General changes
Assault changes
Assault Phase Changes
We’ve reworked how the Assault Phase plays out to make it more PvP-driven and less about endlessly hitting a stationary target. Core walker health, and armor per round has been adjusted for these changes
Key Changes
- Defender Damage Reduction Removed – Defenders will no longer receive an 80% damage reduction on their Core Walker while inside the contest zone.
- Overtime Removed – The phase now ends when the assault timer runs out, without extending into overtime.
- Fuel-Based Defense – Defenders now protect their Core Walker through the fuel resource collected during the Neutral Phase. The more fuel they have, the larger the - shield on their Core Walker at the start of the Assault Phase.
- Kill Rewards for Defenders – Securing kills during the Assault Phase grants the defending Core Walker additional shields.
- Kill Rewards for Attackers – Securing kills during the Assault Phase powers up the attacking Core Walker, allowing it to deal massive damage to the defending Core Walker.
- Zone Control Bonus – If attackers hold full control of the assault zone, their Core Walker will actively attack the defending Core Walker, dealing heavy damage.
Developer’s Note
Our goal with these changes is to shift the Assault Phase toward player-versus-player interaction and away from static damage races. Success now hinges on smart resource management, winning fights, and controlling the battlefield.
Map changes
- New spawn gates!
- More texture updates!
Shard changes
- We’ve adjusted how Shards work to make them a higher-impact objective with clearer rewards.
Key Changes
Longer Respawn, Bigger Impact – Shards now take longer to respawn but grant more power to the team that secures them.
Electric Effect Only – Shards now exclusively grant the Electric effect. The Ocean effect has been disabled for now.
Respawn Time Increased – 30s → 60s.
Damage Rework – Shards now deal True Damage (ignores all armor) and scale per round:
Round 1: 50 damage
Round 2: 75 damage
Round 3: 150 damage
Round 4: 250 damage
Stat Scaling – Shard damage also scales with Power, Weapon Power, and Bonus Health.
Shield Changes
- Base Shield Increase – All base shields increased by 25%.
- Recharge Delay Adjusted – Shields now begin recharging after 6 seconds without taking damage (previously 4s).
- Faster Recharge Rate – Shield recharge rate increased from 25% → 33% per second.
Control point changes
- Amount of fuel from the control point has been increased from 2.5 -> 5 per tick
- Control point spawn timer has been increased from 30 -> 60s
Item Changes
General changes
We’ve reworked our item system to introduce Item Components, creating a clearer and more strategic way to build your loadout during a match.
How Item Components Work
Items are now built through tiers, starting from Tier 1 components and progressing toward a higher-tier “target” item.
When you buy a Tier 1 item, you’re buying the starting component of the item you’re building toward in that tier.
Upgrading to Tier 2 keeps the Tier 1’s effects and stats while adding more power.
Tier 3 is the final form of that item, further improving the passive and stats of the lower tiers.
You no longer buy a Tier 3 item outright — you start with its Tier 1 version and upgrade it step-by-step until you reach the final form.
Every purchase now pushes you directly toward your intended endgame item without wasting gold on items you’ll later replace.
Why We Removed the Old System
While the old system carried us a long way, it created several major problems:
Purchase Confusion – Players often didn’t know when to buy a Tier 1 item versus jumping straight to Tier 2 or Tier 3, leading to unclear upgrade paths.
Inefficient Game Flow – It was more efficient to buy six Tier 3 items at level one and slowly upgrade them to level 3, which hurt early-game pacing and reduced strategic decision-making.
The new Item Component system makes upgrade paths clear, prevents early-game exploits, and ensures every purchase is a meaningful investment toward your late-game build.
This means all items have received major stat changes, effect changes, price changes, and some items were sadly removed.
Important note
You can now queue a Tier 3 item in the shop. When queued, its required components will be automatically purchased as soon as you have enough gold for each one.
Hunter Changes
Fugu
Venom (passive):
- Duration 3 -> 2s
Venomous Blowfish (RMB):
- You now gain 15% of your venomous blowfish resource per venom splash hit (Lmb) instead of 10%
Vandal
Explosive Grenade (E):
- Damage 60 -> 100
- Power scaling 65 -> 100%
Scanner
Disruption blast (E):
- Damage 80 -> 60
- Power scaling 45 -> 70%
- Slow 15 -> 30%
- Armor shredding 10 -> 25%
- Amor shredding empowered 15 -> 50%
- Debuff duration 1 -> 3s
Assault changes
Assault Phase Changes
We’ve reworked how the Assault Phase plays out to make it more PvP-driven and less about endlessly hitting a stationary target. Core walker health, and armor per round has been adjusted for these changes
Key Changes
- Defender Damage Reduction Removed – Defenders will no longer receive an 80% damage reduction on their Core Walker while inside the contest zone.
