Added current level vs max stats on win ui
Now main game mode panel shows record stats on previously beaten levels (instead of accumulated stats as was shown before) we have to reset the on-level stats of your save games to fit this new logic
Fix pause menu showing in lobby
Fix missing stats in stats ui
Optimized the loading screens
Fix missing cursor on some ui
Added support for scrolling with gamepads on some UIs
Added a new type of death
Hey gang,
Just a little update to let you know that we will be featured in the DevGAMM Awards Celebration on the 7th of November! We’re up for ‘Best Innovation’ which you can find here alongside all the other fabulous nominees! Watch the showcase along with us on the 7th here to see how we get on!
We have more updates to the game in the works right now that we’re super excited to tell you all about very soon, but in the meantime we’ve been doing other very important work…
Like removing all of Silky’s legs and making what someone considered to be perfect for arachnophobia mode:
Watch Silky no legs!
Oh and of course after that, we had to add many, many more legs…
Check out Silky a'lotta legs!
Disclaimer: This was just for fun, Silky in the game has all 8 of her legs, no more, no less.
Tune in for more soon and of course stay tuned on our socials for more Silky silliness!
– A Webbing Journey Team 🕷️💫
Hi everyone!
Im excited to announce that Dworf's Forbidden Gold 1.0 will be released in 4 days, on November 7th.
I had a lot of fun making Dworfs, it has been a great time for me, and I hope you too can have a great time playing it.
I read a lot of your comments, and watched different youtubers playing my game, it was such a filling experience, and thanks to all of you I got to improve my game.
I will make a post on release day to summarise whats new
Thanks for all the support!

We’re starting the hype train for Season 27: Amped, right now, and this is your invitation to get on board! There’s plenty to be excited about this season: major changes to Olympus, Valkyrie retakes the skies, while Rampart and Horizon are getting tune ups, the meta is shifting to close range chaos with a new ‘Double Tap Alternator’ Hop-Up and Gold Laser Sight for pistols and SMGs, and we’re introducing fun updates to Tridents! Grab your friends, squad up and get ready to dive into Amped!
For additional insights into some of Amped’s key updates, check out our highlights blog from last week and for details on all seasonal changes, please read on!
Before we get into the nitty gritty of seasonal changes, a quick Anti-Cheat update for you all!
As part of our continued efforts to combat cheaters in Apex Legends, we launched a new detection model, in early October, to assist us in investigating possible 3rd party bots in our game. In just two weeks, over 1,000 bot accounts were banned. We saw a majority of bans hit Windows PC (71%) and Switch (21%). Detected bot infection rates spiked after the rollout as expected - meaning the new tech is successfully identifying bots - then tapered off as we banned these accounts. As a result, we saw a meaningful decline of player reports (for AFK and abandoned match behavior) on Switch and reports per user over the subsequent 28 days decreased for both PC and Switch. Our team is continuing their hard work to establish and maintain competitive integrity and we will continue to provide updates when we have information to share!
We've been developing many new audio systems to address community feedback and improve audio reliability.This season we’re adding a new "Focused" mix option, intended to give you control over how you prefer to hear the action. Our new threat system will add dynamic contextual awareness to the mix. Multiband sidechain compression will help enemy footstep audio be heard more clearly. Environmental audio improvements offer a smoother blend between indoor and outdoor spaces. Additionally, we’re now armed with improved telemetry to more accurately discover causes of audio failures.
We will continue to monitor feedback in our community spaces as it helps us understand how these changes affect your gameplay experience as we continue to work on these systems. For more details, please check our audio-focused dev blog.
We rolled out a profiling tool to our production servers to capture more information about instances of slow performance on servers. This tool (RProf) has commonly been used in our development environment to find slow segments of engine code and game script, but is now tuned for production use. From this, we have been able to examine and fix cases that are more unique to running the game at scale, and can more easily track degradations in performance over time. As always, game stability work is always happening behind the scenes and we will share updates when we have them!
This season, we’re making balance adjustments to Kill Point values making eliminations more rewarding across all placements. We’re also making changes to loot distribution across Ranked Drop Zone POIs - there will still be some variance, obviously, but we’re hoping things feel a lot more even. We will continue to monitor player feedback on this change, and general sentiment surrounding drop zones. Additionally, we are reducing the requirement to earn the Ranked Ladder Champion Dive Trail from 3 completions to 2 to simplify seasonal goals, reduce grind, and make the Dive Trail more attainable while keeping it a mark of consistent top performance.
You’ll find all of the details about these changes later in this Patch Notes.
We want to give players some additional options for certain packs. Wishlist is a feature that will be enabled on select packs and will influence cosmetic drops for the Legends and loadouts you designate.
Here’s how it works:
Pick 5 Legends and 2 Weapons to add to your Wishlist
Depending on the pack Wishlist may only impact items of a certain rarity (specific rarity tier will be noted)
If the pack drops a Wishlist-enabled item you are guaranteed at least one item from your chosen Legends
All selections must be valid for Wishlist to be Active. A selection is valid as long as you don't own 100% of the items for that Legend or Weapon Class from the Apex Pack Pool
If a Wishlist is Inactive or Unavailable at the time of opening a Wishlist-enabled pack, the items will instead draw from the generic Apex Pack pool.
You get 5 Wishlist edits per season (refreshed each new season). After that, you can keep editing anytime for 500 Legend Tokens per edit.
See here for more specific details on how Wishlist functions and how our packs function.
