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Zeroes, today our biggest update since the launch of our Early Access program has officially landed!

New Features

Global FPS Improvements

With this update, we’ve enhanced performance across all platforms, delivering an FPS increase of 10-20%.

This improvement ensures smoother gameplay and a more responsive experience, regardless of your chosen platform.

We added a new option for PC to enable/disable NVIDIA Reflex in the game.

New TrueFPV Optic System V1

In this patch, we are introducing a brand-new optics system for weapons!

New Scope

Key Features

  • Proper First-Person Perspective in Aim Down Sights (ADS) mode: No more hiding the character or displaying visual optic representations. The new system properly embeds actual working optics directly onto the weapons you are using, complete with new reticles, visuals, and cameras.
  • Visual Magnification: Optics now magnify within the bounds of the lens for a better visual effect.
  • Per-Scope Blend-In and Blend-Out: Different optics on different weapons now have blend-in times to position the scope on screen and blend-out times to return to third person when exiting ADS mode. These timings are our first pass and are subject to tighter tuning and improvements in the coming weeks. This will allow us to properly balance aggressive weapons, like the Kestrel, without making them either overpowered or completely useless. The rule of thumb here is that the shorter the intended range of the weapon, the quicker the blend-in should be, ensuring tight and quick engagements. Longer-ranged weapons will have longer durations (within reason) to allow us to increase their impact more effectively.
  • Accuracy: All TrueFPV optics have undergone considerable accuracy increases, along with their respective weapons (documented below), so your shots will now more consistently land where you expect them to, rather than just somewhere in the general vicinity.
  • Corrected FOV Magnification: We discovered that all optics were actually magnifying incorrectly. Some were magnifying more than they should, which led to discomfort for many players and caused them to abandon optics in favor of third-person views. This has been corrected with the new system.
  • FOV Scaling Sensitivity: FOV now scales sensitivity properly to provide a much cleaner experience. Combined with extra sensitivity options on the character side, this should provide a host of tuning options for players who want to fine-tune their settings to their exact requirements.

New Aim Assist and Controller Updates

Ranked Play Preparations

As we approach the launch of Ranked Play Mode, we’ve implemented significant updates to controller settings and introduced a completely revamped aim assist system for a more competitive and refined gameplay experience.

Aim Assist

  • Now functions at "unlimited range" while aiming down sights.
  • Enhanced rotational assist and sensitivity assist for improved consistency and responsiveness.

Aiming Improvements

  • Sensitivity scaling now mirrors the headliners of the FPS genre for a more familiar feel, with finer precision at higher DPI settings.
  • Automatic, accurate sensitivity scaling adjusted dynamically based on your field of view (FOV).
  • Mouse smoothing has been fully disabled for improved precision.

Control Enhancements

  • Added multiple "controller response curves" for customization.
  • Introduced "controller aim acceleration" for smoother targeting.
  • Added "diagonal movement deadzones" for more accurate movement control.
  • Implemented separate "inner/outer left/right stick and trigger deadzones" for greater flexibility.
  • Fixed dead zones to now use "radial" instead of rectangular configurations for better analog stick performance.
  • Resolved issues with "diagonal controller movement" for smoother and more intuitive navigation.

Vibration Intensity Slider

  • Added a vibration intensity slider under the Vibration settings menu. The slider adjusts the intensity of vibration when enabled.
  • The intensity slider is disabled if the vibration toggle is set to off.

Default settings:

  • PC: Vibration on, intensity 50%
  • Xbox: Vibration on, intensity 50%
  • PS5: Vibration on, intensity 100%

Gameplay

  • Last Stand Zone Adjustment: The zone closing speed in the final circle has been slowed down to provide more time for players in the Last Stand phase.
  • All Redeployment Terminals are now deactivated on stage 12+ of the shrinking zone.

Movement

  • Players now have the option to enable Auto Sprint in the Gameplay Settings. On consoles Auto Sprint is enabled by default for new players.
  • Updated traversal animations.

