#otg-patch-notes

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sturdy panther
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Hello Zeroes, here are the patch notes for our latest update that has been released today - CL329924

Please ensure your game is up to date before jumping-in ☑️

Optimization

  • Performance improvements on all platforms (10-20% fps increase on low-end PCs & consoles, 5% fps increase on high-end PCs).

Weapon Updates:

Squall:

  • Default Mag = 12
  • Extended Mag = 15
  • Increased Shots to knock to 7 (was 6)
  • Damage is now 24 per pellet (was 28)

Flenser:

  • Increased shots to knock from to 2 to 3
  • Damage is now 30 per pellet (was 38)
  • RPM increased from 80 to 90

Vulture:

  • Default Mag increased to 35
  • Extended Mag increased to 42
  • Drum Mag increased to 54

Partisan:

  • Default Mag increased to 40

  • Optimized camera shakes for High RPM weapons.

Cyberlimbs:

Paralyzer adjustments:

  • Removed the ability that prevented sprinting or mantling while under the paralyzer effect.
  • Projectile decreased by rarity 2/2/2/3/3
  • Stun reduced from 3 seconds to 2 seconds

  • Addressed an issue where player can't unholster weapon after using Paralyzer.
  • Addressed an issue where the jetpack Disabled Icon didn't show for full duration on Slamfist.
  • Addressed an issue where the possibility to use Ghost's ability was blocked when spamming the activation button during the landing roll animation.
  • Addressed an issue where Paralyzer's scan ability didn't work in the try-out zones.
  • Addressed an issue where Ghost didn't work in try-out zones.
  • Fixed a bug where Slamfist didn't work when both arms were Slamfists and used consecutively.
  • Addressed an issue with Buzzkilla where the shoulder joint disappeared if the arm was equipped after Phosphor Fury.
  • Updated Skunkpaw's icon in the panel.
  • Fixed an issue where the Slamfist's VFX would always stay active after the limb was re-attached.
  • Fixed an issue where the Slamfist VFX was visible on players that used Ghost.
  • Slamfist can now be used coming out of Jetpack.

Console Updates

  • Fixed an issue where Haptics feedback didn't work on XBOX Controller.
  • Set Default Scoped Sensitivity on Controllers to 3/3 (up from 2/2).
  • Fixed an issue on Xbox where a Login Error message was displayed when booting the game with no internet connection.
  • Addressed an issue on PS5 where the Squad system became inoperable after the squad has played a match and proceeded to the lobby.
  • Addressed an issue that allowed players to change the controller binding for Profile 1 & 2, causing bindings to not be accepted on Xbox.
  • Fixed an issue where the hotkey for "Connect Companion App" didn't work on PS5 and Xbox.
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Various Bug Fixes and Changes

  • Fixed absence of sliding SFX .
  • Fixed random absence of Ninja VO.
  • Cobra intro scene replaced with higher quality version.
  • Addressed various issues with crashing.
  • Tons of visual bug & collision fixes, optimizations, set dressing updates & fixed floating objects.
  • Addressed an issue where a Not Owned "Ninja" set remains equipped on character after was applied in preview.
  • Sometimes loadouts were not saved with "Error 3411" after saving loadouts with changed attachments.
  • Fixed a typo of "Osprey" name on a marketplace promotion Banner.
  • Addressed an issue where teammate nicknames could sometimes disappear.
  • Occasionally new item badge on items that were checked already appeared again after match.
  • Fixed an issue where players couldn't select pistols in 3rd weapon slot using controller.
  • Addressed an issue where players were able to use zipline through the ceiling or wall at certain locations.
  • Addressed an issue where the auto-reload didn't trigger if the shooting button is released right at the last round of the mag.
  • Added VO for temporarily malfunctioning Jetpack.
  • Fixed a bug where the corpse pose was corrupted and stood in the air if another player character died out of player sight and when player saw corpses after respawn.
  • Fixed an issue where loot crated could not be interacted with when two players called-in a drone on the same spot.
  • Updated the currency icon in the HUD.
  • Fixed an issue where drone goblin's (TeardropOp) reward crate does not tip over after falling on an edge.
  • The minimum Personal Assistant volume is now 10%.
  • Fixed an issue where the character disappeared after shooting off the left arm while aiming with the shoulder switched to the left one.
  • Reduced Jetpack Damage Duration from 20 to 12 seconds.
  • Improved character’s behavior after interacting with diagonal zip lines.
exotic blade
#

Hey <@&1271843677852930080> <@&1271843605514027060> - here's the patch notes for today's update. CL343308

Please note that Xbox will be releasing at a later time. Stay tuned.

Performance

  • Significant optimizations leading to perfomance improvements of up to 40% depending on hardware. Existing players must manually enable this optimisation using Resolution Scaling Method = FSR 3.0 and Motion Boost* = on.
  • Fixed issues on PS5 related to Performance drops when switching between items in WARDROBE / ANATOMY subsection
  • Optimized several meshes to improve performance

Lobby

  • Fixed an issue where the Input field was not pre-filled with clan tag name after entering Clan Tag Edit menu.
  • Fixed an issue where the Player selector was not moving with scroll while scrolling friend list with the right thumbstick.
  • Fixed a missing "PRO" Badge on Character Profile
  • Fixed an issue with the Battlepass UI loading a bit slowly, causing UI elements to overlap with each other
  • Fixed an issue where the game could crash when entering the CyberLimb Range.

Missions

  • Fixed an issue with the "Complete 2 Teardrop Ops" challenge, which wouldn't grant rewards.

Various fixes

  • Fixed a collision issue that prevented player movement after crouch.
  • Adjusted music volume to be -9 dB (was -11 dB)
  • Fixed an issue with Client freezes on AMD and crashing after leaving match if FSR and frame generation are enabled in settings on AMD GPU.
  • Fixed an issue where players couldn't move after spamming emotes during Jetpack landing.
  • Fixed an issue where players could pick up infinite amount of limbs and carry them instead of changing limbs when players picked up a limb right after pressing H to use emotes.

Consoles

  • Fixed an issue where switching pages functionality didn't work with controller for Marketplace offers.
  • Removed mouse tab from settings on PS5.
  • Fixed an issue where the virtual keyboard was not opened by pressing "X" after closing the pop-up window on first open without any input.

Locations

  • Tons of decal, shadow casting and collision optimization for Saltie, Ocio, Stork and Little Kyiv.
  • Updated mission reward position for a Cyberlimb Hunt Teardrop Op in Saltie.
  • Fixed loot crate position at the Eastern beach in OCIO.
  • Removed two railings for better navigation in Saltie.
  • Fixed foliage clipping through concrete

To make use of Motion Boost as a NVIDIA user, please do the following:

After enabling the Motion Boost feature in Windows settings (labeled as "Hardware-accelerated GPU scheduling"), please restart your PC. Then, launch the game and restart it again to fully activate the feature. Just toggling it on in the game settings won't apply it fully.

To access this change on Windows, please do the following:

  1. Hit the Windows key
  2. Type "Graphic settings"
  3. Select: Hardware-accelerated GPU scheduling
  4. Turn it on
sturdy panther
#

Hey Zeroes, please find below the patch notes for today's update. CL344274

Ensure your game is up to date before jumping-in ☑️

Performance Improvements

  • Increased the minimum resolution for FSR, enhancing image quality at lower settings.
  • Medium Settings Toggle: Adjusted to bring visuals closer to High for a richer experience.
  • Low Settings Toggle: Removed Lumen to improve performance on lower-end systems.

Various Fixes

  • Resolved an issue where action hints would not display on all in-game screens while in spectator mode.
  • Corrected the UI data for battle pass items that were displaying in the wrong location.

<@&1271843677852930080> <@&1271843605514027060> <@&1273256019601915905>

exotic blade
#

Hey Zeroes, here's the patch notes for today's update. CL346456

Cyberlimbs

  • Fixed an issue with CyberLimbs that would prevent them from being used after input remapping.

Paralyzer balancing changes:

Common

  • Vision Duration - 20s (was 35s)
  • Area Effect duration - 2s (was 9s)
  • Direct Hit duration - 2.5s (was 10s)
  • Direct Hit Stun duration - 2s
  • Area Effect Radius - 3.5m (was 4.5m)
  • Wallhack Scan Radius - 30m (was 35m)
  • Cooldown - 90s (was 90s)
  • Number of Dart Charges - 1

Uncommon

  • Vision Duration - 23s (was 37s)
  • Area Effect duration - 3s (was 9s)
  • Direct Hit duration - 3.5s (was 10s)
  • Direct Hit Stun duration - 2s
  • Area Effect Radius - 3.5m (was 4.5m)
  • Wallhack Scan Radius - 30m (was 35m)
  • Cooldown - 85s (was 90s)
  • Number of Dart Charges - 1

Rare

  • Vision Duration - 26s (was 39s)
  • Area Effect duration - 4s (was 9s)
  • Direct Hit duration - 4.5s (was 10s)
  • Direct Hit Stun duration - 2s
  • Area Effect Radius - 3.5m (was 4.5m)
  • Wallhack Scan Radius - 30m (was 35m)
  • Cooldown - 80s (was 80s)
  • Number of Dart Charges - 1

Epic

  • Vision Duration - 29s (was 41s)
  • Area Effect duration - 5s (was 9s)
  • Direct Hit duration - 5.5s (was 10s)
  • Direct Hit Stun duration - 2s
  • Area Effect Radius - 3.5m (was 4.5m)
  • Wallhack Scan Radius - 30m (was 35m)
  • Cooldown - 75s (was 90s)
  • Number of Dart Charges - 1

Weapons

  • Fixed Level of Detail issues for weapons in the content pack preview.

Tap 9 balancing changes:

  • Damage now 105 (was 120)
  • Limb Multipliers now 65% of base damage (was 75%)
  • Headshot multiplier now 1.75x base damage (was 2x)
  • Recoil per shot increased by roughly 20%
  • Maximum Damage Drop-Off range reduced to 25.6m (was 28.4m)

Consumable Changes:

  • Armor is now the default consumable

Various Fixes

  • Fixed an issue where the FPS counter would not display the correct FPS when Motion Boost is active.
  • Resolved issue with mouse or controller sensitivity settings not saving when the game is restarted.
  • Resolved issues with assigning actions to left and right triggers using a controller.
  • Fixed a crash occurring during party customization.
  • Fixed a black screen issue when previewing certain Vulture barrel attachments.
  • Fixed FSR temporal upscaler not properly getting sample resolution fraction.

<@&1271843677852930080> <@&1271843605514027060> <@&1273256019601915905>

sturdy panther
#

Hello Zeroes, here are the patch notes for today's update. Make sure to update your game - CL348293

Off The Grid has officially landed in Early Access on <@&1273256019601915905> Series X & S worldwide! Gear up, drop in, and make a name for yourself on Teardrop! 🏝️
With this update, we’re excited to introduce crossplay compatibility between PS5 and Xbox! PC and Mac will now be crossplay and have been removed from the console crossplay pool.
If you previously accessed OTG through the Xbox Insider Hub, you’ll need to re-download and install the latest version here. https://www.xbox.com/en-US/games/store/off-the-grid/9P87KLGFFB0H

NB: Your personalized loadouts, collected items, cosmetics, GUNZ, and settings will remain exactly as they were before the update.

Voice Chat

  • Resolved a bug where the voice chat widget remained visible if a player muted a teammate while they were speaking.
  • Set Push-To-Talk (PTT) as the default voice chat setting on PC.

Battle Pass

  • Adjusted the Battle Pass XP display in the "BP Level" section to align with design specifications.

Collisions

  • Improved collision detection across multiple game objects for smoother interactions.

Optimization

  • Optimized game performance by excluding unnecessary physics generation for specific objects
  • Reduced general loading times
  • Adjusted texture resolution on certain environmental assets to enhance performance.

UI

  • Disabled the escape menu during cutscenes.
  • Corrected issues with mute button indicators and navigation of player cards in the escape menu.
  • Fixed an issue with the FPS counter display when specific settings were enabled, requiring a reboot.
  • Report Screen
  • Fixed issues in the reporting screen where players could mistakenly see their own name or attempt to report themselves.

Various Fixes

  • Removed certain gamepad binding options.

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

exotic blade
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Hey Zeroes! Please find the patch notes for today's game update below. CL-355415

Lobby

  • Added a text field option to the Post-match rating when you give a negative rating so y'all can give us your feedback to help us improve the game!
  • Revamped game mode selection screen: Combat Zone can now be selected through game mode selection screen to enter Weapons or Cyberlimb Ranges. "Change Region" is now in the bottom right of this screen.
  • Added estimated Matchmaking timer and tournaments tab to the game
  • Fixed an issue where DLSS motion boost disappeared from settings after getting into gun range
  • Fixed an issue where Icons of equipped items in slots on Appearance screen were absent
  • Fixed an issue where the clan tag text field in is not selectable with mouse and keyboard and the virtual keyboard is not evoked when pressing a hotkey in the field on the gamepad
  • Fixed an issue where the video settings would sometimes reset
  • Fixed an issue where Squad sometimes were not disbanding when a player enters Combat Zones from the Loadouts tab

Performance

  • General stability and performance improvements were made for both client and server

Matchmaking

  • Timed-out players will be kicked from the game after 30 seconds and get backfilled by new players

Weapons

  • Optimized the design of Light Ammo packs

Cyberlimbs

  • Changed Roadrunners cooldown from 25 to 30 sec. The trail now also affects enemies
  • Paralyzer's pulse debuff will no longer disable the jetpack.

Items

  • Changed how GridShield backpack health is reduced. Damage received is now a factor, instead of having a pool of health added per backpack
  • Reduced GridShield backpack health to 150
  • Fixed an issue where players using the Redeployment backpack under certain conditions allowed them to appear alive in the UI while dead

Various fixes

  • Removed teammate highlight when it is visible
  • Addressed several issues with keybinds on PlayStation 5
  • Increased grid damage
  • Rewards for Hex Extractions will now be given to all squad members
  • Fixed an issue where the character did not unholster sidearm if they dropped both main weapons
  • Fixed an issue where the Mouse cursor is not locked in the title window when the selection wheel is opened

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

sturdy panther
#

Hello Zeroes! Here are the Patch Notes for today's client update - CL358248

  • Set Default settings for Aim Assist with controllers to "Precision".

<@&1273256019601915905> <@&1271843677852930080> <@&1271843605514027060>

sturdy panther
#

Hey Zeroes! Please find below Patch Notes for our latest client update - CL - CL363580.

*Please make sure your client is up to date before playing *

Performance

  • Fixed FPS drops when deploying the Recon Drone.

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

sturdy panther
#

Hey Zeroes, here are the Patch Notes for today's BIG update - Dec 11th 2024 - CL370036

New Features

Global FPS Improvements

With this update, we’ve enhanced performance across all platforms, delivering a FPS increase of 10-20%.

This improvement ensures smoother gameplay and a more responsive experience, regardless of your chosen platform.
We added a new option for PC to enable/disable NVIDIA Reflex in the game.

New TrueFPV Optic System V1

In this patch we are introducing a brand new Optics system to weapons!

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Key Features

Proper First-Person Perspective in Aim Down Sights (ADS) mode: No more hiding the character or displaying visual optic representations. The new system properly embeds actual working optics directly onto the weapons you are using, complete with new reticles, visuals, and cameras.
Visual Magnification: Optics now magnify within the bounds of the lens for a better visual effect.
Per-Scope Blend-In and Blend-Out: Different optics on different weapons now have blend-in times to position the scope on screen and blend-out times to return to third person when exiting ADS mode. These timings are our first pass and are subject to tighter tuning and improvements in the coming weeks. This will allow us to properly balance aggressive weapons, like the Kestrel, without making them either overpowered or completely useless. The rule of thumb here is that the shorter the intended range of the weapon, the quicker the blend-in should be, ensuring tight and quick engagements. Longer-ranged weapons will have longer durations (within reason) to allow us to increase their impact more effectively.
Accuracy: All TrueFPV optics have undergone considerable accuracy increases, along with their respective weapons (documented below), so your shots will now more consistently land where you expect them to, rather than just somewhere in the general vicinity.
**Corrected FOV Magnification: **We discovered that all optics were actually magnifying incorrectly. Some were magnifying more than they should, which led to discomfort for many players and caused them to abandon optics in favor of third-person views. This has been corrected with the new system.
FOV Scaling Sensitivity: FOV now scales sensitivity properly to provide a much cleaner experience. Combined with extra sensitivity options on the character side, this should provide a host of tuning options for players who want to fine-tune their settings to their exact requirements.

New Aim Assist and Controller Updates

Ranked Play Preparations

As we approach the launch of Ranked Play Mode, we’ve implemented significant updates to controller settings and introduced a completely revamped aim assist system for a more competitive and refined gameplay experience.

Aim Assist

  • Now functions at "unlimited range" while aiming down sights.
  • Enhanced rotational assist and sensitivity assist for improved consistency and responsiveness.

Aiming Improvements

  • Sensitivity scaling now mirrors the headliners of the FPS genre for a more familiar feel, with finer precision at higher DPI settings.
  • Automatic, accurate sensitivity scaling adjusted dynamically based on your field of view (FOV).
  • Mouse smoothing has been fully disabled for improved precision.

Control Enhancements

  • Added multiple "controller response curves" for customization.
  • Introduced "controller aim acceleration" for smoother targeting.
  • Added "diagonal movement deadzones" for more accurate movement control.
  • Implemented separate "inner/outer left/right stick and trigger deadzones" for greater flexibility.
  • Fixed dead zones to now use "radial" instead of rectangular configurations for better analog stick performance.
  • Resolved issues with "diagonal controller movement" for smoother and more intuitive navigation.

Vibration Intensity Slider

Vibration Intensity Slider: Added a vibration intensity slider under the Vibration settings menu. The slider adjusts the intensity of vibration when enabled.
The intensity slider is disabled if the vibration toggle is set to off.

Default settings:
PC: Vibration on, intensity 50%
**Xbox: **Vibration on, intensity 50%
PS5: Vibration on, intensity 100%

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Gameplay

  • ** Last Stand Zone Adjustment:** The zone closing speed in the final circle has been slowed down to provide more time for players in the Last Stand phase.
  • All Redeployment Terminals are now deactivated on stage 12+ of the shrinking zone.

Movement

  • Players now have the option to enable Auto Sprint in the Gameplay Settings. On consoles Auto Sprint is enabled by default for new players.
  • Updated traversal animations.

Performance Mode on Consoles

With this patch, we're introducing two new modes for consoles: Fidelity Mode and Performance Mode.

Fidelity Mode

  • Designed to deliver the highest visual quality.
  • Includes a 10% FPS boost compared to the previous build.

Performance Mode

  • Optimized for maximum FPS, ensuring smoother gameplay.
  • Provides a 40% performance increase with a slight trade-off in visual quality.

Xbox Series S Update

  • Starting today, only Performance Mode will be available on Xbox Series S.

Friends

Recent Teammates: You can now add recent teammates as friends or invite them directly to your squad when forming a new team.
New Social Bar UI: Redesigned for smoother social interactions.

Backpacks

All backpacks now feature enhanced VFX and SFX to better communicate their functionality, with unique overlay effects when equipped (except for the simple backpack).

  • Limb Accelerator Backpack
    A new visual gauge shows when a cyberlimb charge is recharging. When empty, all equipped cyberlimbs are charged.
    New VFX and SFX play when a new Cyberlimb charge is ready.

  • Gridshield Backpack
    Now reduces 50% of damage to the player when inside the grid, instead of offering full protection.

The backpack now recharges slowly when not in the grid.
A new backpack gauge, subdivided into 4 levels, shows how much energy is remaining.
Each time a level is reduced, an SFX is played to indicate that it is getting emptier.
New SFX plays when inside the grid, indicating it's being used. When empty, it makes no sound.

- Soldier Backpack
The backpack now has a new VFX of a magazine being ejected each time a holstered weapon is reloaded.
A new HUD warning will indicate when a holstered weapon is reloading.
New SFX will play when a holstered weapon is reloaded.

- Redeployment Backpack
The backpack now has a monitor tracking the player's health, indicated by a color-beating heart pulse.
When the player takes damage, the heart rate will speed up and change color. The less health the player has, the redder and faster it will beat.
When the player regains health, the heart will turn greener and the beat will slow down.
When the backpack is on the ground, the monitor will show the heart without a pulse, in white.
When a player dies, the backpack will disappear, as always.

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Weapon Balancing and Changes

All weapons have undergone a spread reduction at all ranges to promote better shooting accuracy and allow damage fall-off to be the defining factor in how quickly you kill players at distances beyond their intended ranges. Spread was too strong and was originally intended as a visual indicator that the target you were attempting to shoot was too far away, once your bullets began to miss more frequently. However, this caused more frustration than anything else. It also contributed to the feeling that hit registration was malfunctioning, though we’ve confirmed in the code that this was not the case. This randomness element left players with little to no control, and we felt it could be handled better.

With these spread changes, all weapon crosshairs now react properly per shot and are much more responsive.

All weapons have also undergone recoil rebalancing to compensate for the new, more accurate shooting mechanics while retaining the skill required to use them. Some weapons have been further normalized within their respective weapon classes, so there should now be less variation in recoil between different ARs, for example. As always, crouching reduces recoil by 50% for more controllable long-range engagements, should you need to use it.

Weapon Camera Shake System Rework

Camera shakes have been overhauled for all weapons in third-person sights, with future plans to improve first-person sight shakes as well. These new shakes are layered with different timings, providing a more detailed and visceral camera movement without disrupting gameplay. We believe this makes weapons feel more impactful, in combination with the other changes.

Weapon Sway

Weapon sway has been increased to have more impact at longer ranges. You may actually have to hold your breath a bit this time!

  • Fixed an incorrect camera position when crouching in ADS with Red Dot Sights on shotguns.
  • Fixed incorrect spread modifiers on multiple attachments for all weapons, which caused inaccurate movement-accuracy modifications.
  • Fixed a few attachments that were increasing recoil when they should have been reducing it.
  • Fixed incorrect base magazine capacity information on some weapons in the Loadout screen, following recent magazine size adjustments.

Weapon Balance Changes

In addition to the above changes, we aimed to provide more survivability in weapon combat, especially for weapons with quicker TTKs. As a result, weapons have been adjusted to narrow the gap between short-range, low-TTK weapons and higher-TTK weapons intended for longer ranges. We’ve also made adjustments to normalize the different weapons within a class (e.g., bringing ARs closer to each other). These changes apply to the base values of all weapons in a weapon family and will also impact variant weapons before their baked-in variant modifiers are applied.

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Assault Rifles

Terikon:

  • Base Damage reduced to 31 (was 32)
  • Recoil increased by 150% per round
  • Maximum Damage Range increased to 32.6m (was 25.6m)
  • Leg damage increased to 60% of weapon damage (was 50%)
  • Base Bullet Velocity increased to 820m/s (was 680m/s)

Kasper:

  • Headshot multiplier reduced to 2.1x (was 2.25x)
  • Arm damage reduced to 50% of base damage (was 65%)
  • Leg damage reduced to 60% of base damage (was 65%)
  • Default Magazine capacity increased to 30 (was 21)
  • Extended Magazine capacity increased to 36 (was 24)
  • Drum Magazine capacity increased to 42 (was 36)
  • Compact Magazine capacity increased to 24 (was 18)
  • Base Bullet Velocity increased to 860m/s (was 740m/s)

Mavinga:

  • Base Damage reduced to 32 (was 34)
  • Arm damage reduced to 50% of base damage (was 60%)
  • Minimum Damage Range increased to 68.4m (was 63.4m)
  • Max-Range Damage increased to 82.1% (was 81.4%)
  • Base Bullet Velocity increased to 800m/s (was 660m/s)

M4:

  • Base Damage reduced to 23.5 (was 25)
  • Arm damage reduced to 50% of base damage (was 60%)
  • Max-Range Damage increased to 76.3% (was 74.3%)
  • Base Bullet Velocity increased to 850m/s (was 700m/s)

Vulture:

  • Base Damage reduced to 24.25 (was 26.5)
  • Arm damage reduced to 50% of base damage (was 65%)
  • Leg damage reduced to 60% of base damage (was 65%)
  • Max-Range Damage reduced to 76.5% (was 78.4%)
  • Base Bullet Velocity increased to 810m/s (was 690m/s)

Partisan:

  • RPM reduced to 790 (was 860)
  • Base Damage increased to 23.5 (was 23.25)
  • Arm damage reduced to 50% of base damage (was 65%)
  • Leg damage reduced to 60% of base damage (was 65%)
  • Base Bullet Velocity increased to 840m/s (was 725m/s)
#

LMGs

Hawk:

  • RPM increased to 750 (was 720)
  • Damage reduced to 26.5 (was 27.5)
  • Headshot multiplier increased to 2.3x (was 2x)
  • Leg damage increased to 70% of base damage (was 60%)
  • Maximum Damage Range increased to 46.5m (was 34.6m)
  • Minimum Damage Range increased to 78.5m (was 70.1m)
  • Max-Range Damage reduced to 72% (was 74.8%)
  • Default Magazine capacity increased to 80 (was 50)
  • Compact Magazine capacity increased to 60 (was 40)
  • Extended Magazine capacity increased to 90 (was 60)
  • Drum Magazine capacity increased to 100 (was 80)
  • Base Bullet Velocity increased to 750m/s (was 650m/s)

Boomslang:

  • RPM increased to 330 (was 240)
  • Base Damage reduced to 55 (was 75)
  • Headshot multiplier increased to 2.25x (was 2x)
  • Arm damage reduced to 60% of base damage (was 70%)
  • Maximum Damage Range increased to 47m (was 41.9m)
  • Max-Range Damage reduced to 74% (was 88%)
  • Base Bullet Velocity increased to 720m/s (was 570m/s)

Marksman Rifles:

Proton:

  • Recoil increased by 30% per shot
  • Base Damage reduced to 115 (was 125)
  • Maximum Damage Range increased to 58.2m (was 52.5m)
  • Minimum Damage Range increased to 101m (was 92m)
  • Max-Range Damage reduced to 72% (was 79.4%)
  • Default Magazine capacity increased to 10 (was 8)
  • Compact Magazine capacity increased to 8 (was 6)
  • Extended Magazine capacity increased to 12 (was 10)
  • Base Bullet Velocity increased to 850m/s (was 820m/s)

Ichnya:

  • Recoil increased by 15% per shot
  • RPM increased to 240 (was 230)
  • Base Damage reduced to 80 (was 90)
  • Headshot multiplier increased to 2x (was 1.75x)
  • Maximum Damage Range increased to 52m (was 38.6m)
  • Minimum Damage Range increased to 95m (was 78.4m)
  • Max-Range Damage reduced to 69% (was 70.1%)
  • Default Magazine capacity increased to 12 (was 10)
  • Compact Magazine capacity increased to 10 (was 8)
  • Extended Magazine capacity increased to 14 (was 12)
  • Base Bullet Velocity increased to 800m/s (was 720m/s)
#

Sidearms

Tap9:

  • Recoil increased by 150% per shot

Type227:

  • RPM increased to 350 (was 310)
  • Base Damage reduced to 70 (was 75)
  • Headshot multiplier increased to 2x (was 1.75x)
  • Max-Range Damage increased to 48.5% (was 42.5%)
  • Base Bullet Velocity increased to 500m/s (was 450m/s)

Kelowna:

  • Base Damage reduced to 50 (was 60)
  • Headshot multiplier increased to 1.75x (was 1.5x)
  • Leg damage increased to 65% of base damage (was 55%)
  • Base Bullet Velocity increased to 620m/s (was 550m/s)

Shotguns

Squall:

  • RPM reduced to 300 (was 320)
  • Pellet damage reduced to 20 (was 24)
  • Leg damage reduced to 55% of weapon damage (was 60%)
  • Maximum Damage Range increased to 22.1m (was 19.1m)

Flenser:

  • ADS Time reduced by approximately 15%
  • Minimum Damage Range decreased to 24.2m (was 26.2m)
  • Pellet damage increased to 32 (was 30) to provide a bit of a buffer when missing one or two pellets

SMGs

AZV100:

  • Base Damage reduced to 41 (was 48)
  • Headshot multiplier increased to 2x (was 1.8x)
  • Arm damage reduced to 60% of base damage (was 65%)
  • Leg damage increased to 70% of base damage (was 65%)
  • Maximum Damage Range increased to 24.2m (was 18.2m)
  • Minimum Damage Range increased to 29.6m (was 28.4m)
  • Max-Range Damage reduced to 58.3% (was 64.3%)
  • Base Bullet Velocity increased to 550m/s (was 380m/s)

Tacoma:

  • Base Damage reduced to 27.5 (was 30)
  • Maximum Damage Range increased to 23.3m (was 18.6m)
  • Minimum Damage Range increased to 36.4m (was 28.4m)
  • Max-Range Damage increased to 64.2% (was 61.5%)
  • Base Bullet Velocity increased to 580m/s (was 420m/s)

Kite:

  • Base Damage reduced to 25 (was 29)
  • Arm damage reduced to 50% of base damage (was 60%)
  • Minimum Damage Range increased to 31m (was 28.6m)
  • Max-Range Damage reduced to 62.1% (was 64.2%)
  • Base Bullet Velocity increased to 550m/s (was 460m/s)

Woodpecker:

  • Base Damage reduced to 38 (was 45)
  • Headshot multiplier reduced to 2.1x (was 2.25x)
  • Maximum Damage Range increased to 20.6m (was 18.2m)
  • Max-Range Damage increased to 65.5% (was 63.8%)
  • Leg damage increased to 80% of base damage (was 70%)
  • Default Magazine capacity increased to 25 (was 20)
  • Compact Magazine capacity increased to 18 (was 15)
  • Extended Magazine capacity increased to 30 (was 25)
  • Base Bullet Velocity increased to 510m/s (was 390m/s)

Sniper Rifles

Kestrel:

  • Base Bullet Velocity increased to 850m/s (was 790m/s)
  • Default Long Range sights have had their time to reach maximum accuracy reduced by 10%
  • Adjustable Long Range sights have had their time to reach maximum accuracy reduced by 20%
  • Adjustable Mid Range sights have had their time to reach maximum accuracy reduced by 20%

Osprey:

  • Base Bullet Velocity increased to 820m/s (was 750m/s)
  • Default Long Range sights have had their time to reach maximum accuracy reduced by 10%
  • Adjustable Long Range sights have had their time to reach maximum accuracy reduced by 20%
  • Adjustable Mid Range sights have had their time to reach maximum accuracy reduced by 20%
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Cyberlimbs

Javelina:

  • Increase projectile speed by 100% during 3 seconds after launch to enhance dynamics. Overall speed will be 200%
  • Improve targeting and enemy lock-on for more accurate hits.
  • Increase targeting distance up to 150m
  • Javelina can now target drone goblins from Drone Plunder Teardrop Ops.
  • The effect Icon does not disappear when eliminating the person aiming with Javelina.
  • Fixed an issue where the target lock would sometimes appear when there is not target in sight.
  • Fixed an issue where a player did not receive damage from Javelina during Jetpack if an enemy stood higher than target and the player received the hit in the back.

