Hey Vault Hunters! Welcome to “This Week on Kairos” - a weekly post where we share everything happening across the world of Borderlands 4, from developer updates to community highlights and beyond.
Every Friday, we’ll be here with the latest news, fan creations, dev spotlights, helpful resources, and anything else we think you’ll want to see. Whether you're looking to catch up, dive deeper, or just see what your fellow players are up to, this is the place.

We’ve rolled out several updates since launch, with more coming soon. Here’s what you may have missed:
https://store.steampowered.com/news/app/1285190/view/585031094705848475
A guide on how to submit a ticket can be found here:
https://steamcommunity.com/app/1285190/discussions/2/673972930559959886/
When you submit a ticket, please remember to attach your DxDiag or MSinfo file. If you need assistance with doing that, here’s a walkthrough:
(Note: This section is going to be structured the same each week, so although it looks the same, rest assured it’s being updated weekly!)
We love celebrating players and their big wins. Here are a couple community members who unlocked IRL achievements:
This week’s theme: PUMPKINS! You all came up with some great jack-o'-lantern designs, and we want to show off a few of them.
u/lanky_sin
As you take screenshots and drop them in Steam, we’ll round up a few of our favorites for your viewing pleasure. Enjoy the beauty of chaos - er, I mean, Kairos!
https://steamcommunity.com/sharedfiles/filedetails/?id=3595937149https://steamcommunity.com/sharedfiles/filedetails/?id=3593946582https://steamcommunity.com/sharedfiles/filedetails/?id=3594439831https://steamcommunity.com/sharedfiles/filedetails/?id=3593790578

Every week, we’re spotlighting one of the minds behind the mayhem. You’ll get to learn about folks from both Gearbox and 2K, and how each person who touches the game both influences and is influenced by Borderlands 4. This week, we're talking with Jeff Mott, 2K’s Test Manager:
What does “quality” mean to you beyond the checklist? How do you know when a game feels right?
Jeff: To me, quality means doing our best to meet customer expectations. It isn't about finding every bug anymore; that's an impossible task. Games are simply too big and they're ever-changing. It's about finding the bugs that matter and advocating on behalf of the customer to get them fixed.
For me, achieving this goal comes down to collaboration and experience. There isn't a single person making this call; it's a discussion, backed up by data from multiple groups, to ultimately decide when something feels ready.
How do you make sure engineering decisions empower (not limit) art and design teams?
Jeff: This is all about finding the right balance. When a tester is new or at least new to a project, they need more guidance. And test cases are great for that. It helps them get familiar with what they're testing and become more comfortable with the game while contributing to vital tests we need to run. Once they're settled in, you start to give them the freedom and encouragement to go out and test with less direction, while still guiding them to try new things.
I think this is crucial for broad test coverage, as different testers have different talents. One tester might be great at finding issues with balance and enemy behavior, another may be a natural at finding ways to break mission progress. Helping them identify and realize what they're good at, then giving them the freedom and support they need to shine, is how you build a great test team.
How do you personally handle the repetition and rigor of testing without burning out?
Jeff: One of the keys here is to remind yourself that we're all people and that people need breaks. Even if you love your job, you need time to set the work aside and recharge the batteries. At the end of the day, we're making something fun that we get to put into the hands of other people to enjoy, and that's just awesome!
The other key is to build a team where no single person is a point of failure. No one should feel like if they take some time off, everything will fall apart. If that's true, then you haven't built a strong team. Having a support structure where anyone can take the time off they need and not worry that they'll come back to a disaster is how you avoid burnout. And I'm proud to say I've got that kind of team around me.
Our community members aren’t just gamers—many of you are also artists. Whether it’s cosplay, digital art, or some yet-to-be-invented medium, we’re your biggest fans. Check out this week’s hand-picked fan creations:

That’s it for this week—with more updates, more chaos, and maybe a few surprises coming next Friday. Until then: keep your ECHOnet tuned and your loot luck high.
Happy Hunting,
The Borderlands Team

