#dev-updates

1 messages · Page 1 of 1 (latest)

dawn pewter
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We are seeing reports of mouse or other input issues:

  • If streaming, try streaming the whole screen and not the Marathon game window specifically.
  • If not streaming, or if the above doesn't work, try disabling Discord or Steam overlays. For Steam click Settings → In Game and then toggling off "Enable the Steam Overlay while in-game".
  • Try disabling "Always-on game clipping" in Discord.
    • Additionally, you can try switching to the web version of Discord.
  • We are aware of some third-party utilities that can introduce this problem. Try closing any screen sharing, screen capture, or screen measurement utilities.
dawn pewter
dawn pewter
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Server Slam day 1 carries on! Thanks to all of your feedback, we've got crucial intel that will help us make updates during the Slam and tie up any loose ends as we continue towards March 5. As we continue through the test, we wanted to give you a heads-up on what we're seeing:

  • Mouse input causing lag: We've seen reports that the mouse input stops working when players are running any form of streaming software (Discord, OBS, etc.). We've got a solid set of data on this as it stands, but please keep the reports coming.
  • Voice not working in-run: We've heard reports that in-game voice is working fine in the menus, but not inside of runs. We've got some great leads, but keep the reports coming.
  • Names changing to "Redacted": This issue has been resolved! But, to help make sure you get everything taken care of, we've issued everyone a new name change token (https://help.bungie.net/hc/en-us/articles/7648312251284-Bungie-Name-Guide) or if you'd prefer, you can file an appeal to get some help changing your name back (https://help.bungie.net/hc/en-us/articles/360049024492-Contact-Form-Appeal-Ban-or-Restriction)
  • Textures not loading in/performance issues: Hardware configurations can span far and wide, so thank you all for letting us know what you're running into. Thanks to you, we've got a lot of information which will help us ensure Marathon runs as smoothly as possible.
  • UI feedback: We've heard your thoughts and want to hear more! We have a feedback thread on our official Discord, waiting to hear what's on your mind: https://discord.com/channels/1303855380845301861/1476673733358915778
  • PvP frequency: We've seen reports that PvP isn't frequent enough overall. If you're looking for more PvP, we have some recommendations: Perimeter (Beginner) intentionally infils fewer Runners - head to Perimeter and then Dire Marsh for a greater challenge. Additionally, the UESC are deadlier than you might think and will wipe you off the map (thus limiting the lobby's PvP opportunities) if you let them swarm. Keep us posted on your feedback here: https://discord.com/channels/1303855380845301861/1476696725464023254

Thanks for all the feedback so far, and keep it coming!

Enjoy your time on Tau Ceti - and onward to Day 2 🐛

dawn pewter
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🗣️ We have resolved the in-Run voice chat bug - you should be able to speak freely out there! As always, let us know if you see any other issues pop up: #1475613238438658068

dawn pewter
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We’ve heard player feedback that their early runs on Tau Ceti feel too empty of other players. We've issued a change to ensure that Perimeter (Beginner) fills in more Crews than it did previously. This change is now live, let us know if you feel like you're getting into more fights than usual!

Happy hunting 🏃

dawn pewter
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We have issued an update to fix the mouse input lag issues on PC, if you are currently in-game please restart your client to start the download on Steam. Thank you all for your reports on this!

Please continue to let us know if you're seeing this pop up: #1475613238438658068

dawn pewter
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And now we find ourselves in the waning hours of Server Slam day 2 - and, with a huge thanks to all of you for your feedback, we wanted to keep you posted on what's been changed along with what we're looking into:

  • UI Feedback: Thank you for all of your feedback on Marathon's UI! We're continuing to learn and ingest all of your posts about this, so please keep it coming. If you get a chance, please head over to the official Discord and continue to let us know your thoughts. We still plan to iterate on the UI post-launch, but will continue to inform you about any timelines as they're available.
  • In-run voice chat bug: We have pushed out a fix for this, so make sure give your Crew and lobby a friendly hello! But, if you're still having any issues, don't hesitate to let us know in the feedback section of the Discord.
  • Mouse input causing lag on PC: Thanks to all of your reports we've been able to track this one down and have issued a fix for it! Steam users, you should have downloaded a patch that included this fix - and if you haven't yet, please restart your client. As always, keep us in the know if you end up having this pop up.
  • PvP frequency: In an effort to drive more players into each lobby, we've increased the number of Crews that will infil to Perimeter (Beginner). Since so many early-in-career Runners are going through there first, we wanted to take a chance to test this out and see if it helps create more PvP opportunities. How's it feeling?
  • Weasel error codes: Our data suggests that these are primarily limited to EU players, we have found some details that have helped us narrow this down to specific factors, like ISP. This appears to have resolved for the time being, but if you're hitting these still please let us know.
  • Overall PC performance: Thank you all for your reports on this! As we've said in the past, PC configurations can span far and wide, but we want to do everything we can to ensure that each and every one has a good experience. If you have a high-end PC or one that you believe Marathon should be running better on your rig, please keep us posted. We're reading through every report we get our hands on.

Thank you! We'll see you Tau Ceti-side. The Slam is still running through Monday, March 2nd at 10AM PT, so we'll be continuing to gather feedback over the weekend.

And as always, let us know any other thoughts you have over in the feedback section: #1475613238438658068

dawn pewter
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As we continue through your third full day on Tau Ceti, we wanted to once again share some of the primary discussion topics we've seen pop up - and, share some ways you can provide us intel if you haven't had a chance to just yet.

Thank you all so much for taking the time to provide us with important details that will directly help ensure that our launch on March 5th goes as smoothly as possible! We appreciate you all taking the time to keep us in the know with what's happening on your side.

  • UI feedback: We are continuing to gather your posts and will keep iterating post‑launch (which, we’ll keep you posted on with regard to any future timelines once they’re available). Add your thoughts in the UI thread on our Discord so we can track them all in one place: https://discord.com/channels/1303855380845301861/1476673733358915778
  • PC performance: We are reviewing reports of high CPU use, low GPU utilization, FPS ceilings ~80–100, and some stuttering. If you’re running into any of these issues (or another one we didn’t mention) please feel free to mosey on over to our Help Forum and let us know! Details on your system specs or links to short video clips are super helpful: http://bung.ie/marathonsupport
  • PvP frequency: As we continue to keep an ear to the ground on this one, we’re further investigating total player density on non-beginner maps to cover all of our bases. If you've got any feedback - be it on Perimeter (Beginner), Perimeter, or Dire Marsh - we want to hear it!
  • Movement and heat generation: As the test continues on, we’ve seen continued discussions about heat generation, momentum, and overall movement feedback. Make sure to take a chance and let us know your thoughts!
  • Med and ammo economy: These two items have been a regular feedback item, and we’re thankful to see your reports. Discussions about stack sizes, the efficacy of green-tier med items, and more opportunities for ammo to drop have been primary topics – but, our ears remain open. Keep sharing your experiences and please let us know what you brought into any runs where you feel like you’re running dry.
  • Weasel error codes: Over the last day we’ve seen a number of Weasel error codes, which are caused by a disruption of your network connection to Marathon servers. We have several investigations under way and will report back with updates. In some cases, this may be caused by issues with your home Internet connection, or with your Internet provider. If you have made changes that have resolved this issue for you, please let us know: http://bung.ie/marathonsupport

Keep the feedback coming!

Thanks again for all your feedback. The Server Slam runs through Monday, March 2 at 10 AM PT.

See you on Tau Ceti 🐛

dawn pewter
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Only a few hours left to try out Marathon before our Server Slam goes offline in preparation for launch March 5th. Many Runners have maxed out their Faction Rep, adopted a Rook or two, and braved the haunted hallways of Hauler. We've also heard from people that the deeper they get into the progression, they more fun they are having! Tau Ceti can be unforgiving, and we can't wait to see you next week.

First off, thank you to all of you who've been running around Tau Ceti with us! Many of you have left your empty Shells and full bags behind, while some of you have found some goodies and made it off world successfully. But, all of you have been brave, adventurous, and chaotically unpredictable in a great way. We've learned a lot from you, watched from the shadows as you've hit snags or found moments of glory, and taken notes the whole time. Your input during this time has given us a lot of items to sort through and we'll be doing just that in the coming days, so thank you.

Secondly, regarding all we've noted, here's a few points we've been keeping a close eye on during our time together:
Fresh topics:

  • Additional queue options: Currently you have the ability to run as a Solo (be it as Rook or as a Runner in a solo lobby), or you can queue in with a duo or a full trio – but we have heard the feedback about duo dedicated lobbies. This has been logged and shared with the team.
  • Unbinding keys altogether: For players, especially on console, there's been a steady feedback stream about the desire to not just rebind a key - but to clear the keybinding altogether. We've passed this along as well.

Items we're still tracking:

  • PvP feedback: TTK is the hot topic. Some of you want longer duels and more Runner contact, others are vibing with the current pace. We're reviewing Runner density on non-beginner maps and keeping a close eye on how Perimeter and Dire Marsh feel all in all.
  • Med and ammo economy: We hear you that meds are soaking a lot of your early loadout budget and that back-to-back fights can chew through your med and ammo reserves pretty quickly. We've seen some folks for and against the Depleted items as well - along with how rewarding drops off of AI are. If you rand dry mid-fight or at a critical spot in your Run, tell is all about it! We're keeping an eye on the Help Forums for this one: http://bung.ie/marathonsupport
  • UI feedback: Keep it coming! We do plan to continue iterating post-launch and want to make sure that you're able to easily navigate, read what's happening mid-fight, manage your equipment effectively, and see your pings without any noise around them. We've got a big thread out on the Marathon Official Discord where you can drop your thoughts: https://discord.com/channels/1303855380845301861/1476673733358915778
  • PC performance: We’re digging into reports of high CPU use, low GPU utilization, FPS ceilings in the ~80–100 range, and frame hitches when fights get sweaty. If you’re seeing this, send your CPU, GPU, driver versions, resolution, settings, and ideally a short clip so we can keep digging over on our Help Forums: http://bung.ie/marathonsupport.
  • Movement and heat generation: Lots of chatter around slide feel, momentum, and heat alike. The common asks are smoother slide transition, letting downhill speed carry, and lowering heat on core movement for cleaner chases and disengages. Keep your takes coming!
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Fixes we've shipped:

  • In‑run voice chat bug: Fixed! If you still have issues with hearing other players when you're out on a run, we also highly recommend that you double‑check in‑game input and output devices in the Social options menu.
  • Lobby size: Early on, some of you said fights felt too sparse. We bumped the number of Crews loading into Perimeter (Beginner) to test higher contact. Tell us how it plays. We’ll keep watching non‑beginner maps too.
  • Mouse input lag on PC: Early on into the Slam, some players with streaming/capture software running were experiencing input lag with their mouse. A fix has been rolled out on Steam. If you haven't patched yet, just restart your client and it'll download automatically.
  • Names changing to “Redacted”: We believe we've found the cause of the cause of normal names being changed and have been working all week to address and update things server-side. If your name was changed as a result of this, you now have a fresh name change token and you can learn more about it right here: https://help.bungie.net/hc/en-us/articles/7648312251284-Bungie-Name-Guide. Or you can request help restoring a name here: https://help.bungie.net/hc/en-us/articles/360049024492-Contact-Form-Appeal-Ban-or-Restriction

With all that said, have fun with the last few hours of server slam. Get out there and spend your hard-earned gear, wreak some havoc, make friends, maybe treat a Rook to a nice dinner, or tip your buddy who plays Triage. If you're curious about what rewards you've earned for the big launch, check out this post: https://www.bungie.net/7/en/News/Article/marathon_server_slam_almost_here

And of course if you discover anything new, let us know! We've still got more empty space in our notepads to jot down anything else we hear or learn.

Thanks again, it's been a joy seeing you play. We look forward to seeing you at launch next week.

🐛

dawn pewter
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The Marathon Server Slam will officially start shutting down at 10AM PT. Servers will spin down gradually, so you won't all get disconnected outright when the clock strikes 10AM PT. However:

  • You will not be able to log in after 10AM PT
  • If you're in a round, you'll be able to finish that up

Reminder that your progress from the Server Slam will not carry over to launch, but for a full rundown of rewards you could unlock is available right here: https://www.bungie.net/7/en/News/Article/marathon_server_slam_almost_here

We'll see you back on Tau Ceti on March 5th 🐛

dawn pewter
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With today's launch of Marathon, we just wanted to give you all a heads-up that our goal is first and foremost to preserve the experience and surprises for all of our players.
As such, we will be issuing takedowns for any datamined content that has not yet been revealed to players.