Roadrunners:

  • Updated the cooldown duration for Super Sprint to 30 seconds.
  • Modified Roadrunner trail so that it affects enemies as well as allies. The trail effect now impacts enemies with clear feedback (visual and functional).

Slamfist:

  • Added hit decals with Slamfist arm on obstacles.

Ripper:

  • Added hit decals with Ripper arm on obstacles.
  • Fixed an issue where players may get stuck in Ripper dash when used in close combat or with two arms consecutively

Phosphor Fury:

  • Fixed an issue where a Phosphor Fury projectile was able to attach to Roadrunner VFX.

Recon Drone:

  • Improved visibility of Recon Drone enemy highlights.

Tripmine:

  • Fixed an issue where shooting a Tripmine would not detonate them.

Thumpers:

  • Fixed an issue where the Thumpers cursor sensitivity was too high with gamepads.

Hookshot:

  • Fixed an issue where players could get stuck in a hookshot animation if they lost a limb while Hookshot was active.

Tutorial

New to OTG and need a quick TLDR of the game’s most important mechanics? We got you!
Our tutorial will guide you through the fundamentals of OTG, focusing on core gameplay features and mechanics:

  • General Movement & Looting
  • Mid-Ranged Gunplay
  • Short-Ranged Gunplay
  • Long-Ranged Gunplay
  • Mobility Cyberlimb Usage
  • Offensive Cyberlimb Usage
  • Extraction Process
  • Calling in a Loadout
  • Hacking an Ongoing Extraction

Completing this tutorial will grant you a HEX. Go to** HEXES** to decode it. You can restart this tutorial anytime by selecting** Practice > Tutorial** under the game mode selection.

Various Fixes

  • Fixed an issue where limbs obtained from Loadouts were sometimes on cooldown.
  • Fixed an issue where dummies in the Cyberlimb range couldn't be downed a second time after they reset.
  • Fixed an issue where some HUD elements appeared delayed after spawning on a range.
  • Fixed several areas where players were getting stuck.

Technical Fixes

  • Improved stability and performance.
  • Miscellaneous fixes and improvements for materials and textures across Teardrop.
  • Countless additional fixes that would be too numerous to list.
#

<@&1271843677852930080> <@&1273256019601915905> <@&1271843605514027060>

open furnace
# sturdy panther <@&1271843677852930080> <@&1273256019601915905> <@&1271843605514027060>

We'd love to hear your thoughts on these changes. If you get a moment, please take a few minutes to share your feedback in our survey. You can be as detailed or brief as you'd like.

👉 https://otg.gg/December11UpdateSurvey

sturdy panther
#

Patch Notes - Dec 13 - CL372248

Gameplay

  • Adjusted slide friction and acceleration to enhance control and deliver smoother gameplay.

Various Fixes

  • Refined the aim assist system on controllers by slightly reducing the strength of target tracking for improved balance.
  • Fixed an unintended Motion Blur effect that occurred when using the Jetpack
  • Improved and polished the tutorial.
  • Fixed various issues to improve stability and performance.
  • Fixed an issue preventing players from rebinding their movement controls.
  • Addressed various collision issues.
  • Addressed an issue where the sprint camera popped when looking down and sprinting.
  • Fixed an issue where activating sprint canceled camera shakes from Cyberlimb abilities.

Cyberlimbs

  • Implemented two-phase damage functionality for Phosphor Fury:

Phase 1: Charge Up to 60%

  • Damage Output: Direct hits deal 300 damage.
  • UI Feedback: Display a fire icon in the UI to represent this charge range (as per the current behavior).

Phase 2: Charge Beyond 60% (61% to 100%)

  • Damage Output: Direct hits deal 600 damage, as per the existing functionality.

  • Addressed an issue where the activation of Roadrunners interrupted FPV scope aiming.

  • Addressed an issue with Slamfist/Ripper where extra collision offset/extents extended below/above the character.

  • Addressed an issue with Hammerheads camera shake.

  • Fixed an issue where the Phosphor projectile marker did not indicate if the player would be killed.

Weapons

  • Sped up the blend-in and blend-out time of scopes by 30-40%.
  • Addressed an issue where the aim point shifted after aiming through FPV scopes.
  • Fixed an issue where muzzle effects were too intense with FPV scopes, reducing visibility while shooting.
  • Addressed an issue with over-the-top sway and recoil on various Variant weapons.
  • Fixed an issue where icons for weapon attachments did not match the attachments.

Movement

  • Players can now toggle a new setting in the options menu to enable or disable automatic obstacle grabs when falling.

Lobby

  • Addressed an issue in the lobby where the game became unresponsive and stuck on the HEX decoding screen if the back button was pressed immediately after decoding started.
  • Addressed an issue where lighting in the lobby was corrupted after leaving a match with low shadow quality mode.
  • Addressed an issue where character customization was not being applied correctly.
  • Addressed an issue where weapons remained holstered after using the jetpack, and players couldn’t equip them if a weapon switch was attempted during jetpack flight.
  • Fixed an issue in the Weapon / Cyberlimb Range where the dummy’s limb HP didn’t reset after the dummy got back up.
  • Fixed an issue on PS5 where the 'More Details' button didn’t work for a Squad Mate in the Recent Squads tab.
  • Fixed an issue on PS5 where the "X Select" hint was missing in the social panel.
  • Fixed an issue on PS5 and Xbox where the new social panel hint overlapped with the hint for the tab switch hotkey.

<@&1271843677852930080> <@&1271843605514027060> <@&1273256019601915905> <@&1146789075483906048>

open furnace
#

Crackhead Christmas Content Pack AVAILABLE NOW

This Christmas, Santa is going Off The Grid – and off the rails!

#

The Crackhead Christmas Content Pack is available now as part of OTG Pro.

The Crackhead Christmas Pack includes:

  • Crackhead Santa - Appearance
  • Snow and Blow - Emote
  • Kochi Tinsel Terror - Weapon
  • Kasper Jingle Jammer - Weapon
  • Type 227 Sleigh Baller - Weapon

**New Weapon family - Kochi **
Along with a brand-new weapon family, we are introducing additional attachments for the Kochi SMG. With these attachments, you can customize the weapon exactly how you want. Each attachment provides additional stats like mobility, recoil control, handling, and more.

#

**Kochi Attachments: **

Weapon Parts:

  • 2 additional Barrels
  • 2 additional Stocks
  • 2 additional Pistol Grips

Different Magazines:

  • Compact
  • Extended Drum

Other Attachments:

  • Unique Underbarrel Grip
  • Unique Muzzle Attachment
    As usual all existing type of attachments and skins are suitable for Kochi.

**Kochi Tinsel Terror **
Tinsel Terror is here to sleigh, firing faster than Santa tears through an 8-ball. Headshots so filthy, Krampus is taking notes. It kicks harder than Rudolph on a bender, but master it, and every fight becomes a ho-ho-horrific massacre. 'Tis the season for a crackdown!

#

Kasper Jingle Jammer
Deck the halls with burst-fire brutality! The Jingle Jammer delivers perfect punch with reduced vertical but stronger horizontal recoil. Slower aiming and reloads mean precision is key, but the boosted headshot damage makes it worth it. Naughty or nice, it gets the job done!

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Type 227 Sleigh Baller
When Santa packs heat, you know it’s getting filthy. With stronger horizontal kick and less vertical pop, this semi-auto beauty's got swagger. It’s slower to aim, but once locked on, it’s a rapid-fire sleigh ride straight to the naughty list. Forget peace on Earth – make it pieces.

#

Snow and Blow Emote
It’s beginning to look a lot like Chr… wait, THAT’S NOT SNOW?! Oh well, an unhinged Christmas calls for unhinged emotes. Go on then, make like a good Crackhead Santa – let it blow, let it blow, let it blow.

#

See you on Teardrop, Zeroes! <@&1271843605514027060> <@&1273256019601915905><@&1271843677852930080>

exotic blade
#

Hey everyone, here's the patch notes for today's update. CL373896

Cyberlimbs

Phosphorous Fury:

  • Temporarily blocks other phosphorous projectiles while active
  • Cooldown increased from 0.3s to 1s

Tripmines:

  • Activation time increased to 2s (was 0.5s)
  • Fixed an issue with explosion radius calculation
  • Fixed an issue where Tripmines would remain player alive with 1 HP left
  • Fixed a bug with mine count
  • Added a cooldown for mines

RoadRunners:

  • Speed sprint multiplier increased from 1.85 to 2.25

Gameplay

  • Reintroduced slide boost with cooldown
  • Adjusted unboosted slide speed
  • Fixed an issue where players couldn’t move after using self-revive at the same time as a teammate’s revive action

Lobby

  • Fixed an issue where "HEXES RECEIVED" text appeared before the post-match animation started
  • Fixed an issue where the total XP gain UI displayed an extra 4XP that was not earned

Various Fixes

  • Fixed an issue with aim assist height calculation
  • Addressed visibility issues with aim assist
  • Fixed an issue with muzzle flash smoke on the Enhanced Compensator attachment and rotated the muzzle socket for Kochi
  • Fixed an issue where foliage appeared inside buildings
  • Addressed an issue where voice lines could be heard when leaving a match
  • Fixed missing water material in reservoirs
  • Fixed a collision issue for trees in Marshlands
  • Fixed sensitivity scaling for some weapons
  • Added a missing setting for changing aiming mode activation
  • Fixed an issue where the frame limit setting was missing
  • Fixed V-sync settings remaining locked after changing resolution scaling methods from FSR with frame generation on to any other that did not support frame generation
  • Improved FOV sensitivity scaling
  • Fixed an issue where vibration/haptics would not turn off
  • Updated error notification messages on consoles

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

sturdy panther
#

Gameplay

  • Loadouts have been reworked with updated drop pod content, featuring new weapons, attachments, and skins. Each loadout now includes an FPV scope for a more immersive first-person experience
  • Loot crates have been updated to feature a wider variety of weapons, skins, and attachments, including barrels, stocks, and grips. Additionally, different FPV scopes have been added for ARs, LMGs, MRs, SMGs, and Snipers to enhance customization and gameplay diversity
  • Redeployment cost reverted to 2500
  • Fixed an issue where the Loadout widget displayed a negative countdown after attempting a Quick Order in an invalid location

Movement

  • Slide duration is now capped at 1 second again, with adjusted friction for smoother control
  • Resolved an exploit allowing unlimited altitude with jetpacks
  • Fixed jetpack activation after using traversal limbs in the Cyberlimb range for the first time
  • Updated jetpack landing mechanics to ensure smoother gameplay transitions in certain scenarios

Cyberlimbs

  • Roadrunners' speed reduced by 10%
  • Ripper: Attacks now initiate immediately upon completing a dash
  • Fixed collision issues where the Paralyzer dart would get stuck in Skunkpaw toxic smoke VFX, preventing it from passing through
  • Cloak activation now triggers only after the Ghost projectile hits a target or surface and activates, ensuring the player becomes invisible at the appropriate moment
  • Resolved collision issues with the Buzzkilla Drone, players no longer take damage when launching the drone

Aim Assist

  • Reduced aim assist for sniper rifles
  • Slightly reduced aim sensitivity assist and adjusted the hip-fire aim assist threshold. The radius of aim assist activation has been fine-tuned to remain slightly larger than the character model for better balance

Backpacks

  • Fixed VFX issues with the Limb Accelerator Backpack
  • Resolved animation bugs in the backpack widget
  • Adjusted volume levels for all backpack types

Settings

  • Introduced Sensitivity FOV Scaling to ensure sensitivity remains consistent across FOV changes during different gameplay phases like Jetpack or Cyberlimbs use
  • Auto Sprint set as default for PC users
  • Fixed issues with Reflex Mode being applied in FSR
  • Fixed jetpack input rebinding
  • Fixed frame limit setting for PS5 & Xbox Series X|S
  • Disabled DLSS Auto Exposure to address noise issues
  • Resolved crashes related to controller layout image loading

UI

  • Fixed tooltip display at the top-left corner of the screen
  • Resolved camera rotation issue during deployment start
  • Fixed pre-match bug where the player's camera moved under the terrain upon server connection
  • Increased the "Recent Players" list limit from 20
  • Updated weapon lists displayed after redeployment in different Extraction Royale stages
  • Reolved Weapons Panel HUD not updating the active weapon element during jetpack flight
  • Fixed an issue where the "Empty" slot appearance didn’t unequip items in the Lobby
  • Improved font readability in loadout hints

Weapons

  • Added long-range damage fall-off steps to maintain weapon balance at extreme distances
  • Reduced muzzle flash smoke for Squall and Flenser weapons
  • Pistols now swap to the left hand when the camera is switched to the left
  • Fixed inconsistencies with camera setups across weapons

Operations

  • Fixed mission starter position for the Little Kyiv Opportunity
  • Updated floating loot crate position in Stork City
  • Increased spawn rate of Hex Collector mission

Optimization

  • Fixed shader issues for improved performance
  • Updated visuals for Quick Order Smoke Trails
  • Adjusted smoke trail transparency for better visibility

Sound

  • Lowered character voiceover volume during Cobra voiceovers
  • Reduced public announcement volume when Cobra voiceovers are active

Tutorial

  • Fixed rooftop climbing issue in the tutorial
  • Added Hex Extraction improvements to the tutorial
#

Various Fixes

  • Added Japanese localization
  • Redeployment Terminal Marker is now grayed out during pre-match
  • Adjusted translucency priority to hide lower-priority objects effectively
  • Resolved an issue where the HEX extractor remained open when the view changed
  • Terminal now visually disables properly during shutdown events
  • Fixed an issue where players would become unable to move if they used a Self-Revive shot at the same time their teammate pressed the revive button. This resolves movement freezes caused by the simultaneous actions, ensuring smoother gameplay during

<@&1273256019601915905> <@&1271843677852930080> <@&1271843605514027060>

sturdy panther
#

Hello Zeroes, here are the patch notes for our latest update - CL379363

Gameplay

  • On consoles Auto Sprint is enabled by default.
  • Loadouts now feature updated drop pod content with new weapons, attachments, skins, and FPV scopes. Loot crates offer a wider variety of customization options, including barrels, stocks, grips, and FPV scopes for multiple weapon types.
  • Increased variety of potential shrinking zones.
  • Improved teammates outlines.

Aim Assist

  • Some tweaks of aim assist.

Cyberlimbs

  • Resolved an issue where the Recon Drone highlighted dead enemies.
  • Fixed animation on Ghost.

Weapons

  • Replaced First Person View scopes on SMG weapons with Red Dot scopes.

Various fixes

  • Fixed an issue on the Autosprint setting.
  • Addressed an issue where HEX extraction became blocked after decoding the second HEX in the Pro HEX list.
  • Resolved an issue where Frame Gen Sprint Mode and NVIDIA Reflex settings reverted to default after rebooting the client.
  • Resolved an issue where the kill zone only knocked players down instead of eliminating them.
  • Addressed an issue where the Estimated Matchmaking Time widget did not appear in the lobby after a match ended.

<@&1273256019601915905> <@&1271843677852930080> <@&1271843605514027060>

sturdy panther
#

Patch Notes - December 27th - CL379574

Weapons

  • Resolved an issue where weapons behaved incorrectly with smoke walls while aiming.

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

sturdy panther
#

Hotfix - January 7th - CL380388 🔥

Various fixes

  • Resolved rare issues where the game would crash when players returned to the lobby after a session
  • Fixed the muzzle flash VFX that obstructed visibility through the scope when firing the first shot from the hip with a scoped weapon

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

exotic blade
#

Hey everyone, please find the patch notes for today's update below. CL388858

Reworked Battle Pass

Elevate your game with brand-new cosmetic sets like Combat Maniac, and Mad Biker, designed to give your style a cutting edge. The Battle Pass system has been revamped into a streamlined monthly format, with daily and weekly XP rewards now more rewarding than ever. Enjoy sleek new layouts and fine-tuned reward placements, making every match even more rewarding!

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Cyberlimbs

Bring chaos and creativity with the all-new BounceBomber cyberlimb, adding explosive fun to your arsenal. Alongside this game-changing addition, we've squashed bugs to ensure smoother gameplay and precise mechanics.

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Improvements & Fixes

  • Ripper: Fixed armor penetration and object/wall collision issues.
  • Roadrunners: Prevented weapon switching from canceling SuperSprint.
  • Slamfist: Restored dash parameters and fixed FPV scope behavior on uneven terrain.
  • Trip Mine: Resolved an unholster error.
  • Recon Drone: Fixed health bar display and player collision issues.
  • Phosphorus Fury: Re-enabled voice-over indications for fully charged dart hits.
  • Buzzkilla: Fixed player collision issues and resolved drone respawn errors.
  • Paralyzer: Fixed deactivation errors after switching arms.
#

Weapons

Introducing the Influencer, a devastating pump-action shotgun tailored for close-range encounters.

#

This update also brings new customization options for shotguns, including muzzle attachments for both the **Influencer **and Flenser. Enhanced visuals, like tracer feedback, and refined mechanics ensure every shot feels impactful.

  • Customization: The Flenser now supports muzzle attachments.
  • New Attachments: Two muzzle options are available for the Flenser and Influencer shotguns.
  • Visual Enhancements: Tracer effects improve visual feedback for shotguns.

Adjustments:

  • Fire-mode switching removed; all weapons now use their default fire modes.
  • Fixed HUD ammo updates after using leg abilities or switching weapons.
  • Resolved FPV scope alignment issues during crouching.
  • Fixed bullet trail and smoke display errors.
#

Stay as Squad

  • Added the option to keep your team together after matches.

Challenges

  • New Rewards: Expanded rewards across all challenges.
  • Completing Daily & Weekly Challenges now provides Battle Pass XP, as well as GUN.

New Challenges:

  • "Use Cyberlimbs X times."
  • "Survive for X minutes."
  • "Activate X opportunities."
  • "Use X Armor Plates."

Gameplay and Mechanics

  • Fixed cooldown inconsistencies for new limb equipment.
  • Resolved teammate hex voice-over errors.
  • Updated Shift functionality to cancel crouch when Auto Sprint is enabled, aligning it with Toggle/Hold Sprint settings.
  • Fire mode switching removed to simplify controls and free up controller buttons.

UI and Input

  • Fixed missing action hints for opening the inventory screen with a gamepad.
  • Fixed controller ESC menu issues.
  • Added gamepad-specific inventory tooltips for PS5.
  • Moved Quick Melee to the D-Pad Down input.
  • Resolved selection wheel mouse lock issues.

Locations

  • Little Kyiv: Updated traversal paths, rock formations, and props for better Roadrunner Leg use.
  • Saltie: Corrected assets to prevent players from falling out of bounds.
  • Adjusted loot crate positions in various locations.

Bug Fixes

  • Resolved hair-related obstructions during Hex Collector opportunities.
  • Improved crate reward placement for the Ocio Cyberlimb Hunt opportunity.
  • Improved camera functionality in various scenarios.
  • Implemented global stability improvements.

Controls and Improvements

  • Reduced tap/hold duration from 0.3 to 0.25 seconds for better responsiveness.
  • Adjusted sidearm switching to hold input, addressing misinputs.
  • Fixed ping activation to trigger on press for more intuitive controls.

Localization

  • Added PT-BR localisation to the game.
  • English: Corrected a typo in the Skunkpaw description.
  • Japanese: Fixed missing fonts on the "Extend with GUNZ" button in the Battle Pass menu.
  • Japanese: Resolved login error descriptions.

Tutorial

  • Added info screens for Cyberlimbs and Hextraction.
  • Fixed tutorial crashes on exit.
oblique grail
#

Feel free to share your feedback on the latest [update](#otg-patch-notes message) and more in the survey below!

Whether it's good, bad, ugly, balance tweaks, feature requests, or content pack suggestions—we want it all. Your input helps shape the game, so be sure to fill it out!

🔗 https://otg.gg/January17Update

sturdy panther
#

Heya Zeroes, please find below the patch notes from today's update. Make sure to update your game - CL CL393289

Localization

  • Added support for French (FR), Spanish (ES), and Italian (IT).

Battle Pass

  • Fixed an issue where players couldn't claim Battle Pass rewards without restarting the client.
  • Minor UI improvements to the Battle Pass widget for better clarity.
  • Updated the Bikers material and texture.

Performance

  • Improved performance and visual quality.

Cyberlimbs

  • Fixed an issue where the Buzzkilla Arm could push the character through a wall.
  • Fixed an issue where the Paralyzer's projectile was not destroyed by explosive damage.

UI and Settings

  • Fixed an issue where the weapon icon in the loadout menu did not match the attachment.
  • Fixed an issue where the Weapon Range loadout spawned the incorrect sidearm.
  • Fixed an issue where the Scump introduction video started twice in the "Explore Content Pack" section.
  • Fixed an issue where going to the "Appearance" menu after purchasing an item led to a broken appearance preset.
  • Updated emote icons.
  • Added a hold indicator to action hints in the settings.
  • Fixed an issue where video settings visuals were not reset after the "want to keep this settings" pop-up.
  • Fixed an issue where the weapon name and ammo quantity were not updated after throwing all weapons from the inventory.
  • Improved ping tooltip data availability.
  • Fixed an issue where the user could not navigate the loadout screen if they opened and closed the ESC menu after dying.
  • Fixed an issue where the Impact Junkie weapon icon was colored instead of monochrome.
  • Fixed an issue where items in the wardrobe were occasionally not saved after equipping an empty slot.
  • Improved the transparency of splash screens in the tutorial.
  • Fixed an issue where shooting blocking elements remained stuck on the crosshair after restoring the shooting view.
  • Updated icons for Kelowna, Type227, Terikon, and Tap9. Updated data assets.

Voice

  • Fixed an issue where the voice chat widget did not disappear after the player disconnected from the server while talking.

Locations

  • Fixed an issue where climbing was triggered instead of jumping when the player tried to walk through a broken window on the first floor of a building in the Teardrop map.
  • Fixed an issue where Influencer shotgun wasn't obtainable in loot crates.

Various fixes

  • Fixed a bug where a Daily Challenge was incorrectly rewarding 1 GUN instead of Account XP and Battle Pass XP, aligning it with the new season's rewards structure.

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

trim tartan
#

🗒️ Patch Notes: CL393553 🗒️

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Hey Zeroes, we just rolled out a small update that didn’t require maintenance. You can find the notes below! 👇

Localization

  • Added support for German (🇩🇪 DE).

  • Implemented minor improvements and fixes to localization.

trim tartan
#

🗒️ Patch Notes: CL398110 🗒️

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

You can find the patch notes from today's update below. 👇

🦾 Cyberlimbs

  • Fixed an issue where fire propagation was not occurring for Slugger when shot with Javelina, Phosphorous Fury, etc.
  • Addressed an issue where it was impossible to control the second Buzzkilla drone after re-attaching the Cyberlimb, and the first one was destroyed automatically.
  • Fixed an issue where Buzzkilla initially spawned with a large model and then became smaller.
  • Addressed an issue where Tripmines were triggered when the character stood close to the opposite side of an object.
  • Fixed a visual issue where Ghost was not highlighted on the enemy when the player used the Paralyzer ability.
  • Addressed an issue where the sound of the drone appeared with a delay after using Buzzkilla.
  • Fixed an issue where the recharge progress was not resetting when equipping the same limb via loadouts.

🐞 Crashes

  • Fixed an issue where the client would crash when loading into the pre-match after selecting a loadout.
  • Addressed a crash when accepting a party invite from an incompatible build version.

🎨 UI

  • Fixed an issue where selecting an emote played the wrong one.
  • Fixed a rounding issue in "Deal X Damage" challenges.
  • Fixed a shortcut redirection issue when browsing Full Body Skins (OTG Pro).
  • Fixed an issue where items equipped on a character overlapped during preview in the “Appearance” menu.
  • Fixed a small UI glitch with the switch hints when browsing Battle Pass pages.
  • Fixed an issue where attachment icons did not match the corresponding attachments.
  • Made various improvements to Quick Order.

🔧 Various fixes

  • Fixed missing terrain materials in Little Kyiv and the Tutorial Map.
  • Fixed random sequence player issues, along with occasional bugs in the appearance menu.
  • Updated and fixed all left shoulder pistol reload animations.
  • Localization fixes and improvements.
  • Various minor fixes and tutorial improvements.
sturdy panther
#

**Hotfix - February 3rd - CL399524 🔥 **

Audio

  • Optimized audio performance by adjusting codec settings, reducing CPU usage, and improving sound processing for consoles. This should address the Audio issue reported since the last update. If you continue to encounter this issue, please let us know.

UI and Localization

  • Fixed an issue where the Featured banner border overlaps with the "More Info" button in the Marketplace.
  • Fixed an issue where the 'Visit OTG Pro' shortcut interfered with the 'Preview' shortcut on controllers.
  • Fixed an issue where the text under the BP level was transparent and the XP number text was not aligned in the Battle Pass UI.
  • Fixed an incorrect localization term for 'BUTTON LAYOUT' in the Italian controller settings.

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

trim tartan
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🗒️ Patch Notes: CL406284 🗒️

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Please find below the patch notes from today's update. 👇

Cyberlimbs

Ripper

  • Standardized damage across all rarities to 350 damage
  • Adjusted cooldowns as follows:

Common: Reduced from **30 **seconds to **25 **seconds
Uncommon: Reduced from **30 **seconds to **25 **seconds
Rare: Reduced from **25 **seconds to **20 **seconds
Epic: Reduced from **20 **seconds to **15 **seconds

  • Improved aiming accuracy and hit registration

BounceBomber

Pull Mechanic Adjustments

  • Outer Zone: Weaker pull, allowing more time to react; strength increases closer to the bomb
  • Inner Zone: Stronger pull, making escape difficult and almost guaranteeing a draw to the epicenter

Cyberlimb Interactions with BounceBomber

  • Ripper, Slamfist, and Hookshot experience simultaneous pull and dash/grapple forces
  • Leapers, Hammerheads, and Roadrunners suffer reduced jump/sprint effectiveness under pull effects

Pull Animation

  • Players without active cyberlimbs experience staggering, sliding, and gradual acceleration toward the center.
  • If a cyberlimb is activated mid-pull, its movement overrides the pull animation

Drone Interaction

  • Buzzkilla and Recon drones within the blast radius are pulled in and detonated

Phosphor Fury

  • Fixed movement replication issues
  • Fixed fire propagation failing to spawn due to projectile collision

UI

  • Fixed voice chat widget exceeding screen borders for long usernames
  • Improved clarity when swapping to a pistol in the weapons panel
  • Updated UI hero banner lineup lighting
  • Updated multiple hero poses

Various Fixes

  • Fixed a bug causing characters to get stuck in the left shoulder state after multiple switches
  • Fixed collision issues in Ocio, where players might get stuck in the floor
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Patch Notes CL410422

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

Battle Pass Upgrade

We heard your feedback on the Battle Pass progression and decided to make changes to ensure everyone has a better experience. As a result, we are extending the Battle Pass, giving you extra time to progress at your own pace. And that’s not all – it comes with more loot!

TODAY: A new Battle Pass section (Section 4, Page 1) unlocks, featuring:

  • Access to the new Pacifist Character Set
  • An exclusive Inferno weapon skin
  • A Rare Tap 9 weapon & more

LATER THIS MONTH: Page 2 & 3 will unlock, bringing even more loot, including a NEW CYBERARM!

Cyberlimbs

  • Fixed a bug where knocking off legs with the Ripper during a leg swap would cause the limb ability to become inactive or function incorrectly.
  • Fixed an issue where the Ripper’s damage ignored armor when attacking an enemy player who was on higher ground and swapped legs simultaneously.

UI & Settings

  • Fixed an issue on Xbox and PS5 where the Mouse/Keyboard settings tab appeared without the devices being connected.
  • Updated the icon for the Terikon Maniac in the Loadout Menu.

Localization

  • Added voiceover support for** Japanese, Brazilian Portuguese**, and German.
  • Fixed an issue where the word "HEX" was incorrectly translated during the tutorial (Spanish, French, and Italian).

Various Fixes

  • Improved activation's animation for the Hex Extractor.
  • Optimized default settings caching to prevent stuttering during the intro movie.
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🔥 New Features & Major Changes 🔥

New Region: Midtown Harbour (East)

  • Midtown Harbour has been added as a playable region on Teardrop, located south of Little Kyiv and west of Marshlands and Saltie.

New Cyberlimb: MaxiGun

  • This heavy cyberarm isn’t built for finesse, but high firepower comes at a cost. Overuse it, and it might just leave you stranded at the worst possible moment.

New Side Mission: Combat DJ

  • Introducing OTG’s first-ever side mission: Combat DJ.
  • Battle for control of DJ booths across the island, dominate the zone, and earn loot and XP.
  • The leading team controls the tunes playing on the DJ booth. (Zeroes start with a default tune but can find more in HEXes and equip them via the Appearance tab.)

New Street Event: Nuestros Diablos Gang

  • The Nuestros Diablos gang has set up shop in Midtown Harbour’s Admin Block.
  • If you’re looking for extra loot and rare HEXes, pay them a visit.

