
Steam news
Full Steam announcements and update articles for this title.
Bloodhound claims the Allfather's blessing, becoming the hunter of Legends: stalking their prey with improved tracking and striking from the shadows with a new Ultimate. Claim new territory in the updated World's Edge, sharpen your arsenal with Corrupted Attachments, and tap into new power with Loba and Rampart buffs.
Be the predator, or become prey.
Learn more: http://x.ea.com/apxl/marked
✅FIXED:
The mirrored text on Skippy's mythic Alternator skin has been fixed on all platforms except the Switch 2. The team will continue working to resolve this issue for Switch 2 users.
Welcome to the Matchmaking Recruitment Drive for Split 2 of Season 29!
It’s no secret, Apex Legends is best played alongside a squad that operates like a well oiled machine! Playing solo against fully coordinated enemy squads can be a challenge - so we wanted to help! In need of teammates that match your playstyle? We’ve got you covered!
A fresh new squad in three easy steps: fill out the questions below, drop them in the thread, find your perfect squadmate.
What server region are you in?
What platform do you play on?
What mode do you prefer (Ranked, Pubs, Wildcard, Mixtape)?
What is your current Rank?
What days / times do you typically play?
Who are your mains?
Hot drop or land far out and loot?
How would you describe your playstyle (aggressive, balanced, passive, play for final ring)?
How do you prefer to communicate with your team (mic, pings, chat)?
Share your own details, and connect with fellow players that look like they’d be a great fit! Let’s find you a match made in the Outlands!
✅FIXED: Banners will no longer appear in Wildcard death boxes.
💡KNOWN ISSUE: Our team is aware of a bug causing the mirrored presentation of "SKIPPY" on the Mythic Alternator skin. While we are selective about which weapons receive this level of granular detail due to the complexity of texturing and weapon variations, the mirrored text was not intended in this specific case. The team is actively working on a fix and hopes to have it resolved soon. We'll circle back with an update once the issue has been addressed.Goooood morning Night City! The Outlands have been hacked and the Legends are getting chromed up. Welcome to Night City E-District, with towering neon skyboxes, holographic koi drifting through the sky, and glitched-out signage. So jack in, pop a fresh mag into Skippy, and try not to flatline.
Two new Cyberware mods are flooding the streets in Wildcard: Sandevistan and Blackwall Breach. Sandevistan is wired for speed, granting quick dashes in any direction: chain two dashes before touching ground to close gaps or ghost out of danger. Blackwall Breach phases you into the Net to reposition, then unleashes a disruptive EMP as you return.
Reports of Cyberpsychosis are on the rise. Your Cyberware Capacity fills as you use Cyberware. Redline it and you go full Cyberpsycho. High movement speed, devastating melee damage, but no weapons, no abilities, no shields, and no ordnance. Keep your chrome in check or reverse Cyberpsychosis with Immunoblocker Syringes scattered across the map or Immunoblocker Caches that fully reset your meter.
“Would you like me to engage Stone Cold Killer?” Hunt down the Mythic Skippy Alternator, activate “Puppy Loving Pacifist” or “Stone Cold Killer” mode, and let Skippy tell you exactly what a bad person you are. Upgrade Skippy with Exotic Shards to unlock new visuals, ordnance skins, and knock effects. Skippy approves. Probably.
Earn Eddies throughout the event to spend in the Reward Shop, which includes an Arasaka Epic Valkyrie Skin, a Kang-Tao Epic Mirage Skin, and more. Upgrade your look with 8 preem Legend Skins for Axle, Sparrow, Lifeline, Crypto, Rampart, Loba, Ash, Gibraltar. And fresh iron is hitting the streets, with 8 Weapon Skins for the Wingman, Charge Rifle, Mastiff, L-STAR, P2020, RE-45, R-301, and Kraber.
Good luck out there, choom. Chrome up and die a Legend.
Cheating has consequences beyond a single account.
Since the end of April, we have executed nearly 6,000 hardware bans across PC and console. While the majority of those bans impacted players on PC, we are actively increasing our utilization of hardware bans on consoles.
Hardware bans are one of many tools in our Anti-Cheat Team’s toolbelt and allow us to target systems designed to evade enforcement. Our tools identify repeat offenders and ensure that they will be unable to access Apex Legends, even if they spin up new accounts.
We occasionally see the community requesting hardware bans as a more permanent punishment for cheaters, and we wanted to provide more transparency into the matter - hardware bans are happening (and they’re represented in our ban number comms) and we are planning to utilize them even more, especially on consoles.
So, “why isn’t every ban worthy of a hardware ban?” Hardware bans are our most severe penalty so we reserve it as a proportional response when we encounter high severity cheating. We strive to reform rather than permanently banishing players from our game, so hardware bans typically target malicious bad actors and serial cheaters.