This season, we're introducing the Amped Seasonal Pack, available all season long. This special pack is Wishlist-enabled and gives you a chance at unlocking:
The new ‘Bird of Prey’ Mythic R-99 Weapon
New Legendary cosmetics to change up your look
Wishlist activation for Epic-tier drop, relevant to your chosen Legends or Weapons
The Amped Seasonal Pack brings a new and more focused way to earn cosmetics all season long. You can earn up to 5 Amped Seasonal Packs throughout the season via challenges and the free Battle Pass Tracks.
For full details and Amped Seasonal Pack probabilities, please view our Additional Pack Disclosures page (updates November 4, 2025).
Care Package Rotation
Triple Take return to the floor (details below)
C.A.R. SMG enters the Care Package (details below)
Gold Weapon Rotation
Alternator SMG, G7 Scout, Havoc, Bocek Compound Bow, Akimbo Mozambique
Extended Supply Bins & Weapon Supply Bins
Added icons back to the minimap and full-map
Arsenals
Increased ammo bricks to give full stacks of the applicable ammo type
Replicators
New craftable item: Arrow Bundle
Only obtainable when crafting Ammo when Bocek Compound Bow is in your loadout
On pick-up, fully replenishes your arrow reserves on one Bocek weapon
Can only be picked up if you are holding a Bocek and it is not full on arrows
Mantle Boost
Added Mantle Boost ability to all Legends, granting velocity on a timed input after a mantle
Added options for customizing Mantle Boost input key or button
Added option to remap character movement ability
Added options for reducing the UI footprint on the HUD for Mantle Boost
Dev Note: We were inspired to add Mantle Boost by our players’ exploration of the unique momentum-based movement of Apex Legends. This new official Mantle Boost will enable all players to perform an advanced movement technique. It will be accessible, but it still requires skill to learn to use it and to know when it’s the right time to Boost.
Heat Shields Update
Heat Shields removed from Core BR Modes (including Trios and Duos).
Dev Note: We rolled out the removal of Heat Shields in Ranked with Season 26, focusing decision making for players around strong strategic plays and rotations. We have seen positive outcomes with that change so we’re expanding the change to all Core BR modes. Playing outside the Ring should be a risky endeavor that is only a last resort. Don’t wanna get burned? Get a move on, Legend.
Tridents 2.0
Foundational Improvements:
Updated model and textures
Collision tightened for a smoother ride and to allow occupants to be hit
Trident can now be damaged and destroyed – starts at 800 health
Trident occupants and the vehicle can be damaged independently
Tridents can now damage enemies if hitting them at high speeds
Camera and controls tuned for more responsiveness and precision
Boost Meter has replaced the single use Boost
New Movement Features:
Jump: Press Jump to jump from the ground
Glide: Hold Jump to Glide when off the ground. While gliding:
Trident will very slowly lose altitude
Trident can be steered in any direction
Trident can boost forward
New Healing and Spawning Features
Auto-Healing: If a Trident avoids damage for a period of time, it will slowly regenerate health and regress its damage state
Auto-Respawn: A destroyed Trident will be replaced by a new one at its original spawning location after an indicated delay
Improved UI to better indicate to driver and passengers Trident health and damage information
Control mappings adjusted to account for new features
Dev Note: The Tridents are receiving a tune-up this season with a number of redesigns to offer players a more interesting, responsive, and satisfying driving experience as well as provide exciting counter play options. Tridents no longer split damage between occupants which should make them feel like a safer tool to use when making large rotations. However, they'll no longer provide movable indestructible cover when being used more tactically during a firefight.
VALKYRIE
Dev note: Valkyrie’s pick rate has been up and down all year, and we feel she’s currently in a place where she’s not living up to her potential. This set of buffs should help to modernize this fan-favorite.
VTOL Jets
Jetpack cooldown and fly speed reworked
Cooldown
Recharge delay significantly reduced (8 → 2.5 sec)
Recharge time significantly reduced (~10.9 → 3 sec)
Fuel doesn’t start recharging until you touch ground
EMP effects drain jetpack fuel
Speed
Horizontal fly speed and strafe amount significantly increased
Vertical fly speed increased. Additional vertical speed when flying straight up
Reduced initial speed boost for first 0.5 sec (~25% faster → ~5% slower)
Total fuel reduced (8 → 6 sec)
Initial fuel consumption slightly increased
Dev note: Valkyrie’s Jetpack broke new ground when it was introduced to Apex, but over time we started to feel it wasn’t living up to the high-flying promise of a Jetpack character. This new change rewards longer burns of the jetpack, allowing you to cover distance faster. Learning to use the (largely forgotten) flight mode is one of the keys to success with the updated jetpack!
Missile Swarm
Removed self damage and stun effect
Added short (1.5 sec) full body scan on hit
Tac damage now puts movement passives on cooldown (like other EMP effects)
Removed 5 seconds of cooldown (30 sec → 25 sec)
Removed vertical clearance firing restriction
Improved missile pathing to work better in some situations such as low clearance situations (firing indoors or at targets under a bridge)
Increased max range (~100m → 125m)
Dev note: Valkyrie’s tactical was one of her biggest pain points, with many situations where it was either was more likely to stun her than to hit the target (or just wasn’t allowed). We improved the reliability of her tactical, and also took the opportunity to lean a bit more into Valkyrie’s identity as a recon by adding a short scan to the missiles.