OTG Pro Content Pack: Nuestros Diablos

  • The Nuestros Diablos Content Pack is now available alongside Scump’s Content Pack.

Battle Pass Page 2 & 3 unlocked

  • This upgrade includes the MaxiGun, additional elements of the new Pacifist Character Set, and the OTG Pro Loyalty Reward: Inferno Skin for the Kestrel Sniper.

Gameplay

Jetpack

  • Improved flight control, allowing players to gain altitude.
  • Added jetpack overheating as a flight-time limitation.
  • Increased the speed of the jetpack landing roll animation.

Movement

  • Increased overall movement acceleration and air control.
  • Increased movement speed when legless or knocked down.
  • Added gradual diagonal movement speed.

Falling

  • Added a jump-off grace period to prevent missed jumps.
  • Added landing ledge grace space for smoother landings.

Mantling

  • Increased mantling speeds.
  • Improved ability to regain control earlier after mantling.
  • Reduced the starting distance required for low mantles.
  • Allowed mantling even if the destination is blocked by another character.

Sprinting

  • Tweaked sprint camera and added subtle shake for better feedback.
  • Fixed an issue where sprint could not be reactivated immediately after ending.
  • Fixed glass-breaking behavior when sprinting through glass with slow weapons.

Sliding

  • Reduced slide friction and increased acceleration on slopes.
  • Added subtle camera shake during slides for improved motion feedback.

Aiming

  • Added per-zoom sensitivity adjustment settings.

Aim Assist

  • Reduced rotational assist strength on PC due to higher frame rates.
  • Added separate settings to adjust sensitivity assist and rotational assist.
  • Fixed scaling input thresholds for rotational assist when stick deadzones are configured.

New Feature: Emotes in Lobbies

  • Emotes can now be used in the main lobby.
  • Press H / Right D-Pad to open the Emote Wheel and flex your moves while vibing with your squad.

New Feature: Bots for Onboarding

  • To ensure a smoother onboarding experience, bots have been introduced, allowing new players to learn the game in a low-pressure environment for their first few matches.

Bug Fixing

Locations

  • Improved Ocio, Saltie, and Little Kyiv with performance optimizations, collision fixes, and object repositioning.
  • Improved navigation in several locations.
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Cyberlimbs

Bounce Bomber Improvements

  • Introduced a slight delay between shooting and detonation.
  • Improved Bounce Bomber’s vacuum
  • Fixed an issue where Bounce Bomber’s pull effect wasn’t interrupted when using Slamfist without charging.

Ripper Changes

  • Ripper is now blocked by Kinetic Shield.
  • Fixed an issue where Ripper ignored armor when targeting an elevated enemy who changed legs.
  • Fixed an issue where Ripper’s cooldown time was incorrect.

Javelina Balancing Updates

  • Target lock now works on up to three enemies, dealing 250 damage to each, across all rarities.
  • Adjusted cooldowns as follows:

Common: Reduced from 40 seconds to 35 seconds.
Uncommon: Reduced from 38 seconds to 30 seconds.
Rare: Reduced from 35 seconds to 25 seconds.
Epic: Reduced from 30 seconds to 20 seconds.

  • Phosphor Fury’s projectile now bounces off Kinetic Shield.
  • Fixed an issue where Paralyzer displayed incorrect enemy health bars.
  • Fixed an issue where Armor Plates were visible while Ghost was active.
  • Fixed an issue where weapon lasers were sometimes visible when using Ghost.
  • Reduced fall speed when using Hammerheads.
  • Fixed missing explosion sound for Tripmines.
  • Fixed an issue where Recon Drone’s radar wasn’t highlighting enemies on the minimap.
  • Fixed a bug where melee attacks interrupted cyberlimb abilities at the moment of activation.
  • Adjusted cases where cyberlimb abilities could be used before they were properly attached.
  • Armor Plates can now be replenished while using Roadrunners.
  • Doubled Hookshot’s projectile collision radius.
  • Improved Slugger’s fire propagation.

Weapons

Features and Improvements

  • The Weapon Customization menu now includes a Pros & Cons list for each attachment.
  • Adjusted bullet spread across weapons while moving, falling, and sliding.
  • Mid-range scope camera positions adjusted, including tweaks to camera shake for LMGs, Marksman Rifles, and Snipers.
  • Added mouse wheel bind support for switching next and previous weapon.
  • Updated weapon traces and fixed gaps in the smoke trail.
  • Adjustable scopes now have static crosshair sizes, unaffected by magnification changes.

Weapon Bug Fixes

  • Fixed weapon swapping issues when picking up a second weapon during the unholster animation.
  • Fixed a bug where the reload circle remained on the crosshair after reloading, preventing shooting under bad network conditions.
  • Fixed movement issues when reloading after regaining legs.
  • Fixed scope transparency issues in spectator mode.
  • Fixed missing magazine assets when reloads were interrupted by weapon switching.
  • Fixed reticle position shifts when moving and crouching while aiming.
  • Fixed scope alignment issues when using shoulder-switched aiming.

Lobby

  • Fixed an issue where players would sometimes spawn without a body in the lobby.
  • Fixed a bug where music could continue playing after closing the View Marketplace Offers redirection.
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UI

  • Implemented a new Inventory interface on HUD.
  • Added a VFX effect when players successfully redeploy a teammate using a Redeployment Terminal.
  • Fixed a bug where OTG Pro subscribers couldn’t remove or reset their clan tag.
  • Fixed an issue where the crosshair didn’t update after cyberlimb activation/deactivation.
  • Simplified the process for accepting squad invitations.
  • Fixed an issue on PS5 where the Show Profile option in the Pause Menu wouldn’t open the PSN profile.
  • Fixed a bug where squad pings weren’t visible until after jumping from the aircraft during deployment.
  • Cyberlimb stats have been added to Loadouts and the Marketplace.
  • Fixed a bug where the bleeding state remained on a player's health bar after respawning if they previously spectated a knockdowned player.
  • Fixed an issue causing the player’s screen to remain red after deployment if the match started while their character was out of bounds.
  • Added a counter showing how many players have jumped from the aircrafts during deployment.
  • Fixed an issue causing the Emote Wheel to appear empty in the Gun & Cyberlimb Range.

Localization

  • Added audio language support for French (FR), Japanese (JP), Spanish (ES), Italian (IT), and Turkish (TR).
  • Added full Turkish language support.
  • Fixed various localization errors.

Tutorial

  • Improved the UI for better clarity and a smoother onboarding experience for new players.
  • Added a Jetpack tutorial.

Various fixes

  • Fixed an issue causing PlayStation 5 players to crash when entering the Marshlands area.
  • Fixed a bug when decoding Pro HEXes, which resulted in an empty screen after clicking Go to Appearance.
  • Improved map navigation using controllers.
  • Changed inactive Redeployment Terminal color from red to gray.
  • Resetting audio input to default now properly syncs with Windows default audio settings.
  • Fixed an issue where changing magnification levels on scopes altered eye-to-scope distance.
  • Fixed a bug where clicking Play Again with Team after a match failed to properly form squads.
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CL421494

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**Hotfix (01/03/2025) 🔥 ** - CL422179

  • Temporarily reverted rotational assist reduction on PC as it might have unintentionally affected consoles
  • Addressed a bug that allowed infinite flight
  • Fixed navigation issues on the Content Pack and Battle Pass pages
  • Resolved an issue where decoded HEXes remained locked until a game restart
  • Fixed a collision issue in Stork City

<@&1271843677852930080> <@&1271843605514027060> <@&1273256019601915905>

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🗒️ Patch Notes: CL424688 🗒️

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Please find below the patch notes from today's update 👇

Gameplay

Jetpack

  • Increased time before jetpack overheats by approximately 20%.
  • Added jetpack overheat gauge on jetpack HUD

Aiming

  • Fixed various sensitivity issues when using per zoom sensitivity setting

Aim Assist

  • Fixed multiple situations where aim assist got incorrectly reduced or disabled
  • Re-implimented rotational aim assist reduction on PC only

Cyberlimbs

Ripper

  • Damage decreased to 250 HP (was 350 HP).

Tripmines

  • Tripmines will no longer stick to players on direct impact, they’ll now bounce off instead.
  • 0.5-second activation delay added.

MaxiGun

  • Increased damage to 40 HP per bullet (previously 27 HP)
  • Reduced spread for more accuracy.
  • Reduced overheat threshold from 200 rounds to 100 rounds.
  • Fixed incorrect ammo count when re-equipping the minigun arm if not fully loaded.
  • Addressed some SFX issues related to Slamfist.
  • Fixed a visual error where the Roadrunners charge sometimes remained stuck at 50% sprint duration after cooldown.
  • Addressed an issue where Cyberlimb crosshairs may be missing upon activation.

Weapons

Influencer:

  • Reduced limb damage of the Influencer (back to two shots).
  • 15% tightening of spread, as well as 50% range increase
  • Fixed reload animation icon appearing after redeployment when a remote player picks up and reloads a weapon during a player's death.
  • Fixed an issue preventing players from picking up a second primary weapon from a loot box opened by a teammate outside their render distance.
  • The weapon details panel was updated to use Short Description.
  • Weapon Customization: Renamed labels for ADS Speed and Damage Falloff.
  • Updated sniper rifle scope materials to reduce the visibility cone for better visuals.
  • Fixed incorrect shotgun spread values when moving.

UI

  • Fixed an issue where the bleeding effect persisted after spectating.
  • Fixed a bug where the screen turned red or black after taking damage while sliding.
  • Fixed health bar displaying as empty after a player's death.
  • Fixed an error where starter limbs displayed the Paralyzer’s description in matches.
  • Fixed a permanent broken screen effect in spectator mode.
  • Fixed an issue requiring players to press confirm twice to call a quick-order drone.
  • Improved the inventory UI for better status panel visibility.
  • Fixed incorrect Pros and Cons for certain grips, stocks, and muzzle attachments.
  • Fixed player voice chat indication visibility issue.
  • Fixed an inaccessible input area in loadouts for the Pistol Grip attachment slot.
  • Fixed an issue preventing players from editing the Pistol Grip attachment slot in the Loadout menu.
  • Added rarity display to all cyberlimbs.
  • Reduced brightness for the health regeneration effect.

Lobby

  • Fixed an issue where the lobby smoke was gone on low settings.
  • Removed redundant 'Combat DJ' and 'Emotes' subpages in the Marketplace.
  • Fixed incorrect redirection when selecting 'Go to Appearance' after decoding a music hex, leading to the Combat DJ page.
  • Hideout music now plays during the character creation screen.

Locations

  • Various collision fixes.
  • Fixed visual issues on Saltie Road.
  • Increased brightness when standing on the Midtown Harbour roof.
  • Fixed hair brightness issues in some locations.

Various fixes

  • Reduced knockdown damage immunity duration.
  • Fixed explosion damage calculations for non-character targets (e.g. heat sink).
  • Fixed Hex Antenna, Hex Terminal, and Hex Generator turning gray when the Hex Extractor is active.
  • Added a repulsion effect when players attempt to climb the Combat DJ.
  • Loadout drops will now have a flare trail on low and medium settings.
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Localization

  • Small localization fixes

Tutorial

  • Fixed the Phosphor Fury marker not being visible as intended.
  • Fixed a visual error where the waypoint marker for "Go to the Extraction Site" appeared transparent.ultiple switches
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Patch Notes - 07/03/2025 - CL425383

General Fixes

  • Fixed an issue where aim assist behaved inconsistently in the tutorial.
  • Fixed a crash when the Per Zoom Sensitivity setting was enabled. This is addressing the crashes some of you may have been experiencing since the March 6 update.
  • Fixed an issue with terrain in** Stork City** that caused an invisible collision point.
  • Fixed a bug where reloading with only one Cyberlimb arm equipped would not display a reload indicator.
  • Fixed an issue where **Thumpers **could deal damage through ceilings and floors to adjacent spaces.

HUD

  • Fixed a** localization issue** with** Bounty Hunter TeardropOp,** where it was not displaying in the selected language.
  • Fixed a bug in the Tutorial where the correct instruction to “hold” an input was not displayed properly.
  • Fixed a Korean localization issue for Netrunner TeardropOp, where the word “HACK” was not being translated.
  • Fixed an issue where weapon inspection did not display information and attachment names correctly.

Lobby

  • Fixed a Korean localization issue where the word “Pro” was not translated on the post-match screen.
  • Fixed a bug that prevented Korean lettering from being used in clan tags.
  • Fixed an issue in the post-match screen where the XP ticker sound would continue playing after leaving the screen.

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

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Patch Notes - 13/03/2025 - CL428930

Gameplay Fixes & Adjustments

  • Fixed an issue where a character could not sprint after restoring armor and aiming with a weapon.
  • Fixed an issue where a character could become stuck in a falling state after using Slamfist on uneven terrain.
  • Fixed an issue where the Ripper sometimes failed to deal damage to a knocked player near an obstacle.
  • Fixed an issue where the Javelin missile indicator was not displayed, and the incoming missile effect was not applied.
  • Fixed an issue that prevent armor plate replenishment while the Roadrunner ability is active.
  • Fixed an issue where detaching the legs incorrectly indicated that the leg ability was still active; the function bar now disappears properly.
  • Fixed an issue that caused players to climb in mid-air when jumping near a wall.
  • Fixed an issue where if using a Stim and fully killed, the health bar would display as empty instead of showing you as out.
  • Fixed an issue where unholstering a weapon caused a white square to appear instead of the fire mode icon.

Cyberlimbs

  • Roadrunner sprint duration and recharge time changed to 10 seconds across all rarities (previously 15 seconds).

  • Roadrunner cooldown times changed to:
    Common: 49 sec
    Uncommon: 46 sec
    Rare: 43 sec
    Epic: 40 sec

  • Reduced Maxigun Cyberlimbs spin-up time from 1.1 seconds to 0.75 seconds.

  • Fixed an issue where Slamfist’s buffered activation would not trigger cooldown properly.

  • Fixed an issue where the Ripper marketplace damage label incorrectly displayed 350 instead of 250.

  • Fixed an issue with the Slamfist that prevented the concussion effect icon from displaying after being hit.

  • Fixed an issue where the Maxigun ammo replication lag caused incorrect values to display.

  • Fixed an issue where the Maxigun Cyberlimb, when active, would not allow walking through Slugger goo.

  • Fixed an issue where Trip Mines' projectiles remained attached to friendly characters after deactivating the Kinetic Shield.

UI & UX Improvements

  • Updated UI text in Battlepass lock sections from "Item Locked" to "Page Locked."
  • Fixed an issue where the Marketplace Back and Open indicators were overlapping.
  • Fixed a settings issue where the quality preset text was missing after discarding unsaved settings if a custom preset had been previously saved.
  • Fixed an issue with gamepad scrolling causing the inventory to become stuck.
  • Fixed an issue in the tutorial that caused the word "Hold" to disappear.
  • Fixed an issue where the player talking indicator did not display properly.
  • Fixed the challenge "Deal 300 damage" so it correctly registers as complete.

Localization Fixes

  • Fixed a Spanish localization issue in the tutorial Ciberextremidades.
  • Fixed a German localization issue, where "Little Kyiv" was translated incorrectly as "Klein-Kiew" instead of "Klein-Kyiw."
  • Fixed an issue with Korean localization, where Clan tags were not visible during matches.
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Visual, Audio & Effect Fixes

  • Combat DJ Event: Fixed an issue where players could not see and hear the Combat DJ event from up to 250 meters away.
  • Implemented a music selection screen for the Combat DJ booth.
  • Added vibration VFX for the Combat DJ event.
  • Fixed collision with the back of the Combat DJ’s booth.
  • VFX & Camera Adjustments:Rescaled camera shake effect for Kinetic Shield.
  • Fixed an issue with VFX smoke trail on Jetpack that continued even after overheating.
  • Fixed an issue where the Jetpack automatically switched the camera over the right shoulder.
  • Fixed VFX for overheating on the Maxigun Cyberlimb, so they do not show through the player's body.
  • Fixed an issue where Ghost Cyberlimb parts remained visible on player models.
  • Fixed an issue where Slamfist caused character jittering when falling.
  • Fixed a floating Hex Collector mission starter outside Saltie.
  • Repositioned the Little Kyiv mission starter, as it was previously stuck under a bench.
  • Adjusted Partisan attachments to fit better with certain skins.
  • Updated texture settings for emote icons.

Exploit & Bug Fixes

  • Fixed an exploit where players could abuse aim assist after modifying settings in the Settings file.
  • Fixed an exploit allowing players to enable developer damage number displays by modifying config files.

<@&1273256019601915905> <@&1271843605514027060> <@&1271843677852930080>

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🗒️ Patch Notes: CL429835 🗒️

<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Please find below the patch notes from today's update 👇

Cyberlimbs:

  • Updated cooldown stats for RoadRunners in the marketplace.

Lobby:

  • Fixed delivery cost for loadout consumables to show total price of stack.
  • Fixed Battle Pass preview to load without delay.

Gameplay:

  • Fixed emotes not being interrupted by aiming or shooting.
  • Fixed HEX Extractors remaining deactivated when a zone rotates it back into the playable area.
  • Fixed Osprey shooting audio being heard from a greater distance than intended.

Localization:

  • Improved Korean localization.
  • Fixed links leading to French, Italian, Japanese and Portuguese legal documents.

UI/UX:

  • Fixed loading screen localization going out of bounds, and sizes of elements across different resolutions.
  • Fixed space in description for bounty hunter.
  • Onboarding scenes should now be skipped if previously viewed.
open furnace
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🗒️ Patch Notes 🗒️
<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

Cyberlimbs:

  • Fixed an issue where the jetpack wouldn’t activate when triggered during a Slamfist jump.
  • Updated Tripmine’s movement logic to properly adjust its position after bouncing off surfaces.
  • Reduced the minigun’s spin-up time from 0.75s to 0.5s. Players can now start spinning it up before the activation animation ends.
  • Fixed an issue where the Hookshot would fire in the wrong direction after repeated use.
  • Roadrunners no longer allow armor plate to be replenished while the ability is active.
  • Fixed an exploit allowing players to spam slide with Roadrunners without consuming charge
  • Fixed an issue where Trip Mines could be attached to the Kinetic Shield.
  • Fixed an issue where Slamfist hit registration did not function correctly when attempting to hit an enemy.

Weapons:

  • Adjusted visual effects for the Pierser rifle:

Removed blue electricity from the FPV scope and the rifle’s body.
Kept the blue electricity effect on the barrel, where the charge state is visually indicated.

UI/UX:

  • Fixed an issue causing players to get stuck in an infinite "Identity Check" loop during Maintenance.
  • Fixed an issue where clan tags using the Korean alphabet were not visible in matches.
  • Fixed a delay in the Battle Pass text when navigating between pages.
  • Adjusted the size of hints and tutorial screen text for better readability.
  • Fixed an issue where background UI elements were visible behind the ESC and TAB menus.
  • Updated the DLSS plugin to DLSS4.
  • Fixed muzzle flash visuals for the Modified Flash Hider attachment on the Hawk, Proton, and Kestrel.
  • Fixed in the settings menu where hovering over options displayed incorrect selections.
  • Fixed an issue where the Battle Pass shortcut for claiming an item remained visible while the item was locked when using a controller.
  • Fixed an issue in the post-match screen where the earned GUNZ text overlapped in the German localization.
  • Fixed an issue where terrain elements (i.e. grass) would poke through the ground in Little Kyiv near the Hex Extractor.
  • Added a "Respawn Unavailable" state to the Squad Panel and Redeployment Screen.
  • Fixed an issue where the Junkie T-Shirt did not have the correct assets for female characters.
  • Fixed an issue where loot boxes that had already been opened would still appear closed.
  • Fixed an issue where loading screen text appeared excessively large in different game modes on Full HD monitors.
  • Added missing textures to the foliage in Marshlands.
  • Fixed an issue where the duration bar/timer for the Roadrunners wouldn't appear after the first activation.
  • Fixed a controller issue causing the cursor to instantly move without input after opening the map.
  • Fixed the size of loading screen tips to display correctly on PS5 with Full HD resolution.

Various Fixes & Improvements:

  • Fixed an issue where the wrong emote would play instead of the "Karmacide" emote.
  • Fixed an issue causing the character's shorts/pants to twitch when switching tabs in the lobby.
  • Added a "HOLD" interaction tip for charging the phosphorus dart in the tutorial when using a controller.
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Gameplay:

  • Fixed an issue that would sometimes cause characters to twitch and/or fall through the terrain while walking on enemy corpses.
  • Fixed an issue where Redeploy Terminals would close earlier than the event announcement.
  • Fixed an issue where loot from crates would fall under the terrain when opened outside the player’s render distance.
  • Fixed an issue where weapons would appear with a lower level of detail at first spawn in the lobby.
  • Fixed an issue where the character didn’t hold the weapon properly when switching shoulders.
  • Fixed an issue where the Limb Accelerator Backpack incorrectly reduced cooldowns after limb detachment and reattachment. The cooldown on a detached cyberlimb - should now be the same as without the backpack.
  • Fixed an issue allowing players to use Adreno Shot without having both arms.
  • The Hex rewarded for completing the Hex Collector TeardropOp will no longer be automatically picked up and must now be picked up manually.
  • Fixed an issue allowing players to fly without overheating by activating an overheated jetpack immediately after landing.

Localization:

  • Fixed a localization issue where English text appeared in the ping tooltip for Turkish localization.
  • Added missing localization for the phrase "Respawn Unavailable".
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Hey <@&1146789075483906048> - we've just pushed a small hofix. Below are the patch notes.

AUDIO

  • Fixed an issue where music would not play during matches.
  • Fixed an issue where lobby music would not play after returning to the menu from a match.

UI/UX

  • Resolved a visual bug where Battle Pass videos did not display in full screen upon opening.
keen spade
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Patch Notes: CL440498 🗒️
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Content Pack

  • Westcol content pack now available with OTG Pro trailer

CRASHES

  • Fixed several instances of crashes.

GRAPHICS

  • Optimized Performance mode for PS5 and XBOX
  • Optimized Low settings for PC
  • Optimization for Xbox Series S to improve performance and visual quality.
  • Increased the distance at which players can see other players from 150m to 200m.
  • Cyberlimbs

CYBERLIMBS

Paralyzer

  • Increased effect radius from 35m → 50m.

Buzzkilla & Recon Drone

  • Drones no longer spawn inside or through walls.

BounceBomber

  • Fixed an issue that would cause the vacuum effect to be ignored when sliding and interacting with ziplines.
  • Fixed an issue that would allow the player to continue aiming and shooting while being dragged by the vacuum effect.

Maxigun

  • Slightly decreased the time it takes for the barrel to start spinning before shooting.

Slugger

  • Fixed an issue that would cause the Slugger goo effect to stick permanently to the player’s legs.

RoadRunners

  • When entering another player's RoadRunner speed trail you will no longer be able to use armor Plates or Revive Kits while running in the speed trail.
  • Fixed an issue where the sprint duration bar was not being displayed.
  • RoadRunners sprint duration has been adjusted from 15 seconds to 10 seconds. Additionally the recharge time has been adjusted to the following per rarity.
  • Common: 49 sec

  • Uncommon: 46 sec

  • Rare: 43 sec

  • Epic: 40 sec

  • First activation after RoadRunners recharge will be free, every activation after will have a 7% activation cost.
  • Fixed an issue where the sprint duration bar for RoadRunners where it would still display after leg removal.

Ripper

  • Adjusted the Ripper’s hit detection so it only detaches a player’s legs when aimed at the knees or lower.
  • Fixed an issue that would occasionally cause the Ripper to not register hits, resulting in no damage being done.

Slamfist

  • Fixed an issue with the Slamfist that would cause loss of movement momentum when activated.
  • Fixed an issue that would occasionally cause the Slamfist to not register hits, resulting in no damage being done.
  • Increased the hit radius for the Slamfist.

Kinetic Shield

  • Added a new sound effect for when a Ripper and Slamfist comes into contact with a Kinetic Shield.

Tripmine

  • Fixed an issue where Tripmines would explode on contact with Kinetic Shield.

Phosphor Fury

  • Fixed an issue where the Phosphor Fury is not displaying the icon when it is attached to an enemy at close range.
    Weapon Changes
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WEAPON CHANGES

General Summary:

We wanted to make weapons feel a bit more diverse between their counterparts of the same class without vastly changing their functionality, while also trying to improve some issues that were having knock-on effects in other areas like Aim Assist and weapon believability.

As a result, the following changes impact all weapons:

  • Spread and ADS Time adjusted across all weapons to add more variance in feel. This should mean weapons now also benefit more from attachments that modify these values.
  • Spread increase/reduction values tweaked across all attachments that modify Spread, adding more impact to the feel of weapons and making your choices matter more.
  • Reload Speed increases and decreases are now more impactful across attachments that modify them.
  • Recoil has been reworked across all weapons to improve the general feel of shooting. As a result, most weapons have had noticeable recoil changes. ARs specifically have had their recoil increased from their original baseline, but their damage has been tweaked accordingly too—more information on that is below. Other weapons have had their recoil amounts adjusted to better support recoil-reducing weapon attachments.

CORE WEAPON CHANGES

Assault Rifles:

Terikon:

  • Base Damage increased to 32 (was 31)
  • Arm Damage increased to 0.6x base Damage (was 0.5x)
  • Leg Damage increased to 0.7x base Damage (was 0.6x)

Kasper:

  • RPM reduced to 850 (was 900)
  • Burst Cooldown increased to 0.35s (was 0.25s)
  • Base Damage increased to 55 (was 40)
  • Headshot Multiplier increased to 2.3x (was 2.1x)

Mavinga:

  • Base Damage increased to 34 (was 32)

M4 Commodore:

  • Base Damage increased to 25 (was 24)

Vulture:

  • Base Damage increased to Base Damage increased to 27 (was 24)
  • Headshot Multiplier decreased to 2.2x (was 2.3x)
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Weapon Bug Fixes:

  • Fixed an issue where some underbarrel grips were missing proper icons
  • Updated weapon visuals to support Low Quality Mode
  • Fixed an issue where the Pierser remained fully charged after any interaction involving holstering the weapon
  • Fixed a bug where the Pierser charge effect remained on the weapon if it was swapped during the charge or immediately after firing
  • Fixed a bug causing the support hand's pose to break after switching shoulders
  • Addressed an issue where the player's legs moved unnaturally fast when switching weapons while sprinting
  • Fixed a bug where the pistol was held upside down in aim state when the right arm was detached
  • Fixed an issue where the player had to press the switch weapon button twice on controller to swap from the second weapon slot to the first while using a jetpack
  • Fixed weapon misalignment when the shoulder was swapped, causing the laser to point away from the crosshair
  • Optimized hand positioning for weapons
  • Fixed an issue where the scope would disappear when using Leapers while aiming through an FPV scope
  • Fixed an issue where the character would swap their equipped main weapon instead of picking up a second weapon if the pickup occurred during the unholster animation
  • Fixed auto-unholstering of weapons after landing when using cyberlimbs to jump
  • Fixed an issue where the soldier backpack animation triggered when picking up a fully charged weapon

Gameplay

  • Improved comebacks from knockdowns.
  • Increased knockdown health by 66%, while keeping the same bleed-out time.
  • Increased knockdown movement speed by 33%.
  • Reduced knockdown immunity time by 20% to compensate.
  • Increased self-revive time by 33% to compensate.
  • Slightly increased the height threshold before fall damage starts, reducing minor fall damage impacts.
  • Added a new sprint start animation to match updated acceleration.
  • Fixed an issue where Adrenoshot healing was blocked when both arms were missing.
  • Added the ability to cancel all climb animations using the crouch input.
  • Improved character-to-character collision smoothness.
  • Fixed some cases where a mid-air mantle was incorrectly triggered when jumping near a wall.
  • Minor improvements implemented for Quick Order.
  • Adjusted the speed at which loot drops from loot crates.
  • Fixed a bug causing jet thrusters to remain active after landing if the player took damage just before touchdown.
  • Addressed a bug preventing movement during a second knockdown if the player used and then stopped using an Adreno shot.
  • Fixed a bug that caused players to get stuck when placing a second HEX into the Hextractor.
  • If the search timer expires without results, the Teardrop Op is now canceled and a consolation prize is awarded to the team.
  • Fixed an issue where jumping onto stairs would trigger a mantle and cause the player to climb.
  • Fixed an issue causing Hextractor heat sinks to not spawn.

UI

  • Implemented a new Loadout UI during matches.
  • Updated the in-game Squad panel.
  • Improved map controls when using a controller.
  • Added a HUD Scaling setting.
  • Fixed incorrect extraction progress percentage shown on-screen if the player was far from the Hextractor during Interruption.
  • Fixed an issue where items couldn’t be dropped as a stack when using a controller.
  • Fixed an issue where 'Drop as a stack' on a limb slot de-attached the limb without an animation and allowed the character to shoot without both hands.
  • Fixed an issue where enemy markers were visible on the map screen during the match if the player had scanned hostile players in the pre-match.
  • Updated opacity settings.
  • Fixed an issue where the jetpack cooldown timer incorrectly appeared on the Quick Order tile when opening the inventory mid-flight.
  • Netrunner Teardrop Op should now display the next zone circle after completion.
  • Fixed incorrect pros and cons stat values.
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Sound

  • Fixed an issue where players could hear pre-match sounds during the loading cinematic when using Cyberlimbs.
  • Addressed another issue where the jetpack overheat sound would continue playing after respawning, if the player had been spectating a teammate.
  • Cobra's in-game lines are now available in five additional languages: Korean, Spanish, Turkish, Italian, and French.

Lobby

  • Fixed an issue where exiting a practice range broke character appearance, causing the player’s body to be missing in some instances.
  • Fixed an issue where the last previewed emote in a session would play during any Appearance item preview in the marketplace.

Locations

  • Made several lighting, shadow, and LOD improvements across all of Teardrop.
  • Fixed several locations where players could get stuck.
  • Improved collision across the board.

Combat DJ

  • Added two new Combat DJ tracks.
  • Added album covers for the new tracks.