Fixed various gameplay bugs and quest logic.
New & improved horror events in the subway and shop (plus a few extra mini-scares/teasers).
Reworked quest progression, including clearer penalties for wrong actions.
Progressive parcel chance added + fridge horror event.
Improved thief behavior and penalties.
Guides/prompts added for ID checks and parcels.
Progress bar for boxes + visualization of destruction/spoilage.
Cooler/Cold storage enlargements for smoother item flow.
Added mad customer animations and improved NPC reactions.
Fixed NPC and thief animation issues.
New animations for customers across common interactions.
Added a checkbox to the Post Notice widget.
Improved Quest Board clarity and blocked the Shop Upgrade page when unavailable.
Enhanced cash register interactions and messages.
New toolbar for popular phone applications (faster access in the in-game phone).
New environmental SFX across interior and exterior spaces.
Updated voiceover reactions for horror scenes.
Graphic optimization pass; lighting optimized and graphics bugs fixed.
Rebuilt lights and improved reflections.
Added new stickers, wall calendar material, and glitch sign effects.
Medicine packaging refreshed for better readability.
New warehouse broken shelf assets for extra grit.
Added teaser content and minor scary events to deepen atmosphere.
As always, your feedback is incredibly valuable—keep it coming via the forums/Discord. If you hit any new issues after this update, please include steps to reproduce and your specs. Thank you! 💬🔧
Welcome to the experimental branch of the game's demo. Keep in mind most features here will either be changed massively or removed. Also most features are a work in progress.
Please report any bugs in the discord server

+ Added a new item: Explosive Modulator
+ Added a new item: Fireworks
+ Added a new enemy: Spikey Mikey
+ Added a new enemy: Tiny Rock Minion
+ Added a setting to invert X and Y axis
+ Added a brief intermission between waves to give players a short rest
+ Added a new survivor: The Engineer
+ Every stage 1 map has a guaranteed Duplication Skull stand
+ Added a new modifier: "Got a license for that bruv?"
- Buffed the jump-mine's damage 100% -> 225%
- Buffed the jump-mine's prime time 1 -> 0.55
- The pick up item UI has been changed
- Pick up item UI don't overlap now and wait till first has disappeared before showing the next
- Overhauled most HUDs
- Updated rogue model
- Updated knight model
- Updated Casino-Tropolis map
- Happy drone has been modelled and textured
- Boss prefixes now don't increase health past 1.5x
- Items now drop faster from chests and printers
- The Holy Sword now auto-aims
- Sword slashes now inherit projectile properties
- Buffed Holy Sword damage 110% -> 175%
- The fields stage 1 map is now smaller
- The ruins on a stage 1 map have been improved
- Players now get less health on level up 25% of base health -> 12.5% of base health
* Fixed a bug where harpy feathers would refresh whilst in the air
* Fixed item pickup UI overlapping a lot of game elements







I am currently working on the final scene of the final day of Unexpected Consequences Chapter 4. I still have one or two gallery images and a short end sequence with Aurora to work on after I finish this scene, but I am now mostly finished with the artwork for chapter 4.
There are still quite a few animations left to render, but I'm pleased with how everything is progressing and expect to release the next major Steam update around the middle of December. I will have an exact date in November's status update. The complete chapter 4 will contain 46 animations, most with multiple angles, over 3200 images, and almost 40,000 words. By the end of chapter 4, you will have completed your harem, had some fun time with all of the love interests as well as a few guests, and set everything up for the very revealing chapter 5.
Changing subjects for a minute, Altered Bloodlines, the prequel to Unexpected Consequences is releasing on Steam tomorrow. It takes place seven years before Unexpected Consequences and follows the FBI case that brought the Syndicate out of myth and legend. The base game is free and contains to prologue of the story. When complete, Altered Bloodlines will contain five chapters and an epilogue in addition to the prologue with each chapter being made available as affordable paid DLC, starting with Chapter 1 early next year for $1.99 US or your regional equivalent. The epilogue will be included with the Chapter 5 DLC, so it will be 5 DLCs total to complete the game.
Finally, here are some more preview images from Unexpected Consequences Chapter 4.





