doors. More input hints will also be given to ensure key actions are clearly highlighted as available.

Finally, the new aim assist settings give controller players finer control over Sensitivity Reduction and Target Tracking, allowing you to tune aiming to your preferred playstyle.

 

RANKED TOURNAMENTS | SEASON 10 CHANGES

 

With World Tour progress becoming earnable via any game mode in Season 9, we’ve seen the number of players participating in Ranked Cashout increase by around 25%, which is amazing!

We want the Ranked experience to get even better, and with Season 10 we’re starting a concerted push to improve Ranked Cashout over the next few seasons.

This begins with a number of big changes. In Season 10, we are adjusting the matchmaking algorithm for Ranked so that full parties of three and teams made up of solo players are separated more often when possible. While we can’t always fully separate them, especially during quieter times of day, this should significantly reduce how often these teams meet.

Additionally, we’re introducing a restriction where parties of two cannot queue for Ranked together if they are more than 10,000 RS apart. This change is to protect solo players, who often suffer when matched with a duo of high skill disparity, leaving their team under-strength for their matchmaking tier. This restriction does not apply during placement matches or for parties of three, and should only negatively impact around 5% of duo Ranked rounds.

Other Ranked changes include: the replacement of Tournament Difficulty with the more accurate attributes of Tournament Skill Range and Tournament Goal, penalty forgiveness if a disconnected player reconnects late but still wins the round, and greater transparency around opposing teams’ skill ratings when exiting tournaments. We’re also updating Ranked Score (RS) calculations to make first round losses as a 1st seeded team in Bronze, Silver and Gold tiers slightly less punishing.

To improve placement matches, starting with Season 10, the initial rank compression that happens during placement matches will be less aggressive than during previous seasons. As a result, placement will now cover a wider range of possible ranks, extending up to Platinum, reducing situations where very high ranked players are matched against much lower ranked teams.

Work on Ranked will continue into S11, where among other things, we’re hoping to add a small RS bonus per match based on players’ personal performance.

 

SOCIAL UPDATE | VOIP, CHAT & EMOTES

 

Substantial work has been done to improve the VOIP system. Players can now expect a more reliable experience when communicating with other players over voice chat.

We adjusted voice chat to support a new team flow, and improved the messages displayed in the chat. You should now switch fluidly between party chat in the lobby and team chat in game. Display Names should also be more consistent and show the correctly.

We’ve also improved several Social features, giving more reliable status updates for Friends and Club members, and making the recently played list much more efficient by displaying how long it’s been since the last time you played with each person. 

And for an additional bit of fun, you can now emote in the main menu, solo or with friends! They will be able to see you emoting for some synchronized goodness. Enjoy!

 

BATTLE PASS | FREE, PREMIUM, ULTIMATE

 

Do you consider yourself a Knight or perhaps more of a court Jester? No need to pick your favorite when you can have them all in the Season 10 Battle Pass. Show your class and your drip with brand new, fantastical looks that will add a magical flair to your wardrobe!

Get the Premium Battle Pass and unlock up to 106 Rewards, including bonus pages as well as the ability to earn 1575 Multibucks, more than enough to buy next Season’s pass!

For those in the mood for something even more epic, The Ultimate Battle Pass is also available, with 12 additional rewards including legendary outfits! Start your season with 20 Levels unlocked and a 25% Match XP boost, perfect to collect those 2575 Multibucks, of which you get 1000 right away! 

The Season 7 Battle Pass is also joining the legacy roster!

 

NEW SOUNDTRACK | SEASON 10

In the words of our Audio Director Carl Strandberg, “Contestants, prepare your spellbooks for the wizardry that is the Season 10 Soundtrack!

The Music team has been hard at work summoning dark, arcane energy and combining it with the light that is the classic sound of THE FINALS. Featuring mountain-moving drums, war horns that can rally hordes, shimmering synths, and even some magical vocals, this season's soundtrack is sure to keep you spellbound.”

 

END OF AN ERA | PS4 SUPPORT

As announced earlier in the 8.9 Update, we will be retiring PS4 support for THE FINALS with the start of Season 10. Your progress and purchases will be stored on your Embark ID and will transfer to anywhere you choose to play.

