General
- Update: Amending a missing patch note:
- Added a temporary hold function to save current loadout when equipping Sponsored Kits or switching to Rook.
- You can restore your previous loadout by clicking the "Restore Previous Loadout" button next to your backpack, by unequipping the Sponsored Kit, or if you have Rook selected by switching to another Runner.
- Added a new experimental PVE mode, Vault Breaker.
- Explore Cryo Archive as a crew, duo, or a solo player, taking on a progressively challenging series of vaults.
- Grow stronger across multiple matches with progression that’s unique to Vault Breaker, and push towards the final vault and the mysterious entity within.
- Added support to Player Voice Reporting and Voice Moderation.
- More information available at bung.ie/voicemoderation.
- Added the option to skip intro cinematics after first launch of the game.
Item Economy
Armory
- Ganglion barters now have a stock limit of 3, with the exception of Hyphatic Gel.
- Fixed an issue where Ganglion barters could reroll during unintended scenarios.
- Adjusted some barter costs to include Rubber Salvage.
Cradle
- The 25% reduction in Cradle progress has now been reverted.
- New Feature: Cradle Evolution
- Players whose Cradle has reached level 70 will see a new the option to "Evolve Cradle" below the Cradle XP bar.
- Activating a Cradle Evolution will:
- Increases the Cradle energy limit by 1.
- Reset the Cradle to level 1.
- Reset all invested energy in each track of the Cradle.
- Grants the Cradle 1 energy per Cradle Evolution stage.
- The Cradle can be evolved a total of 7 times.
Pursuit Upgrades
- Fixed an issue where the MIDA capstone V upgrade's requirements were incorrectly displayed.
- Fixed an issue where stacked upgrade nodes could become locked if the 6th capstone has not been unlocked.
- Fixed an issue where stacked upgrade nodes could incorrectly display that an upgrade is available to purchase.
Items & Inventory
- Added a toggle to enable or disable a free sponsored kit upon death.
- Fixed an issue where the sell option could be displayed twice in the item tooltip.
- Fixed an issue where some Salvage items were not displaying their usages.
- Fixed an issue where sponsored kits would incorrectly display depleted self-revives.
- Fixed an issue where scrap could not be converted into credits even if there was inventory space to do so.
Ranked
- Fixed an issue where Rank points could incorrectly display as "0" in the Run Report.
- Fixed an issue where Ranked sponsored kits would not immediately refresh on rank changes.
Map Loot
- Fixed an issue where a UESC Cert in Algae Ponds was unable to be interacted with.
- Fixed an issue where a container in Night Marsh Complex was unable to be interacted with.
- Fixed an issue where a container in Night Marsh AI Uplink was clipping into the environment.
- Fixed an issue where a player could get stuck on a container in Cryo Vault 02.
Miscellaneous
- Fixed an issue where a user could get stuck in a kick to login loop.
- Updated multi-select item tile visuals to be more visible.
- Fixed an issue where selling all items in the overflow could be accidentally triggered.
Combat
Equipment
Loadout-Limited Infil Limit
- Starting mid-season, some equipment items are marked Loadout-Limited. Only 2 Loadout-Limited items are allowed in your loadout during infil. Having too many in your loadout will cause a Crew Error when preparing for a run. Extra items beyond the limit can still be collected in-game and exfiltrated; only infil is restricted.
- Loadout-Limited items: Bubble Shield, Chem Grenade, EMP Grenade, Flechette Grenade, Frag Grenade, Heat Grenade
Developer's Note: This new infil restriction has two purposes: reduce the efficacy of AOE grenade spam and reduce the prevalence of Bubble Shields. We think grenades are in a good place damage-wise, but feedback is clear that spam is still an issue on Cryo and that Bubble Shields are flattening high level combat.
Bubble Shield
- Removed the player slow down on entering a Bubble Shield volume.
- Reduced health in PVP from 560 to 400.
- Increased health against UESC from 1680 to 2500.
- Fixed an issue that caused explosions from grenades to not do any damage to Bubble Shields.
- Increased the damage explosions from grenades do to Bubble Shields by 2x.
