⚜ SteamCozy

Home / News / Off The Grid

July Update: Massive Performance Overhaul

Off The Grid · Community Announcements · July 08, 2026

Read the original on Steam ↗

Zeroes, Teardrop just got rebuilt under your feet.

This is our biggest single update since Early Access began, bringing a new PC performance baseline, a full Weapon Rework, and a major Cyberlimb rebalance that changes how every loadout plays. FPS is up significantly across NVIDIA hardware, weapons now kick, spread, handle and specialize with much clearer identity, and cyberlimbs have been reworked so rarity, role and build choices matter more than ever.

Every weapon feels different. Every limb builds different. Whatever you thought you knew about the Grid, drop it at the door.


▶ Watch on YouTube

The Headlines

A quick read on everything in this update. Full details in each section below.

Performance

PC (NVIDIA)

Mac

Stability

Beyond the raw numbers, we have significantly reduced the amount of FPS drops and made frame rates far more consistent on top of the average gains. The result is a smoother, more stable experience in the moments that matter most, like mid-fight.


Weapons

Weapons have undergone a total overhaul in every regard, from fire-modes and rates of fire to recoil, spread, camera shakes and camera framing. The intent behind these changes is to add more character to the weapons and to reinforce the visuals the weapons have to ensure that the weapon you pick up and fire does what you'd expect it to do, sound like you'd expect it to sound like and feel like you'd want it to feel and be different enough from the next weapon that you see and feel a reason to try everything.

NEW SYSTEM - Dynamic Recoil

This patch sees the introduction of an improved Recoil system we are calling "Dynamic Recoil". Recoil is now shared between the Camera and Crosshair where it was purely Camera-based before. When firing your weapons your crosshair will have minor movement within a tolerance radius in the centre of the screen, allowing the recoil to be strong without the camera having to recoil so much which caused a lot of difficulties and accessibility issues for some players. We feel this change not only feels really visceral and powerful, but it also allows us to have more interesting recoil on weapons and also reinforces the feeling that the crosshair is part of the weapon and not just a marker bolted to the middle of your screen. This system affects both third person and first person and is subject to further polishing and adjustments based on feedback.

RPMs

All weapon classes in the past were a bit of a mishmash of RPMs that ultimately resulted in a lot of weapons feeling the same. We wanted to do something about this, so weapon RPMs have been separated much more between Weapon Classes than in previous iterations of Off The Grid to better reinforce these intended playstyles and feelings. SMGs are now the kings of RPM, while Assault Rifles are more moderately balanced with slower fire-rates but higher accuracy and range.

Spread

Spread is now more of a factor with all weapons, increasing gradually as the weapon fires until spread reaches its peak at the latter stages of a magazine's capacity. Just spamming shots and aiming at someone will have some effect, but you'll eventually begin to miss shots and will need to space your shots occasionally to maintain accuracy. Spread modifications on weapon attachments will help with this for players who find it difficult. Spread has also been adjusted per Weapon Class to ensure that the feeling of using the wrong weapon at the wrong engagement distance becomes immediately obvious to the player.

Range

All weapon classes have had a full rebalancing to damage ranges and bullet velocities relative to their intended usage. SMGs have had their ranges slightly reduced, Assault Rifles have stayed in a similar spot as before, LMGs have had slight increases and all classes fit into their own ranges to provide a more balanced spread of engagement ranges for each weapon.

Bullet Velocity

All weapons have undergone changes to their bullet velocities to better represent the intended ranges they should be used at. Once again, some weapon attachments can increase or decrease this depending on how you spec your weapons out.

Sway

Sway is a little more aggressive now, providing more of a swing with longer range weapons than before. Weapon Attachments can compensate for this and all sights above 3x magnification come with built-in Sway reduction that scales with their magnification amounts.

Weapon Weight

Weapons have had adjustment to their penalties/bonuses when moving with them. Heavier weapons like LMGs and Sniper Rifles now slow the player down more than before, whereas lighter weapons such as Pistols and SMGs now speed the player up more than before. Additionally, movement penalties associated with weapons have been adjusted based on Spread changes and weapon intent. These penalties to movement speed and accuracy can naturally be countered with various weapon attachments.

Third Person Mid-Range Camera

Assault Rifles, Marksman Rifles and LMGs now have a more zoomed-in third person camera more suitable for the intended ranges they should be used for. This difference is marginal, but noticeable to the keen-eyed, and should help with picking off targets at longer ranges in third person with these weapons.

Semi-Automatic Fire-Mode

Semi-Auto is once again per-click rather than press-and-hold. We felt that while Semi-Auto was easier to use with a press-and-hold mechanic, it detracted from the feeling of what a semi-automatic weapon should be, as well as making several weapons too easy to use and harder to balance and as a result have returned it to its original state. The Hold-To-Shoot option is still available in the Gameplay Settings, however, now only correlates to Burst-Fire weapons.