Bots

  • Bots can now revive teammates.
  • Improved bot movement to appear more realistic.
  • Added limb restrictions to bots for more natural behavior.
  • Improved bot behavior when using melee Cyberlimbs.
  • Adjusted climbing behavior for bots.
  • Fixed an issue where bots were stuck to the ground.

Crashes

  • Fixed several instances of crashes.

Tutorial

  • Many improvements and fixes for the tutorial
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Partisan

  • Base Damage increased to 25 (was 24)

LMGs

Hawk

  • Headshot Multiplier reduced to 2x (was 2.3x)
  • Reload Time reduced to 3.8s (was 4.4s)

Boomslang

  • Reload Time reduced to 4s (was 4.6s)

Marksman Rifles

Proton

  • Base Damage increased to 120 (was 115)

Ichnya

  • Base Damage increased to 90 (was 80)
  • RPM increased to 250 (was 230)

Shotguns

Flenser

  • Base Damage increased to 38 (was 32)
  • RPM reduced to 60 (was 90)

Influencer

  • Reload Time increased to 3.3s (was 3.0s)

Sidearms

Tap9

  • Base Damage increased to 125 (was 105)
  • RPM reduced to 200 (was 210)
  • Headshot Multiplier reduced to 1.5x (was 1.75x)
  • Arm Multiplier reduced to 0.5x (was 0.65x)
  • Leg Multiplier reduced to 0.6x (was 0.65x)

Kelowna

  • Base Damage increased to 60 (was 50)
  • Burst Cooldown increased to 0.25s (was 0.2s)

SMGs

AZV100

  • Base Damage increased to 51 (was 41)
  • Burst Cooldown increased to 0.275s (was 0.2s)

Tacoma

  • Base Damage increased to 29 (was 28)

Woodpecker

  • Headshot Multiplier increased to 2.2x (was 2.1x)

Kochi

  • Headshot Multiplier increased to 2.3x (was 2x)
  • Reload Time reduced to 2s (was 2.2s)

Sniper Rifles

  • All Sniper Rifles have had their accuracy reduced while in the falling state when using third-person sights. First-person sights remain unaffected.

Osprey

  • Base Damage increased to 150 (was 120)
  • Headshot Multiplier reduced to 1.75x (was 2x)
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Additional Changes

Muzzle Attachments

  • Flash Hiders no longer reduce bullet velocity
  • All Flash Hiders now properly show that they reduce ADS Time
  • All Suppressors now increase bullet velocity instead of reducing it
  • All Suppressors now increase horizontal recoil instead of reducing it

Sights

  • Fixed some odd behaviour relating to ADS Time with scopes to improve responsiveness when scoping in and taking shots quickly
  • Note: We haven't yet addressed the issue of releasing ADS too quickly and hip-fire accuracy taking over immediately—we're working on a solution soon.
  • 1.5x Red Dot Sights now correctly list their magnification as 1.5x in the Pros for the attachment

Stocks

  • Light Stocks reload speed bonus now 15% (was 8%)
  • Heavy Stocks reload speed penalty now 15% (was 8%)

Underbarrel Grips

  • Fixed some odd recoil behaviour with all grips
  • Slim Angled Foregrips now reduce hip-fire spread by 12% (was 18%)
  • Coyote Foregrips now reduce hip-fire spread by 16% (was 22%)

Magazines

  • All ammo count pros and cons for magazines now represent the increase/decrease over default, rather than just listing the total
  • All Compact Magazines reload 20% faster than base (was 10%)
  • All Extended Magazines reload 15% slower than base (was 10%)
  • All Drum Magazines reload 35% slower than base (was 25%)

Magazine Capacity Changes:

  • Terikon Extended Mag: increased to 42 rounds (was 36)
  • Kasper Extended Mag: increased to 42 rounds (was 36)
  • M4 Commodore Extended Mag: increased to 52 rounds (was 46)
  • Partisan Extended Mag: increased to 48 rounds (was 46)
  • Partisan Drum Mag: increased to 56 rounds (was 54)
  • Tap9 Extended Mag: increased to 12 rounds (was 11)
  • Type 227 Extended Mag: increased to 16 rounds (was 14)
  • AZV100 Extended Mag: increased to 42 rounds (was 36)
  • Kite Drum Mag: reduced to 54 rounds (was 60)
  • Kochi Extended Mag: increased to 42 rounds (was 36)
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Weapon Variants

All variants have been adjusted due to base weapon changes but should be performing the same as before—unless listed below for specific balance adjustments or changes made to match their intended functionality.
If these changes were not mentioned above for the base weapon, they apply only to the variant.

Assault Rifles

M4 Commodore Enforcer

  • RPM increased by 15% of base RPM
  • Base Damage reduced by 8%
  • Headshot Multiplier reduced to 2.4x (was 2.5x)
  • Spread reduced by 10%
  • Total Movement Speed increased by 5%

Vulture Cybergoth

  • RPM increased by 5% of base RPM (was 2.5%)
  • Vertical Recoil increased by 20% of base recoil (was 10%)

Vulture Pink Fury

  • RPM increased by 9% of base RPM (was 2%)
  • Headshot Multiplier increased to 2.5x

Partisan Raverunner

  • Headshot Multiplier increased to 2.5x
  • Spread reduced by 5%

Shotguns

Flenser Mad Biker

  • RPM increased by 50% of base RPM
  • Body Damage reduced by 16% of base Body Damage

SMGs

Tacoma AVAX Gen 04

  • Spread reduced by 10%
  • ADS Movement Speed increased by 5%

Kite Nebula

  • Horizontal Recoil increased by 20%
  • Vertical Recoil reduced by 20%
  • Spread increased by 10%
  • ADS Time reduced by 10%
  • Reload Speed increased by 10%

Kite Scumpocalypse

  • Vertical Recoil increased by 15%
  • Horizontal Recoil reduced by 20%
  • Limb Multipliers increased to 70% (arms) and 80% (legs)

Sidearms

Kelowna El Diablo

  • Now has a new recoil pattern to fit its description
  • Base Damage increased by 10%
  • RPM decreased by 10%
  • Vertical Recoil reduced by 5%
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🗒️ Patch Notes: CL441604 🗒️
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

WestCOL Content Pack

  • Fixed an issue with Westcol’s short chains material.
  • Fixed an issue where Westcol’s body would not fade out correctly when the camera was too close to the head

Missions

  • Fixed an issue where Cyberlimb Hunt Teardrop Op would not spawn.
  • Fixed an issue where Sky Navigator Teardrop Op would automatically complete.
  • Fixed an issue where Netrunner or HEX collector Teardrop Op indefinitely stayed in the log if the start of the hacking process was disrupted by enemies.
  • Fixed light flickering in VFX for Combat DJ.
  • Fixed an issue where Bounty Hunter Teardrop Op would show "None" as fail reason. Also fixed instances where dead players were available as bonus - targets.
  • Fixed an issue with missing localisation for “Searching for target” and “no targets found” for the Bounty Hunter Teardrop Op.

Gameplay

  • Fixed an issue where the character kept sprinting after sliding without holding Shift when sprint activation was set to Hold, if the player released Shift during the slide.

Weapons

  • Rebalanced Kestrel Templar:
  • Rate of Fire increased by 25%.
  • Body Damage reduced by 15%.
  • Headshot Multiplier increased to 2x.
  • Updated animation for Woodpecker reload.

UI

  • Fixed an issue that prevented players using a controller from navigating the menu screen with the D-pad.
  • Fixed an issue where the jetpack activation tooltip could become stuck on the screen.
  • Fixed an issue that prevented players from pinging Hex Extractor terminals.
  • Fixed an issue where the "Spectate" button was missing in some instances.
  • Fixed an issue where the Battle Pass preview image was missing after leaving a match.

Sound

  • Fixed a missing scream when an enemy was falling from a roof right after death.

Tutorial

  • Fixed an issue where the character would teleport to the next roof instead of the start point of the Leapers Tutorial.
  • Fixed an issue with Pierser’s scope in the Tutorial loadout.
  • Fixed missing HUD navigation markers for "Proceed to the next roof" steps in the Mobility Cyberlimbs section.

Various

  • Fixed multiple animation issues on the Loadout menu.
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Hey Zeroes, we've just deployed a hotfix to <@&1273256019601915905> <@&1271843677852930080> ( <@&1146789075483906048>)

  • Fixed a rare instance of crashing.
  • Fixed an issue where rebinding the action button for any settings did not save after applying the changes for some users.
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Patch Notes 04/04/2025 - CL445464

Cyberlimbs

  • Added an obstacle check on the server for the Thumpers to prevent server-client discrepancies from causing unwanted behavior.

Gameplay

  • Fixed an issue where the Terminal could become unusable if two teammates attempted to hack it simultaneously.
  • Fixed Terminals randomly becoming non-interactable.
  • Overheat explosions are now properly synced through gameplay cues.
  • Resolved a problem where missions could start while one player was dead in Sky Navigator.
  • Ensured Skynav is properly destroyed alongside the grid.
  • Addressed a bug that allowed characters to climb on Sky Navigator gates.
  • Adjusted the behavior of the HEX Extractor, allowing it to remain active in a shrinking zone if still in progress while keeping it interruptible.
  • Fixed an issue where characters could become stuck in the charging state if Left Mouse Button was triple-clicked.
  • Corrected a bug where player collision remained incorrect after sliding, causing the character to stay in a sliding state.

UI & Settings

  • Fixed an issue where interaction focus would not update after closing the Loadout tab.
  • Resolved a problem where input would be lost on the HUD’s report screen after declining to send a report.
  • Fixed a bug on Xbox & PS5 settings where the Controller Profile setting would reset upon restarting the game.
  • Disabled interaction tooltip on failed mission interactions.
  • Ensured Sniper sensitivity refreshes properly after changing weapons.

Locations

  • Fixed a rare issue where a large plane with no material would appear during deployment.
  • Addressed multiple instances where players could get stuck or fall through the map.
  • Patched a hole in the terrain that could cause players to fall inside.
  • Closed gaps between pipes and stones.
  • Fixed issues related to staircase blocks.

Tutorial

  • Resolved an issue with HEX Extractor arrows not displaying correctly in the tutorial.

<@&1271843605514027060> <@&1273256019601915905> <@&1271843677852930080>

open furnace
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Patch Notes 11/04/2025 - CL450529
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

UI and Settings

Loadout Screen

  • Resolved an issue that caused text to overlap and wrap incorrectly.
  • Fixed header text alignment issues in various languages.
  • Fixed an issue where the ammo quantity would incorrectly display as '999' on the Loadout screen during pre-match.
  • Fixed an issue where the Loadout Selection screen would not close after selecting a loadout through Quick Order.

Tooltips

  • Fixed an issue where the Jetpack tooltip overlapped with the Self-Revive tooltip.

General Settings

  • Updated the thumbnail image for the Pierser Hybrid Compensator attachment.
  • Fixed a bug where the Marketplace Offers button would incorrectly show no offers.
  • Colorblind Mode now retains selected settings after restarting the client.
  • The client no longer defaults to the "Low" preset on launch when no local settings are saved.

Xbox & Keyboard/Mouse Settings

  • Keyboard Input Settings on Xbox can now be restored to default after rebinding.

Localization

  • Added missing descriptions for Microphone Activation Threshold and UI Language in the settings menu.

Sound

  • Fixed various missing sound effects.
  • Addressed an issue where character footsteps were not audible when starting to run.

Locations

  • Improved collisions and object placement for better player movement in locations

Miscellaneous Fixes

  • Fixed several crashes
  • Fixed an issue causing Proton attachment visuals to overlap with each other in the Loadout menu.
  • Fixed a bug that caused the player's feet to become invisible after ordering and equipping a loadout.
  • Fixed an issue where Midtown Harbor location names on the map were not translated correctly in some languages.

Tutorial

  • Applied minor improvements to the tutorial experience.
open furnace
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Patch Notes 17/04/2025 - CL455719
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Battle Pass

We’ve cracked open a fresh round of chemically questionable, beautifully dangerous loot, with the ChemTech crew leading the charge.

☣️ ChemTech Character Gear
⚡ Proton Drifter skinned weapon
🩸 Flenser ChemTech skinned weapon
🔥 “Fire and Flex” Emote

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In addition, this month’s Loyalty Reward will bring you more chaotic fire with the “I’m Fine” weapon skin for the M4 Commodore.

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Don’t blink!

Beware, Zeroes! ChemTech will stick around for just a two-week carnage sprint and dissolve its way out of the Battle Pass at the end of April. That’s right, this one’s burning fast and bright before we throw open the doors on more lore-soaked mayhem on Teardrop.

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Settings

  • Fixed an issue that would cause the Per Zoom Sensitivity settings to reset when aiming while reloading.
  • Fixed various incorrect and missing descriptions in the Settings menu.

UI

  • Fixed missing localization for "Left Match" and "Disconnected" status messages during redeployment in non-English languages.
  • Fixed incorrect pluralization of the "charges" stat in the inventory for cyberlimbs with only one charge.
  • Fixed grammar and localization issues in TOS/EULA decline pop-up on first boot across multiple languages.
  • Fixed text cutoff issue for the “Close” button on the OTG Early Access screen (post-tutorial) in German.

Locations

  • Fixed an issue where loot from crates would become unlootable due to clipping into the floor.
  • Improved collision handling and removed gaps between walls and ceilings that would disrupt player movement or cause players to get stuck.

Miscellaneous fixes

  • Fixed an issue where the character would fall at an accelerated speed after canceling the Hammerhead animation by using armor plates.
  • Fixed an issue where players could interact with the Hex Vault terminal during the Hex Collector TeardopOp despite it being outside the overloaded zone.
  • Fixed an issue where the character would aim and shoot the weapon downwards when trying to shoot too close to an enemy player or object.
  • Fixed an issue where the character could exit the Cyberlimb’s Practice Range by flying through the ceiling at a specific location.
  • Addressed multiple issues leading to crashes.

Tutorial

  • Added missing target markers on dummies during the Phosphor Fury section of the “Offensive Cyberlimbs” tutorial.
  • Fixed an issue that would cause players to become stuck in the “Hack the extraction” step during “Hex Hacking”.
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Hey Zeroes, here's the patch notes for today's update - CL462358. <@&1146789075483906048>

Cross-Platform Friend System

  • The Cross-Platform Friend System has arrived on Teardrop.
  • Invite fellow other Zeroes and play in a party with them, no matter the platform they are on.

Progression Changes

New XP Values

  • Both the XP required for each level and all sources of Account XP have been increased and rebalanced.

New OmniHexes

  • OmniHexes are added to the traditional HEXes found and extracted in-game.
  • They guarantee a certain item rarity and can contain any item type.
  • OmniHexes come in three rarities:
    • Common – 70% chance to contain a Common item, 30% chance for Uncommon or better.
    • Uncommon – 80% chance to contain an Uncommon item, 20% chance for Rare or better.
    • Rare – 90% chance to contain a Rare item, 10% chance for an Epic item.
    • Epic - Guaranteed Epic item
  • Note: Your existing HEXes remain functional. OmniHexes are stored separately in a new OmniHex tab for future rewards.

Player Level-Up Rewards

  • Players now earn OmniHexes when leveling up:
    • Common Hex – every level
    • Uncommon Hex – every 5th level
    • Rare Hex – every 25th level
    • Epic Hex – every 100th level

Extracting Hex Rewards

  • When extracting HEXes in-game, rarity matters more:
    • Common – Just the Hex
    • Uncommon – +20 Player XP, +3 BP XP
    • Rare – +40 Player XP, +6 BP XP
    • Epic – +60 Player XP, +8 BP XP

Matchmaking

  • Players can now select only one matchmaking region at a time.
  • Matchmaking times are now more accurately displayed.

Gameplay

Melee

  • Reworked the melee system: players now dash slightly toward targets when attacking.

Aim Assist

  • Improved rotational smoothing to be framerate-independent.
  • Added absolute aim assist strength values in settings.
  • Aim assist now decreases or disables on ghosted targets, based on their speed.
  • Aim assist now functions through destructible glass.
  • Decreased sensitivity assist to 50% (from 60%).
  • Increased rotational assist to 50% on PC (was 40%; remains 60% on console).

Aiming

  • Replaced gamepad aim sensitivity with a uniform multiplier (default: 50%).

Movement

  • Added weapon unholster animation during jetpack land rolls.
  • Increased vault and climb speeds.
  • Added mid-air sprint to smooth out the camera experience.
  • Added slight falling air resistance above max sprint speed.
  • Fixed various jetpack-related camera, visual, and audio bugs.

Misc

  • Simplified loot containers to regular and treasure variants.
  • Implemented 20% currency burn on character death.
  • Fixed issue where a knocked team wouldn’t fully die if their last Adreno Shot teammate was eliminated.
  • Fixed Quick Order Drone loadout crates falling through the floor.
  • Resolved camera spawning under terrain during pre-match.
  • Fixed a bug where players appeared legless after equipping legs just before despawn.
  • Restored missing visual effects (electric sparks and steam) on the Limb Accelerator Backpack.
  • Improved interaction so players now face the DJ terminal correctly.
  • Improved hex extractor range to fix edge-case interaction issues.
  • Fixed Hex Terminal appearing half-open on initial approach.
  • Fixed Bounty Hunter target missions not being assigned.
  • Fixed Skynav teammate progress not updating.
  • Improved UX in the SkyNav interface.
  • Fixed loot not dropping from the first crate in Cyberlimb Hunt.
  • Fixed incorrect reward distribution and removed unintended map markers in Cyberlimb Hunt.

Cyberlimbs

Ripper

  • General damage from a Ripper hit is now 200 HP instead of 250 HP.
  • Localized Severing Points have been implemented:
    • Arm: Can be severed if it receives 100% damage to the arm limb.
    • Leg: Maintains the current logic where strikes at or below the knee can sever the limb; can also be severed if it receives 100% damage to the leg limb.
  • Ripper does 90% of the hit limb max health as damage to that limb.
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Roadrunners

  • Overall maximum sprint speed reduced by 30%, resulting in 170% sprint speed (100% base + 70% from Roadrunners).

Paralyzer

  • The center of the scan zone has been moved from the player to the dart.
  • The dart is now the primary projectile that provides wallhack and can disable enemy limbs on contact.
  • Enemies who trigger the Paralyzer effect are no longer highlighted by the Recon Drone after the effect ends.
  • Upon activation, the Paralyzer now immediately fires the dart instead of triggering a scan.
  • The dart emits scanning waves identical to the original scan while present.
  • If the dart hits an enemy, the source of the scan becomes that enemy.
  • The dart attaches to the enemy only during the "limbs switching off" field effect.
  • After the effect ends, the dart detaches and continues scanning from its detachment point.
  • The Paralyzer scan radius for characters has been reduced to 25 meters.
  • The Paralyzer no longer highlights the enemy character directly but marks the last scan hit location with a red silhouette.

Recon Drone

  • Enemies are now visible for 4 seconds, followed by 2 seconds of invisibility, in a continuous cycle.
  • Fixed Recon Drones spawning inside or through walls.

Misc

  • Implemented slide slowdown for Slugger and removed the ability to cancel slides with abilities.
  • Cyberlimb activation now interrupts crouching.
  • Fixed item consumption exploit during Hammerheads cancel.
  • Fixed Hammerheads forcing movement mode through root motion.
  • Fixed Phosphor Fury’s fire radius and overlap detection to match visuals.
  • Fixed Ripper vertical dash distance being too short.

Weapons

  • Improved weapons staying equipped on limb loss.
  • Fixed switching weapons in inventory not updating the active weapon.
  • Addressed hipfire movement block not working when legless.
  • Fixed weapon names and rarities displaying incorrect grammar in certain languages.
  • Fixed misaligned UI boxes in the weapon attachments menu.
  • Fixed missing ammo display in weapon inventory slots.
  • Fixed invisible FPV scope after shoulder-switching without aiming.
  • Fixed stat mismatches between attachment descriptions and values.
  • Fixed input buffering on weapon charge when holding LMB.
  • Fixed invisible FPV scope when spectating an aiming player.
  • Fixed magazine mesh floating behind player after switching during reload.
  • Fixed incorrect attachment names in UI.
  • Fixed issue preventing weapon replacement in secondary slot if one arm was missing.
  • Fixed missing spectator camera shake.
  • Fixed out-of-bounds text on weapon comparison tooltips—removed redundant textbox.

Sound

  • Added voice lines for attaching trip mines to enemy trip mines using the Tripmine limb.
  • Added SFX and VFX when melee limbs strike kinetic shields.
  • Added Hideout music tracks 8–11.
  • Updated music preview scenes and synced Combat DJ terminal visuals to music beats.
  • Fixed a trailer bug where audio cut out when pressing X while using the right stick.
  • Added sound shapes and polish for Midtown Harbour.
  • Synced ability activation with correct sound cues.
  • Added audio feedback for picking up Legendary weapons.
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UI and Settings

  • Updated Loadout screen layout.
  • Fixed sign-in issues when switching to fullscreen from custom windowed mode.
  • Added Performance/Fidelity toggle.
  • Fixed sliders/toggles not responding after restoring defaults on controller.
  • Fixed "New item" tag not disappearing in the Appearance menu.
  • Resolved multiple d-pad navigation bugs.
  • Fixed cut-off Cyberlimb/Backpack descriptions in DE and FR languages.
  • Fixed cooldown timer in spectator ping UI skipping a second.
  • Fixed backpack slot rows not updating after switching backpacks.
  • Fixed inventory menu flickering when holding TAB.
  • Fixed item description text overlapping in non-English UIs.
  • Players can now tap A to drop weapons (instead of holding).
  • Updated compass for clarity.
  • Fixed death marker delay on minimap—now appears instantly.
  • Fixed challenges not appearing after server reconnect.
  • Fixed ping issues when targeting players or names.
  • Fixed Last Death marker not being pingable.
  • Major UI texture optimizations for HUD, lobby, and emotes.
  • Fixed rebindable buttons not resetting properly.

Lobby

  • Fixed support hand posing issues with underbarrel attachments.
  • Fixed previewing unowned items clearing equipped slots.
  • Fixed smoke VFX in lobby resetting after returning from HEX tab.
  • Fixed blurry UI elements at 16:9 resolution regardless of DLSS/FSR.
  • Updated VERxx sockets and assigned proper finger poses in lobby.
  • Fixed regional pricing showing under OTG Pro if providers were disabled.
  • Fixed overlapping voiceovers during content pack previews.
  • Fixed character rotation issues in preview scenes.
  • Fixed navigation bugs in Combat DJ and Lobby Music tabs.
  • Fixed redirection errors in OTG Pro and Marketplace links.
  • Fixed Combat DJ music source being misaligned with echo effects.
  • Fixed tutorial skip only working if tutorial was skipped earlier.

Optimization

  • Optimized animation behavior after ability ends.
  • Optimized Item Catalog load times.
  • Default framerate cap set to 60 on Xbox and PS5.

Crashes

  • Fixed multiple console-specific crashes.
  • Fixed potential server crash causes.
  • Fixed crash related to Phosphorus Dart typo.

Locations

  • Optimized collisions in Ocio, Saltie, Little Kyiv, and Midtown Harbour.
  • Polished lighting in Ocio.

Various

  • General localization fixes.
  • Additional polish across multiple systems.
open furnace
#

Patch Notes 02/05/2025 - CL466592
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Matchmaking

  • Fixed an issue where multiple match reconnections could occur.
  • Fixed an issue where estimated match time was not shown for party members during queue.

Gameplay

Melee

  • Fixed an issue where melee attacks could target friendly players when no enemies were nearby.
  • Fixed an issue that occasionally caused players to get stuck in the "Movement in Air" state after performing a melee hit while jumping.

Aim

  • Improved and fixed aim assist smoothing.
  • Fixed an issue where the first-person view scope could break if a melee attack was used immediately after switching shoulders.

Quick Order Drone

  • Fixed an issue where Quick Order could not be cancelled using the Escape key.

Tutorial

  • Fixed an issue where an incorrect loadout selection appeared when pressing B in the inventory screen. The player's actual loadout selection screen can now be accessed properly during the tutorial.

Other

  • Fixed lootbox material replication issue where opened lootboxes still showed yellow tape for other players.

Cyberlimbs

Phosphor Fury

  • Fixed an issue where the visual and sound effects of the Phosphor Dart remained on the player after exploding, especially when triggered mid-air.

Kinetic Shield

  • Fixed an issue where the projectile launch sound did not play after multiple rapid throws.

Maxigun

  • Added air target detection and explosive bullets.

Hammerheads

  • Fixed an issue where Hammerhead animations continued playing after impact if there was no surface beneath the character.

Thumpers

  • Fixed an issue where players could use the Thumpers beneath obstacles after spawning.

Recon Drone

  • Updated scan visual effects.

Paralyzer

  • Updated scan visual effects.

Tripmine

  • Fixed visual and audio effect volumes.
  • Fixed an issue with invisible water collision on sloped terrain, which could allow Tripmines to be placed in mid-air.

Miscellaneous

  • Fixed an issue where picking up Cyberlimbs would cause a temporary visual duplication on the ground (lasting 0.5–1 second).

Weapons

  • Fixed bug where FPV scope appeared invisible when spectating a teammate who was aiming.
  • Fixed issue where FPV scope magnification changes were not visible in spectator mode.
  • Teardrop Legendary Weapons now drop from both loot crates and TeardropOp rewards.
#

Weapon TTK Reduction

In an effort to improve the feeling of weapon combat we have reduced the Time-To-Kill (TTK) of Weapons by approximately 30%.

  • Numerically, this is a sharp reduction in TTK, so all weapons underwent full Spread passes to tune their overall bloom under consistent firing scenarios. This means that simply aiming at someone and holding down the fire-button is no longer guaranteed to land every shot on the target with minimal effort
    unless they are very close to you. With a lower TTK, there was no longer a necessity for weapons to be as accurate as they were before because fewer shots need to hit a target to knock them now.

This Spread increase serves three purposes:

  • To add more skill requirements to Weapon Combat that more players are familiar with and already comfortable with.
  • To ensure there is enough survivability at mid-to-long ranges.
  • Typical scenarios include flying with the Jetpack, using Leapers, escaping with the Roadrunners.
  • To aid with the feeling that Aim Assist is too strong in certain scenarios.

We can’t list every specific change that has been made as these patch notes would end up being too much to both document and read, so a summary is as follows:

  • Spread has been increased significantly when firing weapons for extended periods of time. This varies from weapon family to weapon family (Terikon, Hawk, etc.) and is subject to further tweaks over the
    coming weeks.
  • Spread-affecting Weapon Attachments have been rebalanced around the new Spread values to provide more balanced adjustments both positively and negatively and some have had their Spread-affecting
    values removed where it made sense.
  • Spread has been increased for most weapons when the player is airborne (Falling, Jumping).
  • Spread has been increased slightly when the player is moving (ADS Walking, Running)
  • Spread has been slightly reduced again for Snipers using third-person sights when airborne.
  • Spread has been slightly reduced again for Snipers using third-person sights when moving (ADS Walking, Running).
  • Weapons have had damage drop-off adjustments to account for the new TTK.
  • Some weapons have had slight RPM tweaks to fit them into their respective TTK brackets.
  • Weapon Variants have all been rebalanced slightly to ensure they do not massively outperform or underperform their base weapon counterparts without losing their identities.

We want to stress that this is just the first step on this new way forward with Weapons combat in OTG, with many more changes, tweaks and improvements coming in the next weeks based on your feedback. A few
things to note that we are aware of and are already making the first pass of improvements on:

  • Spread is aggressive now, so we will likely be tightening it in gradual amounts until we reach the perfect feeling for it.
  • Mid-to-long range survivability is now likely to be higher than before the patch, perhaps excessively so, and this directly correlates with how many shots you land before your Spread becomes unmanageable.
    The point above this one will simultaneously address this.
  • Some weapons may feel like their new Spread values don’t quite fit their proper usage cases based on how players prefer to use them, so this will be addressed as soon as possible based on feedback.
  • Individual weapons may prove to be stronger or weaker in the new system than intended, so providing feedback on this would be greatly appreciated so we can tackle weapons on an individual basis.
  • Recoil has not been touched with this new TTK pass and will be undergoing adjustments in the coming weeks to finally add proper recoil patterns.

We will be iterating and improving on this every update over the coming weeks to tighten the Weapon Combat up as quickly as possible and we appreciate any and all constructive feedback.

#

Progression

  • New feature: Battle Pass levels can now be purchased with GUN.
  • Updated Hex decoding prices.
  • Updated Gun and XP values earned from matches.
  • Updated GUN earned from Challenges.

Sound

  • Fixed an issue where the Gridshield sound effect could get stuck on the player after switching to a different backpack inside the shrinking zone.

UI and Settings

  • Fixed issue for Xbox players, where pressing [A] on a player card from another platform in the ESC menu opened an empty Xbox profile.
  • Fixed issue where the next HEX extraction terminal was not highlighted after the closest one was covered by the zone.
  • Fixed issue where the cursor too often snapped to interactive icons on the map, making it difficult to place a marker between them.
  • Fixed issue where the mouse cursor was not locked in the game window while the inventory screen was open.
  • Fixed issue where the Apply settings button and pop-up notification did not trigger after changing the zoom sensitivity multiplier settings.
  • Fixed issue where there was no marker for the Last Place of Death in solo mode.
  • Fixed issue where the HEX extractor marker on the minimap did not reset after the HEX was dropped from the inventory.
  • Fixed issue where the ping marker disappeared for the owner if it was confirmed and then canceled by a non-owner player.
  • Prevented Hopper from obstructing pinging with a controller during deployment by making it transparent while pinging.
  • Updated loadout selection screen based on feedback: added a separate tab for random loadouts and made it the default screen for new players without loadouts.
  • Added entries for kills and assists to the action log.

Lobby

  • Fixed an issue where the Item Claimed redirection after claiming a Battle Pass item always led to the Cyberlimb Hex category tab.
  • Adjusted lobby background lighting to match the original, fixing overly dark areas.
  • Fixed an issue where the Right Eye and Left Eye could not be equipped separately.
  • Fixed a bug where weapons and attachments were not visually updated on the character model after receiving an "ItemWithdrawn" notification for items in the current loadout.
  • Fixed an issue where lobby music and appearance tab music would not play after reinitialization.