Performance Mode on Consoles

With this patch, we're introducing two new modes for consoles: Fidelity Mode and Performance Mode.

Fidelity Mode

  • Designed to deliver the highest visual quality.
  • Includes a 10% FPS boost compared to the previous build.

Performance Mode

  • Optimized for maximum FPS, ensuring smoother gameplay.
  • Provides a 40% performance increase with a slight trade-off in visual quality.

Xbox Series S Update

  • Starting today, only Performance Mode will be available on Xbox Series S.

Friends

  • Recent Teammates: You can now add recent teammates as friends or invite them directly to your squad when forming a new team.
  • New Social Bar UI: Redesigned for smoother social interactions.

Backpacks

All backpacks now feature enhanced VFX and SFX to better communicate their functionality, with unique overlay effects when equipped (except for the simple backpack).

Limb Accelerator Backpack:

  • A new visual gauge shows when a cyberlimb charge is recharging. When empty, all equipped cyberlimbs are charged.
  • New VFX and SFX play when a new Cyberlimb charge is ready.

Gridshield Backpack:

  • Now reduces 50% of damage to the player when inside the grid, instead of offering full protection.
  • The backpack now recharges slowly when not in the grid.
  • A new backpack gauge, subdivided into 4 levels, shows how much energy is remaining.
  • Each time a level is reduced, an SFX is played to indicate that it is getting emptier.
  • New SFX plays when inside the grid, indicating it's being used. When empty, it makes no sound.

Soldier Backpack:

  • The backpack now has a new VFX of a magazine being ejected each time a holstered weapon is reloaded.
  • A new HUD warning will indicate when a holstered weapon is reloading.
  • New SFX will play when a holstered weapon is reloaded.

Redeployment Backpack:

  • The backpack now has a monitor tracking the player's health, indicated by a color-beating heart pulse.
  • When the player takes damage, the heart rate will speed up and change color. The less health the player has, the redder and faster it will beat.
  • When the player regains health, the heart will turn greener and the beat will slow down.
  • When the backpack is on the ground, the monitor will show the heart without a pulse, in white.
  • When a player dies, the backpack will disappear, as always.

General Weapon Balancing and Changes

All weapons have undergone a spread reduction at all ranges to promote better shooting accuracy and allow damage fall-off to be the defining factor in how quickly you kill players at distances beyond their intended ranges. Spread was too strong and was originally intended as a visual indicator that the target you were attempting to shoot was too far away, once your bullets began to miss more frequently. However, this caused more frustration than anything else. It also contributed to the feeling that hit registration was malfunctioning, though we’ve confirmed in the code that this was not the case. This randomness element left players with little to no control, and we felt it could be handled better.

With these spread changes, all weapon crosshairs now react properly per shot and are much more responsive.

All weapons have also undergone recoil rebalancing to compensate for the new, more accurate shooting mechanics while retaining the skill required to use them. Some weapons have been further normalized within their respective weapon classes, so there should now be less variation in recoil between different ARs, for example. As always, crouching reduces recoil by 50% for more controllable long-range engagements, should you need to use it.

Weapon Camera Shake System Rework

Camera shakes have been overhauled for all weapons in third-person sights, with future plans to improve first-person sight shakes as well. These new shakes are layered with different timings, providing a more detailed and visceral camera movement without disrupting gameplay. We believe this makes weapons feel more impactful, in combination with the other changes.

Weapon Sway

Weapon sway has been increased to have more impact at longer ranges. You may actually have to hold your breath a bit this time!

  • Fixed an incorrect camera position when crouching in ADS with Red Dot Sights on shotguns.
  • Fixed incorrect spread modifiers on multiple attachments for all weapons, which caused inaccurate movement-accuracy modifications.
  • Fixed a few attachments that were increasing recoil when they should have been reducing it.
  • Fixed incorrect base magazine capacity information on some weapons in the Loadout screen, following recent magazine size adjustments.