Skyward Dive
Increased launch height 15% (integrated Afterburners upgrade)
Reduced cooldown by 30 seconds (3 min → 2.5 min)
Reduced delay before takeoff (2 sec → 1.5 sec)
Slightly reduced time slowly rising before takeoff (1.83 sec → 1.33 sec)
Removed self cancel cooldown penalty
Reduced damage cooldown penalty (54 sec → 30 sec)
Skydive Improvements
Allow tactical to be fired when skydiving (except from drop ship)
Land faster when skydiving (spend less time slow falling near ground)
Dev note: The skies belong to Valkyrie.
Upgrades
Level 2
Afterburners: Removed (included by default)
Eyes in the Sky: Moved to Level 2
Full Coverage: Changes missile swarm pattern to 4x5 (was 3x5)
Level 3
Full Tank: Removed (jetpack reworked)
NEW Supersonic: Ultimate launch time reduced ~50%
REWORKED: Ariel Expert: Improves jetpack horizontal speed, significantly improves handling, decreases initial fuel consumption, slightly reduces total fuel.
Dev note: To top off Valk’s update, we added a few new premier upgrades, allowing you to push either her Ultimate or Passive to their final forms.
RAMPART
Dev note: Rampart’s effectiveness and pick rate have slipped to extremely low levels in recent months. We hope this refresh to her kit will enhance her survivability and make her more of a viable Controller pick.
Battle Modder
Adds additional effect to old passive (Modded Loader). Cover walls permanently gain health as Rampart gains Evo Levels.
Amped Cover
Adds amped shield roof to wall
Walls can now be charged by doing damage through the amped shield or by having the wall be damaged by enemies. Wall charge is converted to a speed boost by going over the wall
Wall can store up to 300 damage, which results in a 15 second speed boost at full charge. Speed boost time scales linearly with stored charge.
Wall charge is only usable by teammates, and each teammate can use stored charge individually. Speed boost is automatically given to nearby teammates when the wall is destroyed.
Damage to wall is stored at 25%, while damage through amped shield is stored at 100%
Speed boost only applies when sprinting
Battle Modder health increases:
Wall health increase by 200 per Evo level (400 → 800 at max level)
Shield health increased by 25 per Evo level (175 → 225 at max level)
Health while wall building reduced (120 → 100 )
Amped shield arc star damage multiplier removed (1.5x → 1.0x)
Wall frag grenade damage multiplier increased (1.0x → 2.0x)
Dev note: Rampart’s walls are core to her identity and playstyle, but felt like they’d been left behind. With her new passive giving the walls more health and roof, the walls should keep you safer in more situations while the speed boost should help your team capitalize on the impact from the wall. We’ve also increased the damage walls take from grenades, and reduced their health while building to preserve counterplay.
Upgrades
Level 2
Ultimate Cooldown: Removed
Bandolier: Removed (replaced with Combat reserve)
NEW: Combat reserve: Bigger ammo stacks, extra grenades slots, access red weapon supply bins
NEW: Locked and Loaded: gain faster reloads and infinite ammo when behind amped cover and shield is in tact
Level 3
Ramped up: Unchanged
Amped Reloads: Removed (replaced with Locked and Loaded)
NEW: Rebuild Module. Amped cover will regen health and rebuild shield section after not being damaged for a period of time
Dev note: Rampart’s upgrades allow you to lean either into a more aggressive Assault playstyle or doubling down on her walls to hold space and apply constant pressure to opposing squads.
HORIZON
Dev note: Horizon has been in an interesting place in the meta. She is at her lowest pick rate ever, but maintaining a strong encounter win rate. We’re giving her back some of the power that’s been nerfed previously to make her a more attractive pick, and we are adding a few new fun upgrades to play with. We’ll continue monitoring to see how she performs in live.
Gravity Lift
Increased lift speed (300 → 375)
Increased hover time at top of lift (0.5 sec → 1.5 sec)
Cooldown reductions:
Reduced cooldown by 5 seconds (25 sec → 20 sec)
Reduced delay before cooldown starts 8 sec (10 sec → 2 sec)
Effectively reduced cooldown from 35 sec → 22 sec
Black Hole
Reduced cooldown by 30 seconds (3.5 min → 3 min)
Increased health (175 → 225)
Upgrades
Level 2
Ultimate Cooldown: Removed (included by default)
Tactical Cooldown: Removed (included by default)
NEW: Gravity Boots: Press crouch while in the air to fall much more quickly
NEW: Newt Scoot: Press jump after exiting gravity lift to glide
Level 3
Conservation of Energy: Unchanged
Combat Reserve: Removed
NEW: Knock Expert: gain tactical charge on knocks.
REVENANT
Dev Note: We are seeing Revenant pull away from the rest of the roster in very high tier lobbies, and believe it's in part due to his ability to drop on enemies suddenly from very far away. Given how fast his 'weapons up' time is now, we felt reducing the maximum amount of distance he can travel in Shadow Pounce will reduce the frustration on the receiving end. We think this combined with the Valkyrie and Horizon changes will create a more even split between our most mobile characters.