The wait is almost over.
Check out our features trailer:
We’re gathering community feedback as we finalize the next stage of development.
If you’ve played the demo, share your thoughts through our player survey here:
Play the demo, available now.
https://store.steampowered.com/app/3453730/TORMENTOR_Prologue/
Lead Developer Andrew Shouldice, the team behind TUNIC, and Finji have collaborated with the talented team at Lost In Cult to create TUNIC: Design Works, a new TUNIC vinyl, even more exclusive goodies, plus some 🤫 special secrets!
You can pre-order now through January 8th, 2026! https://www.lostincult.co.uk/tunic
Signed versions of our ultimate document of game designer Andrew Shouldice's journey to making Tunic will only be available for the first 48 hours of the pre-order period, so get in quickly!
More than ten years ago, Andrew Shouldice decided it was time to pursue his dream of developing a video game that paid homage to his formative experiences of the medium. He wanted to evoke the wonder and mystery of those early adventures that left so much unspoken, so much unknown; titles that came with extensive manuals that only aroused his curiosity further. When it was time to take the first step along that path, he pulled out his sketchbook and wrote three words.
Seven years later, he achieved that goal, as Tunic was released to a rapturous reception from players and critics alike. Its development journey had been long and complex, and Shouldice had traced each and every step in that very same sketchbook – and several more besides.
Uncover the secrets of Tunic's development (and even some of our own!) in our latest Design Works edition by award-winning writer Christian Donlan ⚔️

We'll be doing both traditional Deluxe and Standard versions for TUNIC, diving deep into its vulpine protagonist, well-hidden secrets and that delightful in-game manual – illustrated with screens, artwork and glimpses of development builds.
The Deluxe Edition comes in a beautiful slipcase designed by the artist Ma-ko who adorned Tunic's in-game manual, and a presentation box that reflects the colours of Tunic's verdant environments and plucky protagonist 🌳
There's more sides to this than meets the eye! We've got some hexagonal sew on patches in a special presentation box, and a super secret Famicom style box that isn't just an empty shell... 🔎

We're also bundling in six A5 art prints of Tunic's scenic vistas and a bookmark with the fox's sword blind-debossed into heavyweight green paper stock, meaning you'll never get lost 🔖
Picture an alternate universe in which Tunic was released alongside the classics that inspired it: this A2 poster imagines how it might have been advertised, with art from illustrator Marcel Mosqi 🎨
Our Signed copies are only available in the first 48 hours of the pre-order period, with Deluxe Editions closing on January 8th, 2026, so dodge roll on over before they're gone! 🪙
Every adventure needs a soundtrack, and Tunic: Design Works is no exception! We've a 2xLP available in a gorgeous pink and purple sunburst featuring original music composed for Tunic by Lifeformed & Janice Kwan 🌄

Pre-order now through January 8th, 2026!
🦊⚔️🛡️

As the spooky season has already started we hope you'll enjoy this update our team cooked for all of you!
On the menu, general changes and Halloween event!
The map has been fully updated to match Halloween.
New stuff to grab and throw, new skins, new hats, there's a lot for you to enjoy and discover!
Added Halloween assets, textures, lighting and decor.
A BRAND NEW CHALLENGE!
New music for the park.
Ambiance noises have been reworked.
THE HALLOWEEN EVENT WILL BE COMING BACK EVERY YEAR, THERE'S NO FEAR OF MISSING OUT!
Fixed sound values going to 0 after changing sound volume in the main menu and launching the game.
Fixed the sound not playing on Otter Respawn.
Fixed overlapping music during Race cutscene.
Fixed the blue letters that had no sounds.
Updated the Otter Enclosure music.
Improved audio performance.
Improved ambient sounds.
Improved sound mix.
Improved overall performance again
Fixed a lot of minor issues
Thank you everyone for playing our game, enjoying it, leaving reviews, and encouraging the team to improve this silly little adventure, Crayon Coded wishes all of you a great Halloween.