Energy Amp
- Passive prime ability regen reduced by 40%.
- Passive tactical/trait ability reduced by 40%.
- Increased buff time granted by Energy Amp from 2 minutes to 3 minutes.
Effects
Invisibility
- Invisibility will flicker off after sprinting for more than 2 seconds.
- Note: This change affects invisibility from any source.
- AI combatants can now hear the footsteps of Invisible players at very close range, and will now enter their search behavior when they do.
Dev Note: Invisibility is currently too powerful as a tool for completely sidestepping PvE encounters. We're taking a sizeable swing here to make it so players will need to be more intentional with their movement after activation. You'll still be able to navigate past enemies but choosing when to sprint and when to move more slowly will be more important. Alongside this change, we're increasing the uptime of Smoke Dive to help ensure that Assassin still has strong disengage tools at their disposal, and we'll continue to evaluate how Invisibility is playing moving forward.
Runner Shells
Assassin
- Smoke Dive
- Reduced base cooldown time from 60s to 45s.
Recon
- Echo Pulse
- Reduced Echo Pulse base wave count from 7 to 5.
- Increased time between waves from 2.5s to 3s.
- Reduced Echo Pulse base ping waypoint lifetime from 10s to 8s.
Dev Note: Echo Pulse is a primary contributor to undesired standoff behavior in our higher tier activities, so we're making some changes to reduce how quickly it snapshots enemy location information and the number of snapshots it provides. This should give players more time to reposition or push between pulses in combination with the changes to Energy Amp detailed above reducing its effective uptime for highly invested players. We'll be keeping an eye on this to see how it performs alongside the rest of the changes for future updates.
Thief
- Pickpocket Drone
- While in flashlight-enabled Zones, Pickpocket Drone now has intrinsic Darksight to help pilots navigate through dark interior spaces more easily.
Sentinel
- Defender System
- Fixed an issue where the Defender System was able to catch grenades while fading out at the end of its lifetime.
- Reduced base cooldown time from 180 seconds to 150 seconds.
- Snare Mine
- Increased maximum detonation damage per submunition from 5 to 7 against enemy Runners.
- Increased maximum detonation damage per submunition from 30 to 35 against enemy non-Runners.
- Prey Tracker
- Prey Tracker is no longer scrambled by Signal Jammer.
Dev Note: With the infil limit for grenades detailed above coming in, we wanted to give Sentinel's kit a bit more general usability to compensate. Snare Mine will be a more reliable damage tool, and Prey Tracker no longer has an easily accessible counter without downside. As with any new shell, dialing in potency will be a process that happens over time - we'll be monitoring Sentinel's performance for the rest of the season to see how things shake out.
Destroyer
- Search and Destroy
- Fixed an issue where sustained damage from the Biotoxic Disinjector weapon was not counting towards building rocket charges.
Rook
- Recuperation
- Increased heal rate from 2hp/s to 3hp/s.
- Increased healing duration from 20s to 30s.
Dev Note: With Season 2, Rook's playstyle shifted more firmly back into scavenger territory without an arsenal of claymores and shotguns, but its ability to recover from a bad situation without reliance on healing consumables with Recuperation wasn't hitting the bar. Overall healing has been more than doubled, making Rook much less reliant on finding Patch Kits in-run. The potency of Rook's arsenal is something we're looking at season-over-season to find the right potency.
Implants
- Updated implant iconography to better reflect each implant’s unique effects.
- Triage Cloak
- Now also activates when using a Mercy Kit.
Backpacks
- Sneak Pack
- Fixed an issue where Sneak Pack's Signal Jammer effect did not prevent claymore activations.
Miscellaneous
- Fixed an issue where removing a player's backpack from a death bag could result in loot being deleted when the player was revived.
Weapons
D54 Battle Pistol
- Reduced precision bonus multiplier from 1.5x to 1.38x.
- Developer's Note: This seems like a small change but this change means the D54 Battle Pistol requires 3 precision bursts to down a Grey Shield Runner, up from 2 Bursts, and 4 bursts to down a Purple Shield Runner, up from 3 bursts.