- Overtime Removed – The phase now ends when the assault timer runs out, without extending into overtime.
- Fuel-Based Defense – Defenders now protect their Core Walker through the fuel resource collected during the Neutral Phase. The more fuel they have, the larger the - shield on their Core Walker at the start of the Assault Phase.
- Kill Rewards for Defenders – Securing kills during the Assault Phase grants the defending Core Walker additional shields.
- Kill Rewards for Attackers – Securing kills during the Assault Phase powers up the attacking Core Walker, allowing it to deal massive damage to the defending Core Walker.
- Zone Control Bonus – If attackers hold full control of the assault zone, their Core Walker will actively attack the defending Core Walker, dealing heavy damage.
Developer’s Note
Our goal with these changes is to shift the Assault Phase toward player-versus-player interaction and away from static damage races. Success now hinges on smart resource management, winning fights, and controlling the battlefield.
Map changes
- New spawn gates!
- More texture updates!
Shard changes
- We’ve adjusted how Shards work to make them a higher-impact objective with clearer rewards.
Key Changes
Longer Respawn, Bigger Impact – Shards now take longer to respawn but grant more power to the team that secures them.
Electric Effect Only – Shards now exclusively grant the Electric effect. The Ocean effect has been disabled for now.
Respawn Time Increased – 30s → 60s.
Damage Rework – Shards now deal True Damage (ignores all armor) and scale per round:
Round 1: 50 damage
Round 2: 75 damage
Round 3: 150 damage
Round 4: 250 damage
Stat Scaling – Shard damage also scales with Power, Weapon Power, and Bonus Health.
Shield Changes
- Base Shield Increase – All base shields increased by 25%.
- Recharge Delay Adjusted – Shields now begin recharging after 6 seconds without taking damage (previously 4s).
- Faster Recharge Rate – Shield recharge rate increased from 25% → 33% per second.
Control point changes
- Amount of fuel from the control point has been increased from 2.5 -> 5 per tick
- Control point spawn timer has been increased from 30 -> 60s
Item Changes
General changes
We’ve reworked our item system to introduce Item Components, creating a clearer and more strategic way to build your loadout during a match.
How Item Components Work
Items are now built through tiers, starting from Tier 1 components and progressing toward a higher-tier “target” item.
When you buy a Tier 1 item, you’re buying the starting component of the item you’re building toward in that tier.
Upgrading to Tier 2 keeps the Tier 1’s effects and stats while adding more power.
Tier 3 is the final form of that item, further improving the passive and stats of the lower tiers.
You no longer buy a Tier 3 item outright — you start with its Tier 1 version and upgrade it step-by-step until you reach the final form.
Every purchase now pushes you directly toward your intended endgame item without wasting gold on items you’ll later replace.
Why We Removed the Old System
While the old system carried us a long way, it created several major problems:
Purchase Confusion – Players often didn’t know when to buy a Tier 1 item versus jumping straight to Tier 2 or Tier 3, leading to unclear upgrade paths.
Inefficient Game Flow – It was more efficient to buy six Tier 3 items at level one and slowly upgrade them to level 3, which hurt early-game pacing and reduced strategic decision-making.
The new Item Component system makes upgrade paths clear, prevents early-game exploits, and ensures every purchase is a meaningful investment toward your late-game build.
This means all items have received major stat changes, effect changes, price changes, and some items were sadly removed.
Important note
You can now queue a Tier 3 item in the shop. When queued, its required components will be automatically purchased as soon as you have enough gold for each one.
Hunter Changes
Fugu
Venom (passive):
- Duration 3 -> 2s
Venomous Blowfish (RMB):
- You now gain 15% of your venomous blowfish resource per venom splash hit (Lmb) instead of 10%
Vandal
Explosive Grenade (E):
- Damage 60 -> 100
- Power scaling 65 -> 100%
Scanner
Disruption blast (E):
- Damage 80 -> 60
- Power scaling 45 -> 70%
- Slow 15 -> 30%
- Armor shredding 10 -> 25%
- Amor shredding empowered 15 -> 50%
- Debuff duration 1 -> 3s
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