Datamining files that are already revealed (character models, weapons, etc.) and creating fun art as a result will
**not ** be taken down. Creators, if it's currently playable in the build, go forth and do your thing.

Thank you!

dawn pewter
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With the arrival of today's fresh batch of Twitch Drops, we wanted to briefly offer two reminders to ensure that you're able to get your hands on them without issue:

  • Double-check that your Twitch and Bungie accounts are linked: https://help.bungie.net/hc/en-us/articles/8048011793812-Twitch-Drops
  • Before you can claim them, you will need to do the Tutorial that you're met with when initially Marathon starts
  • Additionally, if it's been a while since you've logged into Bungie.net and connected your Bungie and Twitch accounts, you may want to relink them refresh the connection

Additionally, due to the volume of Twitch Drops being sent out it may take up to 48 hours for them to arrive in-game.

Enjoy your time on Tau Ceti!

dawn pewter
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WELCOME TO TAU CETI! We're so thrilled to finally have Marathon out the door and in your hands.

DEATH IS THE FIRST STEP 🏃🐛

dawn pewter
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If you're having trouble launching Marathon on Steam, try restarting your Steam client. That should fix it, but if not, let us know!

dawn pewter
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Marathon servers are now live:

  • If you're having trouble launching Marathon on Steam, please try restarting your Steam client.
  • Server Slam rewards (banner, emblem, Arrival Caches) are starting to roll out shortly. If you don't see yours yet, hang tight—they should arrive in your in-game Mailbox soon.
  • Pre-order rewards may take up to 24 hours to be delivered to your in-game Mailbox
  • Twitch Drop rewards from the Server Slam may take up to 48 hours to be delivered to your in-game Mailbox
  • We're investigating an issue where Deluxe Edition items are not available in-game for some players. We will report back when we have further details.

Please let us know if you're running into any other issues!

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Our security team is monitoring the launch closely today and is asking everyone to please ensure you are not running any malicious, unauthorized, or unknown software alongside Marathon.

Any third-party applications that interfere with or alter Marathon’s operation may result in a game ban.

If you don't understand the behavior of other software, we recommend that you don't run it at the same time as the game. Have fun today and if you do see anything sus, please report it in-game or here: https://safety.bungie.net/hc/en-us/articles/42308518654100-Bungie-Game-Account-Restrictions-and-Banning-Policies

dawn pewter
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We're investigating an issue where LUX doesn't appear in your account after purchase.

dawn pewter
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We're continuing to investigate an issue where Deluxe Edition rewards are showing as locked for Steam players. We're working on a fix now and should have it resolved no later than tomorrow.

In the meantime, if you have purchased the Deluxe Edition, please hold off on purchasing the Premium Rewards Pass. The Deluxe Edition includes a Premium Rewards Pass Voucher, which you can use to unlock it at no additional cost. If you purchased the Deluxe Edition and a Premium Rewards Pass, you can use your Premium Rewards Pass Voucher next season.

Once the Deluxe Edition issue is resolved, you will receive 200 SILK you can spend on rewards in the Rewards Pass. This one-time SILK bonus will allow you to exceed the 140 SILK limit, but you won't be able to earn any more SILK until you're back below the cap. Make sure you pick up some rewards before your next run so you have room for more SILK.

dawn pewter
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We have resolved the issue preventing Steam players from acquiring their Deluxe Edition items. Please restart the Marathon game client and your items will automatically be available in the Customization menu.

We'll also be gifting 150 LUX currency to everyone affected by this delay. Please restart and login to Marathon by Friday, March 6 at 9 AM PT and we'll deliver your LUX by Saturday, March 7 at 9 AM PT.

Sorry for the wait and thanks for your reports!

round orioleBOT
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We've resent all Server Slam reward bonuses to your mailbox! Please don't delete these and make sure you have room in your Vault. :pinkcat:

Additionally, we’re currently investigating an issue preventing the Twitch Subscription Drops "White and Purple – Ballistic Sniper" and "Pink Graffiti Bingus" from appearing in the Drops Inventory screen.

abstract badger
dawn pewter
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The Outpost zone is now live - enjoy your first steps into a thriving UESC installation!

Bring an umbrella. 🔥☂️🔥

dawn pewter
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Thank you for joining us for the first few days here on Tau Ceti! Thanks to your reports and feedback, we've been able to get some fixes out the door - and we're preparing a patch for next week.

In the near future, we're making an adjustment to the amount of LUX you get for the $10 (or regional equivalent) LUX bundle to grant 1120 LUX (1000 + 120), up from 1100 LUX (1000 + 100). As a part of this whole process, we'll be crediting 20 LUX to players for each $10 LUX bundle they purchased before this change occurred.

In addition to this, we've seen the rest of your feedback about Marathon's purchasable cosmetics. We want to ensure that when you spend in Marathon you feel like you are getting great value and discussing ways to improve this experience.

Next week, we'll be issuing our first update for Marathon! We'll have full patch notes when it arrives, but here are a few previews before the weekend:

  • Increased the distance objective nav points appear from 10m to 20m.
  • Increased the number of Med Cabinets and Munitions Crates that can spawn on Perimeter.
  • Increased the amount of starting ammo in MIDA, CyberAcme, and Arachne free Sponsored Kits.

Here's a quick recap in case you missed some of our messages from yesterday:

  • Deluxe Edition items are now available to all players that purchased this version of the game. This fix went out early yesterday, so you should be all good to go! If you were impacted by this during the first few hours of launch, you will be gifted 150 LUX for your troubles - this will happen by Saturday, March 7 at 9AM PT.
  • We saw some initial reports of LUX purchases taking a while to be credited to your account, but this one is all taken care of as well. If you are still having delays between when you purchase and when your account is credited, let us know!
  • If you missed your Server Slam rewards or happened to delete the message, we re-sent them all in full! Be sure to check your mailbox and claim them once you've cleared room in your Vault.
  • Speaking of Server Slam rewards, the Twitch Drops that were up for grabs are also continuing to roll out. These can take a bit but will be delivered to your in-game Mailbox.
  • We have seen reports of Weasel error codes and are continuing to investigate! We believe we have been able to mitigate some of these but want to ensure we're being as thorough as possible. If you're encountering this, please let us know on the Marathon Official Discord. Please make sure you tell us your Bungie Name, where you are playing from, and how often you see Weasel errors.
dawn pewter
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We have deployed a server-side update to fix an issue on Outpost where Thief Runners could bypass the Pinwheel challenge. No client update is required.

dawn pewter
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We are currently investigating a bug where a dummy item is being created for the Premium Reward Pass Voucher. This item is not necessary to claim your rewards and can be safely sold or discarded. Nothing happens if you give it to someone else. You can keep it in your vault for now if you like, but it doesn't have any actual functionality.

dawn pewter
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We have identified an issue where the Twitch Sponsored Kit acquired from a Twitch Drop can be inadvertently deleted if a player's vault is completely full, instead of into the overflow.

Please make sure that you have room in your vault before claiming the Twitch Sponsored Kit from your in-game mailbox.

dawn pewter
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When you spend in Marathon we want you to get great value - whether that's the game, the deluxe edition, the Rewards Pass, or the in-game store. We've heard your feedback on the Rewards Pass, so this season we're making the following improvements:

  • S1 Rewards Pass: We're adding three new Runner Shell Styles to the premium track (Thief, Assassin, Destroyer) and one to the free track (Recon). We're also adding a WSTR Shotgun Style and a Profile Emblem to the free track. We are aiming for these added rewards to come in mid-April to align with the middle of the season.
  • Earned Arachne Shell Styles: Disciples of Arachne will soon be able to earn Arachne Shell Styles through the Codex as part of an upcoming update, also targeting mid-April to align with the middle of the season.
  • LUX: As a reminder, the $9.99 (or regional equivalent) LUX bundle now grants 1120 total LUX, up from 1100. Everyone who purchased this bundle prior to this change has been credited 20 LUX per bundle purchased.

These are just our changes for Season 1. We'll continue to iterate on what the Rewards Pass and future earned rewards look like in Season 2 and beyond.

But wait, how cool are these? Well, here's a quick preview of what's being added to the Rewards Pass starting with the new items on the free track:

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And, those on the premium track:

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And an early look at the Arachne Shell style, featuring Triage:

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We also want to take a moment to say thank you. From the start, our goal with Marathon has been a real partnership with this community - and the respectful, candid feedback you’ve shared has already made a difference. When you take the time to be thoughtful and constructive, it helps us move faster and make better calls, and we’re committed to acting on that as quickly as we can.

So thank you for showing up the way you have. Keep telling us what you love, when we’ve missed the mark, and keep being the kind of community that makes this worth building. And in the meantime - keep doing what Tau Ceti demands: be ruthless out there and never stop debating what a Rook’s life is really worth.

dawn pewter
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Marathon Update 1.0.0.4

Item Economy

  • Increased the number of Med Cabinets and Munitions Crates that can spawn on Perimeter
  • Increased the amount of starting ammo in MIDA, CyberAcme, and Arachne free Sponsored Kits
  • Reduced the frequency UESC Grenadiers drop EMP grenades

Combat

  • Fixed an issue where players could sometimes die instantly when stepping on certain world geometry*
  • Fixed an issue where the shield break screen effects could constantly play when you had a heal over time effect and a damage over time effect on you at the same time
  • Increased the range gunfire and explosions can be heard from

Weapons

Thermal Scopes

  • Reduced visual clarity on targets with thermal scopes
  • Adjusted max distances for thermal highlight:
  • Pistols: 40 meters (down from 55)
  • Rifles/LMGs/SMGs: 60 meters (down from 65)
  • Precision Rifles: 80 meters (down from 100)
  • Snipers: 100 meters (down from 180)
    Overrun
  • Increased default ammo capacity by 5

Runners

Rook

  • Fixed an issue where backpacks could be deleted when exfiling with Rook
  • Fixed an issue where Rook’s position was not being displayed on the map screen.
  • Increased CyAc reputation gain from exfilling with Rook
  • Rook will now receive the same Faction reputation bonus from all sources that solo players receive*
  • Rook’s WSTR shotgun will now spawn as Compromised
    • Compromised items require use of a Matter Fixative during the run to exfil with the item

UESC

  • Reduced health of most UESC enemies by ~10-15% and shield hp of UESC bosses by 25%*
    DEVELOPER NOTE: With this change we hope to alleviate some of the resource burden in both Solos and Crews when it comes to engaging UESC in combat. The goal here is to allow your bullets and meds to go further without reducing too much of the UESCs bite. We see the feedback loud and clear that players appreciate the friction that our UESC combatants provide and we have no plans to change that direction.

Contracts

  • Increased default distance objective nav points appear from 10m to 20m
    Introducing NuCaloric Contract
  • Fixed an issue where enemy Crews could receive NuCal contract VO audio and subtitles from a long distance away
    Introducing Traxus Contract
  • Reduced the difficulty of the UESC Commander encounter
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Zones

Outpost

  • Temporarily disabled switches access route to the Broken Wing on Outpost
    DEVELOPER NOTE: We are temporarily disabling the "Broken Wing" entrance into the Pinwheel while we make some tuning changes to it. In its current state it trivializes entrance into the Pinwheel. We are making some tweaks to maintain the spirit of the "silent" entrance while better matching the risk / reward of the Pinwheel. Runners can continue to take advantage of all other ways into the Pinwheel (including the additional silent method) in the meantime.

