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Attention, Helldivers. Super Earth High Command has an update regarding the M-103 Supply FRV: the resupply slinging cousin of our beloved Fast Recon Vehicle, the full-scale production of which was enabled by the bravery of Helldivers during the Census Thunder Campaign, is being made permanently available in October 2026. Helldivers will be able to unlock it with Requisition slips.
To our June campaign veterans: You earned the prestigious vehicle through dedication and camaraderie–with old fashioned boots in the mud and bug guts on the windshield–and you have been wielding it in the defense of Managed Democracy ever since. Your valiant actions have enabled the rest of your comrades in arms to access this equipment in October. A rising tide of firepower lifts all divers.
To those who missed it the first time: Your patience has paid off. Mark your calendars for October and get ready to unlock your Supply FRV.
See you on the battlefield, Helldivers. Bring the whole squad; that FRV isn't going to drive itself.
For Super Earth. For Managed Democracy. For free rides.
P.S. Check back on the 30th July for the reveal of our next Warbond… 👀
Cheaters have been a top topic in player feedback since launch, and today we are united in dealing a hefty blow to their undemocratic ways!
Greetings, Helldivers.
You've told us that cheaters and exploiters ruin the experience that it feels unfair when someone games the Super Credit system while you're out there earning yours the hard way. We heard you, and we're starting to implement changes that will tackle issues like this...
Today we’re improving our monitoring methods for suspicious Super Credit activity. Here's exactly what that means for you.
If you earn credits at an unreasonably high rate (substantially higher than the highest players earning ever recorded) there are now steps in place to counter this. This will not affect legitimate players, only the bad apples cheating the system.
If you're playing the game grinding maps, clearing POIs, looting bunkers you will never experience any change. So keep on liberating with your squad on a marathon grind, or even a full weekend of play. The cap exists to catch bad actors, not to slow you down.
Cheaters. Botters. People using automation and duplication exploits to hoover up Super Credits at rates no human Helldiver could ever reach legitimately. Those are the targets and now we have radically improved the tools to stop them at the source, before they can do damage to the economy you play in.
By drawing a firm line, we can:
Catch and stop cheating at the point of exploit not after the harm is done.
Keep earned rewards meaningful, so your Super Credits actually feel worth having.
Level the playing field across every planet and every player population.
And of course allow you legitimate players to keep as many super credits as you earn, forever!
These changes will be rolling out for all reward currencies including Medals, Samples, and Requisition
This is a win for the community. A healthier economy means the Super Credits you earn through honest service to Super Earth stay worth earning.
We know changes like this can raise questions. The player support team is ready to review your case.
Reach out to support here: Arrowhead Player Support
You told us the fight wasn't fair. Today marks a big step towards eradicating pesky cheaters. We'll keep listening and keep communicating openly as we continue to improve the game.
For Super Earth. For Democracy. For a cheat-free galaxy.
The race to assemble the TCS+ is heating up and High Command is rolling out some stability improvements to ensure every Helldiver makes it to the battlefield in style.
Voice chat audio bug has been democratically squashed.
The crashes relating to the FRV and patterns have been stylishly liberated.
Fixed a crash that occurred when switching between fullscreen and windowed modes
Fixed a crash when cycling through vehicle customizations
Fixed a crash that occurred during button input on the vehicle customization menu
Fixed a crash which reliably occurred when the number of unique vehicle patterns in a lobby exceeded 32
Fixed a crash which occurred when hosting “Conduct Geological survey mission”
Fixed a bug where players would not hear the voice chat after rejoining a lobby
Fixed an issue where new players got stuck finding their first mission
KNOWN ISSUES
Freedoms Greetings Helldivers,
Our devs are hard at work on a Hot Fix for the game, more info to be shared on that next week.
So we wanted to use today's blog to celebrate an amazing initiative from players within our community: “HEROES 2026”, The Freedom Alliance annual fundraiser with Save The Children.
The Freedom Alliance is the largest independent community for Helldivers 2 boasting over 50,000 active members across Discord and their website (https://www.freedomalliance.gg/). Freedom Alliance runs a wealth of community activities, from community-driven orders to news broadcasts to the HEROES fundraiser that just ended on June 28.
Stemming from a Major Order 2 years ago, when the mighty Helldivers opted to forgo the MD-17 Anti-Tank Mine stratagem for a third time (much to the surprise of us here at the studio) and save children trapped in Super Citizen Anne's hospital on Vernen Wells. The Freedom Alliance has since turned this into their tentpole event every year. Teaming up with the Save The Children foundation and auctioning off a range of cool items signed by us here at Arrowhead Game Studios, along with other amazing items made by people within the community.
This year's event took another major leap by partnering with one of our Propaganda Commanders, Commissar Kai, and a wealth of other core community members to add a Streamathon. The Streamathon helped raise even more money, more than double the amount raised in 2025.
We also wanted to take time to shout out some of the other community members who got involved, although there were approximately 155 in total, but shout out to
Tinatheterror, Pyschyari, mst0fu, MichelleFreeHugs, thecolebrew, StriderofValor, LhilaKalkari, Demostorm, BuckFoozle, Tana_Sukke, Maplewood_tv, ses-vanguard (Super Earth Salute), Red Monster Thing, Glitch Unlimited, Plot Coalition, TyBrowGames, Ionic, KuroTamxshi, young_neoth, Wallbouncing, Noofrius, namenrumerals, jay_the_gam3r, UnicornElectrick,Bricky, tizzytheprophet, Super Earth GWDA, Quartermaster Creature, the Rocky_Mountain_Helldivers, HD2绝地潜兵情报站 / 麦咾源Bingo / 半角数字君 / lcyf166 / StuGIV突击炮 / 刻燕Kyan_Official / 叶歌儿丶 / 快乐lalaB, and many more.
You can view the Stream recap here:
So again, from the bottom of our hearts we want to show our deepest gratitude for all of you who got involved, whether through a mission on Yed Prior or donating on their website. Super Earth salutes you. Hopefully it can be even bigger next year!
Now, Back to Diving!
Release Captain Morris coming to you this democratic Tuesday with an update from High Command.
Attention Helldivers,
High Command has authorized a significant tactical update with both content and quality of life upgrades. We are deploying Helldivers in new Galactic Campaigns, making upgrades to the new diver training program, and making essential fixes and upgrades across the board.
We have also made changes to weapon, stratagem, and enemy balancing based on feedback from Helldivers on the frontlines, including reductions to enemy durable damage and a decreased exosuit cooldown.
Helldivers, we are committed to making the necessary upgrades to keep you in the fight. Because you have never given up on Managed Democracy, we will never give up on making it easier for you to spread.