Crashes

  • Fixed a crash caused by the Maxigun: If a player picked up another limb during Maxigun deactivation, the new limb would be equipped, but the Maxigun would remain active, potentially causing a crash.

Various

  • Fixed issue where the word 'HEX' was incorrectly translated in the HEXES tab for Korean localization.
  • Fixed issue where unlocalized text was displayed in the winner team post-match screen in multiple languages (e.g. Japanese, Spanish, French, Italian, - German, Turkish, Korean).
  • Fixed issue where the word 'HEX' was incorrectly translated in the HEXES tab for Korean localization.
  • Fixed issue where text in the standalone loadouts tabs overflowed the borders in multiple languages (e.g., Spanish, French, Italian, Portuguese-BR, Turkish).
  • Fixed issue where 4 players appeared in the plane during the deployment phase while only 3 players were in the team.
open furnace
#

Patch Notes 08/05/2025 - CL469817
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Gameplay

  • Fixed aim assist incorrectly being reduced when ghosted target is revealed.
  • Weapons will now switch hands upon limb loss for better player experience.
  • Fall damage no longer damages and detaches legs but instead damage player health.
  • Increased knockdown health by 20% to compensate for lowered TTK.
  • Decreased self-revive time to 6s (was 7s).
  • Fixed an issue where players were receiving a “No Internet Connection” pop-up without any actual internet connection issues.
  • Fixed an issue with Bounty Hunt TeardropOps where no targets were assigned after 30s despite targets being available in early and mid game.
  • Fixed an issue where Cyberlimbs would have an abrupt snap animation when switching shoulders.
  • Added a missing Sidearm to one of the Training Loadouts.
  • Fixed an issue where loot containers would change colours unexpectedly after opening them.
  • Fixed an issue where the equipped Impact Junkie mask would appear as another mask when a cap was equipped as well.
  • Fixed several collision, texture issues.

Challenges Fixes

  • Daily challenges now provide the intended gun reward
  • Disable “Play 3 matches“ and “Play 6 matches“ daily challenges, as they overlap with an already existing challenge, “Play 2 matches“.
  • Moved “Revive 4 teammates“ to Monthly Challenges with the appropriate reward

GUN Rewards Adjustments

  • GUN rewards adjustment for In-match actions, Challenges, and Match Placement.
  • Appropriate Placement rewards are now given for all placements between the 1st and 15th.

Cyberlimbs

Ripper

  • Damage reduced from 200 to 100 per hit.
  • Each hit now deals over 100% cyberlimb damage, ensuring the enemy arm detaches.
  • When an arm is cut off, the player’s primary and secondary weapons no longer drop on the ground and remain with the player.

MaxiGun

  • Bullets now have an explosive effect, making it easier to hit airborne targets.
  • Movement speed during maxigun use increased by 20%.
  • Maxigun now instantly stows away when other limbs are used (e.g., activating micro missiles cancels maxigun use).
  • VFX parameters updated.

Recon Drone

  • Updated enemy scan material for better visibility.
  • Clear distinction added between enemies in the open and those behind geometry/cover.
  • Improved visibility of scan boundaries in the environment.
  • Carried over Paralyzer effect visuals with adjusted coloring.

Paralyzer

  • Affected area boundaries are now clearly visible with a sphere effect.
  • Updated snapshot system: three illusions now show movement, with the oldest becoming the most transparent.
  • Added trail VFX to scanned enemies, making their movement direction easier to track.

Tripmine

  • Damage reduced from 600 to 550
  • No longer kills enemies in one shot.

Slamfist

  • Fixed a bug where using Slamfist from the ground would reset upward velocity after the ability finished.
#

Weapon Adjustments

Time To Kill - TTK has been increased by 10%.

On average, this means an extra 1-2 bullets to knock a player compared to the previous patch, depending on things like Fire Rates of each weapon. Some weapons are not linearly scaling this way such as Shotguns and Sniper Rifles which are balanced around their own number-of-shots-to-knock settings.

Bug Fixes

  • Fixed a bug with the Light Flashlights on Sidearms and SMGs that was causing them to reduce Spread. We had intended to remove this functionality from all flashlights before the previous update as part of the Spread balancing and these sneaky attachments were missed somehow. Probably because they don't light up.

Weapon-specific Changes

ARs

  • Terikon
  • Spread reduced by 30%
  • Damage Fall-off Range increased by 18%
  • Spread from movement reduced by 7%
  • Kasper
  • Spread reduced by 24%
  • Damage Fall-off Range increased by 14%
  • Spread from movement reduced by 6%Mavinga:
  • Spread reduced by 35%
  • Damage Fall-off Range increased by 14%
  • Spread from movement reduced by 8%
  • M4 Commodore
  • Spread reduced by 37%
  • Damage Fall-off Range increased by 19%
  • Spread from movement reduced by 8%
  • Vulture
  • Spread reduced by 26%
  • Damage Fall-off Range increased by 17%
  • Spread from movement reduced by 4%
    Partisan
  • Spread reduced by 20%
  • Damage Fall-off Range increased by 9%
  • Spread from movement reduced by 7%

LMGs

  • Hawk
  • Spread reduced by 36%
  • Damage Fall-off Range increased by 12%
  • Spread from movement reduced by 6%
  • Boomslang
  • Spread reduced by 32%
  • Damage Fall-off Range increased by 9%
  • Spread from movement reduced by 10%

MRs

  • Proton
  • Spread reduced by 20%
  • Minimum Damage at Max Range increased to 62.5% (was 50%)
  • Spread from movement reduced by 6%
  • Ichnya
  • Spread reduced by 7%
  • Minimum Damage at Max Range increased to 72.5% (was 50%)
  • Spread from movement reduced by 10%

Sidearms

  • Tap9
  • Spread reduced by 7%
  • Spread from movement reduced by 4%
  • Type227
  • RPM increased to 380 (was 350)
  • Spread reduced by 4%
  • Spread from movement reduced by 4%
  • Kelowna
  • Spread reduced by 4%
  • Spread from movement reduced by 10%

Shotguns

  • Squall
  • Spread reduced by 6%
  • Flenser
  • Is now 2-shots to knock only if every single pellet hits the target
  • Spread increased by 10%
  • Spread from movement reduced by 20%
  • Influencer
  • Damage Fall-off Range reduced by 14%
  • Spread increased by 10%
  • Spread Cooldown speed per shot increased by 6%

SMGs

  • AZV100
  • Spread reduced by 35%
  • Spread Cooldown speed per shot reduced by 6%
  • Tacoma
  • Spread reduced by 12%
  • Kite
  • Spread reduced by 7%
  • Spread Cooldown speed per shot decreased by 12.5%
  • Woodpecker
  • Spread reduced by 5%
  • Spread Cooldown speed per shot increased by 7%
  • Kochi
  • RPM increased to 720 (was 700)
  • Spread reduced by 8%
  • Spread Cooldown speed per shot increased by 6%

Snipers

  • Pierser
  • Reverted an inadvertent change that prevented the Pierser from 1-shotting people at distances over 150m with a fully-charged headshot.

Weapons

  • Fixed an issue that caused the FPV scopes to bounce upon activating RoadRunners.
  • Progressive Loadouts (Loadout Drops) will now provide Shotgun Ammo from Stage 4.
  • Fixed an issue that could cause weapons to glitch into or through the Drop Pod becoming unobtainable.
  • Fixed an issue where the camera positions snaps away from its actual position of aim while the shot direction is blocked using a FPV.
#

Audio

  • Fixed an issue that prevented cross-platform players from hearing each other after creating a squad via “Recent Squads”.
  • Fixed an issue where other squad members would get muted when using “play again with team” option.
  • Fixed an issue where Push-to-Talk didn’t work in the Winning Team screen.
  • Fixed an issue where Jetpack sounds of another player was sometimes not playing.

UI/Lobby

  • Fixed an issue that caused the closest terminal ping button to be missing in spectator when redeploy is a available.
  • Added a QR code to the lobby linking to our Discord for easier feedback flow.
  • Audio Languages are now written out fully instead of their abbreviations.
  • Fixed an issue where primary weapons would be placed under Armor & Backpack category instead of its correct slot in the Loadout selection screen.
  • Fixed an issue where the time survived timer was not properly working.
  • Fixed an issue where invites from a squad mate on console sometimes weren’t accepted when the Accept button was pressed.
  • Fixed an issue where selected appearances could disappear sometimes when using “View All Offers” button.

Localization

  • Improved localization and corrected various spelling errors.
  • Fixed issues with unlocalized texts displayed in post-match screen on PS5 in JP, ES, FR, IT, DE, TR, KO.

Performance & Stability

  • Fixed some issues that caused crashing.
open furnace
#

Patch Notes 16/05/2025 - CL475266

Gameplay

  • SOLO mode is now restricted till 8 level of the player account.
  • Added cancel/block support for tasks during interactions.
  • Fixed an issue where characters failed to use the jetpack if they collided with another player before jumping from elevated surfaces.
  • Fixed rare cases where sprinting inertia was not preserved when letting go of the input stick while airborne.
  • Fixed ping markers not applying to free space on the minimap and reverting to previously marked objects.
  • Fixed an issue where only the first custom loadout could be selected in the Random Loadouts tab.
  • Fixed loadout crate getting stuck in destroyed roof geometry in certain locations.
  • Loadouts now properly provide shotgun ammo.
  • Fixed issue where a player could use movement input to interrupt emote animations in the lobby.
  • Fixed issue where the jetpack's visual effects disappeared when activated behind the character from long distances.
  • Fixed missing video effects for the 'Fire and Flex' emote.
  • Fixed Skunkpaw toxic smoke video effects not appearing in some instances.
  • Fixed terrain tile mismatches in the Ocio area.
  • Fixed invisible collision on Ocio stairs.
  • Added collision to a previously passable asset in Little Kyiv.

Cyberlimbs

  • Slamfist dash now applies a brief slowdown after ending to reduce horizontal momentum.
  • Fixed an issue so preventing Cyberlimb abilities use after attaching legs.
  • Fixed an issue preventing Cyberlegs abilities from working after switching shoulder attachments.
  • Fixed broken hard surfaces on detached cyber limbs after reconnection.
  • Switching between Maxiguns no longer breaks HUD ammo count or overheat status.
  • Added support to cancel Maxigun when Roadrunners are activated.
  • Fixed Maxigun widget not updating correctly after activation.
  • Fixed visual glitches involving Roadrunner effects.
  • Paralyzer snapshot duration reduced from 9s → 3s to improve clarity.
  • (Snapshots show the last known enemy position - this change reduces visual clutter without affecting gameplay balance.)
  • Fixed an issue causing players to sometimes be stuck in slide state after using Ripper while sliding.

Weapons

  • Switching between Maxiguns no longer breaks HUD ammo count or overheat status.
  • Removed "[A] Edit Attachment" option for the NINJA Kestrel.
  • Fixed readability issue with weapon attachment text overflowing UI boxes.
  • Fixed a rare error triggered after acquiring a Legendary Kasper.

UI / Lobby

  • Updated post-match text for clarity.
  • Updated item listing success notification.
  • Updated notifications for "Create" and "Unlist" market offers.
  • Fixed overlapping UI elements when switching between Random and Custom loadout tabs with no loadouts.
  • Fixed issue where unreleased content settings appeared in the settings screen.
  • Fixed various UI inconsistencies across menus and indicators.

Localization

  • Added additional localization support for OTG.
  • Fixed unsupported characters displayed in the 'Matchmaking' indicator for Korean and Japanese.

Performance & Stability

  • Backend updated to support OTG Companion App social features.
  • Backend processes synced to support mainnet.
  • Fixed issues retrieving items from the marketplace.
  • Fixed backend issues related to item balances and pending transactions.
  • Fixed various crashes and stability issues.

<@&1271843677852930080> <@&1271843605514027060> <@&1273256019601915905>

open furnace
#

Patch Notes 23/05/2025 - CL481619

New Features

Experience Deathmatch, our NEW fast-paced Free-For-All mode where 20 Zeroes face off in tight arenas across Teardrop.

  • The goal: be the first to reach 50 Eliminations, or have the highest score after 15 minutes.
  • Track your standing in real-time on the Scoreboard.
  • Custom and Random Loadouts are available during warm-up and throughout the match.
  • Earn GUN based on your placement.
  • The top 5 players receive HEXes.

OTG Currency Packs: We’re bringing OTG Currency Packs to all available platforms to supercharge your Off The Grid game! Use your GUN on the peer-to-peer Marketplace to unlock a vast array of weapons, high-tech cyberlimbs, cutting-edge attachments, and unique character customizations.

Added Gyro Aiming for PS5 and PC: Harness the power of motion by tilting your controller to aim, offering a level of precision that traditional stick aiming can’t match. Whether you’re lining up a sniper shot or tracking fast-moving targets, gyro aiming provides intuitive control for those critical moments. Whether you’re motion-curious or a gyro veteran, we’ve got settings to match your style.

Gameplay

  • Added the ability to hold the crouch button while using the Jetpack to trigger a slide afterward.
  • Fixed multiple audio issues, including footsteps not playing when the simulated character is beyond the attenuation radius.

Weapons

First/Third Person Scope Toggling:

In this update we have introduced the ability for players to toggle between first and third person perspectives when using the current batch of First Person sights such as ACOGs and Adjustable Scopes.
To do this the controls are the following:

  • On Keyboard and Mouse - Press the Y key
  • On Controller - Hold ADS (LT/L2) and press the Emote key (D-Pad Right)

Additionally, we have added extra settings in the options to allow you to set your default perspective with sights.
This is limited right now but will be updated soon and improved.

Recoil System Changes:

  • All weapons now have brand new recoil patterns and smoother recoil per shot to reduce visual distortion. These new recoil patterns vary in difficulty and are based on each weapon's perceived strengths and weaknesses as well as it's expected engagement ranges. Since this is a new system, the new Recoil patterns may take time to iron out and are subject to further tweaks based on player feedback.
  • Recoil Reduction bonuses when Crouching have been reduced to 33% (was 50%) due to these new Recoil changes, the previous bonus resulted in recoil reduction that we felt was far too strong when crouching with the new Recoil system.
#

Missing Limbs - Recoil Improvements

  • Spread Per Shot and Maximum Spread when missing an arm has been reduced to +5% (was +10%) to smooth out the jump in Spread when losing an arm in combat.
  • Spread Per Shot and Maximum Spread when missing legs is now reduced by 10% when missing legs to improve legless weapon combat.

Spread Changes

  • All weapons have had Spread Per Shot reductions based on the new Recoil patterns to take some of the weight off the "randomness" of Spread and place it more on the Recoil side of the weapons. On average, Spread Per Shot has been reduced by approximately 5-6% depending on the weapon in question, with a few outliers having slightly more reductions. This should result in longer bursts being more accurate, but full automatic weapons fire blooming later than before.

Miscellaneous Weapon Changes

Camera Shakes

  • Reduced the amount of Roll and Z (vertical) jitter on a lot of third-person camera shakes.

ARs & LMGs

All ARs and LMGs have had slight damage drop-off range increases. This comes primarily in the mid-point of the curve to extend the distance before damage begins to drop to it's absolute minimum. This should result in ARs and LMGs being slightly more efficient per-shot at mid-to-long ranges.

SMGs

Tacoma

  • Added 3 new Underbarrel grips for the Tacoma.

AZV100

AZV100 was overperforming in a few different departments, but mainly when it came to Headshots. Due to the way Burst Fire weapons work, simply reducing the damage didn't work well enough or feel good. As a result, the weapon has had it's base damage and Headshot damage reduced, but its Burst Cooldown (the delay between bursts firing) has also been reduced to compensate for this damage reduction. The AZV100 should feel a lot snappier to use while dealing less damage but remaining competitive.

  • Damage reduced to 50 (was 60)
  • Headshot multiplier reduced to 1.75x (was 2x)
  • Burst Cooldown reduced to 0.225s (was 0.275s)

Cyberlimbs

** Buzzkilla **

  • Fixed an issue where it attacked players in an invisible state.
  • Fixed a bug where it failed to disappear after a limb swap.

**Recon Drone **

  • Adjusted scanning zone color to yellow.

**Ghost **

  • Adjusted the timing of its invisibility effect: it now takes twice as long to enter and exit invisibility.

**Hookshot **

  • Fixed an issue where activation could be interrupted by other equipped movement cyberlimbs.

**Paralyzer **

  • Fixed detection effects persisting after character death.

**Ripper **

  • Fixed an issue preventing limb use and loot box interaction after being hit.
  • Adjusted the camera zoom during strike execution.
  • Improved and fixed calculation of the activation camera.

**Slamfist **

  • Added visual effects when the limb hits objects.

**Skunkpaw **

  • Fixed an issue with smoke effects becoming invisible when fired in multiple locations.

Thumper

  • Fixed missing voiceover warning for incoming mortar strikes.
  • Fixed gray-out area of impact video effects.

Roadrunners

  • Updated consistency: activating the Jetpack now automatically disables Roadrunners.
  • Roadrunners can still be manually reactivated while flying.
#

UI / Lobby

  • Fixed UI elements related to widescreen layouts and the HUD panel.
  • Fixed distorted animations for two-handed weapon and pistol hold in the lobby.
  • Fixed incorrect button labels and adjusted scale/size boxes to prevent text overflow.
  • Fixed XP notification mismatch: the XP shown after a kill now matches the actual XP received.
  • Fixed an issue with the camera position while spectating.
  • Added settings to toggle between Third Person and First Person for scoped views:
  • On Keyboard and Mouse - Press the Y key
  • On Controller - Hold ADS (LT/L2) and press the Emote key (D-Pad Right)
  • Fixed text display issue: "Respawn Unavailable" incorrectly appeared on a teammate after the "Unlimited Respawn" notification.

Localization

  • Added localization for the tip: "Start Extraction on Hextractor."

Miscellaneous fixes

  • Fixed an issue with Cyberlimb ground loot textures disappearing after player disconnection.
  • Fixed various issues related to weapons disappearing from the marketplace after exiting the "View All Offers" menu.
  • Fixed an issue with weapon assets floating near the character when swapping the left arm in left-shoulder view.
  • Fixed HP bar not updating during regeneration.
  • Fixed missing hex cube display on the tutorial hex extraction terminal.
  • Fixed a collision issue in Midtown Harbour that prevented player movement.
  • Fixed delayed Jetpack overheat video effects that incorrectly played when a remote player reentered the screen.

<@&1271843677852930080> <@&1271843605514027060> <@&1273256019601915905>

open furnace
#

Patch Notes 30/05/2025 - CL486714
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

New Features

New Cyberlimb - Cyberlancers

  • When activating Cyberlancers, you will launch at your enemies while unsheathing a lethal blade landing some nasty hits to the opponent and their armour and inflicting a bleed effect.
  • Cyberlancers are available in ground loot and HEXes.

New Victory Screen

  • We also worked on a fresh new Victory Screen. If you’re going to win, it should look the part. Now everyone on Teardrop and their mum will hear the thunder as you come out up top.

Gameplay

  • Hex Extraction Terminal:
  • Allowed immediate interaction with terminal on fast approach
  • Allowed Hack/Resume interactions without the need to destroy a generator
  • Blocked terminal interaction when the player has no HEX
  • Made heatsinks interaction clearer
  • Added sound effects when highlighting a HEX Terminal
  • Fixed an issue showing incorrect XP after knocking down an enemy.
  • Fixed an issue with the visual distance between legs being too short when a character with a pistol was crouching.
  • Made adjustments to increase max slide speed and slide distance when using a jetpack.
  • Updated visual effects for the sliding mechanic.
  • Extended the distance the player travels after performing a jetpack landing roll.
  • Added new "Abandoned" state for the Combat DJ event

Weapons

Weapon Changes

Assault Rifles:

  • Bullet Velocity reduced by 10% across all ARs
  • All ARs have had their base spread values reworked to tighten them substantially.
  • All recoil patterns have been touched up slightly to make them a bit less erratic.

Weapon Fixes

  • Fixed an issue with movement animations when the player began moving in any direction while firing a single-shot pistol.

Cyberlimbs

New Cyberlimb - Cyberlancers

  • When activating Cyberlancers, you will launch at your enemies while unsheathing a lethal blade landing some nasty hits to the opponent and their armour.
  • Сauses enemies to bleed on impact, leaving a visible blood trail on the ground for several seconds.
  • Cyberlancers are available in ground loot and HEXes.

Slugger

  • Slugger Sticky goo area puddle been increased up to 20%
  • Slugger sticky goo slows down movement to 0.25x base speed.
  • The spreadability of the Slugger sticky goo has been increased by 1.5 times

Slamfist

  • Fixed an issue where weapons would not unholster if a Slamfist charge was canceled by switching weapons.

Tutorial

  • Added armour plates exercise

UI / Lobby

  • Fixed an issue where several loadouts in the loadout selection screen were highlighted incorrectly after switching between loadout tabs in the Firing Range.
  • Fixed an issue with the Deathmatch scoreboard scaling improperly, causing visual overlap or incorrect placement.
  • Fixed an issue where the “Play Again with Team” button was non-functional after the cooldown timer ended.
  • Fixed an issue where the “Respawn Unavailable” message would display even when terminals weren’t yet locked.
  • Fixed an issue preventing a background from appearing when previewing full-body skins or emotes with content packs.
  • Fixed an issue where the Mainnet watermark was not visible for Mainnet users.
  • HUD: Added Victory overlay and final cinematic

Localization

  • Fixed a typo in the item name for the Orange Puffer Vest.
  • Fixed localization text cutoff for special characters in the Lobby menu and various screens in affected languages.
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Miscellaneous Fixes

  • Fixed an FPS drop issue in the Lobby after switching between multiple preview tabs.
  • Fixed an issue with broken shadows from the zipline.
  • Fixed a camera clipping issue that occurred during death animations.
  • Fixed an issue sometimes causing players to get stuck inside objects and surfaces when flying near them.
  • Fixed an issue with missing video effects on HEX cube dissolving during HEX Extraction state.
  • Fixed an issue where bullet collisions were not interacting correctly with monorail pillars.
open furnace
#

Patch Notes 05/06/2025 - CL491006
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Deathmatch Update

New Arenas:

  • Explore the intricate jungle of Marshlands - be the first to claim victory in this bunker filled, forgotten marshes!
  • Take control of the long-forgotten piers of Midtown Harbour, now overrun and waiting to be reclaimed.

Gameplay

  • Increased Teardrop Legendary Weapons drop chances by 50%. We've also upped the total number of Legendaries per match from 15 to 20.
  • Enabling Per Zoom Sensitivity now disables Aim Sensitivity Multiplier
  • Increased slide duration slightly
  • Improved jetpack to slide smoothness and consistency
  • Fixed incorrectly not being able to fall during landing roll
  • Fixed incorrectly consuming two Adreno-shots if teammate assists self-revive before player releases theirs
  • Fixed interrupting self-revive with a teammate's revive near the end causes the player to revive with half HP
  • Fixed inconsistent visual effects when sliding on wooden surfaces.

Weapons

  • Adjusted the FOV magnification of scopes to provide a more comfortable scaling experience with long range sights (4x and above)
  • LMGs, Marksman Rifles, Sidearms, SMGs, Shotguns and Sniper Rifles have all undergone the same spread rework, recoil adjustment and bullet velocity reduction treatment as the Assault Rifles did in the previous patch. This should result in more trustworthy shooting behaviour, offloading more of the the difficulty from Spread to Recoil.

Cyberlimbs

  • Fixed an issue where the Paralyzer's ability indicator would sometimes not be shown when shot far away.
  • Fixed an issue where Buzzkilla's drone would not attack other players when inside Paralyzer's scan zone.
  • Paralyzer's EMP will now destroy all drones within the center of its EMP radius.
  • Fixed an issue where the red marker did not appear on the HUD/Minimap when the player uses a MaxiGun.
  • Fixed an issue where the MaxiGun's SFX could sometimes remain even after a player had died while using it.
  • Fixed an issue where Slamfist’s charging SFX continues playing after its cancelled.
  • Fixed an issue where using Leapers at reload start from an empty mag resulted in no ammo being loaded.

UI/HUD

  • Adjusted the Victory Screen sequence to feature the Statistics after the cinematic.
  • Fixed an issue where the Hex Collector and Drone Goblin TeardropOps were revealed from a further distance than intended.
  • Adjusted target values for some of our challenges for better balancing. "Weekly/Monthly Revive" challenges and "Hack Hex" challenges were disabled.
  • Fixed an issue where players were unable to close the map by pressing B using a controller while flying with jetpacks.
  • Fixed an issue where loadouts sometimes were not saved correctly.
  • Fixed an issue where the map marker would be placed on another TeardropOp, instead of the one that was selected.
  • Fixed an issue that caused the Challenges tab to sometimes not load correctly causing the "Noob" challenges to be missing.
  • The map will now display the correct keyboard input for Pings if it was bound to another key.
  • Fixed an issue where the Revert button didn't revert unsaved changes of keyboard inputs.

Misc

  • Fixed instances of crashing.
  • Fixed an issue where the loot drop animation when opening loot crates was noticeably off.
  • Fixed an issue where a player could start jittering when another player shot their legs off while using Leapers.
  • Fixed an issue where Crash Test Ted's Voice lines could sometimes be missing.
open furnace
#

Patch Notes 15/06/2025
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Battle Pass: Anti-Cheat (Section 2)

Section 2 of the June Battle Pass is all about OTG's Anti-Cheat division who wipes the floor with real-world glitches, exploits and anyone who’s trying to break the rules of the game, permanently. No second chances.

Here's the rundown of what's included in the Battle Pass:

  • Anti-Cheat character skin items
  • Kestrel Punisher weapon
  • PermaBan Emote
  • Cyberlancers Cyberlimb
  • Wolf Tamer Terikon Loyalty skin
  • And more

Weapons

New attachments for Kestrel sniper rifle:

  • Adaptive Barrel
  • Adaptive Pistol Grip
  • Adaptive Stock
  • Hybrid Compensator

New Killjoy weapon skin

Deathmatch Update

New Arenas:

  • Find, chase and eliminate your enemies in the massive construction site filled skyscrapers of Stork City.
  • Run and hunt among the luxury resort of Ocio where the wealthiest and richest of Teardrop's history used to party for weeks on end!

New Victory Screen:

  • Introducing a new celebratory Victory Screen, so everyone knows who came out on top.

Economy:

  • Daily-Weekly-Monthly Challenges requirements adjusted
  • New Cyberlancers Cyberlimb drop chance increased
    In-match economy::
  • Updated logic of Rips dropped by players
  • Adjusted Rips rewards for Teardrop Ops

Gameplay

  • Fixed transferring jetpack speed into slide speed.
  • Fixed sensitivity on controller sometimes being incorrectly reduced.
  • Fixed a delay in the loot drop animation from lootboxes.
  • Fixed a bug allowing characters to stop and hover on ramps using an AdrenoShot.
  • Fixed unreachable mission starter placement in Saltie.
  • Fixed an issue where the Drone Goblin disappeared after being hit by a Paralyzer Dart.

UI / Lobby

  • Fixed an issue where the Connect Companion App challenge continued to display after completion.
  • Fixed an issue where switching to Solo mode after pressing "Ready" in a squad caused UI overlap and prevented matchmaking cancellation.
  • Fixed inconsistent text in the OTG Friends section.
  • Fixed an issue where the Redeploy Terminal marker remained highlighted after redeployments were disabled.
  • Fixed an issue where challenge expiration times were not updated in real time.

Various Fixes

  • Fixed missing bullet impact visual effects when shooting water in Ocio.
  • Fixed missing bullet impact visuals on low graphical settings.
  • Fixed water video and sound effects in Midtown Harbour near the Monorail station.
  • Fixed bullet impact collisions in specific areas of the cranes in Stork City.
  • Updated Monorail segments to ensure proper collision interactions.
  • Fixed various collision issues in Little Kyiv, including grass patches, the basketball court, and planters.
  • Fixed window frame collision issues in the school area of Stork City.

Cyberlimbs

  • Fixed camera issues where the character would go out of view after equipping the Phosphorus Fury Cyberlimb.
  • Fixed a T-pose animation bug that occurred while using the Kinetic Shield.
  • Fixed a movement issue to improve transitions between detaching legs and entering crouch state.
  • Added missing "Damage Over Time" stat suffixes to the Cyberlancers and Slugger Cyberlimbs.
open furnace
#

Patch Notes 20/06/2025 - CL506672
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Weapons

Weapon Changes

  • All first-person sights are now usable in both first and third-person for Assault Rifles, Marksman Rifles, LMGs, SMGs, and Sniper Rifles.
  • New settings let you customize first-person or third-person mode per sight magnification, with default presets to ensure a smooth experience.
    ***Reminder: ***Toggle between first-person and third-person by pressing Y on Keyboard or ADS+Emote on Controller.

First Person Sights:

  • Larger sights (e.g., sniper scopes) have been decluttered and slightly reduced in size to enhance peripheral vision and reduce claustrophobia in first-person view.
  • Smaller sights (like ACOGs) have been slightly enlarged for improved visibility without changing zoom levels.
  • Previously third-person-only sights have received initial sizing and framing updates, with further tweaks planned based on player feedback.
  • Aim timings and scope accuracy have been improved for faster ADS and tighter accuracy, reducing stray shots during quick-scoping.
  • Added subtle weapon and hand movement during player movement and aiming in first-person view to enhance visual quality.

Crosshair:

  • Crosshair opacity increased for improved visibility during chaotic on-screen action, making it easier to track.

Magazine Sizes:

  • Magazine sizes have been rebalanced to align with the game's updated time-to-kill, correcting previously oversized ammo counts on high-fire-rate weapons. Rounds needed to knock targets generally follow: Compact 55-60%, Default 45-50%, Extended 35-40%, Drum 30-35%, with LMGs having lower thresholds (Compact 30-35%, Default 20-25%, Extended 18-20%, Drum 15-16%).

