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Out of ActionEventsUpdate
Game update

Update

Out of Action · published 9 Jul 2026, 00:37 UTC

All eventsPlayers around this dateRead on Steam

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 item within the prime chains (75% cap), higher value applies if item in used in loadout. WIP, everything subject to change:

  • Body

    • Shell: 12-24% reduced direct damage received while knocked down.

    • Augment: 2-4% aux power used restored to max vitals and defense.

    • Weapon: 8-16% increased lunge speed, duration, and bonus damage.

    • Device: 8-16% of missing vitals restored on enhancement device use.

  • Tech

    • Augment: 2-4% of active defense regeneration applies to vitals.

    • Attachment: 2-4% increased Core duration while firearm equipped.

    • Device: 8-16% reduced active device cooldowns on manual Core activation.

  • Hardware

    • Augment: 8-16% reduced direct damage received while reloading or using primary Stim.

    • Weapon: 8-16% reduced speed penalty of holstered weapons.

    • Attachment: 2-4% increased firearm velocity.

    • Device: 8-16% reduced explosive damage dealt to self and allies.

  • UI barebones for now, cumulative values are shown on the Matrix as primes are placed, will use currently selected loadout for the additional bonuses

  • Primed asset points cap from 6 > 10, maximum of 5 can be used per foundation.

  • Resourceful can now deconstruct heads.

  • Headhunter (and Resourceful) can now carry heads as normal by tapping interact. Holding interact will consume on pickup (tap and hold if already carrying).

  • Fists can now lunge, but no longer build combo points.

  • Professional increased quick melee damage from 100 > 50%.

  • Bleed / Burn threshold from 0 > 0.5.

  • Body 1 reworded / changed from: 50% reduce max vitals and defense damage received > Max vitals and defense can no longer be reduced below 25%.

  • Icarus hipfire spread from 2.0 > 2.5.

  • Added Lunge and Leap maneuver states (Leap to be used later).

More from Out of Action

Other announcements

All events
Out of ActionGame update8 Sep 2026Small updateBug fixes · Fix for weapons not automatically rechambering if fired while scan strafing. · Fix for melee AI enemies not attacking players. Changes and additions · Augmented Nano-Wire now has its own cooldown separate from standard Nano-Wire. · Anchor can activated again to prematurely stop it moving mid flight (hands free). · Hydra from increased debuff duration and bleed damage received > incr…Out of ActionGame update7 Sep 2026Small updateBug fixes · Fix for disable sometimes not clearing all relevant states. · Fix for visibily checks on kill bonuses using smoke as a block. Changes and additions · Added some player on player penetration tolerance checks to help with body impacts. · Large audio system optimisation. · Nano-wire pulls (Anchor / Augmented Nano-wire) can now last up to 5 seconds (will disconnect if get within 2m of t…Out of ActionGame update6 Sep 2026UpdateDouble-Tap artwork first pass. · 'Double Whammy' tech mod for Double-Tap added. · Improvements to networking on dropship launch mechanic. · Double tap from 1200 > 1000 burst RPM, 0.25 > 0.2 burst interval. · Incendiary ammo from 25 > 15% reduced damage. · Ghostfire ammo from 100 > 200% ricochet amount.