Weapon Balance Changes

In addition to the above changes, we aimed to provide more survivability in weapon combat, especially for weapons with quicker TTKs. As a result, weapons have been adjusted to narrow the gap between short-range, low-TTK weapons and higher-TTK weapons intended for longer ranges. We’ve also made adjustments to normalize the different weapons within a class (e.g., bringing ARs closer to each other). These changes apply to the base values of all weapons in a weapon family and will also impact variant weapons before their baked-in variant modifiers are applied.

Assault Rifles

  • Terikon

    • Base Damage reduced to 31 (was 32)
    • Recoil increased by 150% per round
    • Maximum Damage Range increased to 32.6m (was 25.6m)
    • Leg damage increased to 60% of weapon damage (was 50%)
    • Base Bullet Velocity increased to 820m/s (was 680m/s)
  • Kasper

    • Headshot multiplier reduced to 2.1x (was 2.25x)
    • Arm damage reduced to 50% of base damage (was 65%)
    • Leg damage reduced to 60% of base damage (was 65%)
    • Default Magazine capacity increased to 30 (was 21)
    • Extended Magazine capacity increased to 36 (was 24)
    • Drum Magazine capacity increased to 42 (was 36)
    • Compact Magazine capacity increased to 24 (was 18)
    • Base Bullet Velocity increased to 860m/s (was 740m/s)
  • Mavinga

    • Base Damage reduced to 32 (was 34)
    • Arm damage reduced to 50% of base damage (was 60%)
    • Minimum Damage Range increased to 68.4m (was 63.4m)
    • Max-Range Damage increased to 82.1% (was 81.4%)
    • Base Bullet Velocity increased to 800m/s (was 660m/s)
  • M4

    • Base Damage reduced to 23.5 (was 25)
    • Arm damage reduced to 50% of base damage (was 60%)
    • Max-Range Damage increased to 76.3% (was 74.3%)
    • Base Bullet Velocity increased to 850m/s (was 700m/s)
  • Vulture

    • Base Damage reduced to 24.25 (was 26.5)
    • Arm damage reduced to 50% of base damage (was 65%)
    • Leg damage reduced to 60% of base damage (was 65%)
    • Max-Range Damage reduced to 76.5% (was 78.4%)
    • Base Bullet Velocity increased to 810m/s (was 690m/s)
  • Partisan

    • RPM reduced to 790 (was 860)
    • Base Damage increased to 23.5 (was 23.25)
    • Arm damage reduced to 50% of base damage (was 65%)
    • Leg damage reduced to 60% of base damage (was 65%)
    • Base Bullet Velocity increased to 840m/s (was 725m/s)

LMGs

  • Hawk

    • RPM increased to 750 (was 720)
    • Base Damage reduced to 26.5 (was 27.5)
    • Headshot multiplier increased to 2.3x (was 2x)
    • Leg damage increased to 70% of base damage (was 60%)
    • Maximum Damage Range increased to 46.5m (was 34.6m)
    • Minimum Damage Range increased to 78.5m (was 70.1m)
    • Max-Range Damage reduced to 72% (was 74.8%)
    • Default Magazine capacity increased to 80 (was 50)
    • Compact Magazine capacity increased to 60 (was 40)
    • Extended Magazine capacity increased to 90 (was 60)
    • Drum Magazine capacity increased to 100 (was 80)
    • Base Bullet Velocity increased to 750m/s (was 650m/s)
  • Boomslang

    • RPM increased to 330 (was 240)
    • Base Damage reduced to 55 (was 75)
    • Headshot multiplier increased to 2.25x (was 2x)
    • Arm damage reduced to 60% of base damage (was 70%)
    • Maximum Damage Range increased to 47m (was 41.9m)
    • Max-Range Damage reduced to 74% (was 88%)
    • Base Bullet Velocity increased to 720m/s (was 570m/s)