Limb Loss Penalties and Bonuses:

  • Recoil increase when missing an Arm is now 10% (was 20%)
  • Recoil reduction when missing Legs is now 10% (was 20%)

Weapon Adjustments

AR

  • Kasper:
  • Burst Cooldown reduced to 0.25s (was 0.35s)
  • Damage reduced to 60 (was 70)
  • M4 Commodore Enforcer:
  • Headshots to kill increased to 11 (was 10)
  • Horizontal recoil reduced by 5%

LMG

  • Hawk Anarchist:
  • Headshots to kill increased to 8 (was 7)
  • Boomslang Player Zero:
  • Spread reduced by 8%

Sidearms

Tap9 Pacifist:

  • RPM set to 220 (Tap9 base RPM is 290)
  • Body Damage set to 140
  • Headshot Damage set to 230
  • Horizontal recoil reduced by 10%
  • Vertical recoil increased by 20%
  • Spread reduced by 7%

SMG

Kite Nebula:

  • Kite Nebula now has correct attachment allocations across all rarities and supports swapping Muzzle, Sight, Tactical, and Magazine attachments.

SR

  • Kestrel:
  • RPM increased to 50 (was 40)
  • Base damage increased to 250
  • Slightly increased spread when moving with Third Person sights
  • Kestrel Templar:
    Since the base Kestrel was changed, the following has been implemented on the Templar variant:
  • Body Damage set to 220
  • Headshot Damage set to 520
  • Ninja Kestrel:
    Since the base Kestrel was changed, the following has been implemented on the Ninja variant:
  • Body Damage set to 280
  • Headshot Damage set to 480

Recoil Adjustments

  • Several weapons had their Recoil adjusted to reduce the number of turns the patterns take to provide a cleaner result.

Spread Adjustments

  • Sniper Rifles aimed and fired in third person have undergone a spread adjustment to increase their accuracy when standing still but increase their spread slightly more when moving along the ground.
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Gameplay

  • Sliding is now momentum-based with no time limit, allowing infinite downhill, brief uphill, and backward sliding.
  • Reworked camera framing to reduce motion, keep the player more visible, apply consistent FoV regardless of speed, and use zoom based on intended engagement range.
  • Falling air resistance no longer slows speed below sprint speed when falling backward or without movement input.
  • Added Flick Stick settings for Motion Aiming with customizable activation, timing, smoothing, sensitivity, and deadzones.
  • Improved Melee targeting consistency.
  • Jetpack land rolling now keeps momentum direction, is detached from camera rotation, and can be turned with input.
  • The character now dies when losing all limbs instead of being completely stationary.
  • Fixed an issue preventing weapon switching while using the jetpack.
  • Fixed an issue causing the aim point to shift after aiming through first-person view scopes.
  • Fixed an issue where the character becomes invisible and the scope breaks after the user spams aim-mode toggle while scoping and reloading.
  • Fixed an issue preventing weapon movement animations from being played while in crouch.
  • Fixed an issue causing the weapon to float near the character while swapping the left arm in left-shoulder view.
  • Fixed an issue where the reticle elements are misplaced when switching to the left shoulder view.
  • Fixed an issue causing muzzle flash and tracer video effects to appear in the center of the screen after switching between first- and third-person aim.

Cyberlimbs

  • Fixed an issue causing the Paralyzer Cyberlimb to not hide the player from the enemy recon drone scan.
  • Fixed an issue preventing the Paralyzer Cyberlimb from highlighting HEX terminals and loot containers.
  • Fixed an issue causing indifferent weapon holstering results after canceling the Maxigun.
  • Fixed an issue causing missing hit damage indicator when the player gets shot by the Maxigun.
  • Fixed an issue where the Kinetic Shield becomes invisible at certain distances.
  • Fixed an issue causing the Hammerheads to hover and cancel at a slow interval.

UI / Lobby

  • Fixed an issue causing the ammo counter to not properly update while shooting the Kestrel.
  • Fixed an issue causing the image of a minimized tile in the content pack to load only after interaction.
  • Fixed an issue where the Challenges widget loads with a noticeable delay after boot, preventing the Noob Challenges tab from appearing.
  • Fixed an issue where the text on the Leave Match pop-up wasn't bold — it is now properly emphasized.
  • Fixed an issue where players in a squad using "Push to Talk" voice chat mode appear with a 'Muted' icon in the squad section of the social panel.
  • Added a new Lobby News section.
  • Added lighting features to the Event and Leaderboard tabs.
  • Fixed an issue where the ammo counter in the weapon customization menu doesn't show correct ammo after a magazine change.

Various Fixes

  • Fixed an issue with the Soldier Backpack where, after firing a pistol and switching weapons, the second weapon incorrectly shows the pistol’s ammo count.
  • Fixed an issue causing dropped loot to sometimes get stuck in the DJ container.
  • Fixed an issue preventing squad members from hearing each other, depending on the invite and join order.
  • Fixed an issue where the player does not see the Deathmatch endgame sequence cinematic and remains invulnerable if pressing the ESC button after the final scoreboard is displayed.
  • Fixed multiple issues related to location and localization.
exotic blade
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Hotfix Patch Notes 24/06/2025 - CL507510
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Weapons

SMGs:

Kite Nebula:

  • Removed default attachments from the Kite Nebula due to technical limitations. The weapon no longer includes a sight, muzzle, or tactical attachment by default but can now be fully customized by the player.

First Person Sights:

Fixed an issue causing the FPV scope to appear invisible when spectating a character aiming in first-person view.

Various Fixes

  • Fixed a Server crash that could occur when several teams initiated a Bounty Hunter mission at the same time.
  • Fixed a Client crash that could occur unexpectedly during gameplay.
open furnace
#

Patch Notes 27/06/2025 - CL511473
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Extending BP

Zeroes, we’ll be extending the current Battle Pass until July 18th! But that’s not all, a whole new Section (3) is on its way packed with exciting new patriotic content. And there’s more: a celebratory in-game & community event is on the horizon. Stay tuned!

Gameplay

  • Sliding improvements:
  • Slide can now be slowed or stopped by moving in the opposite direction.
  • Reduced the speed required to initiate a slide.
  • Adjusted slide acceleration on slopes for smoother control.
  • Improved visual effects for sliding on various surfaces.
  • Crouching enhancements:
  • Added a hold-to-crouch option in the settings.
  • Added a delay to prevent rapid crouch toggling.
  • Improved camera behavior:
  • Enhanced visibility of the character during jumps and zipline usage.
  • Added minor camera shake when taking damage for better visual feedback.
  • Improved landing behavior with added mid-air step-up tolerance for ledge landings.
  • Disabled minimap pings of enemy teammates triggered by enemy kills.

Weapons

  • Ichyna: Reduced spread by 10% per shot to make firing behavior less erratic at maximum RPM.
  • Updated models for improved visibility.
  • Updated visuals for the unique Kestrel scope and adjustable mid-range scope.

Cyberlimbs

  • Added horizontal air control during Hookshot pulls.
  • Activating Roadrunner now cancels sliding.
  • Fixed an issue where the Paralyzer did not hide the player from enemy recon.
  • Fixed Recon Drone visuals positioning.

UI / Lobby

  • Fixed minimum spacing on all HUD bottom widgets to accommodate alternative actions.
  • Fixed an issue where the Loadout marker appeared underground after the drone dropped the crate.
  • Fixed an issue causing the Quick Order Drone Loadout marker to appear underground after the drop.
  • Fixed an issue where the Redeployment notification event was not displayed on the map screen.

Various Fixes

  • Fixed an issue where some actions, such as weapon swapping or shooting, were not reliably executed.
  • Fixed an issue causing broken weapon animations when switching shoulders and performing melee attacks during a jump.
  • Fixed an issue where weapons could not be used after using Hammerhead legs while being hit by Thumpers.

but we're not done yet...

We’ve implemented a new surprise feature based directly on your suggestions, currently in testing mode. We’re looking forward to seeing if you can find it and share your feedback in #otg-clips.

exotic blade
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Patch Notes for today's small hotfix - 28/06/2025

  • Fixed an issue where weapons would not unholster after having switched weapons while jetpacking.
  • Fixed an issue where players were unable to unholster their weapons after using certain limbs while Roadrunners are active.
open furnace
#

Patch Notes 03/07/2025 - CL515664
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

In-game Event: Red, White and Boom!

Teardrop is going all fireworks! As you drop onto the island from today through July 17, you’ll notice a more patriotic vibe in the air, but see for yourself.
Note: From July 3–4, players will enjoy special Fourth of July Jetpack trails. These trails will revert to normal after July 4, while Teardrop itself returns to normal on July 17.

Event Rewards

We've prepared a hefty batch of exciting in-game rewards for you, ready to be claimed by extracting and decoding Event Hexes. Get ready to put those Cyberlimbs to work!

  • Silver Yank Hat
  • 3x True Patriot Shirts
  • Civic Duty Shades
  • Civic Duty Beret
  • Salute & I Want You Emotes
  • 3x Patriotic Weapon skin designs (66 in total)

Event XP Boost for everyone

Last but not least, for the duration of the event, Daily Challenges will also grant Event Hexes. Plus, enjoy a 50% Account XP boost and a 25% Battle Pass XP boost throughout the event.

New Content Pack: Uncle Sam

A new Content Pack just dropped and this ain’t your grandpappy’s Uncle Sam. This one is cyberlimbed. The Uncle Sam Content Pack is available now via OTG Pro and contains the following items:

  • Yankee Doodle Damage Character skin
  • Firework Farts and Freedom Emote
  • Boomslang Second Amender Weapon

Battle Pass Section 3 Unlocked: Cracker Jack

Freedom’s calling! Battle Pass Section 3 has landed, loud, proud and draped in red, white, and blue.
Here’s what’s included:

  • Cracker Jack character skin items
  • Tap9 Cracker Jack weapon
  • Tap9 Weapon Attachments
  • July 4th-themed weapon skins
  • Tate of Freedom Combat DJ track
  • Jaws of Victory Skin for the Vulture (Loyalty)
  • Anthem Emote

“Find My Nukes” Community Contest

Uncle Sam needs YOU! Hidden across Teardrop are 10 nuke locations, be the first Zero to find them all (with proof) and you’ll score the #1 Golden Yank Hat. Learn more about the contest, and how to participate, on our official Discord.
(Dont worry if you miss the top spot, 399 more golden hats are up for grabs through raffles happening all event long.)

New Deathmatch Arena: Little Stork

We’ve added a brand-new arena to Deathmatch. Battle it out between the towering construction sites of Little Stork.

Cyberlimbs

  • Addressed an issue where the Thumpers could not be used when an arm was missing.
  • Addressed an issue where Javelinas sometimes would be locking on to targets that are already dead.
  • Addressed an issue with Paralyzer where players on whom the dart is attached to were hearing an overly loud hissing sound during scanning.

Gameplay

  • Updated rewards for Daily, Weekly, and Monthly Challenges.
  • Improved interactability with some of the Terminals across Teardrop. It should now be easier and more consistent to interact with them from various different angles.
  • Addressed an issue where players could get stuck between two sections of garage doors in Stork.
  • Addressed an issue where players would not unholster their weapons after switching while jetpacking.
open furnace
#

Patch Notes 10/07/2025 - CL521264
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Gameplay

  • Added omni-directional slide from falling by pressing crouch just before or when landing.
  • Added full armor refill reward to successful finishers.
  • Added redeploying with 3 armor plates now in Extraction Royale.
  • Improved melee consistency on knocked-down targets and at point-blank range.
  • Improved armor plate audio feedback timing.
  • Increased finisher interaction speed.
  • Fixed incorrectly getting a jittery or short slide in rare cases.
  • Fixed now cancelling slide when releasing crouch input with hold-to-crouch setting enabled.
  • Fixed an issue when spamming armor plates it would trigger an additional animation, even when armor was already full.
  • Fixed melee being able to correctly interrupt slide.

Cyberlimbs

Cyberlancers:

Updated charge counts to the following:

  • Common – 1
  • Uncommon – 2
  • Rare – 2
  • Epic – 3

Paralyzer:

  • Disable snapshot functionality (enemy wallhack tracking) across all rarities.
  • This simplifies the limb’s current behavior while we shift focus toward dart-based EMP effects in future updates.
  • Update global cooldown values to make the ability more responsive and usable during this transitional phase:
  • Updated Cooldown Values by Rarity:
  • Common – 64s
  • Uncommon – 58s
  • Rare – 52s
  • Epic – 46s
  • Thumpers: Fixed a visual bug where fingers were visible through the tablet.
  • Ghost Arm: Fixed an issue where projectiles would disappear when used near walls or other objects.
  • Phosphorus Fury: Fixed an issue where characters could become stuck in the aiming state when spamming projectiles in free fall right before landing.
  • Hookshot: Fixed an issue where the Hookshot projectile marker was displaying a placeholder icon.
  • Slugger: Updated the Slugger's ferrofluid effects to remain on the character until the ability duration ends after climbing.
  • Javelina: Fixed an issue causing Javelina missiles to continue tracking targets that were no longer in the targeting zone.
  • Kinetic Shield: Fixed an issue causing the Kinetic Shield durability indicator to flash red upon activation.

Weapons

  • Fixed an animation issue where the weapon appeared misaligned while firing from the hip.

UI / Lobby

  • Updated the Enter button hint asset.
  • Updated OTG PRO tab on MAC.

Various Issues

  • Fixed an issue causing the Combat DJ arena to remain stuck in an active state, even after being captured by a hostile player.
  • Fixed an issue with HEX Terminal audio ping sound being incorrectly emitted from the terminal during ongoing Extraction.
  • Fixed an issue in Little Kyiv where a concrete staircase lacked collision elements.
  • Fixed an issue where the 4th of July event sound would be instantly interrupted when using short zip lines.
open furnace
#

Patch Notes 16/07/2025 - CL525776
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Battlepass Update

Battle Pass Section 3 & 4 are live now. Whether you’re on a scouting ops or chilling on a bean bag, the Drone Operator & Zero Chill skins make you look like the real deal.

Here’s what you can expect:

Battle Pass Section 3 - Drone Operator:

  • Drone Operator character skin items
  • Kite Buzzboy weapon
  • The Hover Touch Emote
  • Jaws of Victory M4 Commodore Skin (Loyalty)

Battle Pass Section 4 - Zero Chill:

  • Zero Chill character skin items
  • Osprey Zero Chill weapon
  • Cold Snap Emote
  • Jaws of Victory Osprey Skin (Loyalty)
    Note: As the Red, White and Boom Event is coming to a close on July 17, this update removes Major Cracker Jack and its corresponding Section.

Weapons

New Kite SMG Attachments Added:

  • Barrel
  • Stock
  • Pistol Grip
  • Underbarrel Grip

Cyberlimbs

Buzzkilla:

  • Now fires in 3-round bursts resulting in increased overall damage
  • Damage adjusted per shot: 32 (was 42)
  • HP reduced: 400 (was 500)
  • Size increased: +30%

Hammerheads:

  • Fixed an issue where players were unable to use Hammerheads while in an emote state.
  • Resolved a visual issue where the Grapple Hook remained open when the Hammerheads cyberlimb was interrupted, failing to close properly.

Kinetic Shield:

  • Fixed a camera bug where the character would move out of view during a slide with the Kinetic Shield arm active.

Gameplay

  • Increased Soldier Backpack holstered weapon reload time to 200% of base reload time.
  • Fixed abrupt falling momentum loss with partial stick input in the other direction.
  • Fixed slight momentum loss when sliding from falling.
  • Fixed an issue where melee would interrupt shoulder-switching.

UI / Lobby

  • Fixed an issue in the lobby UI where certain item hints were displayed without accompanying descriptions.

Various Fixes

  • Fixed a collision issue allowing players to climb certain zipline pillars unintentionally.
  • Relocated a consumable loot in Marshlands crate to resolve a ground collider intersection and fix an interaction issue.
open furnace
#

Patch Notes 24/07/2025 - CL530402
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Gameplay

  • Decreased sensitivity assist on console to 50% (previously 60%).
  • Fixed initial slide direction when landing from falling.
  • Fixed melee attacks on crouched or knocked-down enemies in rare cases.
  • Fixed an issue causing the character to not receive fall damage when sliding during landing after a large fall.
  • Updated the texture of Common HEX to appear more metallic.

Cyberlimbs

  • Fixed an issue where the character would become visible when holding the weapon swap button while using the Ghost Cyberlimb.
  • Fixed an issue causing HEX VFX to remain visible while using the Ghost Cyberlimb.
  • Fixed an issue where the character's skin turned black after being knocked down while under the Ghost Cyberlimb ability.
  • Fixed an issue preventing the use of Hammerhead Cyberlimbs while the character is in an emote state.
  • Fixed an issue causing the character to jitter after activating Leapers Cyberlimbs during a downward flying movement.

UI / Lobby

  • Fixed an issue causing incorrect display of certain usernames on Steam.
  • Fixed error R13001 for Steam users with the Steam Overlay disabled, which prevented purchasing OTG Pro or GUN packs.
  • Fixed an error that appeared after login for players with large friend lists.
open furnace
#

Patch Notes 07/08/2025 - CL541017
<@&1271843605514027060> <@&1271843677852930080> <@&1273256019601915905>

Hey Zeroes,

Check out the Patch Notes for today's update.

Features:

New Game Mode: Loadout Ladder

In Loadout Ladder (aka Gun Game), Zeroes go head-to-head in fast-paced combat across different arenas throughout Teardrop. With unlimited respawns, the pressure’s on to rack up kills and climb the gear ladder, each takedown earns you a loadout. It’s a constant arms race, and the first Zero to land a kill with the final loadout seals the win.

New Delivery Drones:

When calling in your custom loadouts, you’ve got the option to spend a little extra RIP to bring in some serious backup. One’s all about firepower, laying down extra heat when things get messy, while the other focuses on surveillance, scanning the area for threats and giving you the tactical edge. It’s a smart upgrade if you’re looking to turn the tide of a fight or just keep your head above water when things get chaotic.

Battle Pass:

We’re making changes to improve your Battle Pass experience, starting with how items are unlocked. Instead of receiving a new page every 10 levels, each item will now unlock at its own specific level, meaning most levels will now grant you a reward to claim. This new system makes progression feel smoother, more consistent, and more rewarding throughout the entire Battle Pass. And this is just the beginning, more improvements are on the way, so stay tuned.

New Cyberlimb - Mirror Breakers:

With these bad boys using cutting-edge holographic tech, you can deploy a mirror image of yourself straight into the field. This decoy isn’t just for show, it draws enemy fire, exposes hidden threats, and can even trigger traps like mines. It's the perfect distraction tactic, giving you the upper hand while your enemies waste time and ammo on a ghost.

Added Wall Jump:

Wall Jump can be activated by pressing the jump button close to a wall while falling. This adds a new dimension of movement to the game and allows gaining enough height to activate the jetpack from the ground.

Careers Page:

All Zeroes now have the option to customize their OTG Contestant badge in the brand-new Career Page. Choose the profile picture of your liking, update the badge background to match your style, and customize your Clan tags to whatever you’d like to represent.
The Career page also allows you to scroll through the currently active Challenges.
But that’s not all, Zeroes. We’ve overhauled the Leaderboard and moved it to the new Career page. Track your Global and Friends rankings across Extraction Royale, Deathmatch, and Loadout Ladder.

New Lobby:

Updated lobby: Welcome to the Lobby, the newest, most up-to-date OFF THE GRID Launch Studio. Located aboard the Dreadnaught Carrier, the Lobby is where you'll customize your Zero, put together your Loadout and prepare to drop out of a Hopper plane straight onto Teardrop Island. Fitted with state of the art cameras and sporting the newest weapons and Cyberlimbs, it has all you need for you to go out and win. Huurah!

Updated Usability:

  • Camera positions adjusted for most menus to better match intended use.
  • Continuous improvements on scenes and menu navigation.

Overhauled HUD:

Completely reworked the player HUD with a new style and visuals.

Inventory Management System

The inventory system now features dedicated slots for each type of ammo and equipment, simplyfing overall iventory management. Backpacks now determine the maximum capacity of these slots. Plus, any items on the ground will be automatically picked up if there’s available space.

Additional QoL changes:

  • Added fade transition to final cinematic and overall improved visual experience for match end stats display
  • Reworked hit marker visuals
  • Cleaned up inconsistent button styles across the HUD
  • Added display of weapon attachments in HUD, loadout selection and player inventory
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Gameplay:

  • Reworked finishers to be more cinematic, visceral and fast.
  • Added Hold to Shoot accessibility feature which now allows to hold down the fire button to keep shooting semi-auto and burst-fire weapons, similar to automatic weapons. This can be disabled in the settings.
  • Pressing the armor plate button now queues all 3 plates at once. Most actions can be used to cancel the plating.
  • Removed ability to fast-heal with Adreno-Shot
  • Deathmatch: Added option to insta-spawn with last used loadout
  • HEX Extraction Hacks will now insta-complete when the terminal gets covered by the Grid
  • Simplified the inventory management system.
  • Added auto pick-up for all ammo and armor plates
  • Increased lifespan of loadout containers in the Grid to 2m
  • Added advanced smoothing settings for motion aiming using controller gyro.
  • Added weapon unholster during landing roll animation.
  • Improved landing roll animation by gradually reducing excessive speed at the end.
  • Improved the default aiming experience by changing default controller sensitivity, aim sensitivity multiplier, aim acceleration and response curve settings.
  • Added interrupting reload by shooting when there are bullets remaining in the old magazine.
  • Tweaked camera framing when siding or sprinting.
  • Increased move speed in legless or knocked down states.
  • Reduced minimum height required to be able to activate jetpack.
  • Reduced minimum move speed required for glass to break on collision.
  • Removed climb attempt animation for unclimbable walls and jumping backwards out of a climb. This was replaced by Wall Jump and reduces unintended climbs.
  • Improved movement smoothness in some networking conditions.

Weapons:

Weapon Attachment Rebalance:

In today's update, all weapon attachments have undergone a complete rebalance to provide more varied gameplay options and give players much more choice in how they kit their weapons out. There are too many changes to list every single one so we will discuss the general direction here.

In the previous updates, a lot of players tended to steer towards recoil reduction as their main choice for OTG. This was fine, however we felt it wasn't nuanced enough to truly capture the spirit of gearing yourself up for a specific playstyle you wanted to use, especially considering the relative synergy between weapons and Cyberlimbs. Additionally, the previous attachments all had far too much in the way of "push-pull", where the "push" would be a bonus or benefit and the "pull" would be something we'd take away from you in return to even the odds and in a lot of cases the pull either felt either underwhelming or overwhelming depending on your abilities.

We felt there was a better way to handle this, to provide more push and less pull and have players be able to modify their weapons in a way that would reinforce their playstyles and not just end up one setup ruling over all.

To this end, you will now find that there are more choices on attachments, with less pull, meaning you won't necessarily have to sacrifice anything with some options. In cases where we provide extremely strong options, some pull is required to offset such a strong bonus, but then other slots can be used to lessen that pull dramatically.

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To give you all a brief example:

  • Light Barrels now increase your headshot damage to reduce the number of headshots required to knock someone (typically by 1 shot, with the exception of the Kestrel). These barrels however also drastically increase your horizontal and vertical recoil.
  • With various combinations of other attachments such as stocks, underbarrel grips and others, you can reduce these huge recoil increases down to more manageable levels.
  • This is just one of the new dynamics to decide on, others might include multiple options that when combined increase your movement speed by a significant amount or ones that increase your damage range and bullet velocities.
  • It's up to you to decide how you see your style of play and what works best for you. There are no doubt some combinations that would be straight up difficult to play with, but we are hoping that there is no truly right or wrong way to modify your weapons with these changes, but some will obviously be more effective in more situations than others. Additional balancing for these values will come in due time based on player feedback and internal diagnostics.
  • Additionally, different weapon classes (AR, Sidearms, etc.) may have differing amounts of these bonuses and penalties based on their general usability and limited number of attachment slots, so you'll need to experiment with what works for you.

Aim Camera:

  • Cameras have been pulled back slightly in ADS to provide a bit more peripheral view in combat situations.

Sights (1x-2x):

  • All Short-Range sights below 2x magnification are now 1.25x magnification only and differ only in visuals and the stat bonuses/penalties they provide. This is to provide more comfortable and consistent short-range ADS both in * * Third Person and First Person ADS modes and provide more choice for players on both a statistical as well as aesthetic level.

Recoil:

  • All weapons have undergone another recoil pass to smooth out the amount of erratic direction changes. Additionally, the speeds at which the crosshair returns down have been adjusted to provide smoother feeling recoil post-shot.

Loot Containers:

Loot Containers now have a 5% chance when spawning a weapon to pick from the pool of previously released Epic Variant weapons. All previously released and none-current weapons are included in this loot pool. These act as island-only loot, can't be taken off the island or extracted and function similar to the Teardrop Legendaries system.

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Weapon Balance:

ARs:

  • All Assault Rifles have had their damage reduced by 10% through the Damage Fall-Off system at their mid-ranges.

M4 Commodore

  • Base Damage reduced to 32 (was 34)

LMGs:

Boomslang:

  • Base RPM increased by to 400 (was 350)
  • Headshot Multiplier increased to 2.5x (was 2.25x)

Marksman Rifles:

Proton:

  • Base Damage increased to 150 (was 140)

Ichnya:

  • Base Damage increased to 100 (was 90)

Sidearms:

Tap9:

  • Base Damage reduced to 100 (was 105)
  • Headshot Multiplier increased to 1.75x (was 1.5x)

Type 227:

  • Base Damage reduced to 75 (was 80)
  • Headshot Multiplier increased to 1.5x (was 1.25x)

Kelowna:

  • Base Damage increased to 70 (was 60)
  • Headshot Multiplier reduced to 1.5x (was 1.75x)
  • Burst Cooldown increased to 0.235s (was 0.225s)

Shotguns:

Squall:

  • Headshot Multiplier increased to 1.75x (was 1.5x)

Influencer:

  • Headshot Multiplier increased to 1.5x (was 1.25x)

SMGs:

Tacoma:

  • Base Damage increased to 40 (was 38)
  • Headshot Multiplier increased to 2x (was 1.75x)

Tacoma Pioneer:

  • RPM increased by 5%

Tacoma AVAX Gen 04:

  • Now increases movement speed by 8%
  • Now has an additional 5% bonus damage per shot
  • Base Spread reduced by 10%

Woodpecker:

  • Base Damage increased to 55 (was 50)

Woodpecker Prankster:

  • Sway Increase Penalty removed (was +25% Sway)

Kochi:

  • Base Damage increased to 48 (was 42)

Sniper Rifles:

Osprey:

  • Fixed an issue with the Default and Compact Magazine sizes, the Default Magazine had 2 rounds more in it than intended and the Compact Magazine had the wrong value set in it's Cons section.

Kestrel Templar:

  • Due to the weapon attachment rework, the Kestrel Templar can no longer switch barrels to prevent a 1-shot sniper situation. As compensation for this, it now comes with a Heavy Barrel by default which increases it's damage range and bullet velocity as standard.
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Cyberlimbs:

  • New colour visualization for friendly skunkpaw cloud. Friendly skunkpaws also no longer damage you.
  • Fixed an issue where Drone Goblins would not be targetable by Javelinas.
  • Fixed an issue where Roadrunners were not properly affected by Slugger.

Hookshot improvements:

  • Increased Hookshot projectile speed to 150m/s (was 130m/s)
  • Increased the return speed when the hookshot didn’t land anywhere

Slugger Changes

  • Sluggers will now overheat jetpacks on direct hits.

Buzzkilla

  • Updated Buzzkilla's visual stats to match their actual data.

Phosphor Fury

  • Fixed an issue where Phosphor Fury sometimes did not stick to enemies when both players were in the air.
  • Updated Phosphor Fury’s lower direct charged hit 600 -> 590, reduce charge time from 1.5s ->1s.

Recon Drones

  • Recon drones will now be destroyed when a new one is spawned using the same limb. We’ve also removed the destruction delay.

Trip Mines

  • Improved the linking system for Tripmines.

Kinetic Shield improvements:

  • Updated the Kinetic Shield’s damage value to 350HP across all rarities and changed the effective force release radius to 25m from the shield surface.
    New cooldown values:
  • Common 27 sec
  • Uncommon 24 sec
  • Rare 21 sec
  • Epic 18 sec

Slamfist improvements:

  • Unified charge damage scaling across all rarities:
  • Instant Shot Damage: 125 HP
  • Full Charge Damage: 275 HP
  • Damage scales linearly with charge percentage across all rarities.

Leapers recharge cooldown and charge count rebalance:

  • Common: 2 charges / 30s
  • Uncommon: 2 charges / 25s
  • Rare: 3 charges / 30s
  • Epic: 3 charges / 25s

BounceBomber changes:

  • Expand the vacuum effect radius by +100 units to improve visual pull coverage and damage effectiveness.
  • Restore manual detonation control for explosives
  • Any limb within the vacuum zone will be temporarily disabled 0.5 seconds after entering, preventing immediate activation during vacuum surge.

Updated cooldown values for Cyberlancers. All rarities will have 2 charges but cooldown decreases with higher rarities:

  • Common: 29s
  • Uncommon: 26s
  • Rare: 24s
  • Epic: 22s

Missions:

  • Changed rules for Bounty Hunter opportunity
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Patch Notes 15/08/2025 - CL545754
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UI / Lobby

  • Updated teammate markers for better clarity.
  • Added UI settings for:
  • Distortion
  • Scale
  • Opacity
  • Crosshairs colour and saturation
  • Downscaled the entire HUD for a cleaner visual experience.
  • Reduced hover distance for item tooltips.
  • Reduced overall HUD curvature to declutter the screen center.
  • Fixed incorrect post-match damage display.
  • Fixed the behavior of the "Stay in Squad" and "Mute" buttons.
  • Fixed minimap display issues related to Unique Missions and the Recon Drone.
  • Fixed tooltip and inventory descriptions for backpacks.
  • Fixed incorrect display of player loadouts.
  • Fixed an issue where already-decoded HEX items appeared in the inventory during subsequent game sessions and couldn’t be decoded.
  • Fixed an issue where weapons became invisible after closing the loadout settings menu.
  • “View All Offers” button for profile pictures and backgrounds now correctly opens the full list.
  • Friends’ profile customizations are now visible in the squad invitation pop-up screen.
  • Leaderboard category icons now adapt properly to different screen resolutions.