Our focus is on delivering the best experience possible across modern platforms, taking full advantage of the innovation that drives THE FINALS forward and unfortunately supporting older hardware hinders that pursuit and ambition.

We’re incredibly grateful to everyone who’s been part of the PS4 community, and we hope to see you in the Arena again! 

 

DISCORD QUEST | SKILL ISSUE 3.0 SET

Skill Issue? At least you won’t experience any Drip Issue with the newest Discord Quest.

Starting now, accept the Discord Quest, play THE FINALS for 15 minutes and earn the Skill Issue 3.0 set! Make sure to complete your quest before April 5th! 

You can redeem your code on the Embark website.

 

TWITCH DROPS | AUDIT AUTHORITY

Don’t tell Barbara from accounting we are using her items!

Collect the newest Twitch Drops from now until April 9 by watching your favorite creators (or just tune in to the 24 hours release stream!). Link your Twitch account with your Embark Id, watch a THE FINALS streamer with drops enabled, and let the rewards roll in.

  • Watch 1 hour to get the Accounting Services Charm

  • Watch 2 hours to get the Barbara’s Red Review Facewear

  • Watch 4 hours to get the Audit Authority Breach Drill

Calvin will attest, she's the perfect coworker in the Arena!

 

GAME UPDATE | BALANCE CHANGES

Gadgets

Data Reshaper

  • Data Reshaper can now reshape objects through Dome Shield and Mesh Shield

Dev Note: We’ve wanted to nudge up the viability of the Data Reshaper and this change, which makes the Reshaper somewhat of a hard-counter to Dome Shields, should be able to help with that.


Hover Pad

  • Added the Hover Pad Gadget to the Medium archetype


Lockbolt

  • Decreased cooldown from 40s to 30s

  • Decreased lock duration from 8s to 7s

Dev Note: The Lockbolt has seen pretty low pick rates in recent seasons and we’d like to boost its viability. This change to cooldown should make it more desirable.


Nullifier

  • Decreased cooldown from 25s to 18s

Dev Note: This change is one of three changes to Gadget cooldown rates, including the Sonar Grenade and the Thermal Bore. These are small nudges to increase the viability of these otherwise underused items.


Sonar Grenade

  • Decreased cooldown from 40s to 34s


Thermal Bore

  • Decreased cooldown from 35s to 25s

Game Modes

Cashout

  • Introduced new spawn point selection logic in the Final Round for when a team respawns after a team wipe. This change also applies to Ranked Cashout

Dev Note: This change significantly reduces the impact players from rival teams can have on spawn point selection, preventing issues where defending teams would spread out to block various spawn points. With this change, lone defenders who are away from their teammates may find the respawning team spawning very close to them. 

  • Updated the logic used for spawn point selection when a player uses a coin to respawn, making the distance to teammates more consistent and reducing the frequency of longer spawn distances. This change also applies to Ranked Cashout

  • Increased the amount of XP and FANS earned for completing objectives in Cashout and Ranked Cashout modes

     

Point Break

  • Added Nozomi/Citadel to the Point Break map pool

  • Updated spawn point selection in Point Break mode to better place the player near active objectives

  • Attackers now earn +5 respawn coins per Grand Vault destroyed rather than +15 per phase

Dev Note: Since Point Break launched we’ve seen an increasing bias towards the Defending teams winning matches. Attacking teams can easily get stalled in an early phase, which leads to lower quality matches. The changes above allow attackers to earn small numbers of additional respawn coins at more achievable intervals, which should address the balance and lead to the attackers generally progressing further across the map. 

  • Decreased the starting number of respawn coins for attackers from 30 to 25, to compensate for attackers now earning coin per objective rather than per phase

  • Added an in-world coin marker above attacker statues to make them easier to see and to reinforce that revives return coins to the attacking team 

     

Quick Cash 

  • Updated the logic used for spawn point selection when a player uses a coin to respawn, making the distance to teammates more consistent and reducing the frequency of longer spawn distances.

