Hello everyone,
Thank you for continuing to share your experiences and for helping us shape Battlefield 6 together. As we approach the launch of Season 1, we want to share another update on the changes and improvements we’ve been working on based on your feedback.

Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.
Live Now:
Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed.
Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.
Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the details on how to get Full XP in Verified modes.
Upcoming Changes:
Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.
Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:
XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.
We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:
Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3
Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000
Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5
In addition, a later game update will reduce the 200m distance
Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.
Weapon Dispersion: As part of our Season 1 Update 1 (October 28), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.
We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:
Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.
Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.
We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together.
Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:
Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.
Armor changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.
Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.
Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.
The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.




https://www.youtube.com/watch?v=qbQpUwhYZQQ
https://www.youtube.com/watch?v=gUjSQchuyhg
https://www.youtube.com/watch?v=wxOg6iEzxP8

https://steamcommunity.com/sharedfiles/filedetails/?id=3520447205































A new player created a video showcasing his journey so far in Nin Online. Thank you Criminal Man for making this!
https://www.youtube.com/watch?v=VmTsfn_7Ne0
Expect updates to slow down while we focus all our time and energy into creating content for the next expansion!
Waterfall Arena (TDM event)

New Mobs
Replaced Leeches with Wild Rabbits on Oak Trail Map
Carrot is now obtainable
Rabbit Paw is now obtainable
Added Keldo & Leno Bosses to Fallen Stones Gorge Map (in place of Leeches)
Thanks Luhan & Slugnir as always for working on this!
Bubbles weapon attacks no longer count as traps on No Trap tiles
Only long lasting projectiles like Bear Trap and Explosive Tags count now.
Fixed event timings on the tournament leaderboard
Fixed DPI Scaling with legacy login browser window
Fixed bug where if you are muted, you can't use /event leave and /buyhouse commands etc.
Fixed Team HUD not saving position on login
Chat/typing getting interrupted by Combat/CTF notification messages
Hey everyone!
Today we released the second hotfix – another one is already in the works – and there are a few more planned. We’ll release them as soon as possible.
In parallel with the hotfixes, we’re working on a development roadmap – what should be added to the game, what should be changed, and what should be improved. We wanted to release that plan today, but it’s still in progress.
One of the key questions we’re discussing right now is whether we should rework certain mechanics. And one of them is – enemy waves.
After release, some players started saying they don’t like this mechanic – it prevents them from just sitting back and enjoying the map.
We originally added it to encourage players to complete missions faster, to keep things moving and avoid long idle sessions.
But your feedback is very important to us. Maybe some of you actually like this mechanic – if so, why? Or maybe it just feels fine and you never really thought about it?
And if you don’t like it – please tell us why. We’ll think about what to do with it next.
For now, we’re making waves easier so they don’t crush new players.
But what’s next – that’s what we want to discuss with you.
So, what do you think about enemy waves?



Get in there and start betting like your life depends on it.
https://store.steampowered.com/app/1092790/Inscryption/
https://store.steampowered.com/app/3035330/Dicealot/
https://store.steampowered.com/app/2693930/Dice__Fold/
Patch 1.0.2.0 is here!
Now you can walk on the lake using the Elephant and fight the crocodile! (Optional)
Now you can stun humans under any conditions.
Fixed an issue where fox could get stuck between objects.
We’ve also received feedback that the current level is too easy, so we’re planning to add a new map with a much more challenging level in a future update.
What do you all think?


It's amazing to see everyone playing the game, and we are trying to sort through the issues as fast as we can. Here comes a patch for the weekend. For those that has suffered poor performance, try turning AA off, on a machine that we tested it on, we got FPS increase from 10fps to 45fps.
We have been investigating the crashes, and even if we haven't solved them yet, we have gotten some progress. We haven't forgotten those of you that are crashing.
Bugs:
- Fix interactable map offset issues
- Remove local delay when looking closer at or turning the interactable map. Most noticeable under poor network conditions.
- Fix spelling error in vehicle UI
- Fix spelling error in loading screen
- Bears should not spawn inside vehicle
- Ensure the map holder respawns a map on load if none is present, preventing missing map state after loading a game.
- Fixed so that VOIP isn’t deactivated when you apply settings
- Fixed the VOIP mode list that was really bugged out
Balancing:
- Increased radius of triggering first checkpoint since many people missed it and had to restart all from the start if dying.
- Added revive gravestones at some parts in the end game
- A few more oil placements in the swamp
Tweaks:- Reset winch is done with interact key instead of a separate key.
- Hand emotes should work on gamepad now. (Hold RB to use and trigger buttons to select hand to move)
- Added popups in the main menu when you get network errors, to better try to understand what’s going wrong. It’s very verbose right now, but we will tweak it over time to be less verbose
Features:- Added invert look option (Invert Y)
- Added AA method to options, and defaulted it to TSR, except on devices with integrated GPU’s, then it’s defaulted to Off
- Disabled Lumen by default on AMD graphics cards, as I have seen reports that some amd drivers has a bug can cause crashes with AMD cards

I can hardly believe how quickly the days have passed since launch!
Reading all of your feedback and reviews has brought us so much joy.
Some made me nod along in agreement, while others brought tears to my eyes without me even realizing it.
Thank you so much for letting us know about the bugs and inconveniences we hadn’t noticed before.
Thanks to your feedback, we were able to improve the game through updates.
Among so many games out there, we’re truly grateful that you chose to play Undusted: Letters from the Past, and even took the time to leave a review.
It’s far from perfect, but if it gave you even a few moments of joy or emotion, that means the world to us.
You can use them as wallpapers for your phone or tablet if you’d like.
I really hope you’ll enjoy them.
➡ {LINK REMOVED}
Thank you again for all your love, support, and for playing our game.
https://store.steampowered.com/app/2891020/Undusted_Letters_from_the_Past/
📷 https://www.instagram.com/undustedgame/