Rewards Pass and Store

  • Fixed an issue where bundle prices could be displayed incorrectly
  • Fixed an issue where individual items in the Store were incorrectly showing "Savings" on preview screens when no discount was active*
  • Increased the LUX bundle from (1000 + 100) to (1000 + 120)

Stability

  • Fixed a rare issue that could cause dedicated server crashes
  • Fixed several issues that could cause client crashes

General

  • Fixed an issue where doors would lock preventing players from finishing the new player intro mission
  • Updated the description of Perimeter (Beginner) on the Zone Select screen
  • Fixed a bug where the Text Chat window could get stuck open
  • Fixed a crash that sometimes occurred when attempting to use an IME Keyboard
    • Fixed a crash that sometimes occurred when typing quickly with an IME Keyboard
      DEVELOPER NOTE: Some issues may still remain with third-party IME software and we are continuing to investigate. Windows built-in IME may be a temporary workaround for users who are experiencing issues while we work on a permanent fix.
  • Adjusted the location of the IME keyboard to be closer to the Text Chat window
  • Players will no longer see an extended black screen during the map load sequence
    *Minor updates to these notes were made after publish on 3/11/26
dawn pewter
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We've seen your feedback about the increased range at which you can hear other players in combat and are closely monitoring how it affects your runs. We recognize that this was an overcorrection and will pull things back in a way that maintains your ability to hear each other's actions, but not at a distance that feels excessive. We're still aligning on how to ensure the best player experience, and will deploy changes in an upcoming update.

round orioleBOT
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We have seen reports from some players wanting more performance out of their high-end PC setups.
For launch, our team prioritized performance for low- and mid-spec PCs to ensure as many people as possible are able to play. But we also want performance to feel amazing on high-end hardware.

  • Near term: We’re working on a guide to help you get the most out of the hardware you have today.
  • Long term: Improvements benefiting high-spec PCs. We want to be transparent that this will take some time and won't come all "at once" in a single season.

We understand that for competitive shooters, performance is always going to be important. Like other critical technical systems, such as game security or PC hardware compatibility, it’s an area we will continue to advance over time.

dawn pewter
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Next week, we are planning to make a change to free up a little more space in your Vault. We've seen the feedback on some stack sizes not feeling large enough and will be making the following change:

  • Consumables, Ammo, Salvage, and Grenades will now have larger stack sizes in the Vault.

We're also adding some additional Vault filters for keys and backpacks in this update.

dawn pewter
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We have fixed an issue where Rooks were able to load into a run and immediately exit, and they would still receive a bonus sum of credits. This is a server-side fix and does not require you to restart your client.

You're going to have to try harder than that, Rooks.

dawn pewter
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Alright everyone we're going a bit rogue here. We have a bit of an experimental feature that's in development we want to test and we'd love for you to help. As of Wednesday morning 3/18 at 10am PT, we'll be enabling a limited time duos queue on Perimeter only to test how the game plays with crews of 2 at a wider scale. Important things to note:

  • It will be on Perimeter only for now.
  • The test will last about 2 weeks (but we might cut it off early or elongate it depending on what's going on).
  • You can only enter duos with a premade group of you and another friend. (no matchmaking solo into duos).
  • You will be matched with other duos only.
  • You can select "Perimeter - Duo" from the zone select screen to access it. (not the final intended ux flow right now)
  • Some things will be a bit jank.

Just a note: this is a bit of an experimental feature so we expect to learn some things along the way and make changes to future versions of this. This likely won't be the final implementation of how it would look and flow in the game, but for now it was easiest way for us to get it to you all to help us test.

We're excited to run this experiment with you all. Pending what we learn, we're hoping to expand duos as a queue in the future and we wanted to take this first step sooner than later so we could understand how it affects our game better before investing a lot more time in fleshing out the feature.

Additionally, this is unlikely to be the last experiment we run, so look forward to more as we continue to evolve Marathon. FOR SCIENCE!

  • Joe Ziegler
dawn pewter
#

Marathon Update 1.0.5

Item Economy

  • Added three new random-rolled implant perks that can only be found on implants looted from Cryo Archive:
    • Covert Recovery: While in smoke, your self-repair speed is increased and you use healing consumables faster.
    • Freeloader: Defeating an enemy with a knife attack grants a small amount of tactical and prime ability energy.
    • Panic Response: While at low health, using a healing consumable grants the effects of Cardio Kick for a short duration.
  • Added three new mods that can only be looted from Cryo Archive:
    • Punishment
      • This weapon deals significantly increased damage against [REDACTED] combatants.
    • Testament
      • Aiming down sights for a short duration increases this weapon's range and aim assist by a massive amount.
    • Hurricane
      • While airborne, this weapon has increased stability and greatly reduced accuracy penalties.
    • Sponsored Kits
      • Rook no longer gets a surplus Sponsored Kit upon death.

Combat

  • Players can now activate exfil beacons while downed. Good luck.
  • Decreased camera shake intensity from incoming melee and knife attacks.
  • Increased post-run spectator camera timeout from 30 seconds to 120 seconds.
  • Fixed an issue where a player could have a finisher used on them right as they were completing a self-revive or being revived, immediately downing them again.
  • Fixed instances of revive timer lockout shaders appearing on enemy Runner’s body bags.
  • Fixed instances where ability activations could become desynced with the server.
  • Adjusted the Hacked status screen effect to be lower intensity and have slower glitch crawl effect.

Runners

Assassin

  • Fixed an issue where Assassin’s smoke puck would not change appearance based on the equipped Runner shell style while activating Shadow Dive.
    Thief
  • Pickpocket Drone can no longer loot players who are in the active exfil animation.
  • Fixed an issue where Pickpocket Drone’s on-screen button prompt wouldn’t update to match a player’s changed keybind or controller button mapping.
  • Fixed an issue where high-speed grapples could affect network stability.
    Triage
  • Fixed an issue where being close to max heat could prevent players from using the Battery Overcharge ability.
    Rook
  • Removed Rook’s Runner Level requirement. Rook can now be used at Runner Level 0.
    Implants
  • Fixed an issue where Graceful Landing V5’s unique trait could be activated by Vandal’s Microjets from flat ground.
  • Fixed an issue where Graceful Landing V5’s unique trait was not scaling detonation damage correctly for longer falls.

UESC

  • Fixed an issue where UESC would repeatedly use the same ladder.
  • Fixed a number of issues that could cause AI to freeze in place or become unresponsive.
#

Contracts and Events

  • Improved the visual clarity of contract and activity waypoint icons.
  • Crews carrying both Coordinate Datapads must now bring both of them to the location of the cache before the loot is revealed. Previously, any crew member being present at the location would reveal the loot.
  • Fixed some scenarios where the MIDA Order/Chaos 1/1, Traxus Return on Investment 3/5, and Traxus Liaison could prevent players from completing the contract.
  • Fixed an issue where the UI could become out of sync between crew members on the same contract during a run.
    • Perimeter Intercept dropships should no longer clip through the environment in South Relay.
    • Tripwires places in Overflow hallways should no longer be floating in mid-air.
    • Fixed an issue where DCON would not show up on the overhead map when on a contract that requires it.
      Dire Marsh
  • UESC dropships that arrive during the Lockdown event in the northeast corner of Algae Ponds will no longer fly in through player space, killing players in their path.
  • Pinging the Stabilization Device and Anomalous Matter on the overhead map will now show a string in the crew feed, notifying your crewmates.
  • Fixed an issue for the Traxus Liaison Contract where the Commander would despawn if a crew didn’t engage and kill it in time.
    Outpost
  • Encounters spawning on the roof of Flight Control have been improved and should now correctly engage players.

User Interface and Experience

Achievements

  • Fixed an issue where players would not get the “Welcome to Tau Ceti” achievement.
    Armory
  • Item tooltips in the Armory now primarily show the purchase cost instead of the value the item sells for.
    Codex
  • New Codex challenges added for Ranked and Cryo Archive. A “NEW” indicator will appear on Codex categories containing challenges added in Patch 1.0.5.
  • Fixed an issue where inspecting an item in the Codex could display flickering text.
  • Fixed an issue where “Acquired Items” challenges in the Codex indicated that the challenge could be completed by simply picking up the item. Challenges now accurately state that successful exfil with the item(s) is required.
  • Fixed an issue where the WSTR Shotgun Codex challenge incorrectly noted that it could be completed by downing a Runner. Updated the text to indicate that a full elimination is required.
  • Fixed an issue where the Thief Codex challenge “Shattered Hopes” incorrectly tracked combatants. This challenge has been updated to track Runners only.
  • Fixed an issue where the Thief Master Codex challenge “No Target too Great” was only tracking Wardens. This challenge will now track Wardens and Commanders.
  • Fixed an issue where the Destroyer Codex challenge “Close the Gap” would not complete when downing a Runner too close to the initial Thruster activation.
  • Fixed an issue where claiming Seasonal Level rewards from the Codex could displace items in the overflow, causing them to be lost. Challenges granting gear rewards will now check for items in overflow and prevent claiming until the overflow has been emptied.
  • Fixed an issue where inspecting non-weapon items in the Codex would display a “Compatible Weapons” string.
    In-Run
  • Improved the overall legibility of the Revive prompt.
  • Some waypoints will now fade when aiming down-sights (ADS).
    Items
  • Exfilling with a Temporal Fragment will produce variable rewards depending on your seasonal Runner Level.
#

Lobby

  • Loadout will now show a banner warning you that you have overflow items.
  • Added a shortcut for “i” or “start” to open the Loadout menu.
  • Added a shortcut for “tab” or “options” to open the Loadout menu while preparing for a run.
  • Updated Missing Equipment warning to clarify that players are missing Health or Shield consumables.
  • Fixed an issue preventing commonly found items from being shown when selecting map regions.
    Ping System
  • Activity icons pinged from the overhead map will more reliably show their waypoints.
    Rewards Pass
  • Premium Rewards Pass Voucher items should no longer appear in your inventory.
    Run Report
  • Fixed an issue where the Runner Level Up rewards screen was sometimes blank.
    Social
  • Added the Ranked tab into the Runner Connections panel so that you can see how you stack up against your connections.
  • Fixed an issue where Runner Connections were not showing properly when scrolling if players had a large number of friends.
    Store
  • Updated incorrect item rarity for the Luxe Palace, Overdrive-TSL, and Cyber Red Runner Shells from Deluxe to Superior.
    Vault
  • Consumables, Ammo, Salvage, and Grenades now have larger stack sizes in the Vault.
  • Added filter tabs for keys and backpacks.
    Voice Chat
  • Added an option for consoles and gamepads to support Crew Voice Push-To-Talk while in a run. This only applies to runs; the lobby will still utilize an open mic.
  • Adding an additional Push-To-Talk option, “Tap”. When set, tapping the Proximity or Crew Chat button(s) will open the mic until you’re done speaking or tap the button(s) again.
  • Fixed a number of issues causing voice chat interruptions and inconsistencies.
    Weapon Customization
  • Optimized sticker and charm placement on a handful of weapons.

Stability

  • Fixed an issue causing crashes when opening the map on Perimeter.
  • Added AMD Anti-Lag 2 Low Latency to Video Settings.

Weapons and Equipment

Ammo Crate

  • Fixed an issue where Ammo Crates could not be interacted with when placed close to walls or terrain.
    Cardio Kick
  • Fixed an issue where normal and depleted versions of Cardio Kick’s status icon appeared separately in the HUD.
    Claymore Mine
  • Fixed an issue that prevented Claymores from taking splash damage when attached to other objects.
    Knife
  • Knife cosmetics will no longer unequip after failing to exfil.
    V75 Scar
  • Fixed an issue with the Ram-Page Mag that was causing bullets to ricochet off turrets, despite dealing damage.
    WSTR Combat Shotgun
  • Reduced leftward motion in firing recoil.
  • Increased duration of spin ready required before it can be interrupted by weapon fire.
  • Redistributed damage falloff. It now retains near-max damage at point-blank range but falls off much more quickly.
  • Reduced aim assist cone size and reduced the influence of aim assist on pellet spread as they travel.
    BR33 Volley Rifle
  • Lockout Muzzle Brake Prestige mod now also suppresses weapon fire in addition previous effects.
    Misriah 2442
  • Reduced leftward motion in firing recoil.
    Longshot
  • Fixed an issue with the gold mod resetting its counter incorrectly and disappearing from the buff tray display.
#

Mods

  • Drag & Drop can now be used to remove weapon mods from weapons.
  • Dragging a mod attached to a weapon into the backpack or Vault will now remove the mod and place it into that inventory rather than moving the entire weapon
    Chips
  • Endless Runner
    • Fixed an issue with the Superior rarity version having an incorrect string.
  • Opportunist*
    • Added a 3.5 second cooldown to the perk activation.
    • DEVELOPERS NOTE: The WSTR videos were indeed funny.
      Optics
  • Thermals
    • Fixed an issue where thermals were not highlighting invisible UESC combatants, ticks, and tick nests.
      Generators
  • Fixed a tooltip display issue that incorrectly labeled the decreased charge time as increased charge time.
    Magazines
  • Cloudfeather Chamber was missing its Weight Reduction stat bonus, making it too similar to Turbo Chamber. It now correctly grants a bonus to Weight Reduction.
    Barrels
  • Suppressors
    • Removed the health display scramble and the 2D damage indicator effects that happened to victims shot by a weapon with a suppressor attachment.
      DEVELOPERS NOTE: We may revisit this in the future but for now we believe this muddied the gameplay language too much and the benefit of a quieter weapon is attractive enough for these mods.