     

Ranked Cashout

  • Removed ‘Tournament Difficulty’ stat from the tournament screen

  • Added ‘Tournament Skill Range’ stat to the tournament screen. This displays the overall skill difference between the best and worst teams in the tournament

  • Added the ‘Tournament Goal’ stat to the tournament screen. This displays the expected finishing position of the player’s team in the tournament, based on their seeding and skill rating

  • Updated how previous seasons’ skill ratings are used to help seed players’ new ratings during placement matches. This should decrease the frequency with which Platinum and Diamond players face Gold and below players early in the season 

  • Introduced a restriction for parties of two who are more than 10,000 RS apart in their current ranking, who will no longer be able to queue together for Ranked. This is to prevent solo players ending up on teams with very wide rank disparity between members. This does not affect parties of three

  • Updated Ranked Score (RS) calculations for matches, making first round losses for 1st seeded teams in Bronze, Silver and Gold tiers slightly less punishing

  • Introduced disconnect penalty forgiveness for players who reconnect to Ranked matches after the reconnect window has expired, but then proceed to win the round

Dev Note: As these longer disconnects do not result in the team losing, it’s not fair to punish these players.

Team Deathmatch

  • Added Starlight Hollow to the TDM map pool

  • Temporarily removed the ALFA ACTA P.E.A.C.E. Center map from the map pool due to a bug, it will be back soon

Specializations

Cloaking Device

  • Increased minimum cloaked duration from 11s to 13s 

  • Increased maximum cloaked duration from 27s to 29s 

Dev Note: We’ve felt that for some time now Lights have been forced towards Evasive Dash usage as the main approach to Light play and we'd like the Cloaking Device and Grappling Hook to see more usage. This increase in up-time is a small nudge to help the Cloaking device out. 

Dematerializer

  • Increased cooldown from 10s to 20s

  • Increased ammo count from 2 to 3

Dev Note: In recent seasons the Dematerializer has seen quite a drop in usage compared to the Healing Beam, in a large part because of the ammo reduction we made in Season 8. This increase in cooldown should be enough to throttle the Dematerializer to the point that we can increase the ammo back to three without major issues. This hopefully makes this Specialization more viable compared to the Healing Beam.   


Evasive Dash

  • Increased cooldown from 6.5s to 7.5s

Dev Note: Evasive Dash remains the most loved Light Specialization, but also a common cause of frustration for many players, especially new Contestants who find Lights very daunting to play against. This is a small adjustment to try to diminish the negative impacts of Dash, without damaging its viability for Light players.


Grappling Hook

  • Decreased Grappling Hook cooldown from 8s to 7s

Dev Note: This is a very small buff to Grapple Hook, aimed at making it more appealing compared to Evasive Dash for Light players. 


Guardian Turret

  • Increased patrol rotation speed from 30 degrees per second to 40 degrees per second

  • Decreased turret vision angle from 45 degrees to 40 degrees

  • Increased damage from 5 to 6

  • Decreased fire rate from 450 RPM to 400 RPM

  • Decreased setup wait time from 4s to 3.5s

Dev Note: With the introduction of the Shockwave Specialization we’re looking to see a more evenly distributed selection rate of Medium Specializations. The Turret needs some help to achieve this, but we don’t want to return to Turrets being as frustrating as they have been in the past. We feel these small adjustments to the Turret help get it to the right place.  


Shockwave

  • Added the Shockwave Specialization to the Medium archetype

Weapons

AKM

  • Increased magazine size from 32 to 34

Dev Note: This adjustment hopefully makes the AKM more comparable in impact to the Medium’s other Assault Rifles.


Chimera-XB

  • Added the Chimera-XB semi-automatic crossbow to the Medium archetype


CL 40

  • Increased max damage from 100 to 105

  • Increased self-damage multiplier from 1.35 to 1.4

  • Decreased damage modifier at the edge of the inner blast radius from 90% to 75%

  • Increased damage modifier at the edge of the outer blast radius from 0% to 10%

Dev Note: The CL-40’s effectiveness is not great compared to many other Medium weapons. We know facing the CL is frustrating for some players, so we want to be careful with how much we buff it, but these changes are needed to increase its viability. The aim is to incentivize more direct hits with the CL-40, rather than less accurate splash damage shots.


