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Quantum Covenant PlaytestNews8/9/2026 Update
Game update

8/9/2026 Update

Quantum Covenant Playtest · published 10 Aug 2026, 03:28 UTC

All newsPlayers around this dateRead on Steam

Weapons are mod channels now, not a fork tree


Last build introduced weapon mods; this one makes them the whole progression system. New channels: PROJECTILE COUNT (+1 barrel), BLAST RADIUS, HOMING (adds tracking to a weapon that had none), DAMAGE RAMP, BEAM POWER — plus hitscan channels, so beams have progression instead of being dead ends.

Because a weapon can grow along a channel now, the old one-off upgraded weapons are retired: TWIN ROCKET and SEEKER MISSILE are gone, replaced by taking COUNT or HOMING on the base weapon. Gold weapon cards arrive already modded, the HUD shows mod pips per weapon, and the swap screen tells you what a swap costs.

Co-op

  • Per-pilot READY gate on create-match, so a run can't start before everyone is ready.
  • Downed teammates are marked on the scoreboard.
More from Quantum Covenant Playtest

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Game update21 Sep 202609/21/2026 Update (Intake Ramp, Frame-Rate Fixes, ARMORY Fix)Difficulty · Opening-wave intake ramp: damage you take is x0.20 on wave 1, rising by x1.22 per wave to normal on wave 9. · EASY MODE is removed. Rewards · Weapon waves return on waves 1, 4, 7, 10 and 13, while a weapon slot is free and an unowned base weapon is left. Combat · Held fire no longer follows the client's frame rate. Low-fps clients lost held-fire damage; the server now replays held…Game update20 Sep 202609/19/2026 Update (Run Saves, Co-op Reconnect, Ramp Fix)Run Saves · Runs autosave at each wave boundary past wave 1. RESUME RUN on the main menu restores your loadout, mods, perks, rerolls, score, and the same wave. · SAVE & QUIT in the pause menu suspends the run. Starting a fresh run over a saved one asks you to confirm. · Saved runs are signed, and resumed runs are tagged on the leaderboard. Co-op Reconnect and Resume · A guest who drops mid-run…Game update18 Sep 202609/18/2026 Update (Steam Squads, FOCUS FIRE, GUIDE Screen)Co-Op Infrastructure · Squads now run over Steam lobbies, so a squad survives the coordinator going down. The coordinator is still the fallback. · A public squad browser reads Steam's lobby list. · Every squad refusal says why, and a failed Steam join reports it instead of timing out. · When the host quits a level on purpose, guests see HOST ENDED THE MATCH instead of a lost connection. Weapons…