Out of Action
Playing now
6−3 vs. yesterday
1.8%of peak
All-time peak
327Jan 2026
Playing now
6−3 vs. yesterday
All-time peak
327Jan 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Small update Bug fixes · Fix for Temporal Suspension not reducing velocity. · Fix for multiple launches in quick succession occasionally getting overriden. Changes and additions · Additional tooltip info. · Desync+ effects now proc on Temporal Suspension and Slipstream use. · Arc Salvo shock damage from 50 > 75 (to make it more appealing and rewarding considering the downsides). | — | |
| Game update | Update Bug fixes · Fix for fire sometimes being stuck in Core. · Fix for Reactive Dermis debuff incorrect immunity duration. · Fix for being unable to harvest Core charge from ally heads. Changes and additions · Update to newer version of the backend SDK, which should hopefully fix various profile related bugs. · Update to client login process. · Updates and improvements to network movement prediction… | — | |
| Game update | Small update Bug fixes · Fix for Power Relay not regenerating max defense if defense has not been damaged. · Fix for occasional audio sources not clearing when deactivated. Changes and additions · Movement optimisations (should also provide even smoother movement). · Knockback resistance is now capped at 75% to reduce odd behaviours on body impacts. · Bison from 100 > 50% knockback resistance during maneuve… | — | |
| Game update | Small update Optimisation. · Improvements to body impacts netcode. · Should now have less instances where 2 players can interact with the same object at the same time. · Heads have a 5 second grace period where only the killer can pick them up, unless the killer is dead. | — | |
| Game update | Small update More optimisation. · Gridlock: · Reverting back to a single starting sector. · Onryo receive a 25% bonus to capture speed when only one sector active. · Teams with less players receive a 10% bonus to capture speed per missing player. | — | |
| Game update | Small update Bug fixes · Fix for damage numbers no longer showing on map change. · Fix for backdoor held head detections working while not holding a head. · Fix for being able to refund Core charge on Headhunter or Flowstate activated Cores. · Fix for new Matrix loadout selection not fully updating loadout on deploy. · Fix for player collisions. Changes and additions · Further optimisation. | — | |
| Game update | Update Bug fixes · Fix for escape not closing the Matrix. · Fix for foundation passives not updating on changing dominant foundation. · Fix for being able to pickup primary weapons with resourceful and professional. · Fix for various tooltip errors. · Fix for wall flipping just after starting a climb when maneuvering into wall. · Fix for wall diving not functioning sometimes while climbing. · Fix for… | — | |
| Game update | Small update Bug fixes · Fix for tag and scan cooldowns sometimes not updating on HUD. Changes and additions · Added staged sector capture progress to Gridlock for testing out. · Once Onryo pushes a sector capture passed 25, 50 and 75%, it will no longer be possible for Jin-Sec to reverse it below that. · Jin-Sec players are now globally tagged during the 'clean up' phase of Gridlock. · Updated several Grid… | — | |
| Game update | Small update Objective HUD icons and progress are now visible to spectators for all modes. | — | |
| Game update | Small update Fix for Gridlock sectors sometimes not capping when reaching 100%. · Gridlock can now be voted on at match end. | — | |
| Game update | Update Bug fixes · Fix for being able to be knocked down by players you land on. · Fix for Tag cooldown sometimes getting stuck. · Fix for boosting close to a wall sometimes 'sticking' to it, preventing vertical movement. · Potential fix for offline build / loadout / clan tag changes not updating on joining a server you've recently been playing on. · Fix for rare issue where players get stuck together… | — | |
| Game update | Small update Reverted the server list population method to the original now that the source of the issue for players not seeing all available servers is known (players were using Steams Beta Update ). · Tidied up the team scoreboard and killstreak announcements (didn't intend for them to go in, but needed to solve the above issue). · Dominant Foundation now also modifies Primed Asset bonuses (numbers will u… | — | |
| Game update | Small update I'm aware there is an issue a small amount of players are experiencing which is preventing all servers showing up in the browser. Currently unsure what is causing the issue all of a sudden as nothing has changed on the game side of things. I've changed how the server list is populated as a test for now, to see if that makes a difference. | — | |
| Game update | Small update Potential fix for rare profile reset bug (hopefully the last case where this can happen). · Fix for ordering of some overlapping visual effects. · Fix for relocations launching Intel. · Fix for player name plates sometimes initialising incorrectly. · Fix for player name plates missing when disguised. · Improved profile backing up on wipes as a fallback (will be able to restore wiped profiles). | — | |
| Game update | Small update Small patch. Bug fixes · Fix for Advanced Recon not being able to tag detected targets. · Fix for Body prime bonuses inadvertently overriding the momentum loss from changing direction over 90 degrees with lunge in air. · Fix for LOS tags being visible on enemies while Desynced. Changes and additions · Improvements and fixes to the chat censor. · Advanced Recon can now tag 2 targets before coold… | — | |