- Reduced damage fall range minimum and maximum across all stat tiers by 10%.
- Maximum 100 Range stat damage falloff minimum goes from 38 meters to 34 meters.
- Maximum 100 Range stat damage falloff maximum goes from 72 meters to 64 meters.
V22 Volt Thrower
- Removed the 0.5s target acquisition time to better enable ambush style gameplay.
- The visual target indicator always showed immediately but projectiles wouldn't actually track until after being on target for 0.5 seconds.
- Increased projectile velocity speed from 56 m/s to 80 m/s.
- Completely retuned rate of fire and firing spin down.
- Increased max rpm from 507.3 to 540.
- Decreased min rpm from 309.3 to 140.
- Spin down based on heat now spins down more linearly instead of the previous behavior.
Twin Tap HBR
- Increased base damage from 22 to 24.
- Increased precision bonus multiplier from 1.3 to 1.4.
- Increased the speed between rounds in a burst by 50%.
- Retuned recoil direction to compensate.
- Increased intensity of sim input and camera shake to compensate.
- Decreased stability at the lower investment tiers by ~20% to compensate.
- Fixed an issue where ADS Accuracy starting cone size did not improve with ADS Accuracy stat increases.
- Q-Tap Regen Prestige Mod:
- Increased the base damage from 15 to 19.
- Increased the base rate of fire to match normal rate instead of decreasing it.
- Developer's Note: We heard the feedback on the Prestige Mod hurting the PVP performance of this mod too much compared to the base gun. In our testing, optimal TTKs are now comparable with that of the base weapon.
- Removed the low health requirement on the Prestige Mod healing perk:
- Hitting 4 precision hits in rapid succession starts health regeneration.
- Reduced the heal rate from 1.5x the speed of a Patch Kit to 0.8x the speed of a Patch Kit to compensate for the ease of use buff.
- Added a 3 second cooldown since this perk can now be activated theoretically back to back.
KKV-9SD
- Redistributed damage profile to lower reliance on headshots.
- Developer's Note: KKV always had a mathematically faster optimal TTK than most weapons but it was reliant on almost entirely headshots and missing a single one would result in a massive drop in TTK. This change makes the optimal TTK remain as fast as before but it makes body shot TTK faster and the punishment of missing a single headshot much less.
- Increased base damage to 9, up from 8.
- Reduced precision damage scale to 1.29x, from 1.45x.
CE Tactical Sidearm
- Improved ADS Accuracy starting cone size on the base version by ~10%.
- Improved ADS Accuracy final cone size on base version by ~13%.
Bully SMG
- Reduced Rodeo Mag size from 72 to 61.
- Reduced maximum magazine size from Drum Mag from 66 to 58.
- Reduced damage falloff at the high end and retuned damage falloff at all range stats to compensate. This results in Bully's maximum range before suffering falloff to be reduced from 40 meters to 32 meters and maximum damage falloff range to be reduced from 70 meters to 62 meters.
WSTR Combat Shotgun
- Damage increased from 85 to 100.
- Reduced precision bonus multiplier from 1.05x to 1.0x.
- Increased spread by 20% across all stat tiers.
- Reduced aim assist falloff start at the top end by 30%.
- Retuned stat tiers to compensate.
- Reduced aim assist falloff end at the top end by 12%.
- Retuned stat tiers to compensate.
- Reduced magnetism falloff by ~10%.
- Reduced minimum damage percentage at max falloff from 20% to 10%.
- Retuned damage falloff across all tiers:
- 2HKO range with a grey WSTR against base shields: 3 meters.
- 2HKO range with a grey WSTR against purple shields: 2 meters.
- 2HKO range with a max invested WSTR against base shields: 7 meters.
- 2HKO range with a max invested WSTR against purple shields: 4 meters.
Misriah 2442
- Damage reduced from 140 to 110.
- Reduced precision bonus multiplier from 1.2x to 1.0x.
- Reduced rpm from 72 to 58.
- Fixed an issue that caused the range stat to not modify aim assist or magnetism falloff:
- This results in roughly a 30% buff to aim assist when at 100 range stat but roughly a 25% nerf to magnetism at 100 range stat.