New Galactic Campaigns
New “Control Center” terminal for Campaigns & Major Orders
New Biome - Forest (Fall)
Bastion Tank Patterns
Vehicle Armour and Enemies Armour Penetration (AP) Rebalance
Sentry Health Rebalance
Enemy Rebalances
Including Durable Damage Reductions
Reloading Improvements
Decreased Exo Suit Cooldown
Weapon Rebalances
Throwable Amount Rebalance
Stratagem Rebalances
Orbital Damage Rebalance
Speargun and Sterilizer Rebalance
Bug Fixes
Crash Fixes
Weapon & Stratagem Fixes
Enemies
Miscellaneous
Super Earth High Command has completed fleet-wide upgrades to the previously unused terminal opposite the armory. Now Helldivers will be able to get more context to the ongoing Campaigns and their subsequent Major Orders. Each Campaign will come with its own potential reward, should the Helldivers be victorious in a majority of the Major Orders within it. The terminal will also feature an archive (to be populated as the first campaign concludes) so that new and returning Helldivers can read up on the twists and turns of previous campaigns.
Super Earth vehicles now have more accurate Armor values (Bastion gets heavy armor, exosuits a mix of heavy and medium armor, ballistic shield heavy armor).
Some enemies have received increased armor penetration values so they can deal with the vehicles, but not all. There will be a lot of smaller enemies and explosions that won't be able to hurt something like the Bastion or the Exo Suits (scavengers, Automatons small arms fire, hunters, small to medium obstacle explosions, cyborg small arms etc).
But there are still a lot in the enemies arsenal that can hurt you (and also important is that a lot of YOUR arsenal now has a harder time hurting your own vehicles).
Some enemies have had their durable damage reduced
There are too many changes to properly list, so we ask you to play and tell us how it feels. The intent is the following
The Bastion tank should feel “tankier” and ignore small attacks, withstand more medium attacks and its survivability against heavy attacks should be unchanged
The Exo Suits have a similar change as the Bastion tank in terms of ignoring more small attacks and withstanding medium attacks better. The increase in health should overall make it feel a bit more tanky even against heavy attacks.
The FRV has received an increase in health that will make it handle medium attacks similar to before, but be able to withstand heavy attacks better granting better survivability.
The Ballistic Shield should feel like it can ignore small attacks and handle medium attacks better.
Increased the health of all sentries by 100% to compensate for the general damage increase of enemies vs vehicles.
We have previously increased durable damage on a lot of enemies and since sentries are durable they have lost some of their utility. We didn't want them to become squishier, this change should improve their versatility on the battlefield.
Improvements to make reloading more responsive, part of this is allowing reloading while dodge diving, also remembering the reload state better so if you're ragdolled while reloading you will continue it when regaining control.
Introduced the concept of delayed reloads. If you try to trigger a reload while the player is not allowed to do so, the reload will be delayed until the player is able to reload with a maximum of 1.2s delay from when the reload input was pressed.
If you own the vehicle patterns from a Premium Warbond, they can now also be applied to the Bastion Tank! It does not apply to Legendary Warbonds retroactively at this time.
Reduce the cooldown of mechs from 10 minutes down to 8. The intent is to find a better balance with mechs and allow more time with fun stratagems
Intent is to make some of the less used throwables more available and viable options
Intent is to make the larger orbitals feel more like the large projectiles from orbit as they are so the projectile and explosion damage should better match that.
Larger projectiles explosions like the 380mm and 120mm are increased to make close hits more effective vs larger enemies like Chargers.
Compared to explosions like the Ultimatum these will have less damage at the center, but also less damage fall off so it will have a more consistent damage over its total area.
The Railcannon also got more damage to be more effective vs some of the largest enemies like the Vox engines. It will still not one shot the largest enemies like Factory strider, Hive lord and similar.
M7S SMG
Moved scope offset closer to the scope so it will be easier to use in ADS mode.
G-48 Giga Grenade
Increased refill from 1 to 2
TED-63 Dynamite
Increased max amount from 3 to 4
G-50 Seeker
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-12 High Explosive
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-16 Impact
Increased Start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-7 Pineapple
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-23 Stun
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-109 Urchin
Increased start amount from 2 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-10 Incendiary
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
G-13 Incendiary Impact
Increased start amount from 3 to 4
Increased refill from 2 to 3
Increased max amount from 4 to 5
Eagle 110mm Rocket Pods
Intent: Make it better at one shotting smaller heavies like Chargers, Hulks, Harvesters (without shields). It can also kill some larger enemies like Tanks well. It is still not a 100% guaranteed kill, but it will be more reliable.
Increased explosion damage 200 to 300
Increased explosion durable damage 200 to 300
Increased explosion armor penetration Medium to Heavy
Rockets are fired in a closer pattern to each other to make it easier to hit smaller targets.
Lower force impulse on explosion from 40 to 10 (This is to make enemies not fly away to much when they die, because we increased the armor penetration of the explosion)
Orbital Precision Strike
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital 380mm HE Barrage
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital Walking Barrage
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
SEAF Artillery Explosive/High Yield Explosive
Increased projectile damage 3500 to 4000
Increased projectile durable damage 3500 to 4000
Increased explosion damage 1000 to 1500
Increased explosion durable damage 1000 to 1500
Orbital 120mm HE Barrage
Increased projectile damage 2500 to 3500
Increased projectile damage 2500 to 3500
Increased explosion damage 750 to 1200
Increased explosion damage 750 to 1200
Orbital Railcannon Strike
Increased projectile damage 7500 to 10 000
Increased projectile durable damage 7500 to 10 000
S-11 Speargun
The projectile was negated by the Gas resistance armor which did not make much sense. The explosion of the projectile is still gas elemental.
Change the projectile damage type from gas to none
TX-41 Sterilizer
Increased ammo capacity from 100 to 125
Increased starting amount of magazines from 2 to 3
Will be affected less by wind by 60%
All Exosuits
Increased health from 1600 to 1800
Increased health of arms from 600 to 800
Increased health of legs from 400 to 550
Cooldown reduced from 10 minutes down to 8 minutes
M-102 Fast Recon Vehicle
Increased health from 2000 to 2400
Increased health of doors by 50%
Increased health of tires from 300 to 350
Charger
Adjusted the chargers turning arc to make them easier to avoid
Increase their recovery time after the charge to create a window of opportunity (+1 second). The charger basically keeps running and struggle to stop if it misses its target
To compensate for this, charge speed has been slightly increased (8->9m/s)
Alpha commander
Removed cowardly behavior, it will now be more aggressive.