We are continuing to invest in new detections, strengthen our enforcement, and take action against those who threaten the integrity of Apex Legends. Fair play remains our priority.
Effective immediately, the use of “jitter aim” and/or RC filters to exploit aim assist systems and negate recoil on controllers is unequivocally considered cheating. We are taking a firm stance against players using these cheats and are taking action to stop them.
Apex Legends is now equipped with the necessary in-game detections to identify and disable these exploits. Players who are caught attempting to use hardware or software to alter aim assist or recoil patterns will be flagged as cheaters and have their accounts banned in accordance with our TOS.
We are implementing this crackdown at a crucial time, to support fair play at EWC Paris, in addition to maintaining competitive integrity across Apex Legends. While we are implementing this solution to combat the issue, we have alternate anti-cheat approaches we can pivot to should we need them. We will continue to monitor the situation and make additional changes as necessary.
Hello, we just pushed a patch for the following:
FIXED:
A bug where some players experienced limited movement after landing from a dropship
E-District now uses the correct map overview
Welcome to the Apex Legends x Cyberpunk Event, where the neon lights of E-District beckon in Wildcard and Cyberware floods the streets. But be careful: reports of Cyberpsychosis are on the rise. Hunt down the Mythic Skippy Alternator and Iconic Legend skins, and earn Eddies throughout the event to spend in the Reward Shop.
Learn more: http://x.ea.com/apxl/cyberpunk-event
Experience a world of thrill with EA Play. Join to get great player benefits and unlimited access to an unrivaled collection of EA’s fan-favorite franchises and top titles. Members can unlock rewards in the hottest titles each month, including Weapon Charms in Apex Legends. Dive into all the game-winning, world-creating, and galaxy-defining moments in The Play List or discover a new favorite with trials of select recent releases for up to 10 hours with no commitments. If you decide to buy, your progress carries over to the full game, ready for what’s next. Plus, members score 10% off EA digital purchases, saving on full games, points packs, and DLC. Find out more about upcoming EA Play benefits at https://store.steampowered.com/subscriptions/ea or follow us on X (Twitter) and Instagram @eaplay.
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Hey Legends!
We’ll be answering as many questions as possible about Legend & Weapon meta this Wednesday, July 8, 2026, at 10 am PT.
Drop your questions below ahead of our AMA and tune back for replies when we go live. As always, feedback is also welcome and we’ll be collecting everything to share with the team.
Here’s our team on deck:
RSPN_Caseroos
RSPN_Eric
RSPN_Josh
RSPN_JayBiebs
Reminder: Please keep your questions focused on Legends / Legend meta. Please limit comments to 1-2 related questions - you can always send more replies! If you’ve got off topic questions, let us know which AMA we should host next.
Chat soon!
Hi all, just pushed a couple more fixes.
FIXED:
Octane's jump pads will no longer bounce unintended objects (thank you for making the most of this bug with firing range clips, they made us chuckle).
Made adjustments to further improve recent FPS fixes.
FIXED:
We just pushed a fix that should mitigate lingering FPS issues resulting from hardware-specific issues on some PCs since the beginning of the split. Your gameplay experience should be much smoother now.
Hey Legends,
We’re always looking for ways to improve how we support and engage players across our community spaces, including Steam Discussions.
We would like your help with this 9 question survey. The survey is focused on understanding your experience with the Apex Legends Steam Discussions community space, including:
What you expect when visiting Steam Discussions
How helpful and informative you find the space
What kinds of support or communication matter most to you
How satisfied you are with the overall experience
Your feedback will help us better understand what players want from the Steam Discussions experience and how we can continue improving communication and support for the community.
The survey is completely voluntary and should only take a few minutes to complete. We appreciate anyone who takes the time to share their thoughts.
Thanks for helping us make the Apex Legends community experience better for everyone.
Along with today's update, we made the following changes 🛠️ADJUSTED:
Increased the audio volume when respawning from a Death Box to improve clarity
✅FIXED:
An issue where Sparrow could respawn with a fully charged Ultimate
FIXED:
After resolving issues causing error code:truck on Steam and EA App last week, we're happy to confirm that this error code has been fixed on all consoles as well. Thank you for your patience on this issue.
ADJUSTED:
Seer
Reduced the Home Base (Faster Tact Charge in Ult zone) Upgrade modifier to 2.5. This will make the Tactical cooldown 8 seconds instead of 5 while in the Ult zone.