- Retuned damage falloff across all tiers:
- 2HKO range with a grey Misriah against base shields: 10 meters (was 11 meters).
- 2HKO range with a grey Misriah against purple shields: 9 meters (was 10 meters).
- 2HKO range with a max investment Misriah against base shields: 14 meters (was 18 meters).
- 2HKO range with a max investment Misriah against purple shields: 12 meters (was 16 meters).
- Full-Auto Selector Prestige Mod
- Reduced hipfire rpm from 72 to 58.
- Both hipfire and ADS now fire full auto, as opposed to just hipfire.
- In addition to previous benefits, hipfire mode massively increases movement speed with the Misriah equipped.
Volt Battery Weapons
- Increased the amount of trickle charge generated while moving with Volt Battery weapons equipped by 4x.
Chips
Exit Buddy
- Removed unintentional camera shake on perk activation.
Miscellaneous
- Fixed an issue where switching weapons while mantling could store weapon charge state in some circumstances.
Contracts
- Fixed an issue in the Mida "Expose/Extinguish" contract where one crew could expose/extinguish all the stockpiles, blocking progression for other crews.
- Traxus “Unsanctioned Hostilities [5/5]” now supports recovering the targeted contract item from other players and will grant objective progress.
Zones
- Fixed multiple issues involving containment, floating geometry, or loot that was inaccessible due to map geometry.
- Added new sources of faction reputation to Cryo Archive.
- Added additional cover near infils in Dire Marsh where infil rushing was easily exploited.
- Exfil icons in Cryo Archive no longer use the guarded exfil map icon, and fixed an issue where waypoints did not appear on exfils until pinged on the mini map.
- Increased the duration that icons remain on the HUD after using a Scanner in Cryo Archive.
- Fixed an issue where incorrect audio queues were playing on UESC Network Towers on Night Marsh.
- Fixed an issue where players could get squashed by a UESC dropship in Bioresearch.
- Fixed an issue where DCON waypoints were leading to incorrect locations.
- Fixed an issue where the horn on the hauler was missing an interact prompt.
- Fixed an issue where the Anomalous Substance waypoint was not updating correctly.
- Fixed an issue where Oni would announce that UESC Convoy was active, but the Convoy did not spawn.
- Removed //THEN requirement from Traxus "Return on Investment 5/5" to credit all contract holders when stockpile spawns to allow contract completion by last holder of salvage on exfil.
- Fixed issue where "IN A SINGLE RUN" was present on crew objectives in the objective HUD widget.
Stability and Graphics
- Fixed an issue that could cause a graphics crash when closing the game.
- Fixed a graphics crash that occurred when players were unable to enable FSR.
- Fixed a graphics crash that occurred when the game experienced heavy loading.
- Improved reticle visibility when playing in HDR mode.
- The flashlight no longer appears blocky when close to a surface when anti-aliasing and variable-rate shading is active.
- Fixed an issue causing flashing graphic artifacts on UESC shields in Night Marsh.
- Improved Thief X-Ray performance when using an AMD GPU.
- Fixed an issue where signing into the game on a second device would cause both devices to wait for over a minute before timing out the first device.
General
- ONI is now announcing the return of C.A.R.R.I., the CyberAcme Runner Reinforcement Initiative. This Initiative returns with the following changes and additions:
- CyberAcme Commendations: A new material that is awarded to Runners who promote C.A.R.R.I. values
- For Crews: Earn commendations (+4) for each contract objective you assist your crewmate in completing
- For Solos (Non-Rook): Earn commendations (+6) for each contract objective you complete. Bonus commendations (+5) can be earned if you exfil with other players.
- For Rooks: Earn commendations (+5) for successful exfils. Bonus commendations (+5) can be earned if you exfil with other players.
- All commendation rewards will be sent directly to your vault after completing any of the actions listed above
- C.A.R.R.I. Armory: Exchange commendations for special offers in CyberAcme’s armory.
- Weapon Showcase: Each week, C.A.R.R.I. will feature a new weapon. An enhanced weapon will be given for free, but runners will have the opportunity to kit up their own and even buy a unique, deluxe variant.