Hunters
Reduced durable damage of normal attack from 50 to 40
Reduced durable damage of tongue attack from 45 to 30
Reduced durable damage of pounce attack from 50 to 35
Warriors and spewers
Reduced durable damage of normal attack from 80 to 65
Stalkers
Reduced durable damage of tongue attack from 50 to 35
Vox Engine
Reduced health from 11 000 down to 9000
Reduced max turn angle of its upper body so it cannot turn as far as it could previously (from 180 degrees down to 140)
Amount of vox engines allowed to be active at the same time limited to 3
Reduced health of their cannon turrets from 8000 down to 3500
Reduced the armor of their cannon turrets from 5 to 4
Reduced durable on cannon turrets from 1 to 0.7
Increased damage of cannon turrets explosion to significantly hurt the vox engine when it dies
Elevated Overseer
Added one attack pattern (short attack burst followed by a longer one)
Reduced the current attack duration
Reduced accuracy on moving targets
Special Shoutout
Stimming is no longer interrupted by stagger
Crash Fixes
Fixed a rare crash that would happen when a player joined a game
Fixed a rare crash which would occur when causing an excessive amount of explosions in a single frame
Weapons & Stratagem Fixes
Fixed a bug where several weapon customizations weren't properly saved when the option was ticked in the player settings
B/FLAM-80 Cremator no longer shows the 'Heavy Armour Penetrating' stratagem trait, following similar incendiary weaponry
A/FLAM-40 Flame Sentry and EXO-51 Lumberer Exosuits flamethrower can now damage targets within 3 meters of the sentry
P-33 Missile Pistol weapon now shows the right trait tags in the menu
The R-2 Amendment reload now continues correctly if interrupted - if reload is interrupted early, it will not lose magazines
The secondary weapon's chosen customization correctly persists after death if the menu option is selected
Orbital Gatling Barrage will play the correct audio
The StA-X3 W.A.S.P. Launcher can target illegal broadcast transmitter towers
Part of the Bastion Tank's barrel can be damaged with a light penetration weapon
Phalanx divers rejoice! Laser beams, explosion damage, electrical arcs and melee attacks no longer collide with the directional shields of your team-mates when hit from behind.
SG-97 Sweeper should now reliably eject shells when slamfiring
The WASP launcher can target the Illegal Broadcast transmitter tower
Enemies
Fixed physics to allow more representative shooting on the Dragonroach abdomen
Veracitor will not trigger its charge within a narrow path, reducing instances where they'll clip though destructible obstacles
A hidden broadcast terminal was relocated to its correct spot so that the Helldivers can once again access it
Players are no longer removed from terminals when switching between controller and Keyboard and Mouse
D-pad/arrow keys navigation can come up and down when viewing teammates' equipment loadout
Traversing through foliage such as bushes will no longer interrupt sprinting, which should result in less momentum loss
Fixed several issues with some mission assets animation being out of sync for joining players
Fixed issue where the map marker for "Retrieve Mutant Larva" objective always displayed in a radius
Hints have better placements for the reinforcement Hellpods in commando missions
SEAF SAM site missiles now have better software to detect and detonate near enemy air units
Fixed a bug where certain Automaton mines turned invisible when a nearby mine exploded
Fixed a case where the Helldiver head twitched when leaving the Hellpod
M-102 Fast Recon Vehicle no longer plays audio for doors if they have been removed from the vehicle
Parts of the TD-220 Bastion MK XVI barrel base can no longer be damaged with a light penetration weapon
Fix issues with certain physics collisions having no audio
Fixed Automaton mines getting under ground after a nearby mine explodes
Fixed an issue where an Eradicate Automaton Forces level could generate underwater
Fixed a traversal issue where enemies could not reach the player in one of the levels in the E-710 Extraction mission
Fixed a traversal issue where enemies could not reach the player in one of the levels in the Annex Untapped Mineral Site mission
KNOWN ISSUES
Attention Helldivers,
This hotfix addresses a number of issues reported after the release of Machinery of Oppression (6.2.5).
We’re continuing to track feedback around upscaling quality and performance, and Nixxes and Arrowhead are actively working on further optimizations and improvements.
Improved image quality when using NVIDIA DLSS, AMD FSR or Intel XeSS upscaling.
Fixed crashes related to Intel XeSS upscaling
Dynamic Resolution Scaling is now turned off by default
We’ve seen your reports on Dynamic Resolution Scaling causing graphical issues on some graphics cards. While working on a proper fix, we’ve disabled DRS by default on PC. You can still manually enable DRS if desired
KNOWN ISSUES
Greetings Helldivers,
This week we're passing the keyboard to our game director, Mikael Eriksson, to chat about the near future of progression in Helldivers 2. Spoiler alert - changes to both Community and Personal progression are inbound!
Hello,
Today there's a lot to talk about, but let's start by talking about progression, and why it's not progressing faster.
The way we see it, there's two broad categories of progression in our game: Community Progression, which is the community journey and contribution to the Galactic War, and Player Progression, which is your personal journey, and contribution and impact on the war development. Both are very important to us and I want to share some of the development work taking place on these systems.
We have consistently received feedback around our endgame progression plans, with players asking about level cap increases and additional ship modules. Simply put: we feel like previously seen progression elements, like raising the level cap in silo, aren’t enough and wouldn't address your feedback on a foundational level. We are going to raise the level cap, but ideally, when we deepen the progression, we want there to be more valuable upgrades for every kind of player–not just our players who have unlocked 100% of all the offerings.
Let's start with Community Progression.
Some of the most epic moments in this game have been when the community worked together to achieve common goals ("send more dudes!"). Everything from earning cool rewards to shaping the lore of the universe like unlocking the Exosuit, saving the children, or holding the line against the Illuminates on Calypso. However, we want to do more to improve how players interact with the Galactic War, collaborate as a community, and receive rewards.
For example, it's never been clear if the actions of the community actually lead to different outcomes, or if it's all just smoke and mirrors.The reality is that the community impact on the Galactic War differs, but even in the cases where we did a lot of work to prepare for very different outcomes, we've struggled to communicate it in the game
Additionally, unless you joined right at the start of a big event like the Battle for Super Earth or the Cyberstan Invasion, it's been difficult to understand what's going on. Even if that can be funny sometimes, ("... all I know is that I must kill!"), it was never intended to be confusing for players.
For those and other reasons, we are launching Galactic War Campaigns in June. In a nutshell, Campaigns are the next evolution of Major Orders. They will be roughly 1-3 weeks in length with the intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake.
In more exciting news: the other thing we heard is that players like to EARN more rewards, so the introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. We want to make these rewards special, because we also think players should earn more than just medals. We’ll experiment with different rewards, ranging from gameplay altering effects to cool items, and alongside you, we'll keep playing with this over the coming months and see what you think. It also means there is more stuff for players to work towards outside of warbonds. Pray J.O.E.L is feeling generous, the first reward you’ll be working to unlock is a new FRV!
Looking a bit further into the future, I want to talk about Planet Warfronts.
Before we launched the game, we experimented with dynamic warfronts on planets, where players needed to make strategic community decisions on a planet level in order to liberate it. While it was promising, we realized we didn't have the content needed to do it justice at the time. We feel we've now added enough content to realize the vision we had for Planet Warfronts, and it's going to be the next big thing we're working towards in the Galactic War. When you've seen Johan talk about experimenting with roguelite systems, he was referring to this.
When we introduce Planet Warfronts, missions will be grouped under different categories:
"Defend" missions in liberated territory
"Frontline War" missions on the frontlines
"Behind Enemy Lines" missions in enemy controlled territory
Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you’ll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!
