In previous tests, one of the most powerful weapons on the Titan Train was not a firearm, not a melee weapon, not a grenade, and not even another Freerailer with a suspicious red “R” next to their name.
It was a door.
More specifically, if a door closed on you and you did not own it, there was a very real chance you would be instantly deleted from existence. No dramatic final stand. No tactical outplay. Just a door politely deciding your time has come.
As funny as that sounds, it was also extremely frustrating. Getting killed by another player is one thing. Getting erased by basic architecture is another especially when you weren’t expecting it to happen.
So, moving forward, doors have been adjusted. Instead of instantly killing players, closing doors will now push players out of the way and deal 10 damage.
So yes, doors can still hurt you. They are still doors, after all. But they should no longer be the deadliest thing you encounter in Enginefall.
This change keeps the danger while making the outcome more understandable. If a door closes on you now, it can still punish bad positioning, but it should no longer instantly end your run because someone’s base briefly became an accidental guillotine factory.
This should also help preserve some of the fun strategy around base rushing and base airlock fights. Getting trapped inside someone’s base, or trapping someone inside yours, can create great tension. The goal is not to remove that. The goal is to make sure those moments are decided by positioning, raiding, timing, and player decisions, not by a door turning a good fight into a confusing death recap.
This change will remain in place moving forward, and we’ll be watching how it plays out during live tests, especially around tight builds, airlocks, and one exit bases.
“Airlock and double exit stocks are way up!” - Bolton
The door meta had a good run.
It is over now.