FCAR

  • Increased fire rate from 520 RPM to 540 RPM

Dev Note: After our last round of changes to the FCAR, many players felt we’d nerfed the weapon. This is largely due to a TTK table that was shared in the community and, while that table was accurate, how TTK, DPS and other metrics are calculated can sometimes be misleading when it comes to item efficacy. Various ways of calculating these stats can over-simplify what actually happens during a firefight, and will often discount metrics such as accuracy, headshot percentage, damage fall-off, etc. Sometimes certain elements of weapon functionality, such as reload frequency per kill are ignored. This is why, for all changes we make, we also monitor real-world performance of the items once they go live, tracking how they actually perform across tens of thousands of rounds. In the case of the 9.7 changes, we did see the FCAR’s overall performance and pick rate actually increase based on the changes we made, but not quite as much as we had hoped. This change to RPM will hopefully push the weapon a bit further, so once again we’ll monitor and adjust as needed.    


M134 Minigun

  • Increased magazine size from 250 to 300

Dev Note: This is a small buff to the Minigun to increase its viability. 


M26 Matter

  • Decreased pellet pattern radius by approximately 10%, making the weapon more accurate

  • Increased environmental damage per pellet from 5 to 9 (total from 55 to 99)

Dev Note: The Matter has been under-picked for quite some time and performs worse than many other Light weapons, so we’re boosting its accuracy slightly to make it a more desirable choice.


MGL-32

  • Decreased damage modifier at the edge of the inner blast radius from 100% to 90%

  • Increased damage modifier at the edge of the outer blast radius from 0% to 12% 

  • Increased the inner blast radius from 1.84m to 2m 

Dev Note: I want to go immediately on the record here and say, this is not the MGL-32 re-work we promised some time ago, but rather some small quality of life changes. When it comes to that re-work, it’s worth sharing an update on where we see the MGL being right now. It is a very viable weapon on certain maps, for example Fortune Stadium and Nozomi/Citadel, where there are lots of interior encounters. When combined with items such as the Lockbolt and Proximity Sensors it can also be highly effective, but it still has one major drawback: when an opponent gets within 10m, you have almost no options to fight back effectively. This is the main issue we’d like to address, not making the MGL hyper-effective at those ranges, but at least making it possible to have some very close-range defense. That is where we’ll focus when we do the re-work. It is our hope though to try to tackle this in the next couple of seasons.


Pike 556

  • Updated the weapon’s recoil pattern to make it slightly less erratic and smoother to use

Dev Note: These changes hopefully make the Pike a little easier to use and a slightly more viable choice compared to other Medium weapons.


SH1900

  • Decreased damage per pellet from 13 to 12 per pellet (total from 195 to 180)

  • Updated pellet pattern to have it give a more consistent distribution

  • Decreased pellet pattern radius by approximately 10%, making the weapon more accurate

Dev Note: These changes lower the power of the SH1900, while making it slightly more viable at a longer range, which should be a quality of life increase for the weapon.


SR-84

  • Decreased the air drag on the projectile from 0.4 to 0.08, allowing bullets to retain more velocity

  • Decreased initial projectile velocity from 260m/s to 240m/s

  • Decreased gravity multiplier on the projectile from 0.6 to 0.55

Dev Note: We feel the SR-84 really struggles in a lot of cases right now, so these changes are aimed to increase its reliability and effectiveness. We have considered returning the weapon to be fully hit-scan, but are holding off on such a change for now as we know previous versions of the hit-scan SR-84 caused a lot of frustration in modes like Power Shift.

 

GAME UPDATE | BALANCE CHANGES

Animation

  • Reduced excessive movement in hit reaction animations to keep head motion steadier

  • Improved the behavior of the coins when eliminating Contestants, including specific animations for high-impact Weapons, adding a force impact to create a more dynamic death sequence.  This has no gameplay effect and only adds to the visual goodness!