Reduced the maximum possible velocity of Revenants Shadow Pounce
AMPS
Reduced healing rate of Overflow Healer
Added Infinite Ammo and Over Armor to early game floor loot
Added Over Armor potential Assault Bin amps
ATTACHMENTS
Gold Laser Sight
New laser tier added: usable with all SMG and Pistol weapons
Greatly improves ground and aerial hipfire spread
Adds reverse hipfire – Continuous firing tightens hipfire spread
LOCKED HOP-UPS
Double Tap Trigger
375 Locked Hop-Up Points to unlock
Compatible with Alternator
Accelerator
Accelerator removed from all compatible weapons
G7 Scout, Flatline, and CAR
Skull Piercer
Skull Piercer removed from all compatible weapons
30-30, Wingman, and Longbow
Graffiti Mod
Removed from: Spitfire and EVA-8
Added to: Mozambique and Wingman
Gun Shield Generator
Removed from: Rampage
Added to: Triple Take
Selectfire Receiver
Increased points to unlock to 450 on the Charge Rifle (Previous Hotfix)
LMG
All LMGs (Except L-STAR EMG)
Removed Reverse Hipfire mechanic from LMGs
Hipfire spread decreased to compensate
Updated reticles to original plus design
Dev Note: Reverse hipfire provides a lot of power in close quarters combat. This season, we want to give some room for our true close quarters weapons to shine, so we have removed this mechanic from LMGs.
MARKSMAN
All Marksmans
Reduced projectile size and scaling
Decreased projectile launch speed
Reduced headshot damage multiplier
Dev Note: The Marksman meta has been reigning strong for a few seasons now and the time has come for us to hit them with some more potent adjustments. We are hoping that these changes will hit their long range consistency, as well as remove the spikiness that can come with landing one or two headshots.
30-30 Repeater
Headshot multiplier reduced (Previous Hotfix)
Bocek Compound Bow
Added 2x-4x AOG Scope as a compatible attachment
Dev Note: We did it.
Triple Take \[Floor Loot]
Damage reduced to 22 per bullet (was 23)
Increased choke charge time
Increased fire rate while hipfiring
PISTOL
P2020 \[Care Package]
Increased fire rate
Increased magazine size to 26 (was 22)
RE-45 Burst
Horizontal and vertical recoil improvements (Previous hotfix)
Purple mag size increased by 3 (Previous hotfix)
SHOTGUN
Peacekeeper
Full burst damage reduced to 99 (was 108)
Increased choke charge time
Rechamber time decreased to 1.1 (Reverting a previous hotfix)
Clip size reduced to 5 (was 6) (Previous Hotfix)
Dev Note: The PK has been super dominant since coming out of the care package. While we have seen some good downward movement since our most recent set of hotfixes, we hear you, damage and range are the pain points here. We are giving back some of the handling we took away in a previous hotfix and hitting it accordingly.
Alternator SMG
Damage increased to 19 (was 18)
Magazine size adjustments:
Blue magazine decreased to 26 (was 27)
Purple and gold magazines increased to 30 (was 29)
While using Double Tap Trigger:
Shoots bullets out of each barrel, simultaneously
Reduced fire rate
Damage per bullet reduced to 15
C.A.R. SMG \[Care Package]
Added Hop-Up: Galvanic Gavel
Allows the magazine to be swapped between Disruptor and Hammerpoint Rounds
Upon first pick-up, begins on Disruptor Rounds
Magazine size increased to 30 (was 28)
Improved reload speed of the mag swap
Prowler PDW
While in burst fire mode, holding down the trigger now releases subsequent bursts
Slightly increased burst delay
Volt SMG
Increased projectile size in close quarters
All Snipers
Reduced projectile size
Charge Rifle
Maximum damage reduced to 99 (was 110)
Damage reduced by 40% while using Select Fire mode (was 25%) (Previous Hotfix)
Damage scaling minimum distance increased to 75 meters (was 50m) (Previous Hotfix)
Olympus:
Added Somers University POI (replacing Orbital Cannon) and moved Elysium nearby.
Added Gravity Engine POI (replacing Energy Depot)
Added Stabilizer POI (replacing Docks)
Added Dockyard POI
Added large amounts of additional cover in open rotation spaces around the following POIs:
Phase Driver
Oasis
Clinic
Hammond Labs
Estates
Hammond Labs: Transformed terrain and added tunnels to protect players and provide additional options to attack the waterfall high ground.
Hammond Labs: Moved additional cover from Control mode into the base map, including the home base structures.
Hammond Labs: Added jump tower behind Hammond Labs.
Rift: Added new camp in the center of Rift to reduce open space. Added additional cover to open spaces in Rift.
Rift: Replaced vacuum behavior of the Rift teleporter with a Horizon Lift to prevent players from entering accidentally.
Rift: Added a large camp between Rift and Gardens to resolve the previously large open space and help players contest the high ground.
Grow Towers: Replaced the third Grow Tower with buildings and tunnels to help players safely rotate through the POI when teams are holding the towers. Added jump tower.
Turbine: Added a new camp underneath the highway between Turbine and Estates to prevent players from being gatekept at the ramp.
Turbine: Added a new rotation from the east tunnel that connects directly to Gravity Engine (previously Energy Depot).
Carrier: Added two additional doors at the central chokepoint to prevent the fight from stalling.
Phase Driver: Increased Phase Driver loot cooldown from 45 seconds to 90 seconds.
Added a camp in the circular pit between Hammond Labs and Somers University (previously Orbital Cannon).
Bonsai Plaza: Added additional ziplines to access high walls around the POI.
Removed a large amount of Trident barriers across the map.
Dev Note: While Olympus has been a fan favorite for a while, we want to action on player feedback related to how to improve its competitive integrity. Keeping in mind both high-level matches and overall balance, we made some significant revisions to POIs like Energy Depot and Orbital Cannon to address anything from lopsided rotations to a distinct lack of cover in some of the more desolate areas. It was important to maintain the map’s identity during this process, so we wanted to only add to what makes Olympus so special while being very surgical and precise about anything that was removed or replaced.