Alright, but what about Player Progression?
As Game Director, it's important to me to make sure our players' personal motivations to play Helldivers 2 aren't in conflict with the goals of both their immediate squad or the community as a whole. For example, if you had a goal to kill 100 Bile Titans, and your squad didn't, you might be inclined to go, "Sorry guys, I've got medals to earn. Leeeerooooy!" I feel that Personal Orders have run into this issue many times, so we are transforming that system into "Personal Campaign Progression." The intent is for every Galactic War Campaign to come with a personal progression reward track. That way, even if the community fails to reach a larger goal, players can still do their part toward their personal goals and get rewarded with cool things to mark their participation in various Campaigns. This change won't happen with the launch of Galactic War Campaigns, but we are planning to deploy it this year.
Lastly, let's talk about ships! We’re bringing two big changes to your Super Destroyers: we are extending gameplay progression and adding customization to make every ship unique.
Upgrading your ship will be the most exciting for players early on in their Helldivers 2 journey, but we also have some plans for the long term. An area that isn't really living up to its potential is the ship module system: right now, players have the same progression path, with very little agency or ability to adapt to different playstyles. And even if you've unlocked all the ship modules, your ships don't really look that different or feel personalized in any way.
For that reason and more, we're working on an overhaul of the ship module system that will change how this works, by adding more player agency and significantly increasing the offerings for players to progress. Not only that, we're also adding more ships! The biggest shift we've done internally is we now have a dedicated ship team, working on the first new ship. Our intention is that each new ship will have their own unique progression paths, specializations and customizations. And if you like the ships, we want to keep adding them; at least the ones we've planned so far!
I can't share when the new ship can reach your hands... yet, but I'll be sharing more details later this year for certain.
One last thing I can share is a list of some upcoming fixes that we also hope will improve your experience in Helldivers 2.
You can expect to see these changes very soon:
Helldivers will be able to use assisted reload, as long as either the carrier or the reloader of the weapon have the corresponding backpack.
More emotes! Helldivers will have 8 emote slots instead of 4.
Reducing dead input on stimming.
And coming a bit further down the line, we’re tackling
Stratagem bouncing. We've assembled a task force to prototype fixes for this issue and we're hoping to have it solved by the end of the year.
Hellpod steering. Similar to stratagem bouncing, we're also tackling this long standing issue.
Improving enemy and player traversal, which includes environmental collision and reducing movement penalties on grass and vegetation.
Increasing the level cap to 300
Economy and resource improvements
Fixes to the Warbond and Superstore menus that make them easier to navigate.
Closed beta testing that focuses on stability and balancing, and that includes getting beta test feedback from our Propaganda Commanders.
While this is not an exhaustive list of everything we're planning, I hope it gives you some insight into what's coming up next for Progression, and some of the reasoning behind the path we've chosen. I can't wait to hear and read what you think, and to get this into your hands.
See you on the battlefield,
Mikael Game Director
Attention Helldivers,
As the fight for Managed Democracy rages on, Super Earth’s finest engineers have been hard at work making every drop into hostile territory smoother.
Together with our friends at Nixxes Software, we’ve deployed an update with improvements for PC. From upscaling technologies and latency-reduction features to various optimizations and stability fixes, this patch is built to help you stay on target when the battlefield gets chaotic.
Below you’ll find the latest upgrades and fixes deployed in service of Super Earth.
FSR 3.1.5
GPUs that support it will run FSR 4.0.3
DLSS 4.5
XeSS 3.0
Added Variable Rate Shading (VRS) for supported devices
VRS can help improve performance by reducing shading rates on certain areas of the image, resulting in less work for the GPU for similar looking close pixels
Added support for DRS on PC
Added NVIDIA's Reflex for NVIDIA GPUs
Added AMD's Anti-Lag 2 for AMD GPUs
Fixed an issue where Helldivers were unable to manually climb small obstacles and ledges without auto-climb.
Fixed multiple rendering issues and improved performance and image quality across all platforms.
Added additional resolution options in the display settings for monitors with a wide range of available resolutions.
Improved the performance of the high reflection setting.
Improved VRAM management on PC to improve performance on systems with limited VRAM.
KNOWN ISSUES
Greetings, Helldivers. We are still waiting on a fix from our platform partners so that we can submit the patch, do the final live checks, and push it out to you.
We don’t currently have an ETA on when the issue will be fixed. We’re keeping in close contact with these teams and we will update you when we have more news.
Thank you for your patience.
Greetings Helldivers,
In our last blog, we talked about improving how we communicate with you, and that commitment continues here! We’re focused on being clearer, more consistent, and giving you better visibility into what’s coming and why.
We’re excited to announce a new set of technical improvements, deploying May 27th. In collaboration with our partners at Nixxes, this release brings a range of long-awaited updates across all platforms.
Every frame counts when the pressure is on. This update focuses on three primary pillars: stability, latency reduction, and advanced upscaling technologies - helping ensure performance stays consistent, even in the most demanding moments.
We heard you.
To ensure maximum visual clarity without sacrificing performance, we have integrated the latest upscaling solutions tailored to your specific hardware.
PC
FSR (High-End): 4.0.3 (on supported GPUs)
FSR 3.1.5, DLSS 4.5, and XeSS 3.0 support.
PS5 Pro: PSSR 1
PS5: FSR 3.1
Xbox: FSR 3.1
Beyond resolution, we are introducing several features to smooth out your gameplay experience and optimize GPU workload.
Variable Refresh Rate (VRR): Now supported for PS5 and PS5 Pro to reduce any potential stuttering from V-Sync without screen tearing on supported displays.
Variable Rate Shading (VRS): This technology intelligently reduces shading rates in certain areas of the image, decreasing GPU load while maintaining visual quality where it matters.
Dynamic Resolution Scaling (DRS): Integrated for both PS5, Xbox Series X and PC to maintain stable frame rates during more graphically demanding scenarios.
Increased resolution to 1440p in the “Performance” preset on PS5 and Xbox Series X, as well as the “Quality” preset on PS5 Power Saving Mode.
Responsiveness is critical during tense battles, and we’ve worked with hardware partners to reduce input latency.
NVIDIA Reflex: Now available for users with NVIDIA GPUs to sharpen responsiveness.
AMD Anti-Lag 2: Fully supported for AMD GPU users to ensure your inputs are registered instantly.
This update, along with additional fixes, will drop on May 27, 2026.
But we’re not stopping there, Helldivers. This is just the opening salvo in an ongoing campaign to improve performance across the fleet. Following this release, we’ll be closely monitoring all platforms and hardware configurations, keeping a sharp eye out for anything that needs tuning, and deploying further adjustments as required. We’re also preparing a dedicated tech-focused update later this summer to push these improvements even further.