Zones

Cryo Archive

  • Cryo Archive has been added to the game. Good luck getting there.

Audio

  • UESC spawn-in animation will now play all of the associated audio.
  • Lowered the range that you can hear other players in combat.
dawn pewter
#

Cryo Archive is now patched into the game but is inaccessible while the community finishes unlocking it.
When the time comes, the requirements are:

➡️Runner Level 25
➡️All six factions unlocked (liaison contracts completed)
➡️Loadout value of 5,000 credits per run

dawn pewter
#

We're seeing an increase in **Baboon **and Anteater error codes when launching the game. We're currently working on a fix.

dawn pewter
#

We just updated the 1.0.5 Patch Notes with a couple items that got missed. Should be easier to find your friends to crew up now.

  • Fixed an issue were Runner Connections were not showing properly when scrolling if players had a large number of friends.
  • Opportunist
    • Added a 3.5 second cooldown to the perk activation.
dawn pewter
#

Another addition to our 1.0.5 Patch Notes.

  • Fixed an issue causing crashes when opening up the map while on Perimeter.
dawn pewter
dawn pewter
#

One more addition for 1.0.5:
BR33 Volley Rifle

  • Lockout Muzzle Brake Prestige mod now suppresses weapon fire in addition previous effects.
tight cloud
#

Cryo and Ranked are coming and we're excited to see players battle it out over Tau Ceti and traverse into the big scary moon-like ship in the sky. We've put out a few posts about Cryo, poured through the variety of comments and feedback we've seen so far, and wanted to take some time to explain some of the initial decisions we've made around Cryo and Ranked with regards to weekend scheduling. So without further ado, here's what we have been thinking:

We are of course always iterating and are open to looking at other options in the future, but the Ranked/Cryo Archive weekend decision is really built around three points:

  • Preparing: We acknowledge that players will lose a lot of gear on Cryo and Ranked because it is intended to challenge you to your limits. As a result of that, it's important that Cryo and Ranked feel like an event you can schedule towards, grind gear up to do, etc. The loop of spend time grinding gear to spend it in Cryo or Ranked is reflected in this choice as a weekly cycle.
  • Economy Talk: We have some great rewards on Cryo that kind of break the bank when it comes to economy and power gain. If we were to look at having it open all the time, we'd probably have to adjust how frequently you can earn these rewards so that we don't flood the game with amazing loot all of a sudden.
  • Logistics Time: Cryo and Ranked both have entry requirements (gear ante) that are built around the idea of you matching with other players on an equal investment level. They also both have a high level requirement to ensure you've experienced enough of the game to understand the challenges inherent to the game. This inherently makes the amount of people in that queue at any time unpredictable. Both of these experiences also need a consistent flow of players in the queue to make sure matches are full to retain the challenge. To reduce the match times and allow players to find matches quicker, making it a scheduled event means more players will show up during that window and feed the queue pool better.

We also acknowledge that there are likely some who cannot participate on the weekend or are excited about the experience and want to no-life it for weeks, and we appreciate that. We'll be looking into what we can do to retain these considerations and potentially accommodate this in the future.

Things we may iterate on in the future:

  • Staggering Ranked and Cryo queues more so they overlap less
  • Looking at changing the days we do either Cryo or Ranked
  • Changing the ante values of Cryo or Ranked
  • Looking at any other conditions (solo experience, crew fill experience, etc.) and iterating on it!

Marathon is an evolving game and part of evolving is seeing how this initial launch plays out and adjusting as we go =). Thanks for the feedback, keep it coming and we'll update you when we figure out the next evolution.

tight cloud
#

FYI: Here's the current schedule for Cryo/Ranked.

Cryo:
Unlocks at 10 AM PT on Friday (first opens on Friday 3/20)
Closes at 10 AM PT on Monday (first closes on Monday 3/23)

Ranked:
Unlocks at 10 AM PT on Saturday (first opens on Saturday 3/21)
Closes at 10 AM PT on Tuesday (first closes on Tuesday 3/24)

Good luck you brave souls.

dawn pewter
#

We are aware of exploits allowing Runners to cancel slides to gain boosts of speed.

To maintain competitive integrity and keep the combat sandbox balanced we will be fixing these exploits in a future patch.

Pardon our dust!

dawn pewter
#

We identified and fixed an issue where runners could equip larger-than-expected stacks of equipment (grenades, ammo boxes, etc.). This has been resolved with a server-side fix.

For now, if you hold a stack of equipment greater than supported, the extra items will be lost upon infil. In the future, we will fix the UI error that allows these larger-than-expected stack sizes to occur.

The fix that is now deployed will also reduce the rate of anteater errors in-run.

dawn pewter
#

We have fixed an issue causing Anteater errors near the end of Cryo Archive runs, force-ending them a few seconds early and refunding surviving Runners' gear. This was a server-side fix, no need to restart the game client.

Good luck in the Marathon's frozen halls. No more free passes. ❄️

dawn pewter
#

We have seen some reports asking if the final exfil in Cryo Archive is not working because it does not show on the overhead map.

Cryo Archive is the most dangerous place in Marathon, escape is not guaranteed. You will need to interact with the ship's systems before the timer runs out to make sure you can get off the ship alive.

There is a final exfil but it's only a true last resort, not a reliable way off the ship. It is more elusive than typical final exfils on other less difficult zones, leading to more risk if players choose to take this option. It is hidden from the map and only gives you 60 seconds to find it.

tight cloud
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Congratulations to all the runners who’ve been battling it out in the floating death fridge we call Cryo Archive! We’ve been watching and ingesting all the thoughts and feedback that we’re hearing, aggregating it and taking it down in notes. After this weekend we’ll spend some time looking into feedback and thinking of the next iterations we want to make:

Main topics we’ve noted so far:

  • Scheduling : options for players who can’t play on weekends
  • Solos : is there any way to play this map without joining a crew?
  • Subroutines: can subroutines be more guaranteed as a drop from vaults?

Any of these may take some time to figure out so I can’t guarantee quick solutions here but we’ll definitely discuss these topics as a team this week.

Thanks for sticking with us as we evolve the game, and helping us fight the good fight against the cyborgs, robots, and aliens!

dawn pewter
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We have deployed an update to matchmaking that should help players in more isolated geographic regions find games more easily. We will continue monitoring the right balance between fast matchmaking times and low-latency matches.

Please keep the feedback coming!

tight cloud
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CRYO UPDATE: We have a lot of convos around the game going right now, but one thing we've aligned on and will be doing for the next Cryo window is making Subroutines a 100% drop from each vault. Thanks for the feedback we'll keep hammering on more updates.

dawn pewter
tight cloud
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MARSH MADNESS UPDATE: MARATHON DUOS QUEUE - The experiment continues! Thank you to everyone who's been helping us test the duo queue. We've had a full week of testing on Perimeter with duos, collected a lot of notes and information, and have now decided to shift the queue to Dire Marsh to see how it plays out in those creepy damp backroads of Tau Ceti. This means, as of Wednesday 3/25 10 AM PT this week we will be disabling the experimental "Perimeter -- Duos" Queue and enabling the experimental "Dire Marsh -- Duos" Queue.

What we're continuing to observe:

  • How combat engagements play out in duos.
  • Exfil rates, activity completion rates, etc. in duos.
  • Any technical issues that occur.
  • Any and all feedback around the mode.

Details on the change are:

  • We will be shifting the zone for Duos starting Wednesday 3/25 at 10 AM PT.
  • At this time the "Perimeter -- Duos" Queue will be disabled and replaced by the "Dire Marsh -- Duos" Queue.
  • You will only be able to queue in "Dire Marsh -- Duos" with two players in a crew.
  • You will not be able to queue as a solo with crew fill into Dire Marsh -- Duos.
  • This test will continue for 1 week, with the caveat that we might take it down or extend it depending on what we see.

Once again, thanks for helping us by providing play data and feedback on the duos experiment! We'll continue to update you on any changes we plan in the future as we learn more from what we see and hear!

dawn pewter
#

We’ve heard your feedback that having Ranked and Cryo Archive overlap can make it difficult to decide where to spend your time and hard-earned loot. Based on that, we’re updating their schedules so each has a clear, focused window.

We're going to open Cryo Archive this week on Thursday, March 26 at 10AM PT and close it on Sunday, March 29 at 10AM PT. The next window for Ranked will start on Sunday, March 29th at 10AM PT and will run for four days until Thursday, April 2nd at 10AM PT.

Here's a quick look at the weekly schedule going forward, so you can mark your calendars:

  • Cryo Archive: Thursday 10 AM PT ➡️ Sunday 10 AM PT
  • Ranked: Sunday 10 AM PT ➡️ Thursday 10 AM PT

We know that no schedule is perfect, but we're here to listen and learn! As we see how this lands, we'll continue to keep your feedback in mind as we make any future adjustments.

dawn pewter
dawn pewter
#

Not sure which graphics settings to change when playing Marathon on PC?

Our new PC Performance Guide breaks down recommended defaults and how to adjust for your hardware.

Learn more: https://help.marathonthegame.com/hc/en-us/articles/47626640740756-Marathon-PC-Performance-Guide

dawn pewter
tight cloud
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DUOS UPDATE: A CANDLE LIT DINNER ON OUTPOST
We're learning a lot as we go through our duos experiment and so we're moving on to outpost to see how runner pairs do when getting drenched by molten rain! Starting this Wednesday (4/1) at 10am PT, we're going to disable duo queue on Dire Marsh and enable Outpost for Duos.

Details below:

  • On Wednesday 4/1 at 10am PT we will disable "Dire Marsh - Duos" and enable "Outpost - Duos" Queue.

  • Players in pre-made duos will be able to queue into Outpost - Duos. Matchmaking into a duo pair will not be available.

  • This experiment will run for 1 week, ending on Wednesday 4/8 at 10 am PT.

What we will be watching / listening for:

  • How pvp and pve encounters play out
  • How puzzle mechanics work on the map work in duos
  • Any technical issues that occur

Thanks to everyone who has been participating in the duos experiment so far. It's been valuable to observe the data and hear the feedback. We'll continue to beat it up, iterate, and update you as we evolve it.

dawn pewter
#

We have seen reports about unexpectedly loud footstep and landing sounds when players are trying to move quietly. We’ve tracked down the cause and have a fix coming in our mid-season update that should make sneaking and soft landings sound as expected.

We’ll be keeping an ear to the ground once the update goes live, so please continue sending in clips and reports if anything still feels, or sounds, off.

dawn pewter
#

We’ve seen a lot of feedback around console sensitivity - both how fast you can swing the camera and how snappy the cursor feels in menus.

We wanted to confirm that both of these are actively on our radar. At the moment we're hard at work looking into how to up the cursor sensitivity, and will continue to look at how we can bump up the sensitivity options for how fast your camera turns. But, concrete changes may take a little while to finalize.

So worry not console sensitivity folks. We see and hear you, and will let you know about future changes once we have full details.

tight cloud
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BALANCE SHAKE UP! We're looking to make some changes in the next couple of patches to adjust some of the outliers in the combat space that we've both seen in our observations and heard from your feedback across all of the various (and plentiful) channels we watch. Some of these changes will be likely coming in the next patch, the next set will likely be arriving a week after. Here's some of the areas we're focusing on adjusting:

  • Bubble shields being too easy to get, too powerful to use.
  • The Knife scaling too easily to god like power levels.
  • Thermal scopes being too present and dominant
  • Snipers being too strong in all scenarios.
  • Giving Vandal and Recon some more oomph to match their counterparts.

ALSO we're adding some stuff that can help add texture to the outcomes of fights:

  • SECRET: A new item to give solos a more common option when downed.
  • SECRET: A new item to give a more merciful option between crews.

