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U18 - Engineering

SYNTHETIK 2 · Community Announcements · December 18, 2025

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Hey everyone!

Update 18 is now live just in time for the holiday season! We hope you had a great 2025 and a we're wishing you a wonderful start to 2026 : )

🔶Highlights:


🔶 Weapon Balance

🔶 Attachment Balance

Attachments v3 seemed to be a really good change in the right direction and there is a much clearer separation of the game elements now as a cause. However some categories of attachments were maybe struggling a bit with variation, and some attachments needed some tweaks. Overall the new changes should bring things in a really good state.

Other Gameplay:


🔶 Class Prestige (Beta)

You can now prestige a class after reaching level 25.

This resets all class progression and grants a special prestige icon in the Lobby and Character menus to indicate your dedication. There are 5 different stages of icons.

Prestige is a purely intrinsic reward and might be expanded in the future. In comparison with S1 we did not want to link a perk to prestige to not make people feel forced to reset their class to get the full benefit but let us know what you think.

For the next iteration we will change that it does not reset class data unlocks and add improved info UI. Careful! Clicking the button will instantly prestige the class right now.

The new Engineer is finally here!

The Engineer is a advanced support class which relies heavily on summoned constructs, can repair and boost friendly units with his over-clocker likes to play in the backline.

For the class we wanted to do a real evolution of the S1 classic, with a wider loadout, more build choices and more depth.

Surge Mechanic

Engineer has a new Mechanic, ⚡️Surge, which is obtained from kills. You can have up to 3 Surge.

Surge offers special effects for basically all Engineer abilities if the ability is used at a certain Surge level.

Some Examples:

Loadout

The Loadout of Engineer is much more diverse now. Firstly the Engineer can pick from 3 different types of Turrets, a classic LMG all-rounder, a close range high burst Assault Turret, and a long-range, long-duration Mortar Turret.

The Overclocker returns as a mobility option but we also added the classic dash+item combo.

The Specialization Ability is where the Loadout really shines, with many highly different options:

🔶 Spider Module - Explosive Spider or ⚡️⚡️⚡️Damage Absorbing Suicide Spiders

🔶 Missile Drone - A long range damage dealer. Spam based on ⚡️Surge.

🔶 Area Jammer - Slowing Device / ⚡️⚡️⚡️Wall Piercing Stunning Emitter

🔶 Assault Mode - Offensive Boost and creates laser drones based on ⚡️Surge.

🔶 Sseth-Up Sentry - Pocket Turret. ⚡️⚡️⚡️Dangerous Beholder Unit which can change teams.

Additionally we have 3 utility options:

🔶 Unidentified Potion - Causes one random effect, including healing and stat upgrades

🔶 Overdrive Station - Heals in an area and grants ⚡️Surge on kills within proximity

🔶 Supply Box - The already known ammo box

Class Kits

The Engineer also offers 3 distinct Kits:

🔶 Repair Kit - The most classic kit. Strong repairs, and a Stasis Gun which offers unique utility

🔶 Technomancer Kit - Summons can have elite ranks and has a mind-control weapon.

🔶 Gambler Kit - Gains extra randomized benefits from recycling and taking risks!

Try it yourself!

Engineer is now live, so just give it a try! Keep in mind that this is the first version, and while we already got very positive feedback from the private testing, there will surely be more improvements and tweaks coming, so let us know what you think!


🔶Quality of Life


🔶Performance

Binary Serialization

We did a rework of JSON configuration serialization to a binary serialization which is a speed up in initial loading times, especially on low-end.

Contact Shadows (Experimental)

For the "Minimal" Graphics settings we are testing screen-space contact shadows, which don't have to trace all the geometry in the game and are much cheaper than normal shadows, however they can have some noticeable graphical artefacts. If people don't like it we might revert this to classic shadow maps or even no shadows for the low end setting.

Screen-Space Contact shadows have performance similar to no shadows, but still offer shadowing of the scene. Keep in mind that the performance display in the screenshot is not fully accurate. Contact shadows have a also a GPU cost but they do not require to re-render all the geometry in the scene like classic shadows. They trace based on screen depth, so they also cannot have shadowing from objects off-screen, and they have significant artifacts & accuracy issues.

This is mostly for the super low-end. Let us know if this is adding any improvements to your framerate or if it just makes things look worse. If you are already CPU bound or bound by other factors, this might actually not be an improvement and just a visual downgrade, as such we need feedback based on your hardware.


🔶Achievements

We finally added steam achievements, in the first pass 34 in total. Let us know if anything is unobtainable or feels too hard to achieve.


🔶Tons of Fixes

As usual we made many small fixes based on things you reported. As we are doing exponentially less breaking changes, the game will become more and more pristine with every report and fix, so keep it coming!


🔶Work in Progress

We also worked on our unique graphic design tool pipeline, which allows us to make much faster graphical content on higher quality, including videos, gifs and more. This is a significant time saver in the long run and you can see some pictures in this post already being created with it.

We are also working on more controller improvements and console certifications which are quite challenging but doing great progress.

Up next: A brand new late-game Environment, item mirroring and more!

That's it! Have fun!

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