Moved Home Base Upgrade to level 3
Moved Energizing Focus (Regen shield on tact hit) Upgrade to level 2
Dev note: We have seen the frustrations surrounding Seer and are making urgent changes. The above changes are meant to reduce the frequency with which you'll encounter Seer's Tactical. At split start, the the most picked Upgrades (2 Tac charges / reduced Tac cooldown in Ult) saw ~90% and ~80% pick rates, respectively. When combined, players have access to 2 Tac charges on a very short cooldown. By moving both to level 3, players can only have one. These changes should address complaints of Tactical spamming in Ult, while keeping the intended power of those two upgrades in place. As we discussed in our most recent Designer's Notes, Seer is a tricky Legend to balance, as a prominent Seer meta is an oppressive one; we will continue to monitor Seer's performance and make additional adjustments as necessary.
CORRECTION:
Recently we mentioned that changes to Bot Royale Evolved would ensure only one player squad in each match. This was a miscommunication, as most* matches will only have one squad. In it's current state, we're seeing 2 teams in ~5% of matches, closer to 15% in peak hours. We'll continue to monitor match data and sentiment toward the game mode.
✅FIXED: We have now resolved the connection issues that were preventing players from connecting to the game. Thanks for your patience while we worked on a fix. INVESTIGATING: We're aware that some players are having trouble connecting to our servers. We're working on a fix and will share an update as soon as we have more information.
Hey all, we just made a couple adjustments to our game modes based on community feedback.
WILDCARD:
- In response to community feedback, we are converting Wildcard map rotations to a 90 minute timer! We are making this change to align with community desires and may test variations in rotation timing in future, all in pursuit of finding what players enjoy most.
BOT ROYALE EVOLVED:
- We have reduced Bot Royale Evolved lobbies to contain only one player squad with broad teammate matchmaking bands.
- Since Bot Royale evolved we've seen frustration around two prominent pain points: long queue times, and wide skill disparity between squads - both stemming from the 1-5 team lobby parameter. This change should allow players to get into matches much quicker and with less frustration towards your opponents. As such, Bot Royale Evolved should better align with its design intention of being a mode for learning, warmup, practice, and casual play.
One more fix for today! ✅FIXED: We’ve deployed a PC update to mitigate the recent FPS drops tied to specific hardware. Gameplay should feel much smoother now! We will continue monitoring performance as we work toward a permanent fix in an upcoming patch.
✅FIXED: In addition to yesterday's fix for code:truck error on Steam, we have now resolved this issue on the EA App as well. We are on track to have this issue fixed for impacted players on console by Wednesday next week.
⚠️INVESTIGATING: We are continuing to diagnose issues resulting in lowered FPS.Hey all, just pushed two more fixes! ✅FIXED: Resolved the issue causing stuttering when wiping a squad for players playing on the EA App. The fix requires the latest version of the EA App:
https://help.ea.com/en/articles/platforms/ea-app-download-install-update/#update-the-ea-app
🟢FIX ROLLING OUT: We have pushed a fix for players encountering code:truck error screens that will be rolling out over the next week. This solve is now live on Steam, and we are expecting it to hit EA App tomorrow afternoon, and consoles Wednesday next week.
FIXED: - Unprompted Mirage voicelines have been stopped. - Resolved an issue where some players lost control of the Legend upon landing from a dropship. - Resolved an issue that saw the Drop Zone removed from intended high-tier Ranked matches.
INVESTIGATING: - We are actively working towards a fix for players experiencing crashes with the error Code:Truck. - We are continuing to diagnose issues resulting in lowered FPS. TEMPORARILY DEACTIVATED:
- We are temporarily removing the ability for dead teammates to ping on the map. This feature will return.
The previously announced Diamond+ solo-queue-only test will start on June 30th at 10am PT and run until July 13th, or until we have gathered enough data.
During this time, players ranked Diamond or higher will be unable to matchmake as premade squad in into Ranked.
In addition to solidifying the dates of the test, we wanted to take this opportunity to clarify the reason for the delay:
We mentioned in a recent matchmaking blog that we've been doing frequent and varied matchmaking tests and sometimes that pace results in complications. We pointed to outages in the last split that were the result of complications directly connected to these tests, and explained that we're putting steps in place to prioritize stability above all else.
The solo queue test delay was a direct result of these concerns: The team wanted to ensure that all systems are in a stable place to safely and reliably execute this test. Therefore, we need to wait until we're sure. Looking at the stability of matchmaking systems over recent weeks, we should be able proceed on June 30th with minimal risk.
Hey all, busy start to Split 2. We're hard at work on the following.
💡KNOWN ISSUES:
- We are aware that some Ranked matches are starting with fewer than 60 players. We have a fix gradually rolling out and expect the issue to be fully resolved by the end of the day.
- Map rotations have been erroneously reset to 24 hours. This issue will be resolved when the current 24 hour map rotation window expires. Maps will then rotate on 4.5 hour cycles again.
⚠️ INVESTIGATING:
- We are looking into new issues with FPS drops. We've seen player reports that disabling Hyperthreading and updating to the newest drivers helps alleviate the issue. This also could be the result of shader compiling and may self correct after a match or two.