Marksman Rifles

  • Proton

    • Recoil increased by 30% per shot
    • Base Damage reduced to 115 (was 125)
    • Maximum Damage Range increased to 58.2m (was 52.5m)
    • Minimum Damage Range increased to 101m (was 92m)
    • Max-Range Damage reduced to 72% (was 79.4%)
    • Default Magazine capacity increased to 10 (was 8)
    • Compact Magazine capacity increased to 8 (was 6)
    • Extended Magazine capacity increased to 12 (was 10)
    • Base Bullet Velocity increased to 850m/s (was 820m/s)
  • Ichnya

    • Recoil increased by 15% per shot
    • RPM increased to 240 (was 230)
    • Base Damage reduced to 80 (was 90)
    • Headshot multiplier increased to 2x (was 1.75x)
    • Maximum Damage Range increased to 52m (was 38.6m)
    • Minimum Damage Range increased to 95m (was 78.4m)
    • Max-Range Damage reduced to 69% (was 70.1%)
    • Default Magazine capacity increased to 12 (was 10)
    • Compact Magazine capacity increased to 10 (was 8)
    • Extended Magazine capacity increased to 14 (was 12)
    • Base Bullet Velocity increased to 800m/s (was 720m/s)

Sidearms

  • Tap9

    • Recoil increased by 150% per shot
  • Type227

    • RPM increased to 350 (was 310)
    • Base Damage reduced to 70 (was 75)
    • Headshot multiplier increased to 2x (was 1.75x)
    • Max-Range Damage increased to 48.5% (was 42.5%)
    • Base Bullet Velocity increased to 500m/s (was 450m/s)
  • Kelowna

    • Base Damage reduced to 50 (was 60)
    • Headshot multiplier increased to 1.75x (was 1.5x)
    • Leg damage increased to 65% of base damage (was 55%)
    • Base Bullet Velocity increased to 620m/s (was 550m/s)

Shotguns

  • Squall

    • RPM reduced to 300 (was 320)
    • Pellet damage reduced to 20 (was 24)
    • Leg damage reduced to 55% of weapon damage (was 60%)
    • Maximum Damage Range increased to 22.1m (was 19.1m)
  • Flenser

    • ADS Time reduced by approximately 15%
    • Minimum Damage Range decreased to 24.2m (was 26.2m)
    • Pellet damage increased to 32 (was 30) to provide a bit of a buffer when missing one or two pellets

SMGs

  • AZV100

    • Base Damage reduced to 41 (was 48)
    • Headshot multiplier increased to 2x (was 1.8x)
    • Arm damage reduced to 60% of base damage (was 65%)
    • Leg damage increased to 70% of base damage (was 65%)
    • Maximum Damage Range increased to 24.2m (was 18.2m)
    • Minimum Damage Range increased to 29.6m (was 28.4m)
    • Max-Range Damage reduced to 58.3% (was 64.3%)
    • Base Bullet Velocity increased to 550m/s (was 380m/s)
  • Tacoma

    • Base Damage reduced to 27.5 (was 30)
    • Maximum Damage Range increased to 23.3m (was 18.6m)
    • Minimum Damage Range increased to 36.4m (was 28.4m)
    • Max-Range Damage increased to 64.2% (was 61.5%)
    • Base Bullet Velocity increased to 580m/s (was 420m/s)
  • Kit

    • Base Damage reduced to 25 (was 29)
    • Arm damage reduced to 50% of base damage (was 60%)
    • Minimum Damage Range increased to 31m (was 28.6m)
    • Max-Range Damage reduced to 62.1% (was 64.2%)
    • Base Bullet Velocity increased to 550m/s (was 460m/s)
  • Woodpecker