| Game update | Small update Quick patch. · Fix for TTK primary attack always dealing full damage. · Adjustments to the LOS tags and global tagging: · LOS tags fade over distance and towards periphery. · LOS tags require center mass or head to be visble in order to show (no longer checks extremities). · Something else wanted to try out also, to make global tagging more impactful and useful for team. They will now show name… | — | |
| Game update | Small update Current main focus is game modes and Codex entries. These will take a while, so here are some other smaller changes. Bug fixes · Fix for devices not being destroyed on loadout change during Clone War. Changes and additions · A quick look at target visibility following recent discussions. Something to try out that doesn't require making art / aesthetic changes and still fits in with the theme. S… | — | |
| Game update | Small update Fixes for profile syncing plus additional measures to ensure profile data is not lost. · Fixes for build code inconsistencies. · Fix for aerial maneuver charges being empty on deploy. | — | |
| Game update | Small update Fix for Exploit Weakness not fully working. · Fix for Studied being unable to pickup sidearms. · Pyro-Psycho reverted to retaining the negatives from Burn / Burn+ debuffs, due to the recent debuff changes (reduced dexterity, increased defense damage taken). · Blood Sport visuals more friendly. · Enabled FOV scaling on visual recoil (less visual recoil the higher the optic magnification). | — | |
| Game update | Update Bug fixes · Fix for Unstable Core not preventing Core based Shell specs. · Interim fix for Bloodsport visuals, so can at least see players. This will change later. Changes and additions · Build code sharing and code storage is now online: · UI is barebones for now as usual, but functional. · On the Matrix there are new options below the existing menu. · Press 'Copy code' to copy your entire act… | — | |
| Game update | Small update Decapitated head impacts will now deal direct shock damage and apply a 2 second Disable+. · Quick prime passives tweak pass, plus individual caps. · Body · Shell: 12-24% reduced direct damage received while knocked down (50% cap). · Augment: 2-4% aux power used restored to max vitals and defense (25% cap). · Weapon: 8-16% increased lunge speed, duration, and bonus damage (50% cap). · Device: 8-… | — | |
| Game update | Small update Some Prime passive adjustments: · Hardware augment from 8-16% > 4-8% (little too easy to reach high values). · Passive caps from 75% > 50%. · Loadout selection UI now shows the relevant foundation colour on each item and yellow text if primed. Better than nothing until the UI overhaul. · Hardcase no longer prevents headshot death before being destroyed. Instead has limited integrity and will be… | — | |
| Game update | Update Bug fixes · Fix for explosive far damage being negatively affected by Hardware 5 bonus. · Fix for Overclocked self damage not counting as actual damage (can now actually die from it and it also correctly removes any bonus defense). · Fix for Desync+ Shock damage counting as direct. · Fix for various tooltips. Changes and additions · Primed passives. Final layer of the Matrix. Values stack per i… | — | |
| Game update | Small update Small patch · Backup weapon combo points: · Now correctly fully drain on blocking a knockdown attempt. · Drain on blocking attacks. · Fix for not fully draining on special attack. · No longer passively drain over time (to be able to make more use of them post fight). | — | |
| Game update | Small update Bug fixes · Fix for Tether snare removal only applying to the AOE. · Fix for scan visuals not clearing if disabled shortly after activating. · Fix for AAP turret bullets gaining Bison Hardware spec bonus. · Fix for various tooltip errors. Changes and additions · Maps now have a 2 round cooldown for voting. · Increased the timeout duration on joining a server to give more time for profiles to sy… | — | |
| Game update | Small update Fix for some players unable to login into backend. | — | |
| Game update | Small update Bug fixes · Fix for Clones disabling the extra mod gained from attachment spec. · Fix for rare overlapping weapon model. · Fix for spectator not using correct sensitity settings. · Fix for being unable to use Shifter during Net Runner scan. · Fix for toggling off Dragon boost allowing ADS with Hunter Optics or Net Runner. · Fix for local Matrix not fully updating for those that already have pro… | — | |
| Game update | Update Progression overhaul · This has been a point of contention for a while, and following many discussions with the community I feel this will ultimately be good for the game. · Matrix upgrade progression has been dropped. Masteries and Specialisations will still remain and any future progression will be entirely cosmetic or other means for players to show off. · Players will now start with all ava… | — | |
| Game update | Small update Bug fixes · Fix for Rhino knockdowns to airborne targets not using range check (to prevent point blank knocks). · Fix for players impacting in dropship or just after dropping. · Fix for strafe / quick melee dash not triggering Backdraft. · Fix for projectiles no affected by gravity getting stuck in air on failed Nano-wire connection. · Fix for Disengage storing respawn points while in dropship… | — | |
| Game update | Small update Bug fixes · Fix for Backdoor detections not clearing on head despawn. · Fix for name on heads not always clearing when player respawns. · Fix for Bloodsport not reducing aux drain on backup weapons. · Fix for dexterity not applying to some backup weapon attack intervals. · Fix for Dragon boost costing an aerial maneuver charge while Crossfeed is active. Changes and additions · Transference gain… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.