- We are investigating an issue where some players are unable to move after landing from a dropship.
🎯CORRECTION:
- The new Executioner Hop-Up regenerates 50 shields over 5 seconds, not the initially communicated 10 seconds.
We'll be sure to communicate updates as we have them.
BALLISTIC
Dev Note: Ballistic has been strong in the past but after a bunch of nerfs he’s fallen close to the bottom in pickrate. We wanted to bring some of his power back but we understand he was pretty frustrating to fight against in his prime. This goal with his Tactical buff is to bring back some of the previous numbers but we wanted to add more counterplay options for the victims. The speed boost on the Ultimate was also very powerful but it could make Ballistic’s team very difficult to fight. Instead, we’re only giving a sprint boost which should still allow for fast pushes as a team but not a speed advantage during the fight.Passive
Ballistic now respawns with his Sling weapon in all game modes.
Tactical
Overheat now only applies to one weapon.
If a player has a weapon out when hit by Whistler the overheat debuff applies only to that weapon.
If the player is unarmed when hit by Whistler it applies to the weapon in the first weapon slot.
Overheat no longer degrades when not firing or swapping to another weapon.
Overheat does not increment when swapping to another weapon and shooting.
Overheat damage increased from 15 to 50.
Overheat debuff duration increased from 12 to 15.
Tactical charges increased from 1 to 2.
Decreased time between firing and when homing activates.
The overheat debuff no longer re-applies if you hit someone who is already overheating and you cannot apply it to multiple guns on the same player.
Ultimate
Ballistic and teammates within range get a sprint boost when his Ultimate is activated. (Previously only Ballistic got a speed boost)
Sprint boost will only apply a speed boost while sprinting and will not speed up other types of movement.
Upgrades
Level 2
Extra Bullet: Gain an additional Tactical charge.
Trap Mode: When placed in the world, Ballistic’s KTactical lasts 15 seconds and deals 35 damage if an enemy walks into it.
Level 3
Quiet Time: Ballistic’s Tactical no longer applies overheat. Instead it adds silence and slow on hit. It also has a longer cooldown.
Killing Time: Now moved to level 3, still provides a 15 second extension to Ballistic’s Ultimate.
PATHFINDER
Dev Note: Your favourite friendly robot has been a bit outclassed by other skirmishers. We wanted to touch the uptime on his abilities to help him keep pace and improve his Upgrades to be more in line with other Legends that get perks from other classes.Passive
Pathfinder now tucks in his legs while riding horizontal ziplines.
This should make him a little harder to hit when riding on his Ultimate and other ziplines in the world.
Tactical
Tactical charges increased from 1 to 2.
Removed the progressive cooldown and it is now a flat 20 seconds.
Ultimate
Increased launch speed of the zipline projectile.
Reduced cooldown from 3 minutes to 2 minutes.
Upgrades
Level 2
Field Research: Now grants all Recon perks instead of just the survey beacon scan.
Ringmaster: Now grants all Controller perks instead of just the ring console access.
Level 3
Landing Gear: Grants more air control and faster recovery from hard landings. This replaces the 2 Tactical charges Upgrade.
SEER
Dev Note: Seer saw a bit of an uptick after his last set of buffs but has settled back down toward the bottom. He is, however, seeing some play in higher Ranked lobbies so we know he has potential. For this update we focused on quality of life buffs. We’ve done a pass on making his Passive and Tactical more responsive.Passive
Increased the activation speed of the heartbeat sensor.
Decreased the interval time between heartbeats.
Decreased activation time for unarmed ADSing
Made the delay when aiming more consistent between weapon and unarmed.
This means the heartbeat sensor will appear at the same time regardless of the weapon you’re using.
Tactical
Reduced the delay between the launch and hit.
Improved the slow on hit, should now halt faster moving Legends more effectively.
Ultimate
Upon deployment, there is now a quick 2 second scan of the area which will highlight any enemy in the area.
Enemies that enter the area after it’s deployed will also be scanned for 2 seconds.
Cloaked enemies will now show footsteps if they are within the Ultimate zone.
AXLE
Dev Note: Axle has undeniably pushed the pace of play. With these nerfs, we want to target areas that cause the most frustration while staying true to her identity as an aggressive lateral speedster with team utility. Considering the popularity of her “Super Slider” upgrade, her Tactical has simply been available too frequently, nullifying much of the risk that should be considered when overextending. We also saw an opportunity to add some agency to Kickstart victims, when evading or destroying the drone simply isn’t an option.From 5/29 Hotfix:Tactical
Reduced max in-world count from 3 to 2.
Reduced hp from 150 to 100.
Passive/Tactical
Knocked players can no longer slide across zip codes as Axle or while under the effect of a Nitro Gate. They can still boost through a Nitro Gate, but once the effect times out, they will slow down accordingly.