There'll be a lot more goodies in the coming patches and more details as the patch notes go live.

Thank you all again for keeping the feedback flowing. We've still got a big list of things we're looking into that extends beyond this that will take us more time to figure out and we'll update you as we continue to build on our evolving plans.

dawn pewter
#

As part of our mid-season update planned for April 14, we've got some notable changes and updates on the way. But by popular demand we wanted to share just a few early - specifically, a preview of some of the Recon changes that are incoming.

  • Echo Pulse: This will now distinguish between the Runner and UESC targets that are pinged. We're also reducing its visibility to enemies, making it a bit tougher for enemy Runners to gauge if they're in range. Notably, if you're a Runner who cleverly used their Signal Jammer before Echo Pulse hit you, you'll also show up as UESC. Use this power wisely.
  • 🕷️ Tracker Drone: Your friendly neighborhood Tracker Drone is about to get a bit more aggressive. With 1.0.6 we're improving its tracking strength and allowing it to find a new target to track if it cannot reach its current target. Runner beware.

That's just a taste of what's to come. Keep some tick milk on ice, we'll share the full patch notes closer to 1.0.6's release date.

tight cloud
#

Biotoxic Disinjector. It’s Strong! … too strong. Tonight Friday April 3rd at 6pm PT we will be doing a change on live taking it down a notch and nerfing its damage. We’re likely to make some adjustments to Biotox in the near future and may not stick to this damage nerf but for now we wanted to make sure we could curb a little bit of its dominion in the game. 

The change:
- Biotoxic Disinjector will now deal 35% less damage across the board. 

Thanks for all the feedback and we’ll keep chipping away at our long list of future changes.

dawn pewter
#

Due to an issue with the M77 Prestige mod Interval Mag that allows it to affect other equipped weapons, we are temporarily disabling the Interval Link perk on the mod.

The rate of fire, stability, range, and precision damage effects will not work, but the other benefits of the mod will still apply to the M77.

Sorry for the inconvenience. We have a permanent fix scheduled for the 1.0.6 Update on April 14 and will reenable the mod's perk then.

dawn pewter
#

We have temporarily disabled the gear refund feature while we investigate an issue. We will monitor the situation and make further changes as needed.

dawn pewter
#

Marathon Update 1.0.5.3

UI

Vault and Armory

  • Fixed an issue causing the Vault and Armory to sometimes appear to be empty.
  • Fixed an issue causing the Armory item refreshes and free daily items to not appear consistently.

Combat

Weapons & Equipment

Knife

  • Reduced the maximum lunge distance by ~10% and trimmed down the targeting angle by ~20%.
    Bubble Shield
  • Increased rarity from Deluxe (blue) to Superior (purple)
  • Reduced bubble HP by 33%
  • Removed vulnerability to Volt Weapon damage
  • Increased resistance to UESC damage by 17%

Runners

Stats

Melee Damage

  • Reduced bonus damage provided by the Melee Damage stat from a maximum of 100% to a maximum of 50% against enemy Runners. Damage against non-Runner targets is unchanged.
  • Developer Note: Melee in Marathon is intended to be a high-risk but potent method to contest close-quarters weapons like shotguns and submachine guns. However, the breakpoints for quick melee kills show up too early in the Melee Damage stat progression, which means that players don't require additional investment into a build to get maximum effective output. We don't want to compromise on having melee feel powerful, but believe that getting to that maximum output should be the result of meaningful buildcrafting and upgrade progression. Our goal for this change and the knife lunge changes above are that the knife remains a powerful backup tool, but requires more thoughtful play - both in and out of run - to be most effective.
    Thief
  • Fixed additional Grapple-related slide cancel movement exploits.

Contracts

Traxus

  • Removed “in a single run” condition from Traxus Return On Investment 4/5.

Zones

Cryo Archive

  • Fixed an issue that would cause an exfil countdown to reset if the 1st crew member to enter left the circle, even if the other crew members were in the circle.

For the latest details, keep an eye on #server-status.

dawn pewter
#

We’ve seen the conversation about cheaters, toxicity, and competitive integrity in Marathon, so here’s a quick update from our Product Security team.

Detection & enforcement: We have a zero-tolerance policy around cheating. We’re actively banning confirmed cheaters and expanding our telemetry and detection methods to better catch the aforementioned cheaters. Some of this work is live already, and more improvements will roll out over the coming weeks. Anti-cheat is a continuous cycle of monitoring, improving, and responding. This is an area that we will continue to invest in to protect the integrity of your runs.

**Reporting tools: **We’re iterating on reporting for both cheating and toxic behavior:

  • Making it easier to flag suspected cheaters in-game and via our web tools.
  • Improving how you report harassment and other Code of Conduct violations.
  • Exploring in‑game mailbox messages so that when a report you filed leads to action, we can follow-up and let you know.

Voice & comms: Longer term, we’re investing in better voice chat moderation tools to help us more reliably act on repeat abusers in proximity and team chat, alongside the tools provided by each platform.

Stream sniping: We know stream sniping is a real pain point, especially in Ranked. We’re working with our Trust & Safety and design teams on better in-game protections, like name privacy options.

If you run into suspicious behavior or harassment, please keep reporting it. Clips, VODs, and any supporting files you have can be delivered to us directly on our reporting website, right here: https://safety.bungie.net/hc/en-us/articles/42347863077268-Report-Suspected-Cheating-and-Poor-Behavior

It all feeds into the systems and people working to keep Tau Ceti fair. Thanks for letting us know what you're seeing out there.

tight cloud
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Our experiment is almost complete with the duos queue and we've gathered a lot of valuable information to help us finalize our plans for duos for Season 2. With the culmination of the duo experiment, we just wanted to thank everyone who has participated and helped us learn more about duos in Marathon, and tease that we're looking to bring the queue back better than ever in the course of Season 2. More details to come on that in future updates.

Details:

  • On Wednesday 4/8 at 10 AM PT we will be disabling the "Outpost - Duos" Queue.
  • There will be a new experimental queue starting on 4/15 at 10 PT. More details about this queue coming next week.

In regards to experiments, we have a new experimental queue we'll be running starting on 4/14. We'll have more information on this queue within the next week, and look forward to you joining us again to help us learn more about additional features we're interested in adding to our game.

Thanks again for helping us evolve this game!

dawn pewter
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We are making some experimental changes to our network configuration to reduce the rate of errors experienced in-game. These changes will go live today from 3PM PT to 8PM PT and will affect players in Central and Northern Europe.

Please let us know of any issues experienced over in #1478943087957905550!

dawn pewter
tight cloud
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UPDATE: FREE KIT FRENZY - EXPERIMENTAL QUEUE - DIRE MARSH SPONSORED

Thank you to all of you who participated in the Duos Experiments we've had over the past few weeks. We're currently working on making duos a real feature in Season 2 and are diligently working on delivering that to all of you who are eagerly awaiting its return.

ABOUT EXPERIMENTAL QUEUES:

The experimental queue is a time limited queue that allows us to preview features in development with you, often with a less-than-complete feature set. This queue allows the Marathon development team to learn and obtain feedback that helps us deliver a more completed feature set down the line. For the sake of queue health and focus we only run one experimental queue at a time. Once we have learned enough to understand our next steps for this feature, we start work on finalizing the feature and move on to the next experiment. Your participation in any experiment is greatly appreciated and is very helpful to us in developing features down the line.

THE NEXT EXPERIMENT:

What happens when you bring a knife... to a knife fight?

For our next experiment, starting Wednesday, 4/15 at 10AM PT, we will be enabling the Dire Marsh - Sponsored Queue. This is a new experimental queue that is focused on learning a bit more about our early gear ecosystem. In this queue all players will enter with a free sponsored kit and be challenged to use what they find on Dire Marsh to upgrade themselves and get out! Details below.

DIRE MARSH SPONSORED Details:

The experiment will run for approximately 2 weeks, from 4/15 @ 10AM PT to 4/29 @ 10AM PT. We may change the end timing depending on anything we discover along the way that might warrant us to make an adjustment.

--You will only be eligible to enter the queue if you (and your crew) have a free sponsored kit (white tier) equipped.
--You can enter as a premade duo (crew fill off), premade trio, or crew fill into a trio.
--The queue will only be for the Dire Marsh Zone.
--To enter this queue, you can select "Dire Marsh Sponsored" from the zone list.

What we will be observing and looking to understand:

--How the game plays out with low fixed set gear conditions and caps.
--How the zero to hero play works in low starting set gear conditions and caps.
--Any technical issues that arise.

There are many other changes and additions coming on Wednesday 4/15 PT as well so stay tuned to learn more from the Marathon Discord, and across all the social channels for MarathonTheGame / MarathonDevTeam. Thanks everyone. We appreciate your passion and all the commitment you have to providing us feedback and helping us learn more to evolve Marathon!

dawn pewter
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UPDATE as of 4/15/2026 at 2:30PM PT to change "Showcase Encounters" to read as "secured resource events"

Marathon Update 1.0.6

The mid-season balance update

General

  • ONI has launched the C.A.R.R.I. or CyberAcme Runner Reinforcement Initiative, a new protocol that rewards both solo Runners and coordinated Crews for completing contract objectives and exfiling together.
    • CyberAcme Commendations are a new material earned by helping crewmates complete contract objectives, completing contract objectives as a solo Runner, or successfully exfiling as a Rook. Extra commendations can be earned when you exfil with other players outside of your Crew. Play nice, now.
  • Added Stay Together, a new end-of-run experimental feature that allows you to stay with the Runners you just successfully exfiled with by creating a new Crew with them. Who said you can’t make friends on Tau Ceti?
    • Only one crewmate needs to successfully exfil for Stay Together to be available – if you’re eliminated, stay connected!
  • Added the capability to access the Rewards Pass from the top left display of SILK.
  • We want to increase the value of the Rewards Pass, both the Free and Premium tracks. As a result, we are adding 4 New Runner Shell styles, a WSTR Shotgun style, and a profile emblem to the Season 1 Rewards Pass:
    • Premium Track: Thief, Assassin, Destroyer
    • Free Track: Recon, WSTR Shotgun, Profile Emblem
  • Fixed an issue where the rank up rewards tutorial could be out of sequence.
  • Disciples of Arachne earnable shell styles are now available in the Codex.
  • Updated the Perimeter (Beginner) new player map to now be a solos-only map that remains available to players until Seasonal Level 12.
    • The Perimeter (Beginner) map presents a reduced risk of encountering other Runners.
  • Added five new contracts for the Perimeter (Beginner) map.
    • New and existing players under Seasonal Level 12 will also have access to new optional CyberAcme contracts tailored for the beginner experience to help with their first steps in Marathon.
    • To help players understand the mechanics around the Perimeter Beginner contracts, these new contracts can only be progressed while in Perimeter Beginner or Perimeter Solo Runs.
    • These contracts are no longer accessible after reaching Seasonal Level 12 and will be removed even if decrypted or active.
  • When the final exfil is active and there are less than 10 seconds remaining, the timer for other exfils will be reduced to match the remaining session timer. Tie goes to the Runner, after all.
    • Developer Note: Previously, the 10-second countdown for non-final exfils was being overwritten by the final exfil timer. Because the difference was only a few seconds, players would see the exfil animation and believe they successfully exfiltrated only to discover they did not in the Run Report. We think this change will result in last-second exfils feeling more “fair”.

Progression

  • Increased runner level and faction reputation earning for solo players.
  • Increased standard contract faction reputation rewards for all players.

Armory

  • The C.A.R.R.I. Armory allows you to spend CyberAcme Commendations for Salvage Crates that grant a random stack of Salvage items or Reputation Packs that provide reputation for their associated faction. Salvage Crate and Sponsored Kit stock refreshes daily while other C.A.R.R.I. offers do not refresh and can only be purchased once.
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Codex

  • Pacesetter Codex challenges focus on collaborative objectives and award the new Pacesetter title. These challenges are a permanent addition and can be completed in future seasons.
  • Fixed an issue where the “Up here!” Vandal challenge would not complete at certain kill distances.
  • Fixed an issue where the “Safe!” Vandal challenge would not complete under certain circumstances.
  • Fixed an issue where the “Life Taker” Thief challenge description did not specify the correct requirements.
  • Fixed an issue where the “Trifecta” Recon challenge wouldn’t not properly handle both downing and eliminating a runner.
  • Fixed an issue where the “Where there's smoke” Destroyer challenge was not completing under certain circumstances.
  • Fixed an issue with the Compiler lore image not being displayed.
  • Fixed an issue with the Cryo Archive collectible lore images not being displayed.
  • Fixed an issue where the “Requiem for a Cyborg” codex challenge name was being displayed instead of “Requiem for a Compiler”.