  • Fixed an issue where Throwing Knives could appear detached from the hand while sprinting or rapidly changing direction

  • Improved the look of animations where Contestants are turning or changing direction

  • Updated the initial Spear attack animation to better portray the sweep attack and align better with continuous attacks

  • Fixed a rare T-pose that could occur while moving

  • Disabled ping animations when using the Riot Shield

  • Fixed an issue where Weapon animations could sometimes be missing when playing with high ping

  • Improved locomotion and blending of animations to reduce pose popping and glitches

  • Improved CL40 reload animations to avoid clipping 

Audio

  • Fixed an issue where Weapons would sometimes not make any sound for the first shot

  • Tightened limits on damage and hit indicator sounds to improve clarity and prevent audio dropouts

  • AKM overhand rack deploy sound no longer plays twice on respawn

  • Reduced long-distance volume of M26 Matter “Keybored” tactical reload

  • Restored reload sounds for Cerberus “Ashborne” when reloading while sliding

  • Added distinct sounds when starting or canceling a ping to improve responsiveness and clarity

  • Announcer voice lines are no longer interrupted during Instant Replays

  • Fixed an issue where too many sounds could play during a single reload

  • Recovered throwables now properly trigger sound effects when retrieved

  • Added new overtime voice lines for Scotty and June in Point Break

  • Disabled unintended barrier sound effects from invisible map borders in Point Break

  • Jump Pad idle sound now plays smoothly without unwanted clicks or pops and will play a sound when destroyed 

  • Fixed an issue where the ShAK-50’s Ammo Audit inspect could lose sound if inspected during an animation

Contracts

  • Fixed an issue where the Gadget Guru achievement didn't progress when eliminating opponents with certain Gadgets (such as RPG, Thermal Bore, Tracking Dart, Defibrillator, and Zipline)

  • Destroying pre-placed ziplines no longer counts toward the "Destroy or reshape 30 Gadgets or Specializations deployed by opponents" contract

Cosmetics

  • Fixed visual clipping issues when pairing some tights and short skirts with long jacket cosmetics

  • Updated the Black Trendy Turtleneck collar to fully black

  • Improved visibility of body paint and tattoos while previewing in the Battle Pass

  • Fixed an issue where Phantom Fumes visual effects could appear in first-person view

  • Fixed the spark visual effects missing when inspecting the Sledgehammer with the Riff Wrecker skin 

  • Added sponsor customization filter to improve filtering and browsing of items

  • Improved cloth behavior on Wardwalk Pants to minimize clipping issues

  • The number of Outfit slots has been expanded to 32

  • Fixed a visual issue where the crosshair could be obscured or extend beyond the scope during reload when aiming with the "Mark of the Marooned" skin on the Repeater

  • Improved compatibility between hoods, headwear, and facewear so items are compatible and  fit correctly under jackets

  • Added Super Cashball trophy to the Practice Range

  • Fixed an issue where skins of placeable gadgets briefly appeared before the gadget fully deployed

  • Fixed a bug that could cause the .50 Akimbo or Lewis Gun to become invisible after reloading when using the ‘Haptic Reload’ animation set 

Gadgets

General

  • Disabled the pickup interaction on mines and explosive charges attached to carriables when they are being carried by a player 

  • Fixed an issue where friendly Dome and Mesh Shields would block friendly Nullifier and Tracking Dart shots

  • Fixed an issue where Explosive Mines and C4 charges could sometimes not be recovered after being placed


Anti-Gravity Cube

  • Fixed an issue where the lift field in situations where lifting was not possible was still displayed


Gateway

  • Charges are no longer consumed when deployed on vertical lift platforms

  • Fixed an issue where some projectiles, like CL-40, would occasionally not be teleported


Healing Emitter

  • Fixed an issue where it could clip through walls or fall through the ground in certain locations

Game Modes

General

  • Fixed an issue where players could spectate statues in game modes other than Point Break

Point Break

  • Updated visuals for Grand Vault constraint zones borders

  • Fixed an issue where objective borders remained visible after capture


Power Shift

  • Fixed an issue where matches sometimes didn't end as the timer reached zero

  • Updated end-of-match rewards: the losing team now receives their peak cash reached during the match or $10,000, whichever is higher

  • Removed the Meteor Shower Gameshow Event


Team Deathmatch

  • Temporarily removed the P.E.A.C.E Center map from rotation due to a last minute high-severity bug. The map will return to the rotation as soon as a fix is ready