Upgrades
"Super Slider" Upgrade no longer grants a second Tactical charge. Instead, it now grants Nitro Gate a 5 second cooldown reduction and +1 max in-world count.
Ultimate
Kickstart now displaces victims on a parabolic arc based on their velocity at the moment of impact, instead of straight up.
Reduced enemy highlight duration slightly to better match stun duration.
MAD MAGGIE
Dev note: Maggie has been a top performer for a while and, with the rise of Gibby, she’s seeing even more play. She is doing a lot and her Tactical is completely controlling the battlefield. Her Ultimate creates an issue similar to previous-era-Ballistic, where the added speed boost is making players very difficult to lock down. In this case, we’re introducing a series of nerfs to bring her pick rate down to a more healthy space.Tactical
Increased Cooldown from 22 seconds to 28 seconds.
Ultimate
The speed boost granted from running on the pucks dropped by the wrecking ball has been replaced by a sprint boost.
Will no longer speed up all movement, just when sprinting.
VALKYRIE
Dev note: Valkyrie is becoming one of the top picked Legends and has been performing really well over the last few seasons. We are making a minor adjustment to help assuage frustrations and manage her climbing pickrate. We understand this doesn’t address other aspects of her kit that are strong, but we are continuing to monitor her match data and will make additional changes if necessary.Passive
Removed the recent improvement, which allowed her to land faster from skydiving.
CONDUIT
Dev note: Since her changes at the beginning of Season 29, Conduit spiked to the top of the pick rates and remained at that spot several weeks later. We’re so excited to see that players have really felt the improvements to Conduit’s supportive agency and playmaking potential. However, we recognize that she has been a key enabler of Legends that push the meta in an extremely aggressive way. Additionally, her dominance crowds out all other Support Legends, making her an obvious pick. Finally, she was present in 8 of the top 10 most popular team compositions. All of these indicators point to an unhealthy balance state and, as a result, we want to take steps to slow things down a bit.From 5/29 Hotfix:Tactical
Decreased Regen Rate from 15/s to 10/s
Increased Regen Duration from 6s to 8s
Decreased Ally Total Regen from 90 to 80
Decreased Conduit Total Regen from 60 to 56
Upgrades
Level 3
Instant Barrier: Increased Regen Duration from 4s to 6s
Tactical
Increased Cooldown from 27 seconds to 30 seconds
Upgrades
Level 3
Enduring Barrier: No longer grants regen through ring damage
Hemlok Breach AR
White magazine reduced from 21 to 20
Blue magazine reduced from 24 to 22
Purple and gold magazines reduced from 27 to 25
EVA-8
Small increase to handling speed.
Mozambique
Small increase to handling speed.
Executioner \
Available on: Peacekeeper and Mastiff
Knocking an enemy with the weapon grants 50 shield regeneration over 10 seconds
375 points to unlock
Dual Shell
Removed from: Mastiff
Disruptor Rounds
Removed from: Peacekeeper
Graffiti Mod
Removed from: Longbow DMR, Wingman and Mozambique
Added to: Flatline and Volt
Turbocharger
Added to: Nemesis \
Pubs
Storm Point
World’s Edge
Kings Canyon
Ranked
Storm Point
World’s Edge
E-District
Mixtape
6/23/26 - 8/4/26
TDM: Skull Town, Thunderdome, Fragment, Zeus Station
Control: Caustic, Production Yard, Thunderdome, Barometer
Gun Run: Monument, Wattson Pylon, Skull Town, Thunderdome
Wildcard
Broken Moon Wildcard (6/23/26 - 6/30/26)
Olympus Wildcard (6/30/26 - 7/7/26)
Kings Canyon Wildcard (7/7/26 - 7/14/26)
Ranked Ladder
Start Date
End Date
Ranked Ladder 7
7/2/2026
7/5/2026
Ranked Ladder 8
7/9/2026
7/12/2026
Ranked Ladder 9
7/16/2026
7/19/2026
Ranked Ladder 10
7/23/2026
7/26/2026
Ranked Ladder 11
7/30/2026
8/2/2026
Removing “Champion Squad” Screen
We have removed the “Champion Squad” screen from the Ranked match start flow.
You will still see your team on the Your Squad screen then immediately load into the dropship.
Fixed issue where bots would never loot weapons. Bots will now loot weapons a few seconds after landing.
Fixed the Beam Saber being partially visible while cloaked from Mirage revive
Deathbox Respawn bug fixes:
Players won't get stuck if respawned under low geometry.
Deathbox attachment exploit fixed.
Hop-up weapons are properly restored when a player is respawned from Deathbox.
Beacon Respawn bug fixes:
Akimbo weapons are restored properly.
Fixed issue where the Bocek, Rampage and Sentinel could sometimes not be energized while Infinite Ammo was active.