First Person ADS Improvements

In addition to the Dynamic Recoil listed above, First Person has been improved to better represent the stats on your weapon. ADS Time properly scales with attachments into First Person and the system has been improved to have the weapon approach your line of sight from below rather than from the side.

Weapon Attachments

NEW SYSTEM - Point-Based Weapon Attachment System

Weapons now use a points-based system for equipping attachments rather than the previous set limits of the number of attachments being based on the Rarity of the weapon. Weapon Attachments have been rebalanced with updated stats and values and now have costs to equip them which is based around their rarity and effective power levels. A lot of attachment rarities have changed to better represent their cost to equip them, so in light of these changes any existing weapon setups have been reset and you will need to rebuild your loadouts. As mentioned, each Rarity of weapon has a different limit to the points available to it. Currently this stands at:

This frees up the player to use more attachments of lower rarity at the expense of fewer but more powerful rarer attachments should they choose to and should provide more variance to loadouts for players to tune their weapons the way they need to for their own personal playstyle. Our aim was always to make your attachment choices matter and to be based on your own personal preferences and skill limitations, so we hope that there is no "one true build" for every weapon, and more a selection of builds based on what you want to achieve.

NEW SYSTEM - Weapon Rarity Scaling

Weapons at rarities lower now have penalties associated with them that make them a bit more difficult to use, and these penalties differ between Weapon Classes:

As each weapon progresses from Common to Epic, these penalties are weakened, with Epic being without penalties entirely. This is to provide a form of progression with the weapons as you obtain higher rarity versions, in addition to any progression you feel by equipping different attachments or simply getting more skilled as a player with the weapons you use as you get used to using and modifying them.

Weapon Variant Normalization

Weapon Variants (such as the Proton Drifter, Vulture CyberGoth, Tacoma Pioneer and so on) have had their unique modifiers removed to bring their performances in line with the baseline weapons of each Weapon Family. These weapons now act simply as standard versions with custom skins/geometry where applicable. Any weapon attachments attached to these weapons by default will still modify the behaviour of the weapon.

Weapon Balancing

Once again, due to the massive number of changes to weapon stats, we can't cover every little thing in excruciating detail in these patch notes (otherwise it would literally be 80 pages long) and instead we will cover the major changes and intent of each weapon.

Assault Rifles

Kasper

Kasper has had its burst fire reduced from 3 shots to 2 and has been given a place as a hybrid AR/Marksman Rifle, rewarding precise headshots at the expense of pure DPS to the body. Burst-fire recoil patterns received overhauls to make their shots closer together between the larger swings between bursts to make them easier to handle.

M4 Commodore

The M4 Commodore has seen a reduction in RPM but still maintains its spot as a rapid-fire AR with serious impact.

Mavinga

Mavinga is now finally putting those fancy flaps on the front to good use as recoil stabilizers, being positioned as a low-recoil AR that suffers slightly for its ease of use with lower damage.

Partisan

The Partisan now fires 2 rounds per trigger-pull, spraying its default 40-round magazine 2 shots at a time, and deals an additional 20% damage to Armour.

Terikon

Terikon has been given more kick and aggressive behaviour to more accurately represent how we envisioned it from the start. Intended primarily for body-shots, the Terikon is a monster to handle, but will absolutely rip your opponents a new one.

Vulture

The Vulture is one of the Assault Rifles that has seen the biggest adjustment, being reframed as the heavy Assault Rifle intended for mid-range domination and longer-range area suppression. A hybrid of an Assault Rifle and LMG, the Vulture hits like a truck but is tricky to master.

LMGs

Boomslang

The Boomslang is still the thunderous beast it used to be but now has a bit more spread to offset its high damage, ensuring it also plays a role in area suppression while being more than capable of long-range pot-shots with a good scope.

Hawk

The Hawk now features a new Fire-Mode which increases its rate of fire the longer you hold down the trigger. This begins at 350 RPM and increases to 750 RPM over a short duration. Intended more as an area suppression weapon, it'll still shred your opponents if you're able to handle the kick and the ever-increasing spread.

Marksman Rifles

Ichnya

The Ichnya is now the powerhouse Marksman Rifle intended for longer range engagements with a focus on landing headshots. Kicks like a mule, hits like a freight-train.

Proton

The Proton is now a rapid-fire Marksman Rifle intended for quicker skirmishes. With less aggressive recoil, the Proton can be used on the move more effectively than the Ichnya but requires more dedication to sight in your target due to its ADS Time.

Pistols

Kelowna

The biggest change in the Pistol Class belongs to the Kelowna. No longer a Burst-fire Pistol, the Kelowna is now a full-auto sidearm with the magazine capacity and damage profile to match it. Has relatively low recoil compared to a lot of Full-Auto weapons but suffers from lower range to compensate.