Quick Cash

  • Corrected the incorrect cash goal on the loading screen

Gamepad / Input

Interact and Toggle Interact Mode

  • Added the ability to toggle the interact input button, called Toggle Interact Mode, for both gamepad and keyboard. This feature will allow players to toggle Interact with a single button press, rather than having to hold the button the entire time (useful for actions such as stealing a Cashout and picking up a deployable)  

  • Adjusted gamepad input so that Interact/Equip actions take priority over conflicting bindings, reducing unwanted Weapon equips when interacting with objects like Ziplines

  • Added tap vs hold detection for Interact/Equip on controller: quick taps equip your primary more reliably while holds trigger interactions

General

  • Added aim assist options to reduce sensitivity, reduce tracking, and disable aim assist when fully pushing the analog stick

  • New pickup behavior: after dropping an item, a brief lockout prevents instantly picking it up again, allowing a quick double-press to trigger reload instead

  • Added an auto sprint input threshold setting to control how far you need to push the analog stick before auto sprint starts

  • Fixed an issue where controller navigation in the Recently Played list could lose focus after sending a friend request.

  • Fixed some inbox messages not being scrollable with a gamepad

  • Fixed an issue where aim assist could still be active while holding an Arena Carriable, if the player had a weapon equipped prior to picking the Carriable up

  • Updated the descriptions for many controller settings to make their effects clearer

Gameplay

  • Slightly updated the range of Quick Melee attacks for each body type, to make them more reliable to use. You can now, for example, destroy Proximity Sensors and break glass at your feet without crouching

  • Fixed an issue where sprinting would get interrupted when throwing objects 

  • Fixed a rare bug where players could appear invisible and their equipped item could get stuck on the floor beneath them

  • Explosive Canisters now explode consistently on impact with walls when hit within specific angles

  • Fixed an issue that could cause a black circle to appear on sights when the player is aiming down sights

  • Fixed a bug that could occasionally block players from sprinting 

  • Gadgets can now be placed while sprinting

Maps

General

  • Updated the pre-match intro tunnel with new fantasy-themed visuals

  • Removed winter conditions and welcomed spring to the Arena! 


Bernal

  • Updated jumbotron lighting and corrected banner visibility to resolve floating visuals


Fangwai City

  • Repositioned a sofa near the windows in the commercial area to prevent players from getting stuck

  • Updated collision on a foundation asset 


Kyoto

  • Fixed some spawn points that would cause players to run into bamboo trees before the respawn flash had fully faded 

  • Fixed an issue where a standing lamp could float after being destroyed

  • Addressed missing edge visuals on certain structures

  • Fixed missing destruction visual and audio effects on some structures (Entrance, Cliffside, and pagoda floors in the Temples area).


Las Vegas

  • Polished lighting to reduce light bleeding

  • Improved reflections and night visibility

  • Fixed a mis-scaled spotlight intersecting with the roof


Las Vegas Stadium

  • Updated for more consistent and reliable destruction 

  • The Canopy now has Smooth Destruction enabled, allowing for more impactful collapses which players can use to form new tactics and traversal opportunities

  • Fixed missing collision on a backdrop building near the OSPUZE area, preventing objects and Gadgets from passing through the map boundary

  • Fixed missing collision on certain stairway pillars


Monaco

  • Fixed an issue where a statue could remain floating after its base was destroyed

  • Fixed an issue where light could pass through the ground in the park’s cave walkway

  • Fixed a gap between buildings that revealed out-of-bounds areas

  • Fixed multiple terrain gaps in the forest area that could cause players to fall out of bounds


Nozomi/Citadel

  • Fixed objects clipping through walls

  • Fixed props that could float in mid-air after nearby structures were destroyed in the CNS Residential area

  • Fixed missing collision on certain stairway pillars


Seoul

  • Fixed a destructible wall that did not properly take impact damage, which could cause debris to get stuck.