Fixed issue where gold shotgun bolts did not properly apply fire rate increase when Double Tap Trigger was enabled.
C.A.R. Gold magazine now reloads while stowed, as intended
Axle’s “Jump Gate” Upgrade now respects the Movement Ability keybind.
Added proper voicelines for pinging Axle’s abilities in-world.
Most objects can no longer be attached to Axle’s Kickstart drone.
Fixed Ballistic Tactical not affecting an enemy if they were hit while healing.
Fixed an issue with Mad Maggie’s Wrecking Ball bouncing off cloaked enemies without knockback or damage.
Fixed a bug causing a crash on startup for some PlayStation and Nintendo players, when loading local save data.
Updated the Bocek’s first person arrow effects.
Maps
Stormpoint
Out of bounds timer now appropriately triggers on 10+ spots across the map.
Addressed several collision locations to improve movement and gameplay flow.
Adjusted lighting across multiple zones to improve readability.
World’s Edge
Fixed exploits that allowed Alter to access unintended areas using her abilities.
Kings Canyon
Out of bounds timer now appropriately triggers in multiple spots in and around popular POIs.
E-District
Out of bounds timer now appropriately triggers in several spots across popular POIs.
Addressed cases where Alter could use her abilities to reach unintended locations.
Improved lighting in key areas to improve gameplay readability.
Deathbox Respawn In-Progress sound increased in volume and audible radius for enemies.
Adjusted the volume of Fuse’s Mythic skydive trail in response to community feedback.
Players can no longer hide inside tree bushes, which could be fairly easily done using Revenant wall-climbing skill.
Better prediction logic around triggers, such as Octane’s jump pads or Horizon’s gravity lifts, reducing misprediction hitches when interacting.
Implemented a fix to address framerate hitching when banners cycle in the world.
Made adjustments to shadows and highlights on Broken Moon.
Decreased bloom intensity on all maps. For people still experiencing issues, we recommend reverting to the default brightness settings (50%).
“Why wait to tweak Axle?”
Axle Nerf Details
Ballistic Refresh
Pathfinder Buff
Seer Buff
Mad Maggie Nerf
Valkyrie Nerf
Conduit Nerf
A New Shotgun Hop-Up, and A Hop Up Shuffle
Regional Differences in Play
INVESTIGATING: We are continuing to investigate visual and performance issues impacting players using specific PC hardware. -NVIDIA users: To alleviate some of these issues, please update to the newest driver, here: https://www.nvidia.com/en-us/drivers/details/272764/ -TEMPORARY WORKAROUND: Those experiencing stuttering or FPS drops on PC: Players have reported that switching from the EA App to Steam alleviates the issue in the short term.
Over the past several months, the Anti-Cheat Team team has been developing, testing, and validating a *new* detection system which resulted in identifying and removing 1,000 accounts for using unauthorized software/gameplay enhancements, in its first week alone! These bans also targeted Xim and Titan users, expanding our protection against those cheating devices.
This detection tool was deployed to the live game after extensive verification to ensure a high degree of accuracy. The 1,000 account marker was hit while being quite conservative with enforcement so we expect this number to grow significantly in the coming weeks as we expand its reach and tune it accordingly. Additionally, we executed a highly focused and targeted ban wave of the top 100 positions on leaderboards for each platform. As a result, you may notice some high profile names missing from the leaderboards. The wave resulted in the following bans:
Console - 79
PC - 7
This style of targeted integrity check is executed on a regular cadence as one of the many tools in our anti-cheat toolbelt.
We are still hard at work on more controller cheating detections that we mentioned in previous posts. The system we are building is extensive, requires a substantial number of moving parts, and analysis of large amounts of match data. While it may feel like a slow process to some, we need to be as thorough as possible to provide reliable, accurate detections to reduce the risk of false positives while taking swift action against players who use these devices to cheat. This is not a one-time effort. We will continue monitoring, refining, and expanding our anti-cheat capabilities to stay ahead of emerging threats and help ensure a fair experience for all players.
Thank you to everyone who continues to report suspicious behavior in pursuit of a healthier Apex Legends experience.
We'll have more to share as we continue this work in the coming weeks.
We just pushed an update for the following:
FIXED:
-"Blind Box" round modifier has been reactivated in the Power Trip event
-Weapons granted during "Red Handed" rounds will no longer remain in death boxes after the round ends
-Solo-queue test disabled and postponed to later in the split, as initially intended
For a fully translated version of the update, see here.
As part of our ongoing commitment to transparency, we’ve been more direct in sharing our approach to developing Apex Legends, a critical part of this approach is listening to you all in the community, understanding their needs, and working to address them. As such, we wanted to highlight the work being done on matchmaking to provide an even better experience for our players.