    • Base Damage reduced to 38 (was 45)
    • Headshot multiplier reduced to 2.1x (was 2.25x)
    • Maximum Damage Range increased to 20.6m (was 18.2m)
    • Max-Range Damage increased to 65.5% (was 63.8%)
    • Leg damage increased to 80% of base damage (was 70%)
    • Default Magazine capacity increased to 25 (was 20)
    • Compact Magazine capacity increased to 18 (was 15)
    • Extended Magazine capacity increased to 30 (was 25)
    • Base Bullet Velocity increased to 510m/s (was 390m/s)

Sniper Rifles

  • Kestrel

    • Base Bullet Velocity increased to 850m/s (was 790m/s)
    • Default Long Range sights have had their time to reach maximum accuracy reduced by 10%
    • Adjustable Long Range sights have had their time to reach maximum accuracy reduced by 20%
    • Adjustable Mid Range sights have had their time to reach maximum accuracy reduced by 20%
  • Osprey

    • Base Bullet Velocity increased to 820m/s (was 750m/s)
    • Default Long Range sights have had their time to reach maximum accuracy reduced by 10%
    • Adjustable Long Range sights have had their time to reach maximum accuracy reduced by 20%
    • Adjustable Mid Range sights have had their time to reach maximum accuracy reduced by 20%

Cyberlimbs

  • Javelina

    • Increased projectile speed by 100% during 3 seconds after launch to enhance dynamics. Overall speed will be 200%.
    • Improved targeting and enemy lock-on for more accurate hits.
    • Increased targeting distance up to 150m.
    • Can now target drone goblins from Drone Plunder Teardrop Ops.
    • Fixed an issue where the target lock would sometimes appear when there was no target in sight.
    • Fixed an issue where a player did not receive damage from Javelina during Jetpack if an enemy stood higher than the target and the player received the hit in the back.
  • Roadrunners

    • Updated the cooldown duration for Super Sprint to 30 seconds.
    • Modified Roadrunner trail so that it affects enemies as well as allies. The trail effect now impacts enemies with clear feedback (visual and functional).
  • Slamfist

    • Added hit decals with Slamfist arm on obstacles.
  • Ripper

    • Added hit decals with Ripper arm on obstacles.
    • Fixed an issue where players may get stuck in Ripper dash when used in close combat or with two arms consecutively.
  • Phosphor Fury

    • Fixed an issue where a Phosphor Fury projectile was able to attach to Roadrunner VFX.
  • Recon Drone

    • Improved visibility of Recon Drone enemy highlights.
  • Tripmine

    • Fixed an issue where shooting a Tripmine would not detonate them.
  • Thumpers

    • Fixed an issue where the Thumpers cursor sensitivity was too high with gamepads.
  • Hookshot

    • Fixed an issue where players could get stuck in a hookshot animation if they lost a limb while Hookshot was active.

Tutorial

  • New to OTG and need a quick TLDR of the game’s most important mechanics? A comprehensive tutorial now guides players through core gameplay features and mechanics:

    • General Movement & Looting
    • Mid-Ranged Gunplay
    • Short-Ranged Gunplay
    • Long-Ranged Gunplay
    • Mobility Cyberlimb Usage
    • Offensive Cyberlimb Usage
    • Extraction Process
    • Calling in a Loadout
    • Hacking an Ongoing Extraction
  • Completing this tutorial grants a HEX. Go to HEXES to decode it. Players can restart the tutorial anytime by selecting Practice > Tutorial under the game mode selection.

Various Fixes

  • Fixed an issue where limbs obtained from Loadouts were sometimes on cooldown.
  • Fixed an issue where dummies in the Cyberlimb range couldn't be downed a second time after they reset.
  • Fixed an issue where some HUD elements appeared delayed after spawning on a range.
  • Fixed several areas where players were getting stuck.

Technical Fixes

  • Improved stability and performance.
  • Miscellaneous fixes and improvements for materials and textures across Teardrop.
  • Addressed several crashes related to AMD GPUs.
  • Fixed an issue where enabling FSR and frame generation caused freezes.