With our friends at Nixxes dropping onto the battlefield as our backup, we're committing to make diving with your friends better and better. And keep the feedback coming, Helldivers, it's the key to helping us shape the future of the game.
See you all on the battlefield.
Release Captain Morris here bringing you a message from High Command this fine Tuesday. We are patching a Wwise audio fix which will squash several audio issues.
KNOWN ISSUES
Attention Helldivers! High Command has authorized a scheduled refit of our Super Destroyer network. Expect temporary outages as we optimize the logic circuits for Freedom.
We will perform backend maintenance on May 19 at 10am CEST until 12pm CEST, during which you will be temporarily unable to purchase or spend Super Credits in-game. You may also experience brief login interruptions and delays in reward payouts.
To our Dedicated Citizens of Super Earth,
We’ve been following your feedback over the past few days and seeing the conversations across the Helldivers 2 community.
Helldivers 2 matters to all of us, and we want to be clearer about what we’re working on and what’s coming next.
Alongside new content, we’re focused on improving the core of the game - stability, progression, and the Galactic War.
Below, we’ve pulled together answers to some of the questions we’re seeing across Reddit, Discord, and X. We’ll keep sharing more as we go.
What is the team focusing on right now? What are their current priorities?
Right now, a major focus for the team is improving meta-progression and the Galactic War.
We’ve significantly expanded the team working in this area, reflecting how important these long-term systems are for the overall player experience.
The goal is to deliver deeper progression and a more engaging Galactic War, with features like:
More meaningful rewards and community progression systems
Evolving Major Orders into longer, multi-week themed “Campaigns”
Branching outcomes that create clearer stakes and consequences based on player actions
You’ll start to see the first results of this work this summer.
In multiple updates there have been hidden changes to weapons or enemies. Why were they not announced in patch notes?
We want our patch notes to be as clear and complete as possible, to the level of detail that matters to our players.
In some cases, changes have not been communicated with the clarity we intend, and we are continuing to improve our internal process so patch notes more accurately reflect gameplay adjustments.
We are also working on how we explain balance updates more clearly, especially when a change can have effects across multiple weapons, enemies, and gameplay systems.
Will we get more frequent updates about the game?
Yes — improving how regularly and clearly we communicate is a priority for us.
We’re moving toward more consistent communication updates, with deeper conversations happening more often.
In the near term, the conversations will be focusing on the biggest issues we’re seeing from players, including:
Tech and performance improvements
The vision for game balance moving forward
Player progression and the broader player experience within the Galactic War
Alongside this, we’ll be more transparent about community feedback - including what we’re seeing, what we’re prioritising, and what actions we’re taking. You’ll start to see this reflected more clearly in patch notes and other updates.
What quality of life upgrades and changes will we see for the Galactic War? Maybe variation in reward types, like when we used to get stratagems as rewards. Will we do more community-driven events with rewards like that?
Good news — updates to the Galactic War and its rewards are coming this summer.
We’ve seen the feedback around rewards, and we want them to feel more distinctive, more meaningful, and more worthy of the battles you’re fighting.
This includes adding greater variety to rewards and bringing back more of the excitement players have called out - including things like stratagem unlocks and more community-driven moments.
We also want the Galactic War itself to feel more reactive to player actions, with events and outcomes that carry more weight.
We will be sharing more details soon on how this connects to progression, balance, and the overall experience.
Will you ever have public beta testing? What is your beta testing process like now?
Yes - expanding how we test updates with players is a priority for us.
We’re exploring having more closed and public beta testing, with the goal of getting broader feedback, especially for balance changes, before they go live.
One of the challenges is finding the right balance between testing changes openly and not spoiling upcoming content or narrative elements tied to the Galactic War.
Today, we run closed playtests that cover both new content and balance changes, as well as wider internal studio playtests. Going forward, we’re looking at ways to separate these out so we can test balance more openly where it makes sense.
Overall, our goal is to expand the footprint of our testing programs and bring more of the community into that process over time.
Why did you put exosuits in the Exo Experts warbond? Does this mean we won’t get an exosuit for free ever again?
The goal with the Exo Experts Warbond was to create something that felt thematically strong and exciting, with exosuits as a core part of that fantasy.
That said, we’ve seen the feedback around how that landed - especially when it comes to expectations around how players unlock major gameplay items like exosuits.
More broadly, we want to strike the right balance between what’s included in Warbonds and what’s available through gameplay, so that rewards feel both exciting and fair.
And to be clear - yes, you will be getting other vehicles through gameplay in the future.
When will we get new red stratagems and ship modules?
We’ve got teams actively working on both new red stratagems, evolving ships, and player progression to level 150… and beyond!
Our goal is to expand these areas in ways that add meaningful new options and support different playstyles, rather than just adding more for the sake of it.
We’ll be sharing more details as these get closer to release.
Salutes to all our divers,
Arrowhead
Release Captain Morris here with a small update this fine Wednesday.
We have reverted the Hive Guard and fixed an issue introduced in Patch 6.2.1 where armor values were incorrectly swapped between the Legs and Claws.
Main Body
Armor increased from 1 → 2
Health increased from 375 → 500
Head
Armor decreased from 4 → 3
Front Legs
Armor increased from 2 → 3
Claws
Armor decreased from 3 → 1
I'm your host, Release Captain Morris. When humanity is at stake, we bring you this update from Super Earth High Command to further your efforts in the war.
*** INCOMING MESSAGE FROM SUPER EARTH HIGH COMMAND ***
The beauty of our most Democratic galaxy is truly unparalleled. As we push into new territories, we have discovered planets with lush, tranquil forests with winding paths and shade from massive trees.
Underneath the peaceful tree canopies, our Citizens can take time to unwind and reflect on the glory of Managed Democracy and the good, achieved by Super Earth's most illustrious heroes.
However, not everything on these planets is what it seems. We have detected several of our Un-Democratic foes on the perimeter and there have also been some alarming signals on Gloom-infested planets--larger than the typical Terminid convoys, bearing a striking resemblance to some of the Bile Titan signals detected in other regions.
It is time to arm yourself with the new Exo Experts Warbond* equipped with new exosuit designs well-suited for close combat and fire-based offense. Originally deployed to clear land for a six‑star holiday resort, these suits have since been repurposed to leave enemies with nowhere left to hide.
Stay alert, Helldivers–these forests have eyes.
2 new Biomes
One new enemy variant
Major Exo Suit rebalance
Enemy rebalances
Side-Arm and Stratagem rebalances
Several known issues resolved
Resolved known issues:
Defend city events appear Super Earth controlled again
Destroying the Air Base Control Tower with a portable Hellbomb no longer blocks objective progression.
Enthusiastic Mirth emote sound has been fixed, laughter is once again permitted on the battlefield.
Fleshmobs are no longer able to clip through various objects when charging.
We have restocked the fireworks for the celebration when players have completed the tutorial (good job, you have earned them)
Gunships and Shriekers are now spawning during operations with the appropriate effect present.