Below, we’ll be discussing the frustrations we’re consistently working to alleviate, the various changes we’ve made and tests we’ve run, what outcomes we’re targeting, as well as what we’ve learned and how we’re using it to improve matchmaking moving forward.
Read on to learn all about:
Five major matchmaking pain points
Parameters and results of recent matchmaking tests:
Increased maximum queue search times
Bots in mid-tier unranked lobbies
Diamond+ solo-queue only
4.5 Hour Ranked map rotations
1-tier locked Ranked premades
The challenges of testing
You have made it clear, and we understand: Long queues and endlessly sweaty matches are the opposite of fun.
We are always listening and talking with players, we hear the feedback and frustration. It’s important that we balance your feedback and match data, so while we’re seeing that the majority of matches are fast and fair, we also see a smaller outlier of unacceptable matches that we’re committed to addressing to improve the overall game experience. Over the past few seasons, we've been focused on what our players are saying and exploring match data to identify a list of five main pain points which we use to guide our work on Matchmaking systems.
Here’s what we've been hearing:
Queue Times: No one wants to wait forever to get into a match. There is an inherent trade-off between faster queue times and a fairer match, but we also know that no one should have to spend more time in queue than actually playing. We see this frustration amplified in Ranked as it's the mode in which players will wait longer for matches with tighter matchmaking.
Lobby Skill Disparity: The skill gaps in your matches can be too wide. Veterans and casuals shouldn't be competing in the same lobby. Both Ranked and Unranked matches see the problem of Lobby Skill Disparity, and we approach both modes with different proposed solutions based on differing player needs.
Solos vs Premade Imbalance: Solo players are at a disadvantage against coordinated three-stacks, especially in Ranked. Communication and coordination are part of the core game loop and bring real advantages, but they shouldn't be that decisive.
Teammate Quality: You're paired with teammates who don't match your playstyle or skill level. Inconsistent experiences impact match quality.
Sweaty Lobbies: No one has fun when every single match feels like it’s your pain and someone else's gain. There is a time and a place for hyper-competitive matches, and you should know when you’re opting into the experience.
Every bullet here touches the core functions of the matchmaker. Pull one lever and everything else shifts along. It’s a tough balancing act. That's why over the past year, we've been methodical about testing solutions and tracking how each adjustment ripples through matchmaking.
Matchmaking tests and experiments are run on specific regional servers to ensure that we can get clear data when we compare against other regions playing during the same period.
Over the past year, we have increased the number of tests, and are planning to continue with a regular cadence moving forward. Here's what we've learned.
Which pain point are we addressing? Queue Times, Lobby Skill Disparity, Teammate Quality
What was the test? The matchmaker searches, initially, for an opponent of closely-aligned skill level, and incrementally expands the search, loosening the skill restriction over time. For this test, we increased the search window from 30 seconds to 60 seconds before expanding the matchmaking criteria. This gives the matchmaker more time to find fairly-matched players instead of immediately widening the skill range in favour of more quickly filling a lobby.
What were the results? We saw a positive impact on match quality and much fewer skill mismatches, especially at the high end of competition (visualized below), in both Ranked and Unranked without significantly increasing queue times.
What are the next steps? Given the positive results, we implemented this globally on May 7th, 2026 as part of our standard matchmaking logic in Ranked and Unranked Trios. But we are not stopping there. We are continuing to tweak and monitor edge-cases to ensure that no one waits more than the intended maximum queue wait time before getting into a match.
Which pain point are we addressing? Queue Times, Lobby Skill Disparity, Teammate Quality
What did we test?
We enabled bot-fill in mid-tier lobbies of Duos and Pub Trios matches, to understand whether they improved matchmaking quality and overall player experience. As a reminder: there are no plans to add bots to Ranked, and bots do not fill an empty spot on your squad.
What were the results?
Being able to add a small number of bots to lower-skill matches is very positive for matchmaking quality. During off-hours, bots enable us to create fair matches within a reasonable amount of time and reduce how often we have to bring high skill players into a skill-mismatch situation. However, bots are still a work in progress and they can only be added to lobbies where they participate meaningfully. Outside the new player or lower-skill lobbies, they struggle to keep up and cause the match experience to deteriorate and thus we remain dedicated to improving bot behaviours.
What are the next steps?
We will continue to invest in our bots and slowly roll them out to situations where they create a positive player experience. Today, bots have a key role to play in the extended onboarding experience, especially as players learn the games through live matches, and to help facilitate improved matchmaking in situations where we, otherwise, would have had to create very wide matches.
Which pain point are we addressing? Solos vs Premade Imbalance, Lobby Skill Disparity
What is the test? Later on in Season 29, in all regions, Ranked will be solo-queue only for all players Diamond and above. If you’re Diamond or higher, you won’t be able to squad up as a premade in Ranked. Everyone plays with new friends - no exceptions.