Performance & Stability

  • Optimized bullet trail FX for better visual and system performance.
  • Polished finisher animations for smoother visual transitions.
  • Fixed an issue where the second consecutive use of the jetpack had no sound effects.
  • Detaching a limb now generates an appropriate sound effect.
  • Fixed an issue where auto-pickup would not function unless the player was directly looking at the item.

Weapons

Sights

  • Fixed discrepancies in zoom behavior across Long-Range (LR) and Medium-Range (MR) sights used by LMGs, Marksman Rifles, and Snipers. These issues caused reduced accuracy while airborne in First Person.

Weapon Balance

Assault Rifles

M4 Commodore

  • Slight increase in recoil randomness per shot.
  • Horizontal recoil increased by 4%.
  • Vertical recoil increased by 5%.

M4 Controller

  • Slightly increased horizontal recoil after the recent attachment rework.

Light Machine Guns

Boomslang

  • Base damage reduced to 60 (was 68).
  • Headshot multiplier decreased to 2.25x (was 2.5x).
  • Rate of fire (RPM) increased to 425 (was 400).

Boomslang Player Zero

  • RPM reduced slightly due to Base Weapon adjustments
  • Damage increased slightly due to Base Weapon adjustments

Cyberlimbs

Roadrunner Legs

  • Super Sprint Duration now varies by rarity to improve balance and progression:
  • Common: 7 seconds
  • Uncommon: 8 seconds
  • Rare: 9 seconds
  • Epic: 10 seconds

Recon Drone Arm

  • Fixed an issue where the Recon Drone Arm would stop functioning after the player was hit by an enemy’s Defiler.

Quick Order Drone

  • Fixed a bug where cyberlimbs became unusable after picking up an identical loadout.

Gameplay and HUD

  • Players with no remaining teammates or self-revive items, but equipped with a redeployment backpack, will now die immediately instead of entering a knockdown state.
  • Implemented smooth transition into climbing after a slide.
  • Missions – Bounty Hunter: Fixed an issue where the mission would fail if the main target was eliminated by another team.
  • Fixed an issue where players couldn't progress any challenges in Loadout Ladder.
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Patch Notes 28/08/2025 - CL550499

Gameplay

  • Players now retain 80% of their currency (RIP) on death. Currency (RIP) will no longer be dropped.
  • Wall Jump no longer activates when moving into a wall, reducing unintended activations.
  • Wall Jump can now be triggered from walls located behind your character.
  • Mid-air climb speed increased by 9%.
  • Melee damage increased to 190 (was 155).
  • Melee damage is now consistent across both normal and knockdown targets.
  • Reduced the chance of finding a special weapon variant in loot to 5%.
  • Fixed an issue affecting the drop chance of legendary teardrop weapons from loot boxes.
  • Fixed an issue causing the camera to detach from the spectated player after an execution.
  • Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways, leaving the victim alive and allowing the execution to be repeated.

Weapons

  • Improved First Person Sight accuracy by adjusting ADS timing so maximum accuracy is reached more quickly.
  • Completed a Camera Shake pass on all weapons (FPV and TP) to reduce motion sickness and provide cleaner visuals during intense firefights.
  • Fixed an issue where Piercer reloads were not interruptible, allowing players to shoot while reloading.
  • Fixed an issue with excessive muzzle smoke VFX when shooting with the Kestrel. Smoke effects are now balanced and consistent with other weapons.

HUD

  • Updated Hit Markers with added visual variety.
  • Reduced Jetpack-induced motion sickness.
  • Fixed an issue where weapon icons displayed a dark background in asset holes.
  • Fixed an issue where Netrunner and Supply_Run mission target markers were not displayed on the map for players more than 200m away.
  • Fixed an issue where unique mission markers were not revealed to teammates at a distance.
  • Fixed an issue where the cyberlimb panel icon was not inverted when active.
  • Fixed an issue where the hacked indication appeared in spectator mode and overlapped the player’s nickname.
  • Fixed an issue where owned in-game currency displayed as 0 after spectating another player.
  • Fixed an issue where the skip cinematic hint was not fully visible during the endgame sequence cinematic in Loadout Ladder and Deathmatch game modes when in windowed mode.
  • Fixed an issue where the red trajectory point was not displayed when blocking a shot.
  • Fixed an issue where placing a ping marker and then opening the ESC menu caused players to lose menu input while still being able to move the character.
  • Fixed an issue where the Supply_Run mission hint was missing from the bottom-right of the map.
  • Fixed an issue where the respawn notification was only visible for a few frames after choosing a loadout.
  • Fixed an issue where the Soldier backpack status icon was only visible when affected by another effect.
  • Fixed an issue where some attachments appeared detached from weapons.
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Cyberlimbs

  • Updated lobby statistics to reflect recent Cyberlimb adjustments.
  • Fixed an issue where the second cyberlimb ability would not activate properly after a weapon swap.

Kinetic Shield

  • The shield now automatically releases absorbed damage once maximum capacity is reached.
  • If destroyed, all remaining absorbed damage will be released automatically.
  • The shield will gradually become brighter and more contrasted as its absorbed damage capacity fills up.
  • The shield’s color shifts from white-blue to red as its durability decreases.

Slugger

  • Reduced Slugger’s movement slowdown from 75% to 60%.
  • Fixed an issue where Slugger’s Sticky Goo interrupted Hammerheads when landing on ferrofluid.

Hookshot

  • Removed the 0.5s cooldown from Hookshot after activation.

Paralyzer

  • Increased Paralyzer’s projectile speed from 90m to 120m.

Roadrunners

  • Fixed an issue where using Roadrunners while closing the Maxigun in standalone mode caused the character to lose movement speed.

Mirrorbreakers

  • Fixed an issue where Mirrorbreakers clones did not continue firing non-automatic weapons after the first burst. Clones should now continue shooting as intended.

Hammerheads

  • Fixed an issue where Hammerheads dealt no damage in certain areas of the map.

Locations

  • Fixed an issue where the bounty mission log displayed
    “mission complete” if the target was killed by hunters. It should now display “mission failed”.

Performance & Stability

  • Fixed a crash occurring after decoding a HEX when many items and Hexes were present in the inventory.
  • Fixed a PS5 issue where micro-freezes occurred when opening the map during Extraction Royale matches.
  • Fixed an issue where Profile customization items were still displayed in the Career tab and could be selected.
  • Fixed an issue where the Armor Kit counter reset to 1 after equipping the same number of kits already in use.
  • Fixed an issue with incorrect camera placement when spectating a player after an execution.
  • Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways.
  • Fixed an issue where character state broke when using Leapers with the Piercer while firing.
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Patch Notes 12/09/2025 - CL557543

Weapons

Recoil Adjustments

  • Non-Uniform Recoil Patterns: Recoil per shot is no longer uniform. The longer you hold fire, the closer the shots group together.
  • Reduced Vertical Recoil: All weapons now have noticeably less vertical recoil due to the new recoil grouping.
  • First-Shot Recoil: Slightly increased for most weapons (to balance consistency), but reduced on a few where it was previously too high.

Spread Adjustments

  • Moving: Slight spread increase for all weapons (hip-fire + ADS).
  • Sliding: Slight spread increase for all weapons (less for close-range, more for long-range).
  • Falling: Moderate spread increase for all weapons except Snipers (they already behaved this way).

Weapon Balancing

  • Teardrop-Only Weapons: General performance improvements for weaker weapons in this category.

AZV100 (SMG)

  • Base damage increased to 60 (was 50).
  • Burst cooldown reduced to 0.2s (was 0.225s).
  • Variants (Pilot and Doomed Zero) updated in line with these buffs.

Influencer (Shotgun)

  • Base spread reduced by 20% to offset new movement spread changes.

Kestrel Punisher (Sniper)

  • Third-person ADS speed reduced to intended levels.
    It should still feel like the "snappier" Kestrel variant, but no longer excessively fast.

Cyberlimbs

  • Fixed an issue where crouching with the Kinetic Shield blocked Hammerhead attacks without taking proper damage.
  • Fixed an issue where players saw hit markers when their MirrorBreaker holograms hit enemies.
  • Fixed missing yellow interaction outlines on chests when using the Ripper.
  • Fixed Hookshot sounds being too quiet or missing when used from long distances.

Gameplay

  • Added new synchronized teammate revive animation.
  • Increased air control by 25% while falling.
  • Armor plate use time increased by 20% to reduce low-risk disengagements.
  • Self-revive is now possible without arms.
  • Finishers can now be performed on legless targets.
  • Experimentally disabled jetpack health.
  • New players will play with a random skin during the onboarding match
  • Removed loadout selection during Loadout Ladder pre-match, everyone now spawns with the final-tier loadout for warm-up.
  • Fixed a bug where redeploying while spectating a finisher could leave you with a broken camera until the next redeploy.

Wall Jump

  • Now works from any angle again.
  • Reduced pushback when input is toward the wall which is less punishing if triggered accidentally, and allows higher wall scaling.
  • Added minimum input deadzone to prevent unintended jump directions from stick drift.

Teardrop Ops

  • Adjusted Stork SkyNav routes for smoother and more logical navigation.
  • Fixed an issue where players didn’t receive XP for Teardrop Ops completed by a teammate in XR.

Meta

  • Improved starter character appearance
  • Improved appearance randomization system
  • Fixed an issue where new friend requests at max capacity weren’t added because the oldest request wasn’t automatically deleted.

UI

  • Fixed cyber legs visual glitches when wearing shoes or clothing.
  • Fixed a delay where the Battle Pass image and marketplace banner appeared late in the lobby.
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Patch Notes 06/10/2025

Features:

New Core Ability: Dodge

  • Dodge in any horizontal direction on the ground or in mid-air with 3 regenerating charges.
  • Dodge ensures players always have valid options in any situation and makes combat more dynamic.
  • Provides everyone with a weaker, universally available version of Roadrunners (like how Wall Jump gives everyone a weaker version of Leapers close to walls).
  • Dodge will make movement limbs less mandatory in high-level play (as it provides a base level of mobility needed for survival).
  • Roadrunner shifted to a gradual speed-up but long-lasting style, while Dodge provides an instant but short burst, making both tools distinct.
  • Dodge can be chained into and from other moves (e.g. Dodge → Slide → Jump)
  • Dodge replaces manual sprint input (auto-sprint remains enabled).

New Cyberlimb: PainKilla

  • A brand new Healing Drone that scans the area and locks into position above the ground or nearest obstacle bringing support players new ways to play.
  • Area of Effect (AoE) healing field activates immediately, indicated by green glow and HUD notification.
  • All allies (including the player) within the radius gradually receive health and armor restoration per second.
  • All allies within the radius will revive if knocked down.
  • Drone remains active for its set duration (e.g., 15 – 27 seconds depending on rarity).
  • When the duration ends or the drone is destroyed, effect field shuts down.

Career & Customization

  • OTG Achievements: Completing an achievement now grants a feature, with up to 3 features displayable on your profile badge.
  • Linear Battle Pass: All Levels will now grant a reward. The Battle Pass can be purchased separately from the subscription. An 'infinite' track is now available after level 100.
  • Narrative Campaign: The "Kill the Feed" Narrative Campaign has been introduced.

Core Gameplay & Movement:

Movement Improvements

  • Improved mid-air mantling speed and increased range. High mantle now only triggers mid-air to prevent accidental mantles.
  • Improved initial jetpack speed on activation to avoid stalls.
  • Increased jetpack overheat when ascending rapidly or spamming activation, reduced cooldown recovery speed.
  • Added land roll when hitting the ground too fast or just after jetpack use.
  • Removed fall damage, except when knocked down.
  • Increased unarmed movement speed (same speed as fastest weapon/attachments).
  • Added zipline momentum, inheriting character speed and pulling the character along while attaching, with more gradual acceleration to maximum pull speed.
  • Reduced extreme slide acceleration on steep slopes slightly.
  • Increased minimum time before slide/crouch can be cancelled.
  • Wall Jump now breaks glass.
  • Fixed sliding land roll not blocking the same actions as normal land roll.
  • Improved character turning animations, adding smoother apex turns and quicker fast turns for more responsive looking movement.
  • Added a new animation for changing orientation while running.

Camera

  • Added settings for min/max field of view scaling outside of aiming down sights.
  • Added landing camera shake for balance and feel.
  • Added scaling shake strength based on speed for sliding and sprinting.
  • Added new camera shake intensity setting for reducing non-essential shakes.
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Combat

  • Improved character visibility at distance by increasing contrast against the environment and adding a subtle outline.
  • Improved melee fluidity and consistency, added slight knockback vs. unshielded or living targets.
  • Successful finishers now also restore all limb cooldowns.
  • Increased Adrenoshot self-revive time to 7s (was 6s) to make finishing enemies of a coordinated teams easier.
  • Removed hold breath, compensated with reduced sway.
  • Improved character hit reaction animations.
  • Weapon swap now cancels and blocks armor kit use.
  • Improved aiming animation stability while turning.
  • Reworked reload animations to maintain aim direction and improve grip.

Interactions

  • All interactions and finishers can be buffered by holding the button while moving into range.
  • Faster limb attachment/swap animations.
  • Added syringe drop animation to teammate revive.
  • Blocked detaching the last limb (prevents accidental suicide).

Weapons:

ADS Camera:

  • The ADS camera has been pulled back slightly in third-person ADS to provide more peripheral vision in combat situations.
  • Fixed some vertical offsets with Third Person ADS cameras when Scopes were attached to weapons.

Zone of Mayhem:

In an effort to bring close-range weapons such as Sidearms, Shotguns and SMGs more viability in more situations, we have adjusted their ranges and damage drop-off distances and damage reduction percentages which should result in these weapons being more viable between short and mid-range encounters. These amounts vary by weapon family and weapon class but should result in shorter range weapons feeling less like their damage just evaporates past certain distances, as well as making them feel more usable in more locations.

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Weapon Balancing:

Assault Rifle Recoil:

  • To bring back some of the feeling of weapon class identity, Assault Rifle Recoil has undergone changes to their None-Uniform Recoil. For ARs specifically, their recoil has been inverted, which means that the shots earlier in the magazine are closer together and become more erratic and difficult to control the longer you shoot. This should result in ARs being more usable at longer ranges.

Attachments:

Based on the AR Recoil changes above, all AR Lightweight Barrels have had their recoil penalties reduced:

  • Horizontal Recoil increase is now +40% (was +60%)
  • Vertical Recoil increase is now +50% (was +70%)

Additionally, all AR Heavy Stocks have had their recoil reduction bonuses reduced:

  • Horizontal Recoil reduction is now -25% (was -30%)
  • Vertical Recoil reduction is now -15% (was -20%)

NPC Weapons:

  • Weapons used by Teardrop NPCs (such as the Nuestros Diablos faction) are now rebalanced and should result in more consistent damage between different weapons.
  • Nuestro Diablos NPCs' accuracy has been increased

Specific Weapon Balancing:

Base Weapons:

Type227:

  • Damage increased to 86 (was 75)
  • Base Spread slightly reduced
  • RPM reduced to 340 (was 380)

Flenser:

  • Base Damage increased to 49 (was 38)
  • Headshot Multiplier reduced to 1.3x (was 1.5x)

Variants:

Ninja Kestrel:

  • ADS Time reduced by 20% to fix an accuracy issue when scoping in quickly.

Vulture Solana:

  • Increased vertical recoil by 6%
  • Damage Range bonus reduced to +10% (was +15%)

Cyberlimbs:

Balance & Design Adjustments

Buzzkilla Drone

  • Now works as a companion, constantly follows the player, and automatically attacks targets within its line of sight.

Recon Drone

  • Improved detectability and wallmarking.
  • Auto-destroyed if a second drone is spawned from the same limb.

Paralyzer Arm

  • Dodge is now blocked inside the projectile area.

Tripmine Arm

  • Enabled linking between teammates’ mines.

Bouncebomber Arm

  • Reduced charges and tweaked cooldowns.

Grapple Hook

  • Players can now swap weapons while grapple pulling.

Kinetic Shield

  • Basic melee attacks now damage the player through the shield.

Slamfist Arm

  • Adjusted Slamfist dash distance based on vertical angle.

Mirror Breaker

  • Clone now copies the direction of the player’s movement.
  • New visualization for friendly characters.
  • Increased Charge Count to 3 for Rare Limb.
  • Increase Mirror Lifespan to 12s for Epic Limb.
  • Decreased cooldowns by 3s for all rarities.
  • Applied a 1.25x speed multiplier.

Roadrunners Legs

  • Now gradually accelerates and decelerates speed on use.
  • Reworked cooldown after reaching zero percentage.
  • Allows activation while mantling.
  • Cancels during jetpack and no longer cancels from the slide.
  • Stops acceleration during slide/dodge/shooting/aiming/reloading.

Skunkpaw

  • Now can be ignited by any explosion from limb abilities, causing it to detonate and provide extra damage.

Painkilla

  • New arm that summons drone that repair armour and heals HP of its owner and allies in radius, and also revives them if they are knocked down.

General

  • Trip Mine, Bouncebomber, Thumpers, Phosphorous Dart and Javelina no longer do explosion damage to the owner and teammates.
  • Allowed Sprint and Roadrunners for aiming cyberlimbs.
  • Performing a melee attack cancels active cyberlimbs.
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Economy & Match Flow:

Loot & Inventory:

  • Loot: In game-currency (RIP) loot drops have been adjusted and overall drop more often and higher amounts, the smallest support container always drops currency
  • Inventory: Lowered default inventory capacity and amounts added by backpacks, all but one backpack now grant the same capacity increase.
  • Added new Hoarder's Backpack for carrying the most amounts of armor kits and ammunition.
  • Removed the common basic backpack from the game.
  • Cost: Balanced loadout item costs; attachments are now more expensive, but backpacks are cheaper.

Match Flow:

  • Zone damage increases the longer players are in it, this effect slowly cools off after leaving the zone.
  • Overhauled respawn loadouts for Extraction Royale game mode
  • Added loot progression through the match. Players will have higher chances for finding lower-tier loot at match start and higher-tier loot at match end.
  • Added High Tier loot Zones at the start of the match.
  • Kills now grant 350 RIP
  • Added cooldown for manual redeployments.
  • Increased deployment speed.

Rewards & Monetisation:

  • Match rewards adjusted.
  • Increased GUN rewards in Daily Challenges.
  • Adjusted decoding costs.
  • Introduced listing fees on the marketplace. The fee is returned to the seller on a successful sale and OTG Pro subscribers will have reduced fees.
  • Daily rewards for subscribers.

Technical and Quality of Life Changes

Audio:

  • Implemented HDR Audio, making overall loudness dynamically adjust to the loudest sound present.
  • Added spatialization presets to improve 3D audio effects.
  • Increased enemy movement audio (e.g. footsteps, jetpacks) compared to teammates
  • Added wind noise when enemies move at high speed (e.g. falling, jetpack, Roadrunners)
  • Added new voiceover phrases to Loadout Ladder.

HUD/UI:

  • Added Player Profile images to Escape and Endgame Menus.

Controls

  • Improved default controller + keyboard bindings (may reset some inputs, please check your settings).

New Default MNK Settings:

V - Melee
Mouse button 4 - Melee
Aim + Left Shift - Switch Aim Type
Y - Ping
Aim + V - Toggle Zoom

New Default Controller Settings:

L3 Aim + Press - Toggle View Mode
Up on Dpad - Ping
Hold down on dpad - Emote Wheel
Right on dpad - Switch Shoulder
R3 Press - Melee
R3 Aim + Press - Toggle Sight

  • Hold to sprint removed leaving sprint to become automatic.

Various Bug Fixes

UI & HUD

  • Fixed knockdown markers on minimap.
  • Added consistency to Cyberlimbs panel indicators.
  • Fixed viewpoint markers to avoid overlaps and appear more clearly.
  • Fixed an issue that displayed your own team on enemy Recon when in spectator mode.
  • Fixed a display issue when selecting attachments in the loadout menu.
  • Fixed an issue where player level wasn’t updating in real time on your Display Badge.

Audio & Announcements

  • Fixed incorrect voice lines when target is killed by another team.
  • Fixed no Cobra announcements on Combat DJ start.

Camera & Spectator

  • Fixed an issue where Camera remained on teammates corpse if they had a redeploy backpack equipped.
  • Fixed Camera positions when a player performs a finisher.
  • Fixed Camera Position when being grappled from high ground.
  • Fixed Camera positioning when legless near an exploding Bouncebomb.

Gameplay & Core Systems

  • Fixed an issue where you would get squad wiped when a player was being revived by adreno shot.
  • Fixed an issue where it displayed “switching player” upon respawning.
  • Fixed interaction prompts with ziplines and redeploy terminals when having no arms.

Missions & Rewards

  • Fixed bad locations and container behaviour for Supply Run.
  • Fixed misleading reward info for Corporate Sabotage.
  • Fixed Sky Navigator rewards for teams of 2.
  • Removed unneeded loot containers from Deathmatch.
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Cyberlimbs

  • Fixed an issue where Cyberlimb charges were not accurately updating according to their cooldown timers.
  • Fixed an issue where Kinetic Shield would display incorrect damage taken if Shield was equipped on the other arm.
  • Fixed an issue where Roadrunners would not deactivate correctly on climbing.
  • Fixed an issue where the Ripper would pass the Kinetic Shield and still cut off limb when from a certain angle.
  • Fixed an issue where the leg attach animation was longer than the leg swapping animation.
  • Fixed Thumper usability when Buzzkillas were deployed in the area.
  • Fixed an issue where Paralyser would stop displaying boxes when leaving and returning to an area.

Weapons & Animation

  • Fixed an issue where the knife would detach from character in the melee animation.
  • Fixed an issue that made sliding appear less smooth on start.
  • Fixed Pierser Mouse reload animations.
  • Fixed weapon ADS animations when standing close to objects.

Visual & Character Models

  • Fixed an issue where the limbs would fly in the air when opening a crate.
  • Fixed an issue where previous appearance options appeared on appearance screen when exiting.
  • Fixed an issue where character’s arms displayed incorrectly when returning to main menu.
  • Fixed a garbage texture issue in Stork City.
  • Fixed a tree in Marshlands.

Performance

  • Currently investigating performance issues on 20 Series NVIDIA cards.
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Patch Notes 09/10/2025 - CL573698

Gameplay & Mechanics

  • Fixed an issue where Ripper could block Super Sprint cancellation.
  • Resolved a bug where hacking countdowns could get stuck at 0% before completion.
  • Adjusted high-tier loot zone behavior:
  • Massively increased loot rarity
  • High-tier loot zones now end with stage 2 shrinking start.
  • Fixed that some containers did not show that they were affected by the high-tier loot zone

Maps & Environments

LITTLE KYIV:

  • Fixed stretched road marking.

MIDTOWN HARBOUR:

  • Fixed missing collision on part of a tree.

STORK:

  • Resolved issue where some road appeared black.

Narrative Campaign

  • Fixed missing Map tab switcher on the campaign map screen.
  • Resolved issue where the Drone Goblin mission was not visible on the campaign map.
  • Fixed campaign music not playing when launched from the Play screen.

Lobby & UI

  • Fixed marketplace fee rounding for small listing prices.
  • Minor UI and system refinements across the Lobby and Marketplace.
  • Resolved issue where Feat slots did not update for squad members in local profiles.
  • Fixed Battle Pass fade effect incorrectly applying to text that fits within the textbox.
  • Added UI Volume slider to settings.
  • Fixed mute button state behavior.
  • Route dodge sounds through the UI audio bus for proper volume control.
  • Fixed missing for Le BoBo's Partisan from the content pack.
  • Corrected small item ping tooltip offset.

Economy Changes:

Listing fees for OTG Pro Subscribers are now:

  • 1 day: 1%
  • 7 days: 1.5%
  • 30 days: 2.5%

Listing fees for Non-Subscribers are now:

  • 1 day: 2%
  • 7 days: 3%
  • 30 days: 5%

All listing fees will still be returned upon successful sale.

Characters & Animation

  • Fixed issue where the soldier backpack animation was not playing during prematch.
  • Fixed bug causing controller layout not to update properly on Xbox and PS5 when changing settings.

Crashes & Stability

  • Fixed a few Client and Server crash instances
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Patch Notes 17/10/2025

Event

"Treat, trigger or die" event started! Look for in-match collectables and extract special event HEXes for a slew of themed items until early November. There is a collector item there too with a very limited print...

Metagame

  • Added 10 new achievements.
  • Increased the number of concurrent weekly challenges (from 3 to 5) with Battle Pass XP tweaks.
  • Challenges will change into 5 once your current weekly challenges end.
  • Reduced Account XP and BP XP rewards for Weekly Challenges to compensate for the increased number of challenges.
  • Added a maximum marketplace listing fee of 500 GUN.
  • Bug fixes for marketplace fees.
  • Fixed delayed item display when rapidly decoding HEXes.
  • Fixed an issue where Onboarding Hexes were incorrectly grouped with default Omni Hexes.
  • Fixed an issue where the Eternal Warrior achievement displayed survival time in seconds instead of hours.
  • Fixed an issue where newly obtained items only appeared in the inventory after re-login.

Audio

  • Added a separate UI volume setting to control interface sounds independently.

General

  • Fixed an issue where the crosshair would drift across the screen when motion sensor aiming was enabled on PS5.
  • Fixed an issue where gyro aim sensitivity and orientation settings did not affect motion aiming.

Core Character

  • Improved zipline movement for smoother transitions and consistent entry speed.
  • Fixed an issue where dodging backward during movement-blocking abilities would incorrectly move the character forward.
  • Fixed a visual issue causing a jittery transition at the start of the slide animation.
  • Fixed missing dodge sound effects for other players.
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Cyberlimbs

  • Fixed an issue where the healing zone decal from the Healing Drone Arm appeared on teammates.
  • Fixed an issue where melee attacks triggered immediately after the Slamfist dash animation.
  • Fixed incorrect and range stats displayed for the Buzzkilla in the Loadout menu.
  • Fixed an issue where the Hookshot arm wrist duplicated when using the hook ability while aiming.
  • Fixed an issue where plush toy objects from the Lebobo emote were not hidden while using the Ghost arm ability.
  • Fixed an issue where parts of the Hammerhead legs remained visible while using the Ghost arm ability.
  • Fixed an issue where players with the Cyberlancers received reduced damage from leg shots.
  • Fixed missing explosion stat for the Skunkpaw ability in the lobby display.
  • Fixed an issue where movement speed was reduced while aiming a cyberlimb with one arm missing.
  • Fixed an issue where the Bouncebomber's explosion and vacuum effects separated after ricocheting off the Kinetic Shield.
  • Fixed an issue where holograms did not display the Anniversary jetpack trail while using Mirror Breaker Legs.
  • Fixed an issue where using the Ripper Arm during the Roadrunners ability caused the effect to last indefinitely.
  • Fixed an issue where the Skunkpaw displayed an incorrect "healing per second" stat in the marketplace and loadout screens.
  • Fixed an issue where the character could get stuck in the sprinting state after climbing during severe lag with the Roadrunners.
  • Fixed an issue where the last team member would die instantly instead of being downed while inside Painkilla's healing area.
  • Fixed an issue where dodge could still be used while being pulled by the Bouncebomber's vacuum effect.

Character Customization

  • Fixed an issue where the Full Body Skin model appeared in the "Both Eyes" menu instead of the default character model.

GPM

  • Fixed an issue where the Recon Loadout Drone's collision remained after being destroyed.

Locations

LITTLE KYIV:

  • Fixed barrel and loot crate intersection in Little Kyiv.
  • Fixed an invisible collision near the road in Little Kyiv.

SALTIE:

  • Fixed an issue where the salt decal in Saltie was incorrectly applied to characters.

OCIO:

  • Fixed floating grass and foliage clipping through surfaces around Ocio.

MARSHLANDS:

  • Fixed a floating tree trunk near the Outflow in Marshlands.
  • Fixed an asset in Marshlands that was blocking player movement.

MIDTOWN HARBOUR:

  • Fixed missing collision on part of a tree in Midtown Harbour.

STORK CITY:

  • Fixed mismatched collision on a destroyed car in Stork City.

HUD

  • Fixed an issue where the Loadout selection screen appeared after respawn during prematch.
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Hey Zeroes! We've deployed a small update.

Bug Fixes

  • Fixed a display issue when failing the narrative campaign missions.
  • Fixed Sky Navigator display marker on narrative mission 6.
  • Fixed an issue where the status effect icon remained on screen after limb was used.
  • Fixed an issue where the Halloween Fog was leaking into narrative mission areas.
  • Fixed FPS drops on Xbox Series S during Narrative Mission Cinematics.
  • Fixed an issue that allowed you to collect the same Candy Bag in a single match.
  • Fixed an issue where scrolling on controller wasn’t working correctly in the Challenges section.

Weapon Changes

Terikon:
Spread Per Shot reduced by 4%
Mavinga:
Spread Per Shot reduced by 3%
M4 Commodore:
Spread Per Shot reduced by 6%
Vulture:
Spread Per Shot reduced by 6%
Partisan:
Spread Per Shot reduced by 3%

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Patch Notes 31/10/2025

OTG Pro - Loyalty Rewards

  • Implemented new OTG Subscription Loyalty system with updated reward tiers, claim tracking, and recalculated progression for upcoming loyalty benefits.

Weapons

Marksman Rifles:

  • Due to the power of the Proton with a Light Barrel being a bit more extreme than intended, we have reworked how Light Barrels function on Marksman Rifles. They now deal bonus Armour Damage rather than bonus Headshot Damage. What this results in is a different dynamic available to these weapons, where a headshot with the Proton will instantly remove all armour from a fully-armoured target (but return it to 3 headshots to knock), whereas with an Ichnya you will require one less body-shot to strip armour from a target.
    Proton:
  • Light Barrel now deals bonus Armour Damage (+25%) instead of Headshot Damage (+15%).
  • Base Damage increased to 175 (was 150)
  • Headshot Multiplier reduced to 1.5x (was 1.75x)
    Ichnya:
  • Light Barrel now deals bonus Armour Damage (+15%) instead of Headshot Damage (+20%).
  • Base Damage increased to 130 (was 100)
  • Headshot Multiplier reduced to 1.25x (was 1.75x)
    Flenser ChemTech:
  • Rate of fire reduced by ~8%.
    Flenser Mad Biker:
  • Rate of fire reduced by ~20%.