The Double-Edged Sickle no longer emits a high-pitched drone when firing.
Players will no longer be redirected to the Python Commandos Warbond instead of Redacted Regiment and vice versa when selecting 'Acquisitions' in the Ship Management menu.
Sparks and bug spawner smoke now have higher material resolution.
Exo suits rebalance
We agree with the community that the Exosuits can take too little damage and break too easily, especially against the Automaton faction. Therefore we have made a bigger balance pass to increase its durability.
Increased main health pool from 850 to 1600
The Exo suit will only die if the main healthpool is depleted. Before it could die if specific healthzones were depleted.
Increased vulnerability to acid attacks by 50%
Fixed so parts of the cockpit healthzones are not blocked by the ragdoll actor. Now the cockpit zones will be damageable in the right way.
Increased Exo suit arms health from 350 to 600
Exo suit arms now also have a 50% explosion resistance (just like the main body)
Removed constitution and bleedout on the Exo suit arms.
Exo suits no longer lose all mobility when both legs are broken.
Can now be staggered, have stagger strength 45. Stagger does not affect the ability to shoot.
Removed most health zones that do not affect the main health and are mainly visual effects. The reason is to improve performance. For example tow cables and similar items can not be damaged or destroyed anymore.
Enemy damage against vehicles
We think automatons and illuminates do damage reasonably well against the vehicles especially now with the changes to the Exo suits, the Terminids however have fallen behind a bit in their ability to deal with vehicles so we have made some buffs to their damage against durable targets.
Gas effects
Now it also slows the enemies with 25% when they are confused by the gas, the slow of course also affects you. Larger enemies like the Bile Titan and factory strider that do not become confused also are therefore not slowed.
CQC-30 Stun Baton
Decreased stamina cost from 5% to 3%
Increased damage from 75 to 120
Increased durable damage from 38 to 60
CQC-19 Stun Lance
Decreased stamina cost from 5% to 3%
CQC-2 Saber
Decreased stamina cost from 5% to 3%
CQC-5 Combat Hatchet
Decreased stamina cost from 5% to 4%
CQC-73 Entrenchment Tool
Decreased stamina cost from 5% to 3%
CQC-9 Defoliation Tool
Increased and moved damage hit box to make it easier to hit the enemy
Longer window for when damage hit box is active
Armor penetration increases twice as fast
Moves slower when it does damage to an enemy
Decreased stamina cost from 10% to 5%
CQC-1 One True Flag
Decreased stamina cost from 5% to 3%
SH-20 Ballistic Shield Backpack
Increased health from 600 to 1000
FAF-14 Spear
Increased amount of missiles in the backpack from 3 to 4
A/FLAM-40 Flame Sentry
Increased range from 20m to 34m
Increased damage by 50%
Increased how fast it panics enemies
A/LAS-98 Laser Sentry
Increased heat capacity from 200 to 250
TX-41 Sterilizer
Updated gas spray VFX
The Gas lingers for longer and has longer range
Bile Titan
Spew explosions are smaller to match the visuals better
Decreased Explosion inner radius from 2.25 to 1
Decreased Explosion outer radius from 3.5 to 2.2
Hive guard
Increased armor on head and front legs from Medium to Heavy (3 to 4)
Decreased armor on body and claws from Light to Unarmored (2 to 1)
Decreased health on body from 500 to 375
Bile Spewers
Increased durable damage on melee attack
Stalkers
Increased durable damage
Shriekers
Increased durable damage
Scavengers
Increased durable damage
Hunters
Increased durable damage
All Warrior variants
Increased durable damage
Charger
Slight increase in durable damage of its melee and charge attack
Hive Lord
Increased durable damage on many of its physical attacks
Dragon Roach
Increased durable damage on its flame attack
Impaler
Increased stagger force needed from 45 to 50
Slight increase in durable damage on its melee attack
Automatons
Raiders
increased durable damage of the melee attacks
Small arms fire from raiders, turrets, devastators, slight increase in durable damage
Berserkers
increased durable damage
Devastators
increased durable damage on melee attack
Heavy Devastators
Shield is destructible and dropped when destroyed
Armor heavy (4)
Health 800
Durable 0.7
Rocket Devastator
Decreased stagger strength on rockets projectile from 50 to 35
Hulk
Increased durable damage on flamer attack
War Strider
Leg hip joints decreased armor from Heavy to Medium (4 to 3)
All Tanks main body (bottom part)
Increased health on Main health pool from 3000 to 4000
Increased health on back vents from 750 to 1500
Increased armor on back vents from Medium to Heavy (3 to 4)
Remove tracks damage zone when the zone is dead
Removed damage cap to carry through from tracks to main health (so if you overkill it more damage goes to main health)
Reduced durable resistance on tracks (1.0 to 0.8)
Reduce overlap damage zones when its driving to match visuals better and do less damage
Shredder Tank turret
Reduced turn speed
Barrager tank turret
Increased health on weak spot on front and back from 750 to 1500
Illuminates
Fleshmobs
Increased durable damage
Tesla tower
Lower destruction strength needed to destroy it from 30 to 20
Added health function with 200 health and armor 2
Crash Fixes
Fixed a rare AI crash
Fixed a crash which could occur when using under barrel firing modes
Fixed a rare crash that was happening whilst fighting enemies, predominantly against the Illuminates
Weapons & Stratagem Fixes
Added missing haptics feedback when firing the Automaton MG Emplacement
SEAF Artillery will no longer let you insert a shell and then immediately remove it, thus softlocking the gun
Destroying the Air Base Control Tower with a portable Hellbomb in a multiplayer session, no longer blocks objective progression
Enemies
Fleshmobs now can deal damage to vehicles
Destroying a Terminid egg while standing against it, can no longer send the Helldiver flying
Shooting marks on the Exomech will now appear on the correct body part that was being shot at
Fixed bug where certain enemy kills would not count towards order progression
Factory Striders will no longer count as Fabricators in the Destroy Automaton Fabricators mission
Stratagem hellpods can no longer land on the Air Control Tower during the Evacuate Priority Citizens missions
Miscellaneous Fixes
Fixed a bug where the Helldiver could get soft-locked in the loadout menu, if they had less than 4 total stratagems, where one or more was temporarily disabled
Fixed squares sometimes appearing in the minimap if Terrain Quality was set to low
Extraction shuttle now flies straight upon extracting from cities
Fixed an instance where the Helldiver head twitched when leaving the Hellpod
Fire should now more consistently scorch the terrain under it. Note: This has no changes to gameplay
Fixed several floating items on a magma planet
Fixed a gap in the terrain in the tutorial area
Optimized performance of Strafing Run particles for DSS Eagle Storm and Air Support stratagems
A message will be displayed in the stratagem HUD when stratagems fail to be called in
Tutorial: Flag celebration now has been fixed with proper fireworks timing and lighting
Players can no longer fall through the ship roof in Illuminate invasion missions
Fixed a bug where the Helldivers head twitched in the end screen, before and after using Victory Poses
Tremor ambient sound now fades out properly
The Burier of Heads title has been thoroughly investigated, and since no signs of alleged dissident connections could be discovered, the title has been reintroduced. Helldivers who have unlocked this title through the Dust Devils Warbond should now find it among the other titles in the customization menu
Fixed issue where the player could interact with the Hive Core Drill terminal from behind
Enemy visibility and hearing should now be affected more by different weathers. This means enemies should generally have a harder time spotting and hearing helldivers in more intense weather scenarios
Bonus note
We have now introduced validation checks on launch to help address potential issues caused by out of date drivers.