Why are we doing this? We see clear frustration amongst Diamond+ players stemming from the imbalance between solo and premade squads, and this is one of the most requested solutions. This constraint should level the playing field and allow everyone to compete, relying only on their own skill and two new squadmates. As a result, lobbies will be more evenly matched and players can trust that they have the same opportunity to win as every other squad in their match.
The trade-off we’re making. Playing with friends is a core part of Apex. We understand that this test removes that core tenet from Ranked play at the highest tiers, and we know that will sting for players who queue together. With this test, we are prioritizing fairness first as the constraint to understand how it affects matchmaking improvements. We’re measuring whether the fairness gain is worth it, and we’re prepared to hear candid feedback either way. Ultimately, this is just one test to address these pain points; if the test results don't point to this being a long-term solution, we'll evaluate our other approaches to solve this issue.
Playing with friends is a key driver of social connection and long-term retention. That said, even highly social players spend a substantial amount of time playing solo. As a result, the solo queue experience cannot be treated as secondary; it is a critical part of the overall player experience, including for our most engaged users.
The data backing this. It is in Diamond+ that the feedback is the loudest, and our data supports it. Players who play most of their games as a premade squad do make it to the highest tiers at the fastest pace. In matches above Diamond, we also see the largest performance disparity between solo players and premade squads. A three-stack where all players are equally-high skilled is likely to significantly outperform everyone else. The coordination advantage is real.
What we’re watching. Community sentiment and match data. We want to know if leveling the playing field does improve the overall experience and improves the integrity of Ranked at the top end. This is a two-week window to learn before we decide what’s next.
Why not just split the queues? Splitting queues between solos and premades introduces more issues than it solves. Player populations get fractured into smaller pools, creating longer queue times or much wider matches for everyone. As an oversimplified example: if we split the matchmaking pool and it splits right down the middle, there are 50% fewer players loading into each version of Ranked, meaning that, best case scenario, wait times for each subset will increase 50% and match quality will suffer.
One queue with a solo-only constraint keeps the player base intact and queue times reasonable. While we’re testing this option to “level the playing field”, we will continue to thoroughly analyze data and sentiment to understand the broader impact of the change before evaluating a more permanent solution.
Which pain point are we addressing? General QOL improvement
What did we test? We shortened the map rotation in Ranked from 24 hours to 4.5 hours.
Why did we test this? This was mainly a functionality test where we validated that there was no unforeseen negative impact to players or internal systems. We also wanted to understand how the Ranked community would react to being able to play more maps in Ranked during their own normal play schedule over the course of a split.
What were the results?
All clear! Systems were healthy, we saw a greater number of players over a week being able to play on more maps and the community chatter was positive.
What are the next steps?
This is now Ranked for everyone. Moving forward, we may continue testing out different rotation schedules to get the best mix of freshness and familiarity.
Which pain point are we addressing? Lobby Skill Disparity
What did we test?
Our data shows that Platinum players matching up with Masters is driven primarily by players squadding-up and bringing those wide skill band squads to a lobby. Players often report those pre-match tier distribution graphs with frustration and confusion. As a result, we limited squad-ups to 1 tier above or below your rank, instead of 2, to see if we can create better matches for all.
This test is currently active at the time of writing, we will follow up with the results when we have them!
With the deliberate focus on testing matchmaking parameters, sometimes things get broken along the way. It’s a rare and unfortunate outcome, and something we work hard to learn from to ensure we don’t repeat our mistakes.
For example, the day of Overclocked’s launch we experienced a matchmaking outage that lasted several hours. We moved too fast, made last-minute changes, missed a crucial bug, and, as a result, the outage impacted our entire playerbase - which is frankly unacceptable.
So what are we doing differently moving forward?
Process enforcement: We are demanding stricter adherence to our change‑management workflow.
Technical safeguards: We are implementing automatic mechanisms to release queue pressure automatically, so that future failures can be recovered more gracefully and faster.
When something breaks and takes the game offline, the team bands together to resolve it as quickly as possible. When matchmaking systems crash, more and more players accumulate in the queue; if the queue cannot be cleared by loading into matches, it continues to grow, and once it reaches a certain size it overloads the database. To get the game back online, our team had to manually clear the queue and then gradually re‑introduce players at a reduced capacity, starting with 10 % of the usual queue and expanding slowly.
Only after sufficient pressure was relieved from the matchmaking queue were we able to restore normal service.`
We hope this furthers our transparency surrounding our matchmaking test processes. It is a complicated space to get right, as it requires a delicate balance and rigorous ongoing testing. We will continue to test and iterate, and will communicate with you each step of the way. We have more we’re excited to share with you about Matchmaking and Ranked in the coming months, so stay tuned!
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This page aggregates Steam news feeds, patch notes, and developer announcements for Apex Legends, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Apex Legends statistics page.
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