Pubs & Ranked Rotation
Olympus
Broken Moon
World’s Edge
Mixtape
11/04/25 - 1/5/26 Map Rotation
TDM
Skull Town, Thunderdome, Fragment, Estates
CONTROL
Barometer, Labs, Production Yard, Lava Siphon
GUN RUN
Estates, Skull Town, Zeus, Thunderdome
Wildcard
11/04/25 - 11/18/25
Wildcard: Kings Canyon
Wild Cards
We’ve seen meaningful positive player sentiment surrounding Wild Cards in Wildcard, so: Wild Cards are now activated and here to stay, even when we don’t have an active event! Every match now features a range of Wild Cards, bringing extra chaos and surprises for more unpredictable and exciting gameplay.
Wild Cards
Extra Ordnance
Drone Support
Smoke Out
High Velocity
Status Report
Speedy Charge
Recharger
Fast Draw
Monstrous Strength
Wildcard Gameplay Updates
Highlight on Enemy Elimination balance tweaks
Enemy highlights will no longer trigger on a team unless there is only one enemy still alive.
Enemy highlights will no longer trigger if players choose to manually bleed out.
Enemy highlight duration reduced 5 seconds -> 2.5 seconds.
Dev Note: Currently in Wildcard, when you eliminate any enemy, their teammates are highlighted for a period of time. We are updating the rules of this system to reduce the benefits of thirsting as well as have more natural encounters without having enemy locations constantly revealed.
Shield Cells
Increased carrying capacity of shield cells from 12 -> 15
More shield cells spawn in loot, reduced ammo spawns to compensate.
Dev Note: We’ve heard feedback that players were running low on healing items throughout a wildcard match, so we have increased carrying capacity and increased their loot spawns to make this pain point a little smaller.
Gold 1x Digital Threat sight returns to loot as a rare spawn.
Equippable on SMGs, Shotguns, and Pistols.
Dev Note: Similar to the 1x Holo, The Gold Digital Threat scope has been vaulted for some time, and we know it is a fan favorite for some. We are re-introducing it to the Wildcard loot pool for this season as a fun item to find and make your SMGs, Shotguns, and Pistols even more deadly!
Wild Cards balance
Reduced shield recharge rate on Recharger wildcard when sprinting.
Reduced initial speed gain when using the Wallruning wildcard.
Dev Note: In Season 26, these wildcards were some of the strongest bunch in the pool and in some cases were becoming frustrating to play against. We are tuning them down a touch to bring them in line with some of the other wildcards coming in this season.
New Mythic Weapon rotation.
WEAPONS LEAVING
L-STAR
Devotion LMG
Hemlok
R-99
Peacekeeper
WEAPONS RETURNING
Kraber
Triple Take
Wingman
Prowler
P2020 Akimbo
Rampage LMG
Automatically Revved up when first being picked up.
G7 Scout
Double Tap and Sniper Scopes can be attached.
NEW WEAPONS
C.A.R.
As part of our ongoing efforts to improve the Ranked experience, we conducted a matchmaking test at the end of Season 26 (more on that here). We will return with the results of this test once the data has been compiled, so keep an eye out!
Scoring Tuning
Kill Points changes
1st: 22 RP (was 20 RP)
2nd: 20 RP (was 18 RP)
3rd: 18 RP (was 16 RP)
4th: 16 RP (was 14 RP)
5th: 16 RP (was 12 RP)
6th: 14 RP (was 10 RP)
7th: 14 RP (was 10 RP)
8th: 14 RP (was 10 RP)
9th: 12 RP (was 8 RP)
10th: 12 RP (was 8 RP)
11th-15th: 8 RP (was 6 RP)
16th-20th: 6 RP (was 4 RP)
Challenger Bonus changes
If the killer’s rank is 1 tier lower than the victim: KP +20% bonus, was 15%
If the gap is 2 tiers: +30% bonus, was 25%
If the gap is 3 tiers: +40% bonus, was 35%
Dev Note: Throughout Season 26, we consistently heard feedback that eliminations often felt undervalued compared to placement. Many players expressed that strong combat performance didn’t always translate into meaningful progression, especially in mid-to high-tier lobbies.
In Season 27, we’ve adjusted Kill Point values to make eliminations more rewarding across all placements. This tuning increases the RP value earned from fights while keeping placement as a significant factor in final score calculation. Our goal is to better recognize player impact in every match — rewarding those who take risks and perform well in combat, without overshadowing strategic play and survival.
Drop Zones Loot Overhaul
Made the loot that spawns across all Drop Zone POIs more fair.
There is still variance between POIs, but it is much less than previously.
Maintains the same number of spawns across the map for each loot item, but changes where they are more likely to spawn, in order to avoid inflation/deflation.
These loot changes are for Ranked only, not Unranked.
Dev Note updated: Drop Zone has been a contentious topic within the community; while some praised how it improved the competitiveness of Ranked, others expressed concerns - primarily, the negative impact unbalanced POI loot levels have on the fairness of the mode. Our focus is to listen to those concerns to try to bring the feature to a satisfactory spot. As such, we did this loot overhaul to bring POIs in line with each other as far as we could without changing the maps or causing loot inflation/deflation. We'll continue to monitor your feedback as the season progresses.