- Reputation Packs: Can only be bought from the C.A.R.R.I. Armory. Purchasing one will automatically grant reputation for the associated faction.
- Special Offers: In addition, C.A.R.R.I. will provide an assortment of useful items and equipment. Keep an eye on offers as the season progresses.
- Fixed an issue where the previously selected zone would reset after each run.
- Fixed an issue where your crew fill settings did not persist between runs.
- Fixed an issue where Rooks were able to queue as a Duo.
- Fixed an issue that prevented Crew members from readying up after swapping from Trios to Duos.
- Fixed an issue where a Duo may be unable to matchmake if the leader changes the activity to a non-Duos zone.
- Fixed an issue where a crew error would display if Crew-fill was enabled while on Duos.
Item Economy
- Added weekly login rewards beneath the "today's sponsors” section in the Armory.
- Slightly reduced loot quality and increased item pool in Cert containers in Night Marsh.
- Slightly reduced Prestige drops from pinnacle containers found in Prestige locked rooms.
- Fixed an issue where combatant reinforcements in Night Marsh were able to roll more loot than intended over the course of the run.
- Minor rebalancing of Folio and Trunk rewards across item types.
- Fixed an issue where UESC Sponsored Kits could spawn with Cryo keys.
Cradle
- Reduced XP value of “Bluenique” (deluxe unique weapons) from 1,500 to 700.
- Reduces XP value of Superior and Prestige weapon mods:
- Superior: 2,500 to 1,000
- Prestige: 7,500 to 3,750
Combat
Weapons
- Fixed an issue where Folding Stocks stat bonuses were reversed based on their configuration.
Bully SMG
- Fixed an issue with Bully Twitch sub drop style’s magazine not matching the promotional artwork.
BR33 Volley Rifle
- Fixed an issue where the Lockout Muzzle Break Prestige mod was not suppressing the weapon audio for the user. (Audio was properly suppressed for other Runners.)
V22 Volt Thrower
- Fixed an issue where firing the V22 Volt Thrower could be inaudible to crewmates and other Runners.
User Interface and Experience
- Errors in the Ready Up screen will now more clearly display which crewmate has an error. Hovering over the error will display a tooltip explaining how to resolve it. Crew errors (such as too many/not enough Runners) will display only near the ready button.
- Fixed an issue where some weapon mod tooltips would flash or not show when comparing with another compatible mod.
Runners
Thief
- Fixed an issue where Thief could say the wrong voice lines in the Runner select or when damaged in-run while equipped with the Kasha Yokai shell style.
Contracts
- Fixed an issue where the wrong art was being displayed on the “Story & Rewards” side of certain limited contracts.
CyberAcme
- Fixed an issue that could prevent some limited Cryo contracts from appearing correctly after weekly reset.
NuCaloric
- Fixed an issue with Capstone 2 where patch kits and shield charges were not being awarded upon completing standard contracts.
- Fixed an issue that prevented anti-virus packs from being available in the Armory, even after unlocking them in the Faction upgrades.
Codex
- Fixed an issue with entry “One man’s treasure” where it would complete without needing to convert a Prestige rarity item in the Cradle.
- Updated tooltip description for Bungie Reward entries to indicate that rewards are available for purchase after claiming.
- Fixed an issue where some “Early Bird VIP” entries from Season 1 were not unlocking correctly in Season 2.
Zones
Dire Marsh (Day and Night)
- Fixed an issue that allowed Runners to loot certain containers in the Bioresearch locked room without the proper key.
- Fixed an issue where a non-final exfil's timer could be extended beyond the final exfil's timer, resulting in Runners dying to the timer even while standing in an exfil.
- Fixed an issue causing a few containers to float on top of Greenhouse.
Dire Marsh (Night)
- Fixed an issue in Upper Complex where a door hack device was hidden behind a cabinet.
- Fixed an issue where other Runners' flashlights wouldn't appear if they were turned on before entering your sight range.
Dire Marsh (Day)
- Fixed an issue where the second wave of exfils was failing to spawn.