Tap9

The Tap9 is still the monster you all love and fear but now has more emphasis on its recoil. Range is more of a factor for all Pistol Class weapons now, so getting in close will be pivotal to success with the Tap9, although it still out-ranges its other Pistol Class companions.

Type 227

The Type 227 is the all-rounder pistol, snappy to use but with not as much kick as the Tap 9 or the ferocity of the Kelowna. Now has a reduced magazine capacity to get away from the moniker "Type 227 Minigun".

Shotguns

Flenser

The Flenser is the ultimate close-range weapon, intended to violate anyone that is getting a little too close to your personal bubble. Recoil kicks hard and spread is huge, so close range is mandatory.

Influencer

The Influencer is positioned as a hybrid Shotgun/Marksman Rifle, with a higher range than other shotguns but much less accuracy than a Marksman Rifle. Controllable, hits hard and still fires slug rounds but is prone to missing if you're not careful.

Squall

The Squall is now a 3-round Burst-Fire shotgun that is intended to scatter people the moment you draw it. Hits hard and fast, but not easy to control at ranges exceeding 20 meters. Barrel-stuff them and they'll regret getting close.

SMGs

AZV100

The AZV100 is no longer a burst-fire SMG and is now the slowest-RPM SMG, but hits hard to compensate. Controllable and reliable, it'll still rip people apart.

Kite

The Kite is now a 4-round burst-fire SMG that matches precision with brute force in sub-30m ranges. Snappy, reactive and good for precise invasive surgery to remove heads from bodies.

Kochi

The Kochi now has tech built in that constantly 3D-prints ammunition directly within the Magazine as it fires, allowing ammo to regenerate without needing to pick it up or reload the weapon. Be warned though, overheating the weapon will shut it down for a few seconds until the heat dissipates and the ammo-printing can continue. It gets pretty hot. Be glad you've got metal hands.

Tacoma

The Tacoma has had a sizeable RPM increase, feels stronger and nimble in close ranges. Positioned as a good all-rounder baseline SMG.

Woodpecker

The Woodpecker is now the highest RPM weapon in the game, but with its low ammo-capacity is intended for the daredevils and professional hitmen who never miss. Two or three missed bullets will result in needing to reload to finish someone off, but precise shots and expert recoil control will see you through.

Sniper Rifles

For balancing purposes, all shorter-range sights for Sniper Rifles are now a minimum of 3x magnification (up from 1.25x), scaling up more than the counterparts on other weapon classes. Longer-range sights (8x and above) are unaffected.

Kestrel

The Kestrel is still the weapon you all love to hate but now has more noticeable bullet-drop along with all other sniper rifles.

Osprey

The Osprey is a more movement-centric reactive sniper rifle intended for more movement when shooting than its Class companions. Quick follow-up shots, great accuracy, not enough kick to knock you off your feet. With the lowest bullet velocity of all Sniper Rifles, the Osprey suffers from bullet-drop the most but is focused primarily on mid-to-long-range engagements where such issues are less problematic.

Pierser

The Pierser has had an increase to the length of time required to charge the shot to maximum but has been changed to allow the player to continuously fire fully charged shots once it has reached its peak if they time the cadence of their shots correctly and can compensate for the recoil well, allowing for quick follow-up shots at full power. Additionally, Pierser does not suffer from bullet-drop over its bullet travel time.

Cyberlimbs

Cyberlimbs have undergone a huge number of changes to provide greater differences in power levels between their rarities and provide more meaningful progression when going up the rarity stack. In a lot of cases, this simply meant toning down some Cyberlimb effectiveness at lower rarities and in other cases higher rarity limbs gained some much-needed improvements. Quality of Life was also a major focus, so some limbs have received some much-requested adjustments on their usage. Additionally, some Cyberlimbs have now received some improved mechanics or have been redesigned to fill specific roles. It would be a huge undertaking to list every single stat that changed on every single limb, so we will summarise with the intent of the changes and call out specific stat changes where we feel these are important to highlight.

Arc Shield

INTENT: To provide more variety to the Arc Shield bubbles based on rarity and make higher rarity Arc Shields more important.

Assault Drone

INTENT: Make the lower rarity drones less effective, but make all drones feel more impactful.

Bouncebomber

INTENT: Make the Bouncebomber scale with rarity and make it more readily available.

Ghost

INTENT: To reduce the overall effective area of the Ghost across the board while making higher rarity versions matter more.

Hookshot

INTENT: To make the Hookshot a more appealing limb by making it more frequently available and giving it more movement potential.

Javelina

INTENT: To make the Javelina less effective at lower rarities, to decrease overall tracking ability of Javelinas and to make higher rarity Javelinas more important.

Kinetic Shield

INTENT: To make the Kinetic Shield a bit more defensive and a bit less damage focused.

