
- A new Fantasy Adventure catalog with 50 levels of unlocks
- Reworked abilities for Ace, Chavez, and Yu-Mi
- Two new gadgets
- The introduction of map Variants
- A yacht-full of balance changes that aim to shift the meta in interesting new directions.
- An increased level cap to 700 with a unique ink to acquire to go along with it!




- Heat Vision will start tracking players with half a heat level
- Heat Vision lasts 25 seconds and has a range of 90 meters.
- The precision of heat zones is influenced by how much heat the rival has, the more heat, the tighter and less noisy it is.

- Healing ticks happen more often. Every .75s instead of 1 second.
- To compensate for the range being bigger and ticks being faster, we reduce health per tick from 10 to 5. The overall healing from a single bubble is now 25% higher than before, but in a 20 second period instead of 10 seconds making it less efficient at quick fill up but better in prolonged engagement (provided no one destroys your bubble core!)






- Upped NPC vision distance, increasing from where suspicion is gained 20m => 25m
- Blowing cover no longer flush all suspicion, it regens at the normal rate while out of cover instead. This will limit the value of cover regen vs suspicion (while still keeping intact the value of recovering itself).
- We added “scolding” as part of the feedback displayed on your portrait. This now also ties into suspicion, allowing you to run after wrongly covered players to scold them without building suspicion.
- Time before scanner can be used 7 minutes => 5:30 minutes
- Reducing starting intel amount from 40 to 30.
- Intel Reduction per terminal reduced from 10 to 5 (40-30-20=> 30-25-20)
- Passive Charge time .3s => .27s
- Charge delay after shot .65s => .55s
- Fire rate 1.35 => 1.65 shot per second
- Visual indicator added to clearly show when the mark is ready.
- Significantly expanded investigation zone size to make it easier to use in big rooms.
- Reduced time to recall from 20s to 12s.
- Decreased cooldown refund when expiring to prevent players from always applying it preventively. 80% refund => 50% refund.
- Expanded max distance 20m => 25m
- Expanded max angle 110 => 120
- Cooldown 40s => 50s
- Reduced Red Dot size in ADS to help with precise shots at long range.
- Shots before overheating raised 17 => 20
- Base ammo and ammo per box raised 35 => 38
- Smoke projectile travel speed is now twice as fast to allow long distance shots more easily.
- The jammer now prevents NPCs from opening doors, not just spies.
- The jammer no longer prevents you and your allies from getting intel.
- Gadget cooldown reduction 65% => 50%
- Reduced “exit sound” range significantly to make the mimic more subtle unless someone is very close to you. 25m => 10m.
- The remote turret will now attack rivals' gadget as their lowest priority target, allowing it to be used to destroy rival setup without risking your own cover.
- No longer jams intel for you and your team when active. Only rivals!
- The scrambler now pauses vault printers that are currently printing.
- Handheld scrambling range is now the same as the dropped version. 6m => 15m
- Restored the possibility of having the keep its “on” status when stashed.
- Dismantle time for rival players reduced 1.5s => .8s
- Deployed shield HP reduced 100 HP => 75HP
- Deployed shield lifetime 20s => 12s
- Reduction of npc “jittering” when controlled by a player.
- Fixed issues with IRIS using the wrong voice line during extract.
- Scared NPC will no longer accidentally crouch on a down NPC, reviving them instantly in the middle of a fight.
- Fixed an issue where downing a player exactly 100 to 109 levels above you would yield no XP.
- Fixed an issue with simulated impulses to prevent a desync between a player position and their npc disguise.
- Fixed an issue with NPC door avoidance, leading to npcs getting stuck in doorways.
- Fixed an issue that led to players gaining their expertise immediately during early match cooldown if they looted an expertise cooldown powerup.
- Fixed some security scanners not sounding the alarm on staff disguises.
- Fixed an issue that led to items dropped by a spy when downed to not be lootable for a period of time.
- Fixed an issue where IRIS and dialogue subtitles would overlap.
- Echelon ranks for friends in party now display correctly in the main menu.
- Fixed an issue where Ace would apply her base expertise on the wrong character after shooting someone because of the camera movement from recoil.
- Fixed an issue where Cavalière’s passive status effect would sometimes not apply.
- Fixed an issue where melee animations would not play correctly in 3P.
- Fixed an issue where printers that were currently printing were blocked because the interaction is locked.
- Fixed an issue where expertises for hans would not play their animations in third person.
- Fixed an issue where the “souffre-douleur” passive would not make a spy drop an item from a tripwire cover blow unless Larcin hit them earlier in the match.
- Fixed an issue where NPCs previously used by Xiu would keep their allied outline in teams.
- Fixed clipping for the starfish collection skin in the endgame screen.
- Fixed an issue where Octo would be considered “Full Ammo” at max intel instead of full ammo.
- Fixed an issue where players could bypass delays on charging kunais by swapping to an umbrella shield.
- Fixed an issue where having two sources of amped up (from passive and expertise) would lead to situations where they cancel each other out.
- Vigil will now go back to ads once the overheat on her base weapon is done if the input is still held.
- Fixed an issue: Yu-Mi status effects could stay stuck if two bubbles from two different Yu-Mi overlapped together.
- Upgraded light bake quality in all maps leading to higher quality static shadows and detail.
- Tweaks to audio occlusion between floors, preventing sounds from the rooftop from being heard on the lowest floors in certain spots.
- Fixed an issue where players could spawn under stairs in rare conditions.
- Fixed an issue where two keycards could spawn inside the same guard room inside the clock tower.
- Fixed some lab door frames that allowed Octo’s Nautilo to cause damage through them.
- Fixed an issue that led to the retinal scanner costing less intel than intended in Silver Reef when vault terminals were disabled.
- Fixed multiple instances of duplicate food in the map, allowing players to eat twice.
- Fixed multiple overlapping interacts that could lead to npc stacking together in areas.
- Fixed a spot where players could clip into a wall in a blue room and still be able to shoot.
- The drone boost speed was lowered in an unintended side effect. It’s now back to its original boost speed.
- Fixed issues melee-ing the turret because of a mismatch between the state on client vs server.