Dev Note: We’re doing some housekeeping as we prepare for Season 2, so a lot of the work is behind the scenes. We’ll see you again on June 2nd – and please keep the feedback coming in the meantime!
Item Economy
- Fixed an issue where loot previews could briefly show the wrong item when inspecting nearby loot.
- Improved clarity for item-related UI messaging in specific flows.
Runners
- Rook:
- Fixed an issue that would cause Rook to spawn inside of shipping containers on Dire Marsh. Their bloodlust has been unleashed once again.
User Interface
- Fixed several issues causing UI elements, notifications or interface states to display incorrect or outdated information.
Zones
Perimeter
- Fixed an issue in Hauler where part of the map could disappear at certain distances.
Cryo Archive
- Fixed an issue that would allow Crews to get in the airlock after the Compiler has already been engaged.
Stability
- Fixed a variety of issues that could lead to crashes, disconnects, or general instability.
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.
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 at 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.
4/21 @ 7:20AM PT Update: Reminder that today's update will also include the WSTR tuning mentioned by Joe Ziegler here.
4/21 @ 10:24AM PT 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.
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.
UPDATE as of 4/14/26 at 10:55 AM PT
UPDATE as of 4/15/2026 at 2:30PM PT to change "Showcase Encounters" to read as "secured resource events"
Some missed additions for our 1.0.6. patch notes:
- Refreshed icons for cores, implants, and chips to add visual clarity.
- Signal Jammers are now purchasable from the Armory.
- Added a new “toggle to open” voice chat option, so players can turn Proximity Chat and Team Chat open with one press and close it with another.
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 four 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.
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.
Weapons
Weapon Rewards
- Added 11 new Deluxe (Blue rarity) Unique weapons
- These can drop from secured resource events 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 (Gold) 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%.
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.
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.
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.
Combat
Runner Shells
- Fixed an issue allowing slide cancel animations to keep momentum when either pulling out equipment or Thief's Grapple Device ability.
Developer Note: One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost. That cost can be an ability charge, heat buildup, or increased risk but it must exist and be understandable to an observer. Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon. To set expectations early, we will be looking at any future movement exploits through the same lens.
Contracts
- Fixed an issue where players could end up locked in a room during the Introducing: NuCaloric
- Fixed an issue where disabled contracts could not be rerolled for free.
- Fixed an issue making the objective points visible for all Runners on the map when one Runner is on RUN/HIDE [Part 1/6].
Zones
Dire Marsh
- Fixed an issue where the Anomalous waypoint activity was appearing below the map even when the event was inactive.
Outpost
- Adjusted the combat area for the Tox Warden:
- Tuned the layout to reduce the number of hiding spots.
- Tox plants now react correctly to player presence.
- Fixed an issue where the final exfil would spawn in the same spot every time.
Pinwheel
- Destroyed Wing entrance has been re-opened.
- Improved overall loot rewards.
- This includes the quality of loose loot and small containers.
- Updated encounters to match reward quality.
- Changed the security credentials needed to access the locked room in the Hub.
- Added bulletproof glass to the Hub room.
Cryo Archive
- Fixed geometry in Vault 6 that allowed Runners to fall to their death.
Armory
- Fixed a crash that could occur when opening the Armory.
- Fixed a bug that was causing low framerate on Armory tabs with many items.
- Developer Note: Traxus operates beyond scale.
Codex
UI & UX
Keybinds
- The ESC key will now exit the keybinding menu instead of exiting settings.
- Added an option to clear keybinds in the settings menu.
- NOTE: Non-English languages will show this setting as blank. This will be fixed in a future patch.
Text Chat
- Fixed an issue causing loss of control for a few seconds after using an IME keyboard in text chat while in a run.
Localization
- Fixed an issue causing certain Codex entries to appear blank when viewing in Chinese.
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
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.
- Misriah 2442
- Reduced leftward motion in firing recoil.
BR33 Volley Rifle
- Lockout Muzzle Brake Prestige mod now also suppresses weapon fire in addition previous effects.
- 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.
Additional notes added after publish on 3/17/26*
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
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
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
*Minor updates to these notes were made after publish on 3/11/26