Contracts

  • Players are no longer prevented from claiming completed contracts in the lobby if they’ve selected Rook.
  • Fixed multiple bugs where contract progress was being prevented or not properly sharing progress across crew members.

Combat

  • Slightly improved audio clarity of enemy footsteps at close and mid range.
  • Players are now more resistant to fall damage while downed.
  • Fixed an issue where the player reticle could swing wildly after a finisher if the player continued to provide look input during the finisher animation.
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Weapons

Weapon Rewards

  • Added 11 new Deluxe (Blue rarity) Unique weapons
    • These can drop from secured resource encounters in Perimeter and Dire Marsh. Can you collect them all?
    • Developer Note: These Deluxe Uniques follow a similar paradigm as the Prestige Uniques found in Cryo Archive Locked Rooms but are at a power appropriate for a Deluxe weapon. This means each Deluxe Unique comes with a specially designed sweetener that can only be found on that Unique version of the weapon. Happy hunting!
    • For example: The DRRVISH Prestige Submachine Gun found in Cryo Archive has a custom-made mod for the BRRT SMG which increases stability, handling, and accuracy when firing from the hip. It additionally has the unique trait Hypertemporal Shot that fires all 5 rounds of the burst at once in a tight spread.

Weapon Ammo

  • Fixed an issue where Volt Cell weapons were not generating heat on impact with enemies.

Railguns

  • All Railguns will now no longer auto-fire when the maximum charge time has been met. Also, charged Railguns can now be held indefinitely.
    • Developer Note: We believe making this behavior change to all Railguns will make them a more competitive option as a mid-to-long range archetype. We expect players to be able to use them more effectively when peeking against longer range options now that you don’t have to stand out in the open to get a fully charged shot off. As always, we’ll monitor the feedback and see if Railguns will need additional tuning to be successful in their range profile.
  • V00 Zeus RG
    • Increased max aim assist cone size by ~20%. Also, the aim assist cone now grows during charge-up instead of shrinking during charge-up.
    • Increased base magazine size from 2 shots to 5 shots.
    • Reduced max magazine size from 20 shots to 15 shots.
    • Reduced base charge time from 1.1 seconds to 1 second.
    • V00 Zeus RG Prestige Mod - Overclocked Generator: Magazine size is now doubled by this Prestige mod so the double-shot will not reduce the total number of trigger pulls per magazine. This fixes split shots on odd-numbered magazine sizes.
  • Ares RG
    • Reduced base charge time from 2 seconds to 1.25 seconds.
    • Increased magazine size at all stat tiers:
    • Base magazine size increased from 4 shots to 6 shots.
    • Max magazine size increased from 10 shots to 12 shots.
    • Slightly increased aim assist cone scale during overcharging by ~10%.

SMGs

  • Copperhead RF
    • Increased base magazine size from 21 shots to 28 shots.
    • Max magazine size remains unchanged.
    • Slightly increased base accuracy and effective range from 15m to 16.2m.
    • Increased minimum damage at maximum damage falloff range from 30% to 50%.
    • Slightly decreased initial error cone size while in ADS by ~8.5%.
  • BRRT SMG
    • Increased minimum damage at maximum falloff range from 30% to 50%.
  • Bully SMG
    • Decreased aim assist and magnetism range falloff:
    • Base aim assist falloff start decreased from 13m to 12m.
    • Base aim assist falloff end decreased from 24.2m to 22.5m.
    • Base magnetism falloff start decreased from 30m to 27.8m.
    • Base magnetism falloff end decreased from 37.1m to 34.5m.
    • Max aim assist falloff start decreased from 40m to 37.2m.
    • Max aim assist falloff end decreased from 80m to 74.4m.
    • Max magnetism falloff start decreased from 93m to 86.4m.
    • Max magnetism falloff end decreased from 101m to 93.9m.
    • Increased error cone size by 7.5%.
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Snipers

  • Longshot
    • Decreased accuracy when firing rapidly to better reward more methodically paced shots.
    • Decreased rate of fire from 90rpm to 60rpm.
    • Fixed a bug that allowed the Kingmaker Mag Prestige mod to trigger when shooting teammates.
  • Outland
    • Decreased rate of fire from 43rpm to 39rpm.

Rifles

  • M77 Assault Rifle
    • Fixed an issue where the Interval Mag Prestige mod would potentially increase the rate of fire of other weapons.
  • V75 SCAR
    • Changed the timing of when the magazine is considered loaded to better match other Volt weapons. This should give players a little earlier of a window to sprint or fire, canceling out of the reload animation.

Pistols

  • V11 Punch
    • Fixed an issue where the rpm was displaying an incorrect value.

Precision Rifles

  • Stryder M1T
    • Fixed an issue where the Vital Intel Prestige mod was activating its audio effect despite the mod not being equipped.
    • Fixed an issue where the Vital Intel Prestige mod’s audio effect did not benefit from the increased distance of the Prestige Unique Fist of Phobos variant.

Biotoxic Disinjector

  • Fixed an issue where the reload animation did not have controller rumble.
  • Fixed an issue that prevented the grenade projectiles from setting off toxic plant hazard.
  • Increased ammo per Beam from 6 to 8 per tick.
  • Increased ammo per Grenade from 33 to 37.
  • Reduced Grenade rate of fire from 0.76 to 0.52.
  • Reduced Grenade travel speed from 42 meters per second to 34.
  • Reduced the minimum Grenade damage from 5 to 3.
  • Reduced damage from Grenade when stuck to an enemy from 90 to 65.
  • Reduced max damage radius of the Grenade by 50%
  • Increased the rate of damage falloff from the Grenade detonation.
  • Increased arming duration of the Grenade from 0.9 seconds to 1.3.
  • Enabled self-damage on Grenades.
    • Developer’s Note: Stay safe out there.

Weapon Mods

  • Chips
    • Added three new families of Weapon Chips across all rarities:
    • Common Enemy: Damaging enemy combatants causes them to take increased damage from allied or enemy Runners for a short duration.
    • Pocket Change: Reloading quickly after a kill or down drops ammo of this weapon’s type.
    • Exit Buddy: Downing or killing an enemy grants you and nearby allies increased movement speed with equipped weapons for a short duration.
  • Circuit Tracers
    • Increased cooldown from 0.5 seconds to 1 second.
    • Reduced ammo refund by 5% at the Standard tier and by up to 40% at the Superior tier.
  • Opportunist
    • Fixed an issue that allowed the effect to activate from friendly fire.
  • Alternating Current
    • Fixed an issue that allowed the effect to activate from friendly fire.
  • Mini-Jammer
    • Fixed an issue where the Mini-Jammer effect was not granting the full benefits of Signal Jammer.

Optics

  • Thermals
    • Removed all Deluxe rarity thermal optics across all weapon archetypes from the loot tables and they can no longer drop.
    • Superior SP Scope III sniper optics now decreases aim assist and range stats in addition to the ADS speed penalties.
    • Decreased Superior SP Scope III sniper optics thermal highlight range from 100m to 80m.
  • Variable Zoom Optics
    • Fixed an issue where these optics were reporting an incorrect aim assist cone.
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Equipment

  • Added Depleted Self-Revive kits that spawn during solo play only.
    • These cannot be extracted from a solo run and will be auto-sold, same as other Depleted items you may find in a run.
  • Added the Mercy Kit which allows you to revive downed enemy Runners. Eliminated enemy Runners cannot be revived with a Mercy Kit.
    • All Rooks now spawn with a Mercy Kit by default.
    • Developer Note: We wanted the new Mercy Kit to provide ways for players to bring back enemy players without spending a self-revive. Sometimes the de-escalation happens after the fight is over, we get it. Now you can make up for that quick trigger finger.
  • Claymores
    • Improved enemy detection when placed near ledges or ground clutter.
    • Fixed an issue where players in full cover near a doorway would still take damage from a claymore detonation.
  • Self-Revive
    • Increased rarity from Deluxe to Superior.

Implants

  • Added five new implant perks that can drop across various activities:
    • Group Therapy: Using a medical item grants you and nearby allies a stacking bonus to your Self-Repair Speed for a short time.
    • Herd Immunity: Defeating hostiles grants you and nearby allies a stacking bonus to Hardware and Firewall stats for a short time.
    • Fight Club: Striking hostiles with a melee or knife attack grants you and nearby allies a stacking bonus to Melee Damage for a short time.
    • Divebomb: When you damage an enemy with explosives, you and nearby allies gain a large temporary boost to Agility.
    • Evasive Maneuvers: When your shields break, you and nearby allies gain increased sprint speed and Heat Capacity for a short time.
  • Savior Complex now provides a smaller Revive Speed benefit while playing solo. Previously, it provided no benefit outside a Crew.
  • Increased the Heat Capacity stat bonus of Distance Runner from 5/10/25/50 to 10/20/30/50 across Standard/Enhanced/Deluxe/Superior rarity tiers.
  • Fixed an issue where Heat Capacity could incorrectly display as 0 in the Loadout when specific implant combinations were equipped. This was a visual bug only and actual stats were not affected.

Cores

  • Assassin’s Patience core now also requires you to be crouched to receive the timer pause benefit. This reduces accidental heat buildup from unintended activations.
  • Reduced resistance to incoming damage from enemy players provided to your Pickpocket Drone by Thief's Premium Package core.
  • Fixed an issue where Vandal’s Low Profile core could reduce the duration of a Signal Jammer activated with the Enzyme Suppressants implant perk equipped and could grant an unintendedly long Signal Jammer duration when sliding.
dawn pewter
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Shells

Recon

  • Echo Pulse
    • Reduced the visibility of enemy Echo Pulse waves as they travel away from the activating Recon.
    • Echo Pulse pings now distinguish between enemy Runner and enemy UESC targets.
    • Signal Jammer no longer completely blocks Echo Pulse pings. Signal Jammed players now display the UESC ping navpoint instead of the Runner navpoint when hit by Echo Pulse.
  • Tracker Drone
    • Improved Tracker Drone tracking strength and turn rate.
    • Reduced Tracker Drone travel speed while it has no active target to help prevent it from overshooting tight corners that a target may be behind.
    • Tracker Drone now periodically reevaluates its tracking target. If it can no longer reach its original target, it will attempt to find a new one.

Destroyer

  • Thruster
    • Increased Thruster heat cost by approximately 9% to better account for its strong mobility and combat power.
  • Riot Barricade
    • Fixed an issue where Riot Barricade could be rapidly activated and deactivated without costing ability energy, allowing players to peek corners.

Thief

  • Pickpocket Drone
    • Each Pickpocket Drone can now accept a maximum of one Claymore attachment.
    • Increased Pickpocket Drone thruster audio volume to make active Pickpocket Drones easier to track.
    • Reduced Pickpocket Drone descent acceleration to more closely match ascent, making its movement feel more predictable.
    • Reduced the distance of the Pickpocket Drone rarity highlight on targets from 50m to 35m.
    • Reduced Pickpocket Drone base health from 70 to 60.

Triage

  • Med-Drone
    • Fixed an issue where Med-Drones could track to and attempt to attach to allied Pickpocket Drones, adorable as that might have been.
    • Fixed an issue where Med-Drones would sometimes not use the correct cosmetic color scheme based on the Triage’s equipped cosmetics.

Vandal

  • Amplify
    • Reduced Amplify base cooldown from 180 seconds to 150 seconds.

Rook

  • Signal Mask
    • Fixed an issue where swapping shield implants could cause Signal Mask to flicker.

Zones

  • Dire Marsh
    • Players standing in the location of the UESC Security Cache that spawns when Lockdown is started will now be pushed aside instead of through the floor.
    • Fixed issues preventing Rooks from being able to locate, stabilize, and then extract with Anomalous Samples.
  • Outpost
    • Added more potential spawn locations for the Conveyance Request for the elevator into the Drone Wing.
    • Restored the audio for the exhibit in Orientation.
    • Fixed an issue where players could get out of bounds in Dormitories.
    • Fixed an issue where the toxin debuff applied by the Unsanctioned Hostilities 4/5 contract couldn’t be cleared.
dawn pewter
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We're aware of and investigating an issue causing the CyberAcme and C.A.R.R.I Armory to not show all purchasable items properly.

dawn pewter
dawn pewter
dawn pewter
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We are aware of an issue in Cryo Archive where players performing a scan are unable to see the expected number of batteries, depending on what terminal they initially scan.