Ranked Ladders (coming later this split)
Ranked Ladder
Start Date
End Date
Ranked Ladder 1
11/13/2025
11/16/2025
Ranked Ladder 2
11/20/2025
11/23/2025
Ranked Ladder 3
11/27/2025
11/30/2025
Ranked Ladder 4
12/4/2025
12/7/2025
Ranked Ladder 5
12/11/2025
12/14/2025
Ranked Ladder 6
12/25/2025
12/28/2025
Ranked Ladder 7
1/1/2026
1/4/2026
Ranked Ladder 8
1/8/2026
1/11/2026
Ranked Ladder 9
1/15/2026
1/18/2026
Ranked Ladder 10
1/22/2026
1/25/2026
Ranked Ladder 11
1/29/2026
2/1/2026
Ranked Ladder 12
2/5/2026
2/8/2026
Ranked Challenges
The requirement to earn the Ranked Ladder Champion Dive Trail has been reduced from 3 completions to 2.
Dev Note: This change simplifies seasonal goals, reduces grind, and makes the Dive Trail more attainable while keeping it a mark of consistent top performance.
Wildcard
Fixed players being able to revive each other to stay alive in the ring longer than intended
Locked Hop-Ups
Fixed Locked Hop-Ups not working properly in the Firing Range
Fixed some issues with Ballistic’s sling and Locked Hop-Up weapons
Fixed some issues with the Locked Hop-Up UI
Ranked
Fixed issue where you could not remove map pings in the prematch preview
Misc
Fixed the infinite ammo amp sometimes causing the player to respawn with locked inventory slots
Fixed retro packs in the store not updating the amount of packs already opened
Fixed skydive emotes leaving a breadcrumb on the legend tab but not the specific legend which had the new unlock
Fixed health bars sometimes not displaying properly when firing through windows
Fixed a wall that could be seen through around Artillery
Valkyrie
Fixed green color correction when skydiving being oversaturated.
Rampart
Fixed issue where camera could jump around when walking into Amped Cover.
Catalyst
Enemies near her Piercing Spikes should no longer see two threat indicators for a single spike
Gibraltar:
Fixed incorrect damage flyout UI when shooting his passive arm shield
Newcastle
Fixed Castle Wall sometimes hitting enemies through floors and walls
Requeue, with Squad
Requeue has been expanded to allow players outside of a party to opt-in to continuing to play together.
Each Party Leader (including parties of 1, ie. solo queuers) has the option to either ‘play again’ and merge their party together with other parties that also want to play again, or they can requeue with only their existing party.
This does not create any kind of Friends relationship – it only forms a new Party that can continue to play together without having to return to the Lobby.
Designer’s Note: We want to remove as many barriers as possible to keeping a fun time going. When you do find that magical unicorn of a random player and everyone wants to keep playing into the next match, this is the solution.
UX/UI
Added a button prompt in the Legend Locker screen for Legend skins, Weapon skins, and Melee skins to show/hide the UI to get a better view of the cosmetic
Standardized a number of square button widgets, mostly in the lobby menu, to achieve a more consistent interactivity and aesthetic across the game
Misc.
Added a new voice chat option to toggle your microphone.
Ranked - Added announcer VO saying which Drop Zone your team is landing at. Note: The Core on Broken Moon and Trident on Storm Point do not currently have VO.
Valkyrie
Fixed green color correction when skydiving being oversaturated.
Rampart
Allow interactions such as looting while holding Sheila
Added additional placement mode for walls. By pressing Aim Down Sights, you can place a single wall and then pull out your weapons (matching the launch behavior). Placing a wall with the Attack button is unchanged from the current behavior.
Reduced size of ‘amped’ bullet tracers when shooting though amped cover
Rampart
Added voice lines when being summoned to the Void Nexus when knocked
PC:
Improved the performance of loading models and textures on systems with integrated graphics, especially Intel Iris XE laptops. This improves map loading times and reduces issues with missing models in-game.
Added PC support for Handheld/Compact UI which makes it easier to play Apex on PC Handheld devices. Players can toggle between Full, Compact or Auto UI in game Settings.
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Another small-ish update to the game. All major problems should hopefully be fixed now, along with some QOL and Polish changes.
Improved Liquid shader
Reverb now transitions smoothly
Slightly delayed starting Voiceline for a THREE seconds
New audio processing for dialogue (sounds more like its coming from a speaker, also quieter in general)
Moving Platforms have better SFX now
Subtitle toggle is "live" now (you can toggle it on and off while a subtitle is being displayed)
Visual fixes / Polish across all scenes
Less stutters during gameplay
Fixed bugged / corrupted lightmaps in a few areas
Fixed multiple occlusion problems.
Fixed some LOD issues
Fixed bugged secret
Fixed bug with area overlap in Final areas of the game
Fixed visual glitch with bottles
Fixed not selectable pause menu items
Fixed stuck with saving icon
Fixed camera FX not playing when activating statue
Fixed Volumetric Lights not updating properly when switching to and from High / Medium setting.
Fixed sliders in pause menu not visible when dying
Fixed weird controller navigation
-Stefaaan
Set Ai healthbars on default only visible for quest givers and vendors.
Added a female player character
Added a DJ to the club
Added a sprayer NPC to the lobby
Added a video player to the player home computer, updated the music player app.
Added another part to the town, including a police station - work in progress
The player stats page now shows maximum values where applicable
The quest panel now shows all quest item objectives
Updated the default keybinding for crouch to Left Mouse + CTRL
Updated the placement of styles, now takes into account the player camera perspective, instead of only the player character positioning
Fame, once achieved is now displayed on the player stats page
Fixed: Stamina not updating
Fixed: BeeLow's second quest
Fixed crouched movement, working again
Several minor updates.





