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OTG August Update

Off The Grid · Community Announcements · August 27, 2026

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Zeroes, the next major update is here.

It brings a new Content Pack, a new Battle Pass, and another major round of changes across combat, movement, redeployment, UI, and more.

The new Content Pack introduces Bulwark, a full-body skin, alongside the Rampart LMG skin, Tank player banner, and Stronghold player avatar.

The Vanguard Battle Pass brings three new skins - Nullface, SwampJaw, and Dunewalker - backed by a lineup of weapon skins, player banners, avatars, and additional rewards.


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And that’s only part of the update.

Weapons and Jetpack mechanics have seen major changes, Redeployment has been reworked with a new token system, the Marketplace and HUD have been rebuilt, and balance changes reach across much of the arsenal.

Full patch notes below.


🛠️ PATCH NOTES

Core Character

Character View Distance:

Characters are now visible at unlimited ranges, no longer limited to 200m before they disappear, and naturally what you can see you can shoot. This change is experimental and we will monitor it for performance issues and react accordingly should we need to adjust things in the future.

Quick Melee:

Jetpack:

Jetpack Overheat:

Jetpack Dash:

Slide-Hopping:

While we don't want to completely remove players ability to fling themselves into a slide to avoid incoming weapons fire, we do want to prevent people feeling the need to master the slide-bunny-hop technique to traverse the map.

Core Tech

HUD

Combat HUD:

Static HUD:

Markers:

Bugfix:

Cyberlimbs

General Fixes:

Maxigun:

Roadrunners:

Slamfist:

Tripmine:

Weapons

Weapon Attachments:

Time-To-Kill Reduction:

We have reduced the time-to-kill (TTK) across the board for most weapons, with the exceptions being Marksman Rifles and Sniper Rifles. After multiple weeks of internal playtesting we felt this was the right move for the game.

To offset this reduction in TTK slightly, ground-accuracy has been reduced slightly and in-air accuracy has been reduced by a greater amount in a lot of cases, more details about this are in the Spread section below.

Specific weapon adjustments will be listed in the Weapon Balance section below.

Spread:

We have introduced a new Weapon Spread system that uses your character's movement speed to transition crosshair spread more smoothly.

This new Spread system also gave us more control over weapon bloom, allowing us to set how it builds up. Spread now builds over a number of shots specific to the weapon in question and then peaks, not increasing further like before to give more understandable control over the weapon.

Additionally, as part of aerial combat balancing, Spread now increases more when in the air and increases dramatically at fast movement speeds both horizontal and vertical. We felt that weapons were far too accurate in the air, which was leading to frustration for players being able to defend themselves from difficult to hit targets in the air above them.

Tracking targets in the air when you are on the ground is already a very difficult skill that most players struggle to even adapt to, let alone master, so this should result in a balancing of the playing field in a way we feel the game will benefit from.

Crosshair:

Per-Shot Recoil Scaling:

Dynamic Recoil:

Dynamic Crosshair Slider:

Unholster Speeds:

Weapon Balance:

As mentioned above, TTK has been lowered for the majority of weapons. The new stats are as follows:

Assault Rifles:

Kasper:

M4 Commodore:

Mavinga:

Partisan:

Terikon:

Vulture:

LMGs:

Boomslang:

Hawk:

Pistols:

Kelowna:

TAP9:

Type 227:

Shotguns:

Flenser:

Squall:

SMGs:

AZV100:

Kite:

Kochi:

Tacoma:

Woodpecker:

Snipers:

All Snipers:

With the change to Light Barrels and the new intended gameplay dynamic behind them, the following changes have been made to Sniper Rifles:

Individual Snipers:

Kestrel:

The intent behind these changes is to keep the Kestrel competitive, but reduce the effectiveness of lower rarity versions and if you spec your Epic Kestrel for a 1-shot headshot with the Light Barrel you need to play more conservatively when shooting to preserve your accuracy.

Osprey:

Pierser:

The intent behind these changes is to make the Pierser the top-damage sniper option for players but require that the player be grounded to get the maximum effect out of the weapon. 1-shot headshots happen at approximately 1/4th of a charge (1-second charging time), and to fully kill a player on a full charge (4-seconds charging) regardless of where you hit them.

Engineering

Meta

New Marketplace menu:

New Inventory menu:

Lobby was visually modernized across the board; to name the biggest changes:

Post-match summary:

Game login speed:

Bugfix:

Gameplay & AI

Redeployment:

Loadout Delivery:

Drop Pod:

AI:

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