Maxigun

INTENT: To fix bugs with the Maxigun and make it scale with rarity.

Painkilla

INTENT: To make the Painkilla's rarity matter more and to adjust the usage of the Legendary Painkilla.

Paralyzer

INTENT: To reduce the overall AoE dominance of the Paralyzer and add more differences in power levels between rarities.

Phosphor Fury

INTENT: Make the Phosphor Fury more user friendly and not have to rely on direct hits to be useful. A direct hit plus AoE damage over time should still be incredibly lethal, but the limb should also be usable as an area-denial ability.

Recon Drone

INTENT: Reduce the overall effectiveness the Recon Drone and make its rarity matter more.

Ripper

INTENT: To make Ripper more appealing by making it available more often but reducing its dash range to melee ranges to make players commit to the risks of melee.

Skunkpaw

INTENT: Add increasing effectiveness of the smoke as rarity goes up and add more dynamic gameplay interactions.

Slamfist

INTENT: To balance the power of the Slamfist without reducing the fun factor and to make it more appealing to use as a melee attack.

Slugger

INTENT: Have the Slugger scale with rarity more and make the burning Goo more deadly.

Tripmine

INTENT: Convert the Tripmine into more of a trap/ambush mechanic, and have it scale more with rarity.

Cyberlancers

INTENT: Scale Cyberlancer's effectiveness through rarity and improve its damage dealing capabilities slightly.

Hammerheads

INTENT: To scale up effectiveness of Hammerheads through the rarities and improve some quality-of-life issues.

Leapers

INTENT: To curb the strength of the Leapers slightly, to provide scaling through rarity and to make the legs more readily available on average.

MirrorBreakers

INTENT: To scale up effectiveness of Mirror Breakers through the rarities, make them more readily available and provide a bit more nuance to their usage through damage percentage adjustments.

Roadrunners

INTENT: To scale up effectiveness of Roadrunners through the rarities and fix some quality-of-life concerns.

Thumpers

INTENT: To scale up effectiveness of Mortars through the rarities.

Character

NEW SYSTEM - Limb Toughness

This patch sees the introduction of a new system we are calling "Limb Toughness", which is our interpretation of a form of Class Fantasy of how robust a limb should be based on what it is used for (Offense vs Utility vs Defense), as well as what its expected usage scenarios look like, such as its Effective Range (Close versus Mid versus Far), Mobility (High versus Low versus None) and Lethality (Instant Damage versus Periodic Damage versus No Damage). Limbs have been assigned Toughness values as a modifier, and limbs gain extra HP based on this Toughness bonus. A limb can either have no bonus, +25 HP or +50 HP over the baseline HP amount and after that we've also scaled up Limb HP with rarity, where every level of rarity increases limb HP by 25. The player's body and armour values are not affected by this change and remain at 600 HP (300 Armour/300 HP). This should result in some limbs feeling sturdier than others, with 3 tiers of Toughness to add variety and Health values are now fully relayed on the Cyberlimb Stats screens when viewing the stats of each Limb and each Rarity. The intent of this system is to give players a way to build their characters and loadouts to better fit their playstyle, reduce some of the friction players experience when engaging in combat as well as make the game a bit less difficult to get into for newer players by effectively reducing the likeliness of losing a limb in combat in most cases. To support this system, Weapons have all undergone tuning to the amount of damage they deal to Arms and Legs to ensure they can still remove limbs before the target dies and that tougher limbs require extra shots to detach, and this will be reviewed and revised (along with potentially reclassifying the Toughness of limbs) as this system matures and grows.

Jetpack

The Jetpack has undergone a few small tweaks to tone down its long-duration power and benefit it in more short-duration usage scenarios. As a result:

Jetpack Dash

Jetpack Dash has had various adjustments to its mechanics.

Wall-Jump

Wall-Jumping has been made stronger to provide more varied engagement and traversal strategies.

Gameplay

Game Mode

World

Zeroes, look up. The sky and lighting across Teardrop have been completely overhauled, bringing a warmer, brighter, and more realistic look to the world.

Loadouts

Loot & Items

HEX Extraction

HUD UI

Lobby

Squads

Movement & Traversal

NPC Improvements

Building on the improved NPC senses and target acquisition covered above:

Endgame Screen

Audio

General


What Comes Next

This patch sets the new baseline, and we are not done. We will be monitoring the meta closely as it shifts across Teardrop, reviewing and tuning the Weapon and Cyberlimb Rework based on what you find out there. Performance work continues too, with further uplift coming in future patches. There has never been a more accessible Teardrop. Higher frames on the rig you already own, limbs that hold together long enough to learn from your mistakes, and weapons that finally fight the way they look. The only thing standing between you and the Grid is a download.

See you on Teardrop!

Off The Grid MORE ON STEAMCOZYOff The Grid Price tracking · player charts · similar games →