This will be fixed in a future update.

tight cloud
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UPDATE: WTF WSTRs

We're gonna take a shot at bringing the WSTR more in line. Right now it's become a dominant option and is eclipsing a lot of the other short range options that exist in the game. SOOOOOO... as of Tuesday 4/21 (likely 8AM PT) the WSTR will no longer be able to down an enemy player who has blue shields or above with two shots. The ideal is that in a majority of cases this will force a reload in scenarios where the target has a blue shield, allowing for some more counterplay in these scenarios.

What Will Change:
Change will go live Tuesday 4/21 in the morning. Likely 8AM PT.
WSTRs can still down a green shielded target with 2 direct shots at short rang
WSTRs will no longer be able to down a blue and above shielded target with 2 shots at short range.

We're still keeping an eye on a variety of balance issues. Thanks for all the feedback, keep it coming and we'll keep hammering at it.

tight cloud
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Matchmaking is a complex series of wires and circuits trying to connect players to give them the best time to match while also providing quality matches. In that complex nest of things we found a bug related to regional matchmaking that is affecting a very small set of players that is unintentionally putting them in matches they’re not supposed to be in. We’re prepping a fix to get in for Tuesday morning 4/21 PT to fix this.

Thanks for helping us find this, we’ll work on smoothing it out.

dawn pewter
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Marathon Update 1.0.6.1

The one about overflow items

Item Economy

  • Increased the daily stock limits for Enhanced (green) and Deluxe (blue) Sponsored Kits in the Armory.
  • Depleted Patch Kits & Depleted Shield Charges now stack to 6, up from 3.
    • Standard rarity Sponsored Kits come with stacks of 6 instead of 3
    • Recruits now drop Depleted Patch Kits and Depleted Shield Charges at a much higher rate.

Combat

Weapons

  • Toggle Zoom (for keyboard and mouse players) no longer persists ADS (aim down sights) state through actions that suppress ADS like weapon swap or weapon reload, to fix an issue where players could get into a bad state unable to use medical consumables.
  • V85 Circuit Breaker
    • Fixed an issue where firing immediately after a fully charged shot would show projectiles and impact VFX but wouldn’t register as a hit.

User Interface and Experience

  • Improved accuracy of radial selections after opening the radial menu, making a selection, and closing the radial in quick succession, with the goal of reducing the number of instances a frag grenade is accidentally tossed at the player's feet instead of a bubble shield.
  • Fixed an issue preventing crewmates' weapon styles from appearing on their loadout display in the prepare screen.

Armory

  • Fixed an issue that was preventing barter weapons from displaying their barter cost on the weapon tile.

Zones

  • Perimeter
    • Fixed the exfil countdown timer in the Perimeter tutorial so it correctly displays a full 10‑second countdown instead of briefly flashing “0:00” and disappearing when entering the exfil circle.
  • Cryo Archive
    -Fixed an out-of-bounds exploit that would allow Runners to refund their gear if they stayed past the run countdown.

General

  • Increased the size of the overflow inventory to address scenarios where items could be lost due to limited overflow space.

Reminder that the WTR updates will be a part of this, but done server side so it won't be a part of this download: #dev-updates message

Update: Amending a missing patch note from 1.0.6.1:
➡️ WSTR Combat Shotgun, MIPS Slug Converter Mod: Adjusted long range slug performance to rein in extreme outlier kills and to align with the overall damage reduction, while we work on a more comprehensive balance pass.

dawn pewter
# dawn pewter Some missed additions for our 1.0.6. patch notes: - Refreshed icons for cores, i...

In Update 1.0.6, we made a loot adjustment to the Security Clearance 5 room after the Compiler fight that didn’t make it into the patch notes - the change was:

  • Biotoxic Disinjector now has a low chance to drop in this room
  • The loose Hyphatic Gel ammo drops in this room have been removed
  • A Compiler Ganglion salvage drop has been added to the Security Clearance 5 Room

This effectively reduced Biotoxic Injector availability there from 2 guaranteed to a chance at 1.

Apologies for the confusion here. We’ll be watching how this feels in Cryo and share any additional updates we make in the future.

tight cloud
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We're looking at trying out some adjustments to pacing on Dire Marsh that we want to test through the experimental queue. As we've been tracking Dire Marsh over the season, we've felt that at times it can feel a bit crowded, leading to some issues where collisions between players happen too early especially around certain regions in the map. As a result we're going to try something on Sponsored Marsh where we'll be reducing the max crew size by one crew and observing to see how the pacing of the matches play out and how in general it feels to have a little bit more wiggle room for players.

DETAILS:

  • Change is already live as of 4/22 3PM PT.
  • Maximum crew count for Sponsored Dire Marsh will be reduced by one crew.

Thanks everyone, as we roll out this change we'll be looking for continued feedback alongside play observation to help us see how this change plays out, so let us know how it's going out there in the Sponsored Marsh!

dawn pewter
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We’ve rolled out a small update to Sponsored Dire Marsh's Crew Fill: if you’ve got your mic on, we’ll now do our best to match you with other players using voice chat too.

If you're in the mood to chat, we want to make sure you're able to coordinate with like-minded Runners.

Let us know how it’s going!

dawn pewter
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Marathon Update 1.0.6.2

The one about the WSTR and Cryo Archive Sponsored Kits.

Item Economy

  • One free Cryo Archive Sponsored Kit can now be claimed each week.
  • Fixed an issue preventing Rooks from spawning with the updated 6 Depleted Shield Charges and Depleted Patch Kits that sponsored kits now have.

Combat

Weapons

  • **WSTR Combat Shotgun **
    • Increased damage from 78 to 85.
    • Reduced critical multiplier from 1.15x to 1.05x.
    • Slightly reduced the rate at which damage falls off.
    • Added 75% damage bonus against AI targets.
    • **MIPS Slug Converter Prestige mod **
      • Fixed an issue that caused the slug to hit geometry when aiming around corners, vents, ladders, or nearby cover.
      • Increased critical multiplier from 1.15x to 1.9x.
      • Reduced projectile velocity and increased bullet drop.
      • Reduced aim assist cone radius by 48%.

User Interface and Experience

  • Fixed an issue causing the reinforced shield to use the incorrect base shield icon. The reinforce icon now correctly shows a “+” inside the shield.
  • Fixed an issue causing the Armory HUD to disappear when hovering over offered items.
  • Fixed an issue that was causing an empty space to show instead of a grid in the Overflow inventory screen.

Contracts

**Outpost **

  • Fixed an issue that could cause Runners to get stuck behind barriers in the Drone Wing while completing the Mida Truth/Lies 2/6 contract.

Zones

**Cryo Archive **

  • Added vent covers in Biostock and Preservation that prevent early access from the hub until security clearance 2 is unlocked. Security clearance 1 is needed to open the vents for those who infil on the Biostock or Preservation side.
    • **Developer Note: ***Our previous update began the process of ensuring teams cannot bypass the security doors separating the wings from one another without appropriate clearance, this patch continues that effort. We'll continue to monitor and be on the lookout for more instances like this to ensure we keep spawns in a fair state. *
  • Fixed an issue that prevented scan terminals from reliably revealing battery locations on the map.

General

  • Fixed an issue causing inconsistencies when using the push-to-talk toggle setting for crew voice chat on controllers.

Stability

  • Fixed an issue that could cause players to receive an error and be unable to join the game when starting their run.

Localization

  • Fixed an issue causing the C.A.R.R.I. commendation description to display incorrectly in some languages.
dawn pewter
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We're aware of and investigating an issue introduced in update 1.0.6.2 that is incorrectly displaying Runner eliminations on the HUD.

We'll share an update when we have one available. Thank you for your reports! pinkcat

tight cloud
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UPDATE - SPONSORED MARSH

Thank you to everyone who has been participating in the Sponsored Marsh Queue! A lot of you have been participating, and we've been learning a lot from watching you all play and listening to the feedback around the queue.

As for next steps, we're still finalizing what to do for our next experiment, so we'll be keeping Sponsored Dire Marsh on for at least another week (4/29 - 5/6).

Thanks again for playing, and keep the feedback coming.

round orioleBOT
#

As we get deeper into Season 1, we've been monitoring your feedback around the current combat sandbox closely. We wanted to talk a little about a few of the topics we're seeing frequently from the community, and some updates we're planning.

💣Too Many Grenades

A big topic in the community right now is that it's not a good experience to open up a fight only to be barraged with dozens of grenades. We're looking to push some changes to stock counts and stack sizes before the end of the season. We're keeping an eye on the overall usage of equipment and will make additional changes as necessary.

🪙Gold Ares Railgun

The Ares railgun with a Prestige mod being able to one-shot Runners with purple or gold shields is unintentional, and we'll be issuing a fix in a future update. We want it to feel strong and fun to use without being so effective it becomes overly frustrating to play against.

🔫WSTR Damage Nerf

The WSTR damage nerf was a temporary nerf and we just released a more nuanced set of changes earlier today in Update 1.0.6.2. While we aren't looking to change the two-shot breakpoints, the WSTR indeed took a bigger hit than we were intending with the temporary nerf and we intend for this change to put it in a better place.

It should have similar effectiveness against AI as before the nerf as well have less damage fallout at range. Go try it out and let us know what you think.

We appreciate everyone's input, please keep it coming.

dawn pewter
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We’re currently looking into an issue causing the Sponsored Dire Marsh queue to be unavailable. Thanks for your reports, we’ll update you as soon as we can!

UPDATE - Sponsored Dire Marsh is now available!

dawn pewter
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We've identified an issue with the Ares Prestige Magazine Mod "Impact Shockwave" and will be temporarily disabling it while we investigate.

This change only affects the explosive rounds perk. The increased range and magazine size will still apply.

Sorry for the inconvenience. We’ll share an update as soon as we have more information.

dawn pewter
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Our recent "mic check" Crew Fill test in Sponsored Dire Marsh has been yielding positive results, and as such we've now rolled it out for all of the other non-Ranked queues.

Worry not, we'll follow-up about Ranked on a later date as we continue to roll this feature out.

Let us know what you think! 🗣️🎙️

dawn pewter
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Marathon Update 1.0.6.3

The one about Grenade stacks.

Item Economy

*Map Events *

  • Lockdown on Dire Marsh, Intercept on Perimeter, and Convoy on Outpost can now drop Prestige Salvage as part of their loot rewards.

*Armory *

  • Fixed an issue where Hurting Hands V4 could be claimed for free more than once.

*C.A.R.R.I Armory *

  • Increased quantity of salvage dropped from Deluxe C.A.R.R.I. Salvage Crate across all rarities.
  • Fixed an issue that caused C.A.R.R.I. weapons to not appear if that weapon was identical to a voucher offer the player currently possessed.
  • Previously non-refreshing C.A.R.R.I. offers will now have their stocks reset weekly. As part of this change, the Superior Key Template's stock will only reset up to 1. This does not affect this item's starting stock of 5 or any remaining stock above the weekly reset limit.

Combat

Equipment

*Grenades *

  • Adjusted in-run stack sizes for the following grenades:
    • Stack size reduced to 1
      • EMP Grenade
      • Chem Grenade
      • Frag Grenade
      • Heat Grenade
      • Flechette Grenade
    • Stack size reduced to 2
      • Claymore
        • Rooks and Sponsored Kits that would come with 3 Claymores will now only receive 2 instead.
    • Stack size of 3 (no changes)
      • Proximity Sensors
      • Smoke Grenades
      • Ammo Crates
  • Decreased barter limits from 10 to 3 per day.

Weapons

*Stryder M1T *

  • Prestige Precision Optic Mod now distinguishes between UESC and enemy Runners.

User Interface and Experience

  • Fixed an issue where runner eliminations were incorrectly showing on the player HUD.

Contracts

  • Tier 3 Contracts that have a chance at either Enhanced or Deluxe salvage now always display Enhanced salvage as the baseline reward.