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Hey, everyone!
Giannis here and with the November 18th release of BIRDCAGE fast-approaching, Barry and I would like to take a look back on the development history of our sword action shooting game.
The concept of a shoot ‘em up called “BIRDCAGE” can be traced all the way back to 2017. At the time I had started prototyping a shooter as a way to learn the GameMaker engine and although this project faltered, a few core elements would carry over to the future iterations of BIRDCAGE:
The player ship would have a sword, the player’s shot color would be blue, the game would be “vertizontal”, the title would be BIRDCAGE, the aesthetic would carry a 32-bit era influence.
2017 BIRDCAGE prototype title screen
BIRDCAGE prototype (2017)
Around this same time our correspondence with Barry had started over DM’s on Twitter. It was obvious that we shared common influences and tastes, and finding something to work on together became an oft-repeated goal of ours.
Over the next few years, I would dabble in game development as a hobby. I learned a lot by working on a few different prototypes, slowly building an understanding of what making a game might be like. Around 2021-2022, I started to feel confident enough to take game dev more seriously.
The BIRDCAGE idea was revisited in September of 2022. It was meant to be a quick learning project that would be finished within six months.
BIRDCAGE prototype from 2022.
Within days of getting the basics of BIRDCAGE down, Barry and I started collaborating on the project. At first, Barry was mainly going to compose some early stage music, but it soon became obvious that we shared a common vision, work ethic, interests and design goals. We decided to set off on full production of BIRDCAGE as partners and co-directors, and POLYGON BIRD Games was born.
Logos for POLYGON BIRD Games and EXCEL Framework, the name given to our set of tools within GameMaker.
Our first major milestone came in March of 2023 with “DEMO ZERO”, essentially a polished prototype that we sent out to friends and family to play and gauge their reactions. At this point, the game was pretty rough, but the essential core of BIRDCAGE had been established. And, with the positive reaction of early playtesters, we set out to flesh out what the full game would be.
Early version of the -BIRDCAGE Demo Zero- title screen (late 2022).
The boss fight against THESIS as it appeared in Demo Zero (2023).
Early 2023 to late summer of 2024 was, I think, the most agonizing part of development on BIRDCAGE for me. We had the base of the game, and now we needed to add the content, which turned out to be more of a grind than I had anticipated. The relative monotony of the grind led me to a variety of dangerous thoughts: “What if we added this or that weapon? What if we changed the aspect ratio of the game? What if the graphical style was completely redone?”
The fact that BIRDCAGE made it past this stage is definitely owed to Barry’s involvement – having a collaborator who was as invested in the game as I was and believed in the project when I didn’t was crucial.
I don’t remember too many specifics from this time – all I know is that we came out the other side with the "minimum viable product" content of the game in a relatively stable and polished state.
Thankfully, things would improve considerably in the next stretch of development.
Toward the end of August 2024 and after some time off, we started firing on all cylinders.
The majority of the game was playable and polished, and over the years of constantly replaying the game, we had developed an intuitive understanding of what works, what doesn’t, and how far we could push certain elements. Stages 5, 6 and 6b were developed at this time and earlier stages were polished to tie the whole together.
A lot of fun work happened over the next months – figuring out the final difficulty curve, balancing the density of the experience, writing in-game dialogues and lore, directing the cutscenes, polishing the assets and code, adding more options, menus, explainers and tutorials. The final year was a time of rapid progress, every little task making the finish line a little clearer ahead.
Stage Select Training menu, an example of the kind of work that took place in the final year of BIRDCAGE development (2024).

First pass at adding Local Leaderboards to the game (2024).
That brings us roughly to today, a couple of weeks out from the release of BIRDCAGE. The past few months have been a lot more business-oriented, trying to get word out about the game, cutting trailers, creating the Demo for Tokyo Game Show and NextFest, polishing marketing assets and playing whack-a-mole with any remaining bugs.
Now felt like a good time to look back on the history of the project and take stock of the process. We hope it gives you some insight into how BIRDCAGE came to be.
We’re extremely proud of the game we’ve made and how we made it. Even after what must be thousands of hours of testing, it’s still fun for us to just fire the game up and play through BIRDCAGE, trying to perfect our routes and scores.
We hope you’ll enjoy playing BIRDCAGE as well!
Thanks for reading,
Giannis and Barry
POLYGON BIRD Games

Greetings everyone, @rageair and @egghorse here!
It’s been almost a week since All Under Heaven went live, and it’s really humbling to see how many of you are playing - and we’ve been having a blast following your reactions and reading your comments! We’ve also seen plenty of suggestions, requests and inspiring mods from the community in the past few days, which made us want to shed some light on our post-release plans for All Under Heaven.
Last Thursday, we launched the first post-release patch for All Under Heaven (you can see the changelog for Update 1.18.0.1 here), where we tackled a few key issues such as crashes. I’m happy to report that this was the first of many more to come. Let’s take a look at what we’re currently working on!
Update 1.18.0.2 is releasing tomorrow on Steam, with a grab bag of bugfixes, crash fixes, balance changes and improvements to databases. The full changelog will be released alongside the update itself, but for now we want to cover some highlights from this update as well as the updates still to come.