  • Fixed visual flickering on a pillar asset 


Skyway Stadium

  • Fixed a hanging street lamp that could float after nearby structures were destroyed


SYS$HORIZON

  • Fixed a collision issue near the library that allowed players to reach an unintended area

Performance

We have identified and are addressing some of the most common performance problems. These improvements range from connection quality, to reducing hitches during gameplay, reducing the memory consumption of Maps and Characters, and more. This is ongoing work that will continue throughout the Season and beyond. 
  • Fixed a network routing related issue, improving connection quality

  • Reduced a number of hitches and microstutters during gameplay

  • Optimized texture streaming to improve performance and responsiveness.  Textures now stream in more consistently with fewer stalls, especially on lower-spec hardware

  • Improved performance for various character and weapon cosmetics at long distances

  • Various optimizations to Nozomi/Citadel, Monaco and Las Vegas maps

Ping Wheel Improvements

  • Added a new Comms Wheel that is available to players when they are eliminated and awaiting a revive. This wheel provides options that trigger voice lines to request a revive, inform that they will use a Respawn Coin, or ask for teammates to hold off on reviving so they can switch Loadout

  • Added a new Equipment Status wheel in the ping menu that allows players to communicate the status of each item in their Loadout, for example “RPG available” and “RPG on cooldown,” in order to improve teamplay

  • Improved ping responsiveness. Ping indicators will now appear immediately when pressing the ping button and you can place multiple pings in quick succession. Double-clicking will no longer lock input and pings will now fade out smoothly when removed

  • Added a per-player cooldown for repeating the same ping type in quick succession, to reduce audio and notification spam. Pings still appear, but voice lines and messages won’t repeat during the cooldown

  • You can now mute player pings per individual in a match

  • Pings can now interrupt the auto-triggered voice line that plays when you are revived, letting the player send 'Thank You' or other pings sooner

  • Tightened ping targeting system so that pings more reliably hit the intended object

  • Removed the ability for players to ping the same zipline they’re already riding, making it easier for players to ping other objects while using the zipline

  • Added Ping Leniency targeting options in the Settings screen, to help players customize how precisely you have to be to ping key objects

  • Default ping lifetime has been reduced from 12s to 9s (warning pings last at least 7s), to reduce clutter 

  • Pinging for support, like “Need help” or “Group Up” now marks you with a “self ping” HUD icon, making the player easier to see.  Teammates can also reply to this  by pinging that icon

  • Added lots of additional ping and voice callouts for various objects, to allow better identification and communication of objectives, deployables and map interactables. These extra options should significantly enhance teamplay

  • Updated many of the text messages written to the chat window when pinging

  • The selection area for removing existing pings has been reduced in size and made more clearly visible

  • Improved the scaling of pingable objects over distance, so that it’s harder to accidentally ping something that’s far away

  • Updated many of the voice and text lines triggered by pings to focus on callouts, rather than assuming the player’s intent. For example, “Jump Pad here!” rather than “I’m using this Jump Pad!”

Private Matches

  • Fixed an issue when players with crossplay set to off could create and join private matches

  • Fixed matchmaking issues in private matches which affected Players which were unassigned

Rendering

  • Fixed an issue where foliage and debris would pop in and out of view, instead of fade

  • Fixed an issue where fully visible areas could appear shadowed, especially at lower shadow quality settings

  • Fixed an issue where sawtooth artifacts could be seen on shadow edges

  • Fixed an issue where certain lighting could sometimes pop into view

  • Fixed an issue where parts of the map could briefly disappear when structures were damaged for the first time

  • Fixed an issue where terrain could briefly disappear when moving around the map

  • Updated the recommended AMD Radeon driver to version 26.2.1 to address stability issues affecting RX 7000 series GPUs

Social

  • Added an expression wheel in the main menu so you can show off your emotes to your party members

  • Fixed friends showing as offline when the friend had more than one linked platform

  • The Recent Players screen now displays how long ago you played with each other, making it easier to find the right teammate

  • Fixed an issue where favoriting messages in the Inbox could hide titles and make other messages unselectable

  • Fixed a bug that made it impossible to remove the favorite status from an Inbox message   

  • Fixed several issues where the status of  friends and Club members would not update correctly

  • Club members who are not friends will now only display social status in the Club member list

  • Discord friends now display the correct activity across all social views

  • Tournament player names now respect Streamer Mode and Anonymous Mode, hiding real identities where appropriate

  • Adjusted voice chat configuration to support a new squad VOIP flow

  • After a testing period, we have decided to disable voice chat moderation

Dev note: As a result, we have turned on push to talk for all PC players who have previously opted out of voice chat. Please select your preferred voice chat configuration in the settings menu. We’re still committed to reducing instances of toxic behavior in voice chat, and are actively developing an alternative solution. 