Zones

*Cryo Archive *

  • Added secure vents to prevent spawn rushing in Cargo and Index.

*Ranked *

  • Adjusted Holotag entry requirements: Gold Holotags can now enter High Stakes, and Platinum Holotags can now enter Low Stakes.

Platforms

*PS5 *

  • Fixed an issue where players were unable to ‘join crew’ via a platform invite if crew privacy is set to ‘invite only’ in game.
dawn pewter
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The final exfil note for Dire Marsh will be removed from the current patch notes. This will be addressed it in a future update. Sorry for the confusion!

tight cloud
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UPDATE: WALKING THE PERIMETER AND UPPING THE GAME

We are making an update to the Experimental queue and shifting the Sponsored Marsh map to Sponsored Perimeter. Details below:

-As of 3PM PT Sponsored - Perimeter will become available.
-Sponsored Perimeter will require you to have a free (green/enhanced tier) sponsored kit equipped to queue.
-Sponsored Perimeter will only support crew matching, or pre-made crew queueing.

To commemorate this experiment we will also be upping the floor on sponsored kits. Green sponsored kits will now be free and grey tier sponsored kits will be retired until the end of season.

Thanks to everyone who has been participating in the Sponsored Dire Marsh experiment, we've learned a lot from your feedback and from observing you. As we roll out this new queue, we look forward to hearing from all of you who want to hop in and join us especially those of you at hauler who want to duke it out.

dawn pewter
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Marathon Game Security Update

In our last game security update, we mentioned that we are expanding our telemetry and updating our detection methods to widen our net in catching suspected cheaters. We want to provide an update on those efforts and report that we have made progress in actively banning confirmed cheaters.

We’ve begun rolling out a more advanced detection system that targets specific cheat patterns we’re seeing in live matches. We’re continuously validating and tuning it to make sure we’re catching real cheating and not introducing false positives and believe this should improve our ability to remove bad actors quicker.

While we are acting on many of the reports you send, it was not possible to show that your reports have led to action. To help bring more transparency to how your reporting is making an impact, today we are rolling out the first version of a Report Confirmation Pipeline to help close that gap. This first iteration will confirm when an action has been taken against an account you've reported, with planned upgrades in future seasons to improve how and when those decisions are communicated back in-game.

As a reminder, we are always on the hunt for new cheats and are working to respond as quickly as we can. While we cannot give specifics, we are monitoring the game and will continue to update our internal detection systems to respond to the latest cheats. We do not view anti-cheat as a one-time investment but an ongoing effort to maintain a fair playing field.

As the cheating landscape evolves, so will we. Our mission is to continuously identify, adapt, and respond to new cheats as quickly as we can.

round orioleBOT
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Over the weekend, a player posted a video of them taking advantage of a map issue and going out of bounds to gain access into the Compiler room to ambush a team after they finished completing the encounter.

First off, we will have this issue fixed before Cryo Archive becomes available again.

In the past, we have not taken action against players going out of bounds, but due to this case heavily affecting other players negatively, we'll be reviewing our policies and sharing more details soon. While we don't want to punish players for bugs that they run into by accident, we will communicate more clearly the line that players should not cross when it comes to using exploits that could be griefing others.

We will be reaching out to the affected players to grant them compensation for having their successful run interrupted by this issue.

round orioleBOT
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Season 1 of Ranked is winding down and we have something special planned for the final week. Ranked Cryo Archive will premiere on May 24 (10 AM PT) and run until May 28 (10 AM PT).

It's time to finally equip the best gear you have been saving all season and venture into the derelict ship before the Season ends.

Requirements to enter Ranked Cryo

  • Runner Level 25
  • 3,000 loadout requirement (low stakes)
  • 10,000 loadout requirement (high stakes)

Ranked Cryo will be the final time Season 1 of Ranked will be available. If you are still wanting to earn a title or one of the cosmetic rewards, you have until 10AM PT on May 28 to hit the Rank required. Make sure you claim any Ranked reward packages from your Codex before the end of the season as they will not carry over.

We will be sharing more details on the Season reset and what is coming in Season 2 in the next few weeks. Good luck in the Marathon ship!

dawn pewter
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We’ve seen a lot of feedback that players’ ability to quickly revive after being downed during a fight is causing frustrations. When taking a look we felt that both the total time and contribution of the Revive Speed were too fast for the pace of tactical play we expect from Marathon.

In Update 1.0.9, we’re increasing the time it takes for a DBNO runner to self-revive with a Self-Revive kit and rebalancing how much benefit the Revive Speed stat grants you:

  • When the Revive Speed stat is at 0: 12s → 16s
  • When the Revive Speed stat is at 100: 7s → 12s

Thanks for the feedback, and keep it coming! We'll continue to monitor conversations around this.

dawn pewter
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Creators, no matter what size your community is you should have more tools to keep yourself safe out there. With the launch of Season 2 we'll be doing some work to better help you protect yourself from would-be ne'er-do-wells - including:

  • The ability to hide you and your Crew’s names on your screen.
  • The ability to replace your in-run name with a generic one across places like pings, kill feed, death recap, and spectate.
  • The ability to replace other players’ names on your screen with generic names.
  • A configurable matchmaking delay to help make stream sniping harder.

And of course, the above will be available to all players.

We always want to do everything we can to ensure a fair and safe gameplay experience in Marathon. Keep the feedback coming!

dawn pewter
dawn pewter
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We’re aware of an issue near the UESC dropship loot room after defeating the Compiler.

While moving through this area, you may notice a small section of the hallway appears blocked. This should not prevent you from reaching your loot or exfilling normally. This is a temporary fix to prevent an exploit, and a full fix will come in the future.

If you run into any unexpected issues here, please let us know.

dawn pewter
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Marathon Update 1.0.9

NEW: Warden Hunt

Warden Hunt will be available until the end of Season 1

  • New Warden Encounters: Wardens can spawn at new POIs in Perimeter, Dire Marsh, and Outpost.
  • Locked room keys are guaranteed to drop from Wardens for the remainder of the season.
  • Key Templates are now Compromised instead of Fragile.
  • Every run now has a guaranteed chance for a zone event to occur (Ex: Lockdowns, Intercept, etc)
  • +50% Runner Level XP
  • +50% Faction XP
  • Cryo Archive Sponsored Kits will refresh on a daily basis in the Armory
  • Starting May 21, Cryo Archive will be available every day through the end of Season 1
    • May 21 to 23: Cryo Archive
    • May 24 to 27: Ranked Cryo Archive
    • May 28 to June 1: Cryo Archive

Item Economy

  • Self-Revive
    • When the Revive Speed stat is at 0: 12s → 16s
    • When the Revive Speed stat is at 100: 7s → 12s

Combat

  • Kill Transport or Scan Drones: 5 → 10 Traxus XP
  • UESC (Grenadiers, Assault, Sniper, Ghost): 7 → 10 XP
  • UESC Commanders: 10 → 15 XP
  • UESC Wardens: 15 → 50 XP

Weapons

  • Biotoxin Disinjector
    • Fixed an issue that prevented the grenades from emitting explosion sound effects when not in range of the damage radius.

Mods

Chips

  • Pocket Change: Fixed an issue where ammo was being granted after defeating ticks.
  • Common Enemy: Fixed an issue where the tooltip incorrectly described the duration as moderate instead of short on the enhanced (green) rarity version.

Prestige (Gold) Mods

  • Impact Shockwave (Ares Railgun)
    • No longer downs players equipped with blue shields or greater in one shot
    • Reduced explosive damage against players by 75%
  • Overclock Delimiter (Circuit Breaker)
    • Fixed an issue where Overclock Delimiter allowed players to shoot through UESC barriers.
    • Removed the ability to allow charged projectiles to shoot through Bubble shields.
  • Ram-Page Mag (V75 Scar)
    • Fixed an issue that was preventing damage dealt to Claymores when equipped.

Combatants

  • A new threat looms above...
  • Fixed an issue that caused the UESC Ghost to unexpectedly deal heavy burst damage.
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Runners

  • Fixed an issue that would allow reviving crewmates while performing a finisher.

Rook

  • Until Season 2
    • Rook starts with Deluxe Patch Kits and Shield Charges.
    • Rook starts with Deluxe Shield Implants.
  • Signal Mask remains active for longer when sprinting.
  • The range at which AI will detect your footsteps when Signal Mask is active has been reduced.
  • Fixed an issue where the Rook tooltip incorrectly stated that Season Level 3 was required to unlock.

Thief

  • Fixed an issue where items dropped from the Pickpocket Drone could clip through red UESC barriers.

User Interface and Experience

  • Fixed an issue that prevented the exfil countdown timer from appearing when entering an active enemy Runner’s exfil circle.
  • Fixed an issue that caused quick pings to be intercepted by the clear door curtains.
  • CORRECTION, updated 7:59AM PT on 5/19/2026: Added ten additional controller aim sensitivity levels to Settings

Codex

  • Fixed an issue where the Arachne Sponsored Kit challenge completions were not contributing to the total on the Factions progress bar in the Codex.
  • Updated the Assassin’s Hidden Strike Codex entry to better clarify the completion window when exiting invisibility.

Contracts

Traxus

  • Fixed an issue for Unsanctioned Hostiles [5/5] where the exfil condition was listed in the wrong objective step causing the contract flow to appear out of order.

Sekiguchi Genetics

  • Fixed an issue for Co-Evolution [3/5] contract description that directs to Northern Flight Control when the objective is in Southern Flight Control.

Zones

Perimeter

  • Fixed an issue that prevented gaining reputation experience for CyberAcme when successfully extracting UESC Crisis Supplies.
  • Fixed an issue where only one crew member received CyberAcme reputation for completing Intercept event stepts instead of the entire crew.
  • Fixed an issue that would prevent the Hauler’s honk audio from being heard when entering the sound radius while active.

Dire Marsh

  • Fixed an issue that could prevent gaining Traxus reputation after completing a Lockdown event.
  • Anomalous Matter:
    • Fixed an issue that prevented Sekiguchi Genetics reputation gain when stabilizing the Anomalous Matter.
    • Fixed an issue that would only give one crew member +25 Sekiguchi Genetics reputation when extracting the Anomalous Matter.

Outpost

  • Fixed an issue in Pinwheel that prevented the Security Break audio from being audible while inside the other wings (Command, Drone, Destroyed).

Cryo Archive

  • Fixed an issue that allowed Thief to bypass red UESC barriers from Cargo to Index.
  • Fixed an issue that prevented location names from showing on the HUD when visited.

Localization

  • Fixed a word wrapping issue in the Customize menu prompt for Shells and Profile.
  • Fixed an issue where the vertical inversion setting in the Controller Settings section could display inconsistent text in some languages.
  • Fixed an issue causing the “Free” Credit cost label to show as an em dash in the Russian language.
  • Fixed an issue that caused the text in the C.A.R.R.I Armory tutorial prompts to overlap the button prompt in some languages.

General

  • Fixed an issue that caused a duplicate and delayed audio voice over after completing the NuCaloric Liaison Contract.
  • Fixed an issue that would prevent players from joining via a platform invite while Crew Privacy was set to Invite Only.
dawn pewter
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We are aware of an issue preventing free Enhanced (green) Sponsored Kits from correctly showing up in the Armory. We expect to have this resolved by 10AM PT.

Thank you for your reports!

dawn pewter
dawn pewter
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We hear the feedback on the Circuit Breaker Prestige mod changes. The behavior here was inconsistent in how it overpenetrated Bubble Shields, Assault Shields, and Destroyer's Riot Barricade and we wanted the mod to perform consistently. We are looking at increasing the performance of the Prestige mod in its intended role in a future update during Season 2.

dawn pewter
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We wanted to highlight a few issues we're aware of and working to resolve:

  • Unavailable Enhanced (Green) Sponsored Kits: We’re continuing to investigate the root cause preventing access to the free Enhanced (green) Sponsored Kits. We’ll share more info as soon as we have it.
  • Key Templates: We’re aware of an issue causing previously held key templates (both in your Vault and those from your Armory before the reset) to continue to appear as Fragile. These will actually require a Matter Fixative to convert upon exfil as if they had the Compromised trait. New Key Templates should show as Compromised.
  • Rooks Spawning in Shipping Containers on Dire Marsh: We're aware some Rooks loading into Dire Marsh (near Complex) find themselves locked in a box.

Thank you for all your reports!