Cyberlimbs

Roadrunners:

  • Fixed an issue where the character could remain stuck in the super sprint state after deactivating the ability.
    Kinetic Shield Arm:
  • Fixed a bug where the Kinetic Shield was incorrectly receiving damage and charge from friendly fire sources.
    Mirror Breaker Legs:
  • Fixed an issue where a yellow outline and “Not enough space” message appeared when aiming at illusions at close range.
  • Fixed a bug where the Halloween jetpack trail effect was not applied to holograms.
    Healing Drone:
  • Updated the VFX with improved grid visuals and adjustable parameters for spacing, color, and transparency across character and effect zones.
  • Increased transparency of the Bouncebomber’s blue vacuum effect to improve player visibility while being pulled in.

Bugfixes

  • Fixed an issue where players couldn’t exit the active “Kill the Feed” campaign menu using D-Pad Left on gamepad.
  • Fixed an issue on PS5 where the “Stay as Squad” option didn’t keep players together in the same party after a match.
  • Fixed missing weapon tracers when firing.

HUD

  • Fixed the dropped loadout icon appearing black and barely visible; it now displays in a clear, noticeable color on the HUD.

Locations

  • Fixed missing zipline ropes in the Midtown Harbour Towers area on the Teardrop map.
  • Fixed a missing tarp section near the Stork Warehouse on the Teardrop map.

Core Character

  • Fixed an issue causing the camera to clip through the ground after the character’s death.
  • Fixed an audio issue where footstep sounds played multiple times when moving backward.
  • Fixed a vaulting bug where characters would fall at excessive speed after completing a vault.

GPM:

  • Fixed an issue where the Recon Drone kept highlighting enemies after leaving the shrinking zone.
  • Fixed missing hacker video on monitors during a campaign cutscene on PS5.

Metagame:

  • Fixed an issue where hovering over a newly completed achievement caused the list to scroll back to the top.
  • Corrected typos and added missing hover and selection sound effects to the Achievements section in Career.
  • Fixed an issue where blocked players wouldn’t appear in the Friends tab if the user had no friends added.

Balance

  • Increased Weekly Challenge Reward - BattlePass Experience from 5000 to 6000
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Patch Notes 18/11/2025

Metagame

  • Moved Noob HEXes to a new category for better organization.
  • Fixed the issue where Halloween HEXes kept a green corner that wasn’t meant to remain.

Bugfixes

  • Fixed an issue where the Campaign page wouldn’t progress to the next mission set after the video finished.
  • Fixed an issue where lowering the shop’s daily purchase limit could show negative values and block purchases.
  • Fixed an issue where loyalty reward items were not granted until re-initializing the game.
  • Reduced the black-screen delay on the Buzzkilla cyberlimb video tutorial so it now starts playing almost immediately.
  • Removed the non-functional ‘More Details’ button for Epic Games players in the Social menu.
  • Fixed the missing “Enter at least 3 characters to search” message when typing fewer than 3 characters in the Add Friends input box.
  • Fixed a crash that could occur when closing player details for a friend who had been deleted.
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💸 MetaGame & Economy

  • New Feature: Ranked Mode. Work on your rank to get accumulative rewards and show them who's the best Zero around here.

    • Extraction Royale Trios for 10 squads.
    • The campaign and random loadouts are unavailable in this mode.
    • Allows for more high rarity HEXes to drop in loot than Casual Extraction Royale.
    • General boost for all rewards. The higher your rank, the higher the boost.
    • There is only one free respawn after first death and the later respawn shutdown event will remove any yet unclaimed token.
  • New Mode: Casual Extraction Royale Trios & Solos. Don't feel like chasing ranks? Play in a more relaxed space.

    • Successor of the regular Extraction Royale game mode.
    • A larger focus on NPCs combat and other PvE opposition.
    • Reduced total amounts for high rarity HEXes to drop from loot containers.
  • New Feature: Item conversion. Take your dusty, old items and burn them to receive a surprise, potentially of a higher rarity.

    • Items from your collection can be destroyed to receive a HEX.
    • Advanced recipes have a chance to get a higher rarity HEX.
  • New Feature: Custom Servers. Open a server, customize it with various modifiers, invite your friends and have a show of your own.

    • Create own game with yours pacing & rules.
    • Enhance it with various events which were present in the past.
    • Want to have more control? Use custom single modifiers for more precise control.
  • New Feature: Consumable Boosters. Leveling feels too slow? Fire up those boosters and gain account and Battle Pass levels faster.

    • Added Boosters section to the Lobby. Boosters can now appear in various reward systems.
    • Battle Pass - Infinite Loop levels rebalanced to contain boosters.
  • Challenges:

    • Daily Challenges - GUN rewards rebalanced to give more GUN.
    • Target values rebalanced to make sure daily, weekly and monthly goals are more in line with their expected timeline.
    • Removed loadout and cosmetics-related challenges.

🛡️ Career & Customization

  • Narrative Campaign: Added the new "Killswitch" Narrative Campaign. This is in addition to the “Kill the Feed” campaign, and you can switch between them depending on which story you want to progress.
  • OTG Achievements: Achievements added for the “Killswitch” campaign.

🌎 World

  • OTG: Off The Grid has started establishing a proper foothold for all players on the Island - starting with Little Kyiv as the prototype location. In doing so, the city got some significant changes with the demolishing of certain buildings to make room for this grand opening!
    • Multiple buildings in LK have been demolished to make room for new OTG themed spaces.
    • In-game ad boards for OTG game modes and media have been installed - bringing more life and activity to the world.

🤖 Gameplay Mechanics & AI

  • Deployment
    • Added more deployment paths.
    • Players now deploy unarmed.
  • Respawn & Redeployment
    • Automatic respawns in Extraction Royale are now disabled during stage 2.
    • Massively reduced the amount of Redeployment Terminals on Teardrop.
    • Respawn height was lowered.
  • High Tier Loot Zones
    • Added turrets that activate with the selected zone.
    • Added a persistent smoke flare for activated zones.
    • One additional high tier loot zone gets activated during mid match.
    • Lowered rarity boost for HEX drops (still higher than regular containers).
  • HEX Extraction
    • The terminal is no longer interactive when its generators' heat sinks are broken.
  • Combat DJ
    • Currency and XP rewards are only granted to players of the capturing team that are within 50m range of the event site.
    • Reduced chance to spawn a HEX reward to 35%, removed common rarity chance, lowered chance to drop rare and epic HEXes.
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  • Legendary Drop Pods each contain a random selection of legendary Cyberlimbs and weapons.
    • The smoke flare now persists until a pod leaves again.
  • Quick Order Delivery
    • Removed the option to select a delivery drone type.
  • Loot and items
    • Weapons are automatically picked up when a player is unarmed, this can be disabled in game settings.
    • Redistributed loot containers on Teardrop, massively reduced the total amount in some areas and larger containers are now mostly found in interiors.
    • Reduced the progressive increase of loot rarity over match time.
    • Lowered the rarity on Opportunity mission rewards.
    • Loot sources do not spawn the same limb or weapon type more than once, the chance for the same limb or weapon category is decreased to 50%.
    • Removed the redeployment backpack from the game.
    • Fixed an issue where Adreno Shot and larger stacks of Armor Kits would drop too frequently.
  • In-match Currency
    • Slightly reduced drop amounts of in-game currency (RIPs) from loot containers, removed rare drops of very high amount.
    • In-game currency loss on death increases with the amount owned.
    • Currency reward for kills increases if the player was on a kill streak without dying (0:350 | 3:450 | 4:550 | 5:700 | 6:850 | 7:1000).
    • Items do not disappear anymore if the Shrinking Zone shifted back over them again.
  • Missions
    • Lowered chances for high rarity HEXes from HEX Collector, Supply Run and Drone Goblin and Combat DJ opportunity rewards.
    • Increased chance to receive a HEX from Drone Goblin rewards to 15% (from 5%).
  • Tutorial
    • Removed Jetpack exercise.
    • Adjusted HEX hacking exercise by latest feature changes.
  • NPCs
    • Added groups of Anti-Air turrets to randomly selected areas, activated via game stages.
    • Changed the narrative type of some of the NPC groups, added a new NPC type to Teardrop.
    • NPCs now take cover when available.
    • NPCs now use and drop randomized high rarity weapons and ammunition on death.
  • Interactions
    • Doors now open automatically when running towards them.
    • Increased the hold duration for giving up when knocked down to 1s (from 0.5s).
    • Fixed various interaction issues with terminals.
  • AI
    • Reworked aiming and accuracy logic for AI actors.
    • Improved difficulty setting of bot players.
    • Fixed various issues with AI actor senses.

🖥️ HUD

  • Settings: Added option to change main HUD color
  • Redeployment Terminal:
    • Updated Redeployment Terminal UI
    • Can now revive multiple teammates at the same time, given Zero has sufficient funds
    • Provides verbose information about current redeploy state - cooldown, time to respawn, amount of currency
    • Can now be navigated with WASD
  • HEX Extractor:
    • Updated HEX Extractor UI
    • Can now be navigated with WASD
  • Markers & Pings:
    • Markers & Pings now become more transparent, while aiming, closer to the crosshair they get
    • Hostile Players ping is now easier to hit and covers larger area, while also checking LoS. Single ping press should now place hostile ping when pinging near the hostile character
    • Added ping placement animations
  • Help Screen: Added help screen (F1 / Double-tap DPad-Down) that provides verbose information about current game mode information, equipped limbs of either your character or Zero you are spectating
  • Spectator: Limbs' states and weapons' states are now visible when spectating other Zero
  • Missions: Added special timer near compass allowing to track time limited objectives for campaign missions

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🏃 Character

  • Aim Assist
    • Aim Assist has been adjusted to the following values on ALL platforms:
    • Sensitivity Assist Strength - Capped at 50% (no change).
    • Rotational Assist Strength - Reduced to 40% (was 60% on Consoles and 50% on PC).
  • Shooting and Aiming
    • Aiming Offset Improvement: Improved the Aiming Offset of the character when entering first person ADS which should hopefully prevent cases where the crosshair position in ADS did not match the crosshair position you had when you first entered ADS.
    • Shoot From Camera: Your character now shoots from the camera in all cases where there isn’t a world object closer than 5 meters in front of you. This results in your aim needing to be precise to hit a target and removes the likelihood of shots across your target still hitting the target due to the offset between the character and camera, while still preventing a lot of cases where you would be able to shoot at a target while out of the complete line of sight of your opponents. Characters near you are exempt from this logic, meaning that if a character is within 5 meters they won’t be hit by bullets firing from the character because shots in that case will still come from the camera and not your character. This should provide a much cleaner and trustworthy aiming system where your crosshair is king and can be trusted implicitly.
  • Shoulder Switch: Shoulder switch speed increased by 50% to better match the pacing of the game and fix issues with weapons swinging off screen in first-person when shoulder switching in ADS.
  • Jetpack Dash
    • Jetpack Dash is now usable across all scopes while in ADS, regardless of whether it's in first or third person mode, to improve character movement responsiveness and consistency.
    • To achieve this, we merged two inputs into one for Zoom Toggling and FP/TP Toggling. As a result, all adjustable sights with variable zoom levels (Adjustable ACOGs, Adjustable Mid-Range sights, Adjustable Long-Range Sights) are now FP only.
    • For all non-adjustable sights (Red dots, reflex sights, etc.) toggling with Right-Stick Click will toggle between first and third person perspectives.
    • For all adjustable sights, toggling with Right-Stick Click will toggle the Zoom level of the sight.
    • To compensate for this change, we have reduced the frequency of receiving these FP-only sights from loot containers and loadouts on the island.
    • On Consoles, the default inputs are now: Quick Melee - Right Stick click (Out of ADS), Jetpack Dash - Left Stick click (In and out of ADS), Toggle First Person/Third Person - Right Stick click (In ADS), Toggle Zoom Level - Right Stick click (In ADS). These two settings depend on the scope you have equipped on your weapon and whether it has a Zoom Toggle or not.
    • On PC you may find you need to reset your keyboard inputs to default with this as previous inputs have been shuffled around accordingly. The new defaults are: Quick Melee - V/Mouse 5, Jetpack Dash - Left Shift, Shoulder Switch - Y/Mouse 4, Toggle First Person/Third Person - Y, Toggle Zoom Level - Y. Toggle First Person/Third Person and Toggle Zoom Level can be rebound to separate keys if you wish to.
    • Fixed an exploit that allowed players to exit a Jetpack Dash early with a Jump while maintaining high velocity and allowing them to ADS and shoot at Dash-level speeds. Jetpack Dash now blocks Jump for the duration of the dash, but can still be used after a Jump while in mid-air.
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  • Jetpack
    • The Jetpack has been adjusted to provide increased lift and reduced momentum loss at steep angles without the need to dive forwards to regain momentum to climb again (known internally as Dolphin Diving). We felt this was a hold-over of the old Jetpack design that we no longer needed, so the Jetpack now flies at consistent speeds upwards regardless of trajectory.
    • Due to the above change, heat gained from climbing has been increased to compensate for the increased altitude gained by no longer needing to Dolphin Dive.
    • Jetpack yaw speed increased to provide quicker turns to increase maneuverability.
    • Pitch and Yaw reductions when flying the Jetpack when missing one or more limbs has been reduced by 25%.
    • Flight speed gained while diving has been increased at steep angles (90-60 degrees forwards).
    • Slight adjustments to the camera to provide a smoother entry into the Jetpack to make it feel less abrupt.
    • Slightly increased Yaw maneuverability of the Jetpack when it is in an overheated descending state.
    • Added a new setting in the Gameplay Settings called Jetpack Pitch Hold Delay that allows you to set a short delay between activating the Jetpack while holding L-Stick Forward/W and the Jetpack beginning to pitch. This setting can be set to any duration between 0 and 2 seconds to tailor the Jetpack’s initial responsiveness to your preference.
  • Landing Rolls
    • Fixed an issue where Landing Rolls were triggering far too frequently when falling from distances that shouldn't trigger them.
    • Landing Rolls are now calculated only on height and not on height and velocity, with a height limit set to 30 meters. Falling more than 30m will result in a landing roll every time, falling less than 30m will not trigger a landing roll. Landing Rolls performed by landing directly with the Jetpack active are unaffected by this change.
  • Reloading, Plating and Weapon Swapping
    • Jetpack Dash no longer interrupts Reloading.
    • Jetpack Dash no longer interrupts Weapon Swapping if the weapon has already switched hands when the dash begins.
    • Opening loot containers and doors no longer interrupts Reloading.
    • Leapers, Mirror Breakers, and Roadrunners no longer interrupt Reloading or Plating when used.
    • Roadrunner Sprint now once again allows you to apply Armour Kits while sprinting.
  • Slide
    • Slide friction slightly increased to reduce abnormally long slides in certain locations.
    • Slide initial boost increased to give Slide more immediate impact as a trade-off for the above change.
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🦾 Cyberlimbs

  • Based on both community feedback as well as internal feelings and analytics we have shifted the balance of power of Cyberlimbs into more of a “Cyberlimbs set up the kill” mentality rather than having Cyberlimbs being the be-all end-all of combat. As a result, Cyberlimbs have been adjusted to the values below to simultaneously reduce their damage dealing capabilities, as well as reduce the cooldowns to try to ensure that your limbs will be more readily available when you need them the most.
    • BuzzKilla: Improved the Drone's ability to turn and shoot, making it more accurate at hitting moving targets. Drone damage reduced to 5 (was 20). Drone HP increased to 250 (was 150). Drone durations reduced.
    • Bouncebomber: Reduced Vacuum effect radius by 1m. Increased explosion radius by 1m. Increased cooldowns per rarity.
    • Cyberlancers: Charges reduced to 1 (was 2). Cooldowns reduced per rarity. Impact damage reduced to 120 (was 150). Bleed rebalanced (duration halved to 4s, amount reduced to 120). Knockback distance and height increased on the target. Reduced visual distortion of the impact effect and shortened it to match the proper concussion length.
    • Ghost: Slightly reduced the time to reach max invisibility. New invisibility values based on movement speed: Stationary = 90%, Walking (ADS) = 85%, Sprinting = 75%, Sliding = 70%, Falling = 50%. Increased length of Cloak Disruption when shooting your weapon to 4 seconds (was 3s). Decreased length of Cloak Disruption when taking damage to 2 seconds (was 3s). Updated cooldowns. If either the downed player or the reviver has Ghost Arm (active or inactive), both receive Ghost effect during the entire revive process.
    • Hammerheads: Hammerheads now unholster your weapon immediately upon landing, reducing the time it takes to get back into the action. Charges reduced to 1 (was 2). Cooldowns reduced per rarity. All limb rarities now deal 200 damage. AoE Radius and Knockback amount now increases with rarity.
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  • Hookshot: Your weapon will be immediately unholstered upon using the Hookshot regardless of whether the Hookshot misses or hits an object or target, speeding up the exit of the limb's ability. Grapple damage has been reduced to 100 HP for all rarities.
    • Javelina: Missile AoE reduced to 2m (was 5m). Damage reduced to 200 (was 280). Lock on time increased to 1.3s (was 1s).
    • Maxigun: Maxigun now regenerates ammo passively when the limb is inactive. Ammo restored by rarity: 70 / 80 / 90 / 100. Fixed an issue with hit registration on close targets.
    • PainKilla: PainKilla no longer regenerates Armour Plates. PainKilla health regen amounts adjusted to compensate for Armour Plating no longer regenerating: Common - 40 HP per tick (was 20), Uncommon - 50 HP per tick (was 25), Rare - 60 HP per tick (was 30), Epic - 70 HP per tick (was 35). PainKilla can now only revive a player once (was twice).
    • Paralyzer: Paralyzer EMP bubble duration reduced to 8s (was 14s). Cooldowns reduced per rarity. Jetpack Dash is no longer blocked by Paralyzer EMP bubbles, however the EMP bubbles now prevent Dash from recharging while the player is under the effect of the EMP and a direct hit with the Paralyzer will drain all Dash charges from the target.
    • Phosphor Fury: Charges reduced to 1 (was 2). Cooldowns reduced per rarity.
    • Recon Drone: Recon Drone health reduced to 200 (was 500). Recon Drone now has new scanning ranges based on rarity.
    • Roadrunners: Acceleration time reduced to 1s (was 2s). Deceleration time reduced to 0.2s (was 0.3s). Max speed increased to 1.85x Sprint Speed (was 1.75x). Recharge speed per tick doubled to 0.5 (was 0.25). Roadrunners now take your current movement speed into account when activated. Roadrunners now maintain your velocity when using Jetpack Dash while sprinting.
    • Skunkpaw: Skunkpaw now highlights enemies within your Skunkpaw effect. Smoke now applies lingering damage for 3 seconds after leaving the cloud. Enemies inside the cloud are slowed by 10% movement speed.
    • Slamfist: Momentum is now properly fully maintained again when exiting out of a Slamfist punch. Concussion duration changed to 1s minimum duration and 2s maximum duration (was 2s/4s). Damage reduced to 100 minimum damage and 200 maximum damage (was 135/275). Reduced the maximum dash speed of the Slamfist by 10%. Camera unlocked and pulled back during the dash and punch to give better visibility to your surroundings.
    • Slugger: Optimized Goo spawning. Reduced performance cost during mass deployment.
    • Thumpers: Projectile flight speed increased by 75%. Damage radius reduced from to 8m (was 10m). Updated cooldowns.
    • Tripmine: When a tether triggers, only mines connected to that tether explode. When a single mine triggers, only that mine explodes, without triggering others. Mine explosions no longer trigger mines placed by the same team.
  • Spectator Limb Visualization: Improved owner/friend/enemy differentiation for Spider Mine, Toxic Smoke, Paralyzer, Healing Drone, Recon Drone, Mirror Breaker.
  • LEGENDARY CYBERLIMBS: This patch sees the introduction of Off The Grid’s first batch of Legendary Cyberlimbs, obtainable only within a match (similar to the Teardrop Legendary Weapons) that come kitted out with a host of unique twists on the existing limbs.
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  • Javelina - Legendary Variant: Features an expanded targeting angle for easier lock acquisition. Missiles have no lifespan or range limit. Stores up to 99 missiles and can lock onto up to 99 targets simultaneously.
    • PainKilla - Legendary Variant: Continuously follows and supports the player. Reinforced and tougher to bring down. Much stronger healing capabilities.
    • Recon Drone - Legendary Variant: Actively tracks enemies around you as it follows you. Huge scanning radius that now provides information about detected enemies such as displaying Armor and HP markers.
    • Hookshot - Legendary Variant: Nearly instant cooldown enables effectively unlimited grapples. Enhanced jetpack cooling during grappling combos.
    • Buzzkilla - Legendary Variant: Extended targeting distance up to 30 m. Damage increased to 10 per hit. Restores a full 360° vision cone for maximum battlefield coverage.
    • Ghost - Legendary Variant: Grants a passive Ghost effect that remains active as long as the limb is equipped. The cloak can now be manually activated or deactivated via a dedicated input. No projectile — the effect is purely self-contained and no longer tied to an AoE launch mechanic.
  • Backpacks
    • Limb Accelerator: Based on the cooldown reductions across a lot of limbs, the Limb Accelerator Backpack cooldown reduction has been lowered to 20% (was 33%).
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🔫 Weapons

  • Weapon Slot Reduction: The number of weapons a player can carry has been reduced to 2 (down from 3), by way of removal of the Pistol Slot as a dedicated slot for Pistols. We feel this shift in dynamic will provide various benefits, such as allowing quicker weapon swapping on Controllers to bring it up to the same speeds as Mouse and Keyboard players by allowing better cycling of your weapon slots, as well as making your choice of weaponry more important rather than just spreading your loadout across all 3 ranges (short, mid and long) and being able to handle every situation that comes your way without thinking about it. We want combat to be more about making choices that matter to you and your playstyle. As a result of this change, Pistols now count as Primary weapons and have been buffed accordingly to make them more appealing, and Sniper Rifles have also seen a huge shift in their power level to keep them viable. More details about these balance changes are in their relevant sections below.
  • Weapon Audio: Almost all weapons have undergone considerable reworks of their audio, providing more believability and impact.
  • Bullet Impact improvements: Bullet impacts have had their distances increased across the board, which should make seeing where your rounds land in the distance easier.
  • IMPROVED SYSTEM - Bullet Penetration:
    • Weapons now have varying Penetration Strengths and objects in the world have Penetration Values that will allow weapons to shoot through them, dealing reduced damage of the rounds exiting them.
    • Additionally, player characters themselves can now be penetrated by rounds, dealing 100% damage when passing through a player, allowing for situations like Collateral kills.
    • This system is in its infancy and will be expanded upon and tuned over time.
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  • Weapon Balancing
    • Assault Rifles: Terikon, Kasper, Mavinga, M4, Vulture, Partisan all received reduced Horizontal and Vertical Recoil.
    • LMGs: Hawk and Boomslang received reduced Horizontal and Vertical Recoil.
    • Marksman Rifles: Proton and Ichnya received reduced RPM, First-shot, Horizontal, and Vertical Recoil.
    • Pistols:
      • All Pistols: Swap speeds increased dramatically, ADS Accuracy increased by 25%, Recoil adjustment to provide less aggressive recoil.
      • TAP9: RPM reduced to 190 (was 290), Base Damage increased to 150 (was 100).
      • Type 227 and Kelowna received reduced Reload Time.
    • Shotguns: Squall received reduced First-shot, Horizontal, and Vertical Recoil, reduced Spread per shot, and reduced Reload Time. Flenser received reduced Base accuracy. Influencer received reduced First-shot, Horizontal, and Vertical Recoil.
    • SMGs: Tacoma, Kite, Woodpecker, and Kochi all received reduced Horizontal Recoil.
    • Sniper Rifles:
      • All Sniper Rifles: no longer have the ability to toggle to Third Person mode in ADS.
      • Kestrel: RPM lowered to 40 (was 50), Base Damage increased to 300 (was 250).
      • Osprey: RPM reduced to 100 (was 130), Base Damage increased to 200 (was 155). Headshot Multiplier reduced to 1.5x (was 1.75x).
      • Pierser: NEW EFFECT: EMP - A fully-charged body-shot will now inflict a 1 second EMP effect on the player hit, disabling their Cyberlimbs for the duration. Charged Shot time reduced to 0.5s (was 2s).
      • Teardrop Pierser: Charged Shot time reduced to 0.25s (was 1.75s).
      • Pierser Mouse: Charged Shot time reduced to 0.33s (was 2s).
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🛠️ PATCH NOTES

🎄 META & ECONOMY

Christmas Event

  • Event Status: ENABLED — The holiday season has arrived!
  • Xmas Event Overview:
    • Exclusive Items: All rewards inside Xmas HEXes are event-exclusive and can only be acquired during this event.
    • Xmas HEXes: Special event HEXes containing the full Xmas-themed item collection.
    • New Ticketing System: Complete objectives and participate in matches to earn tickets and unlock exclusive event Hexes.
  • How to Get Xmas HEXes:
    • Rare Drops: Earned naturally through gameplay via Teardrops.
    • Direct Purchase: Buy from the Main Menu via the dedicated Xmas Event Widget.
  • Purchase Options (Lobby):
    • GUN: Price increases per purchase and resets to starter value every 24 hours.
    • Tickets: Ticket purchases do not affect pricing. Paths are fully independent.
  • How to Earn Tickets:
    • Daily Login rewards (select days).
    • Daily Challenges.
    • Regular gameplay (same activities that grant GUN or XP).
  • No Limits: No cap on how many Xmas HEXes you can obtain!
  • Limited-Time: Event runs until January 12. Unused tickets will expire.

Early Account Level Rewards

  • Added new rewards for the first 15 Account levels to help new players build early basic loadouts for Ranked mode.

🎨 QUALITY OF LIFE (UI)

  • Inventory Notifications: The "New" text label has been replaced with a Red Dot indicator for better UI consistency.

⚔️ GAMEPLAY MECHANICS & AI

Loot

  • Epic Items: Reduced chance in high-tier zones (5% grey containers/open spawners, 10% red treasure containers).

Legendary Drop Pod

  • Yield: Reduced total items to give before a pod returns to 1.
  • Frequency: Increased amount of drop pods landing to 7.

AI

  • NPC Density: Increased NPC groups to 5 for Extraction Royale Ranked and Casual.

🦾 CYBERLIMBS

Buzzkilla (Rework)

Shifted from area denial to a high-impact, short-burst tactical tool.

  • Duration Reduced: Common 8s / Uncommon 9s / Rare 10s / Epic 11s / Legendary 15s.
  • Base Damage Increased: Common-Epic: 8 (was 4) | Legendary: 12 (was 8).
  • Cooldowns Reduced: Common 32s | Uncommon 30s | Rare 28s | Epic 26s.
  • Legendary Only: Attack radius reduced to 25m.

Ghost (Legendary)

  • Velocity Sync: Outline/dissolve effects no longer influenced by velocity. No more full invisibility while bunny hopping or falling.
  • Visibility Floor: Max outline capped at 0.92; characters remain faintly visible at close range.

Roadrunners

  • Acceleration: Reach top speed in 0.75s.
  • Tactical Sprint: Now allows for full weapon reloading without a speed penalty.

Arc Shield & Jetpack

  • Arc Shield: Activation sound volume reduced.
  • Jetpack Camera: Pulled back with higher min FOV for a better sense of speed.
  • Jetpack Dash: You can now jump immediately after a Dash and fire weapons during the Dash animation.

🔫 WEAPONS

Time-to-Kill (TTK) Adjustments

  • ARs & SMGs: 20% Reduction.
  • Pistols & LMGs: 10% Reduction.
  • Teardrop Weapons: Full rebalance to align with new global TTK standards.

Marksman Rifles & Snipers

  • Proton & Ichnya: Scope locks removed; swap optics freely.
  • Kestrel: RPM reduced to 30 (was 40); ADS time increased by 30%.
  • Osprey: ADS time increased by 15%.
  • Piercer: ADS time increased by 30%.
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🛠️ PATCH NOTES | Version CL625436

Meta & Economy

  • Added the new 'Rockstar' Content Pack.
  • Fixed an issue where the “Open Loot Crates” challenge was not progressing correctly.

World

  • Fixed an issue that allowed players to deploy from the plane into unplayable areas.
  • Reduced the amount of Legendary Drop Pods to 4 per match.
  • Reduced final zone collapse time from 60s to 20s to increase end-game pacing.

Gameplay Mechanics & AI

  • Improvements made to Turret VFX.
  • Fixed an issue where NPC bodies would jitter upon death.

HUD

  • Optimised and improved lighting in the main menu lobby.

Character

  • Fixed an issue that would stop player momentum when activating slide close to the ground.
  • Players can no longer mantle or 'ride' the Legendary Drop Pod.
  • Resolved a visual clipping issue on the Mrs. Santa jacket

Cyberlimbs

  • Fixed a texture gap in the Skunkpaw Arm when equipped.
  • Fixed a visual issue where Tripmines would not launch upwards upon exploding.
  • Fixed Phosphorus Dart trajectory; now fires in a straight line as intended.
  • Armor plates now interrupt Ghost visibility.
  • Fixed an issue where Paralyser’s EMP ability was not working correctly on Ghosted targets.
  • Fixed an issue where the Hookshot would grapple backwards instead of forwards.
  • Fixed collision inside of the Arc Shield.
  • PainKilla no longer continues to heal after being destroyed.
  • Damage adjusted when using PainKilla in Zone.
  • Skunkpaw no longer gives green recon effect to targets within the gas.

Miscellaneous

  • Added new sounds for legendary limbs.
  • Fixed layout issues in Observer Mode during a Community Server.