  • Voice chat is now enabled by default as Push-to-Talk for both new and existing players

  • Reworked the event-messages related to VOIP which appear in the chat

  • Fixed an issue where party voice chat could stop working after suspending the game on consoles and returning to the main menu

  • Fixed an issue where player names were not shown when they speak whilst in-game

Specializations

Dematerializer

  • Fixed an issue where standing inside a rematerializing Dematerializer area could push players out of bounds

Stability

  • Fixed a crash that could occur after leaving and reconnecting to a Private Match while spectating with the Follow or first-person camera

  • Fixed crashes that could occur during character clothing simulation.

  • Fixed a crash that could occur during character animation updates

  • Fixed a crash that could occur when selecting Change Game Mode in the main menu

  • Fixed a rare startup crash related to voice chat initialization

  • Fixed a crash that could occur while loading maps

  • Fixed rare crashes related to texture streaming, mostly affecting lower-end hardware

  • Fixed a startup crash on PS5

UI

  • Animation that plays when respawn coins are are added now displays the number of coins as well as the difference

  • It is now possible to rebind Request Revive on PC 

  • Improved ping targeting on the Power Shift platform, making it easier to ping players and deployables

  • Fixed an issue where Motion Blur and Lens Distortion reset to incorrect values when restoring video settings to default

  • Fixed a bug causing interaction progress to display incorrectly during a short period after ending an interaction early

  • Added on-screen pickup hints, with a toggle to turn them off

  • Added a new end-of-round tabbed screen that consolidates progression, unlocked rewards (Battle Pass, Sponsor, Event, Career), and earned currency into a quicker single overview 

  • Added an end-of-round MVP presentation highlighting the top performers

  • Added a Personal Performance tab to the end-of-round screen that presents your match metrics and rating, which is hidden when no scorecard data is available

  • Fixed the low ammo indicator flickering in an excessive manor

  • Added party indicators to the scoreboard, HUD, and end-of-round
    Dev Note: During matches, your squad’s party is highlighted, and at end-of-round you can see other squads’ party setups

  • Fixed an issue where progression animations on the Battle Pass, Career, and Sponsorship widgets could become stuck after switching menus and returning to the main menu

  • Fixed an issue where Sponsor progression on the Home screen always started from 0

  • Ranked Tournament end-of-round scoreboard and results now show each team’s seed, rank score, and rank at tournament conclusion

  • Fixed an issue where unbinding the equipment cycling keybinds could break camera zoom

  • Fixed an issue where the ammo count UI could be incorrect after respawning

  • Hitmarkers now correctly align with your reticle when the In-World Crosshair is turned off

  • Added tips covering gameplay and teamplay concepts to loading screens

  • Added an aiming reticle in third-person view to improve precision when placing pings

  • Added the Seasonal Reward Shop!

  • Fixed an issue where the Multi-Device Screens customization could be unequipped, leaving no screen selected

  • Fixed an issue where Game Mode Objective Icons, such as Vault and Cashbox, would stutter when the objective was occluded (hidden) behind other objects

  • Fixed an issue where the team Loadout preview could get stuck and wouldn’t close when toggled before the match

  • Fixed an issue where using 'Equip to All' on an individual bundle item in the Store could trigger unintended inputs and block menu navigation

  • Changed the verb for “picking up” deployed items from “pick up” to "retrieve." Pick-up is now used only for Arena Carriables 

VFX

  • Increased detail on destruction masking for low and medium settings

Weapons

M134 Minigun

  • Fixed an issue where the recoil would shake intensely if you fired the entire magazine in one go


Recurve Bow

  • Improved visibility of the fully charged visual effect


Riot Shield

  • Fixed an issue where it could wrongly block bullets during Defibrillator rematerialization