We’ve seen many players report that your immediate family is a bit hard to wrangle when it comes to getting their credentials. To make this less frustrating, we’ve added a decision called “Command Family to take Exams,” which will be available to House Heads. Taking this decision will make your unlanded family members independently go to local exams (if they need to pass the local exam) and Capital Exams (if they need to pass the Metropolitan or Palace exam) without the need for you to take them there. As long as they are within the same top realm as you, they will create their own travels, and you will be notified via Feed Message if they pass. Additionally, when playing as a Governor in a realm with Merit, courtiers will now always move to your new location when you gain or lose a title; If a courtier gets 'lost' in a location they should not be in, they'll return within a year.
A few balance changes have been made to address ongoing frustrations when playing in China:
Removed the MaA Maintenance and Army maintenance penalties imposed by the Dynastic Cycle on the Huangdi; the Celestial government already had increased maintenance from the Treasury defines, and didn't need more. This should make China more resistant to going bankrupt during revolts.
Removed some excessive men_at_arms_cap modifiers from the Celestial government, as this is handled through the Army Command Structure laws instead.
The Grand Campaign war will no longer result in China gaining additional tributaries. Instead, it will always give contested titles directly to the Hegemon.
The Chinese Emperor will now be able to use the “Consolidation” CB on within these De Jure Empires: Zhongyuan, Jingyang, Lingnan, Liangyi and Yongliang (with the exception of the De Jure Kingdoms of Xia, Hexi, Dali and Viet - we don’t want Song to immediately fight Xia in 1066) regardless of the era the Dynastic Cycle is in.
The Hegemon can now reject tributary missions in the event where they come bearing tribute. This allows you to not get tributaries sworn to you that you do not want (for example if you’d rather attack them).
We are also continuing to improve our databases and localization based on player feedback we’ve been receiving since Tuesday. For example, consorts of the Chinese Hegemon should now be correctly called Húanghòu, if female, or Húangfū, respectively, if male.
If a fix you’ve been waiting for is not included in 1.18.0.2, it’s very likely that it will be part of the larger updates coming soon, such as 1.18.1. Oftentimes, if it’s a tricky bug to solve, we need more time to test to ensure we haven’t broken other things in the process. Content that requires new localization also needs a bit of time in the oven to be translated!
That said, we will also have a few slightly bigger patches for All Under Heaven coming out in the next few weeks. What is and isn’t included in these patches is, of course, subject to change - we keep an eye on community sentiment, suggestions and bug reports, and try to juggle between severity, impact, and risk.
We’re planning for update 1.18.1 to go live sometime next week. As usual, the changelog will be available once the update rolls out, but we’ll try to give you a sneak peek in the section below.
Some visual improvements will be coming to South East Asia, with several new headwear pieces and clothing being added. In total, we will be adding 4 clothes, 7 hairstyles and 4 headgears.








\[Some examples of hairstyles and headgear being added to Southeast Asia.]
For a small touch of realism, we’re also adding blendshapes for long ears.

\[Screenshots of the new long ear blendshapes in Southeast Asia.]
Here’s also a work-in-progress screenshot of something one of our character artists is working on for Japan: a new mask for Disfigured characters.

\[A work-in-progress screenshot of a Japanese mask.]
Our character art team is also looking at improving character lighting, as we’ve gotten reports of it looking vastly different (and not necessarily better) on various machines.
This update is also adding various fixes to the map and terrain: shoreline fixes, making sure all lakes have water where they should, adjustments to the heightmap etc.

\[Bugfix: Rotated Heian-Kyo city and added the Palace model to it.]
Our environment team has also been trying to add a bit more mood to the Chinese courtroom. Based on community feedback, the team has added more candles and carpets, pillars and drapes. The imperial tent has also been updated.

\[Updated lighting in the Chinese Royal Court.]
This update also includes a few minor interface fixes. For example, House Relation icons have been added to the House Coat-of-Arms to improve usability:

\[House Relation icon on the House CoA.]
A new Legend skin for Asia has been added to improve flavor and consistency:

\[New Legend Chronicle skin.]
We’re also adjusting the AI to better utilize Legends.
Besides updates from our artists, we also have some new bits of content. Below you can see a new decision to “Found a Ryukyuan Empire” which you’ll be able to try out in 1.18.1. For our world conquest enthusiasts, the decision to establish a Ryukyuan Empire presents a formidable challenge due to its Realm Size requirements. However, we all know this was your destiny to begin with if you choose to play as a Ryukyuan! You will also get to choose a family heirloom as a reward to solidify your achievement of showing the world the power of the Three Mountains.

\[Screenshot of the “Found a Ryukyuan Empire” decision.]
We’ve also added a decision to “Found the Siam Kingdom,” which is meant to represent the Tai people's ambition to unite under a single banner after their flight to the southern lands.

\[Screenshot of the “Found the Siam Kingdom” decision.]
Closer to the end of November, we plan to release another update: 1.18.2. One of the main focuses, next to a batch of bugfixes, will be improving gameplay as a Minister, adding content variation to that playstyle.
We plan to continue addressing bugs in All Under Heaven beyond the updates shared above. You shouldn’t be surprised if you see a smaller patch drop in-between or after the ones already listed.
If you want to know more about the post-release process generally works for us at Paradox Black, Trinexx did an excellent job at describing how our post-release support process usually works a few dev diaries ago, back in May when we released Khans of the Steppe: Dev Diary #171 - Post-Release Support.
Stay tuned for the coming updates!