*Requires base game, paid purchase of Super Credits, and game progression to unlock.
** Content listed is not exhaustive. Some patched content may not appear on launch day, you will have to play and see!
Machines… Our enemies… But they can also be forces for good, tools at our disposal, and when you need to fight fire with fire it is important to be an Exo Expert. The Ministry of Defense has authorised the immediate mobilisation of new Exosuits to aid in our ongoing war efforts against the enemies of Managed Democracy. Weapons and Stratagems Let’s start where all good Warbonds start, with the latest offensive items included in the Exo Experts*. Beginning with EXO-51 Lumberer, a modern reinvention of the Lumberers of the first Galactic War, this Exosuit is equipped with an anti-tank cannon and a flamethrower allowing you to unleash maximum devastation upon your foes and then purge smaller enemies in the flames of Liberty.
Next up, we have the EXO-55 Breakthrough. Brandishing a flak cannon and a ballistics shield, allowing you to face off with Super Earth's toughest foes whilst laying down heavy fire.
For those who don’t like to overburden themselves, we are introducing the MGX-42 Bullet Storm: a disposable machine gun sporting caseless ammunition in multiple barrels. Each usage includes 2 of these so you can throw them away when you are done. Not forgetting our ground troops! We have the SMG-203 Gallant, a submachine gun with a high rate of fire, this is the MP-98 Knight’s older brother, sacrificing clip size for increased penetration. Finally to round out your kit, try the new P-20 Missile Pistol utilising the latest in guided, heat-propelled rounds and a lock-on feature. Proven to hit its target 60% of the time, every time. Armors and capes
To ensure you remain compliant with safety regulations, make sure you have these new armors. The O-2 Heavy Operator armor is the state mandated uniform for Super Earth Citizens who must operate heavy machinery and is best paired with the Watchful Compatriot cape, which sports a retro print that was first made popular in GW1 cereal merchandising. It helps citizens to remember that not all machines are twisted mechano-socialists; some are piloted by true-hearted humans and we can all rest easy in their gaze.
The O-3 Free Spirit armor comes equipped with SteerComfort, this armor that allows the wearer to feel every curve, bump, and jostle of their Exosuit, as if they were drifting into one single being.The Free Spirited Spangles cape pays tribute to the mischief-makers and mavericks, those trailblazers who dutifully execute their orders with universally-endearing panache. The star-crossed trail calls to mind the special kind of Freedom that can only be achieved by going very fast in very expensive state-owned vehicles.
These new armors come stock standard with the Oxygenator perk allowing you to walk, run and slide slightly quicker (within Super Earth Health and Safety guidelines). To ensure others know you are up to the job, you can also equip the new Exosuit Certified title and make sure to let them know how you feel with the Thumb of Approval emote and victory pose This Warbond also includes the Mobile White patterns. So prepare to become an Exo Expert on April 28th *Warbond requires base game, Super Credits, and game progression to unlock.
Release Captain Morris here with a small update this fine Wednesday!
Crash Fixes
Fixed a crash happening when swapping between weapons while planting the One True Flag in multiplayer.
Weapons & Stratagem Fixes
The SMG-72 Pummeller is now able to reload if the Weapons magazine has bullets in it.
Miscellaneous Fixes
The Burier of Heads title has been thoroughly investigated, and–since no signs of alleged dissident connections could be discovered–the title has been reintroduced. Helldivers who have unlocked this title through the Dust Devils Warbond should now find it among other titles in the customization menu.
Increased amount of fog in the distance to look more cohesive and provide more ambient light (this is especially noticeable on a sandy moon).
Increased brightness during Exostorms, to combat cases where it could get really dark within the Exospire mission.
KNOWN ISSUES
Citizens of Super Earth,
For the first time since launch, we’re ready to share a clearer view of the battles ahead. Our fight for liberty continues to grow, and with each new front comes more opportunities to spread Managed Democracy across the galaxy.
Over the past months, you’ve stood firm through every invasion, every escalation, every unexpected threat. Now, we want to give you a better look at what you’ll be deploying into next.
Today, we’re revealing our first official HELLDIVERS™ 2 content roadmap - outlining upcoming updates, new biomes, warfronts, enemies, and quality‑of‑life improvements arriving over the next several months. While we won’t reveal every classified detail, this roadmap outlines the direction of the wider war effort as the Galactic War marches on.
Your service drives this fight forward. This is just the beginning - and beyond these updates, even greater operations are already in motion.
Stay vigilant, stay courageous, and stay ready to dive.
For Super Earth.
Release Captain Morris here with a small update this fine Tuesday!
The Galactic War never rests, and neither can you. While you lick the wounds caused by the Automatons on Cyberstan, Super Earth’s other numerous enemies seek opportunities to rob us of our Democracy. It’s time to rally.
On Friday, March 20, 2186, we are mobilizing our divers based on new intelligence gathered by High Command.
This time, the Illuminate have put new pieces on the board. Illuminate Appropriators have made themselves known–shielded, powerful, and arriving in Illuminate Fleets, as well as hordes of Fleshmobs and Voteless.
But that’s not all. New planetary conditions have been detected, and the squids have commanded nature itself to work against us in the form of the Illuminate Exostorms with intense wind and lightning strikes. You will have to destroy their Exospires to calm the storm.
We have already authorized the launch of new tools to help you: the Entrenched Division Premium Warbond should aid in tackling this new mission: flame, gas, or the safe haven of a freshly-dug trench are the new tactics.
As you weather the storms of Illuminate space, never forget: the squids are no match for Managed Democracy.
Please note: The PC large build has now been removed. In order to access this update and future updates, please switch to the default (previously slim) build.
New enemies
Illuminate Piloted Constructs
VERACITOR: capable of fighting at close quarters.
GATEKEEPER: engages targets at ranged distance.
A new variant of the Watcher:
OBTRUDER: inserts itself where it is not wanted.
New Sub-Faction: Illuminate Appropriators
Introducing the Illuminate Fleets
The Mindless Masses are set on taking over swaths of territory, with fewer Illuminates units deploying vast hordes of voteless and fleshmobs.
The Appropriators field only Illuminate units, supported by a variety of constructs---piloted and otherwise.
Illuminate Exostorms
Planets in Illuminate space have been sieged by powerful Illuminate Exostorms, with high-intensity wind and lightning strikes.
