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TROUBLE SHOOTERS Troubleshooting›Events›Updates (September 7, 2026)
Game update

Updates (September 7, 2026)

TROUBLE SHOOTERS Troubleshooting · published 7 Sep 2026, 15:29 UTC

All eventsPlayers around this dateRead on Steam

TROUBLE SHOOTERS · PATCH NOTES · SEPTEMBER 7
Four New Horizons
Every zone has a new backdrop. Two of them move, one of them reacts to what you do, and one of them comes apart when the Emissary decides it should. Plus a stack of co-op fixes, including one where your run no longer ends because someone else's game crashed.

ZONE 1 · INDUSTRIAL
The old backdrop was a placeholder that mirrored itself as the camera moved, so the same tower kept showing up facing the other way. The new one is hand-authored and tiles seamlessly.

ZONE 2 · OVERGROWTH
The cavern stands in water and the water is sick
Zone 2 backdrop: an overgrown cavern reflected in stagnant green water

ZONE 3 · DEEP INDUSTRIAL
Zone 3 backdrop: a dark red industrial plant with a smoking chimney

ZONE 4 · RIFT APPROACH
Zone 4 backdrop: an ice-blue frozen city skyline with a huge crystal formation

Co-op
Most of this came out of an audit of everything between sending an invite and the run ending.

Your run survives your friend disconnecting
Any kind of drop — a crash, an Alt-F4, a dead connection — used to send everyone back to the menu on a three second countdown. Thirty minutes in, that's the whole run gone. Now you get the choice to continue alone, and the difficulty adjusts to who's actually left.

READY UP works
On the squad-wipe screen it genuinely did nothing at all. It works now, and the rule is everyone has to be ready — previously one player voting could drop you both into separate solo runs.

Doors give you a three-count
One player touching a door used to end the room instantly for everybody, which was a problem if you were mid-purchase in the shop. Now there's a short countdown naming who's leaving. It's a heads-up, not a veto — they're still going.

The lobby tells the truth
A deploy that isn't ready yet says so, instead of telling every joiner the host closed the squad. A slow first load says it's loading rather than accusing someone of being unresponsive. A stray invite no longer tears down the squad you're already in. And leaving asks first.

Squad again
One click on the menu re-hosts and re-invites whoever you just played with.

Everything else
Smaller screens work properly
Below 1080p the interface used to grow relative to the play area — at 720p it was half again too big, and parts of it went off the edge entirely. On some screens you couldn't reach three of the four operatives in the Deployment Bay. Fixed, and 1280×720 is now a properly supported minimum.

The camera follows you upward
It only tracked vertically in rooms it decided were tall enough. It does it everywhere now, so climbing no longer means fighting something you can't see.

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