Planets experiencing Exostorms will be visible on the Galactic Map, but the danger will ramp up when you dive to the planet’s surface.
The strength of the storms can vary, with higher class storms presenting greater risk.
In order to contain these planetwide storms, you must complete the new “Destroy Exospire” mission.
New Mission - Destroy Exospire
The powerful storms seem to originate from Illuminate technology in the form of Exospires. Work with your squad to destroy the Exospires and clear the storm looming over the region.
Sub-objective: The Exospire is protected by a force shield. The squad will first have to locate the access nodes that connect to the subterranean shield generators, and overload them with an electrical surge of liberating force.
Primary Objective: Once the force shield has been deactivated, the squad will enter the Exospire’s chamber and destroy its core by eliminating the Dark Fluid cells that maintain it.
Flamethrowers
Some enemies now thinks its very inconvenient to be flamed in the face
smaller to medium sized enemies will in general be slower while getting flamed with a flamethrower
small to medium automatons, small to large terminids and small to medium illuminates will be confused and panic when getting flamed in the face. which leads to them attacking randomly
AR/GL-21 One-Two
Moved the underbarrel weapon function from down to left
PLAS-15 Loyalist
Increased magazine capacity from 7 to 8
Shorter charger-up time on full charge up from 1 sec to 0.75 sec
P-11 Stim Pistol
Increase Heal effect with 100%
Increase Muzzle velocity from 200 to 300
Resupply
You can now climb it again! But the autoclimb will not climb it. It's literally the best of both worlds!
GL-21 Grenade Launcher
Reverted the change made in the previous patch - the launcher has medium armor penetration again
CQC-1 One True Flag
Moved and increased the size of the melee ability
The One True Flag is DESPISED by the enemies of Democracy. They will attempt to target anyone waving it
CQC-20 Breaching Hammer
Increased damage from 2100 to 2200
M-1000 Maxigun
Increased ammo capacity from 750 to 1000
LAS-98 Laser Cannon
Increased beam length from 200m to 1000m
GL-28 Belt-Fed Grenade Launcher
Increased ammo from 100 to 120.
GL-52 De-Escalator
Faster reload
Full reload around 2 second faster from around 7.5 to 5.5 sec
One reload around 1 sec faster from around 3.5 to 2.5 sec
AC-8 Autocannon
Faster reload
Full reload around 1 second faster from around 5.5 sec to 4.5 sec
Half reload around 0.5 sec faster from around 2.3 sec → 1.8 sec
B/MD C4 Pack
Moved the switch from weapon function from right to left
Exosuits Step damage zone
Made the damage zone closer to the size of the legs.
Helldivers and enemies were killed when not in close proximity
This effects EXO-45 Patriot Exosuit and EXO-49 Emancipator Exosuit
General
Small to medium automatons, small to large terminids, and small to medium illuminates will be confused and panic when getting flamed in the face, which leads them to randomly attack anyone in their vicinity
Crash Fixes
Fixed a crash that would occur during the Hellpod drop
Fixed a rare crash that occurred when a grenade entered a Vox Engines weakpoint
Fixed a rare crash caused by Cyborgs taking cover
Weapons & Stratagem Fixes
Fixed an issue where the Cyborg Agitator and Radicals armor did not break properly when attacked by laser weaponry
Fixed B-1 Supply Pack being usable by Helldivers that are already full on ammo on Xbox
Orbital lasers will no longer target enemies in caves
Fixed stratagems bouncing on fuel depots in factory cities
Guard dog drones will no longer obscure your view while interacting with terminals or other mission items
Helldivers will now start with 4 Arc Grenades instead of 3
Fixed an issue where the G-50 seeker grenade would not deal damage
Fixed "low ammo" and other notifications showing on weapons with infinite ammo
Stats for melee weapons are now more accurate. Showing damage, weapon attack speed and stamina drain per attack
Fixed a glitch that would let a player take multiples of the same stratagem
Enemies
Fixed an issue where Brood Commanders would not summon reinforcements when detecting a client player
Overseers will now stagger when their armour and shields are destroyed
Enemies will now be alerted to the sound of the CQC-20 Breaching Hammer exploding
The unarmored limbs attached to the Hiveguard's protective front legs now have lower armor
Fixed an issue where surge modifiers spawned more enemies than intended
Vox engine changes:
Reduced spawn rate
Reduced upper body turn rate
Increased the spread of main cannon shots
MG turrets on the side will now die instantly when the Vox Engine dies
Vox Engine now tries to avoid shooting targets with its main cannons on targets that are too close
Fixed an issue where enemies could walk through the Vox Engines tracks to attack the player
Fixed a bug that would cause Bastion Tanks to be launched into the upper atmosphere when running over cars on colonies.
Fixed an issue where scout walkers with rockets would not die when those rockets were shot, stealth divers rejoice
Fixed a bug where Levers on Cyborg Assembly unit would not work if you were killed/ragdolled while interacting with them
Miscellaneous Fixes
Sending an invite via the social menu on PS5 will now also send a system invite
Fixed an issue where login error messages would go out of bounds, making them difficult to read
Fixed red lighting occurring on the super destroyer after leaving a Magma planet/Cyberstan
Fixed a minor issue where UI would go out of bounds when dying with 3 types of Samples
Removed the redundant "Compare" option when equipping stratagems
Fixed an issue where foliage that slowed a Helldiver would also slow projectiles passing through them
Added the correct “Stun” and “Arc” tags to items that were missing the tags from their descriptions
Purge Illuminate mission has been renamed to Eliminate Overseers to be more accurate
Helldivers can now melee while falling or using the LIFT-850 Jump Pack
Fixed weapons with stationary reload being reloadable while using LIFT-850 Jump Pack
Illuminate Overships can now only be destroyed by the Planetary Defense Cannon
Keep your head down and keep your feet dry, Helldiver, because this is definitely going to get messy. The Ministry of Defense has authorized the deployment of a new Premium Warbond perfect for frontline assault squads who aren’t afraid to get their hands dirty.
Weapons & Stratagems
Let’s dig into the latest offensive items included in Entrenched Division*!
You’ll be bucking all those pesky, modern conventions with the B/FLAM-80 Cremator in hand. This heavy support flamethrower sprays a continuous column of flame, thanks to its massive backpack fuel tank.
In case that’s not enough to fan the flames for you, try the SMG/FLAM-34 Stoker. This versatile submachine gun primary packs two punches at once: iron sights and an incineration attachment.
If you don’t want to use fire to clear the tunnels, consider using gas! The A/GM-17 Gas Mortar Sentry is an automated turret that fires gas shells–just make sure to stay upwind of those clouds, Helldiver!
The P-69 Veto is a stylish secondary pistol, loaded with jet-assisted rounds that let you keep your distance from encroaching hostiles–perfect for the discerning squad commander.
And if you need to lob a grenade out of the trench, we recommend the G-48 Giga Grenade throwable, which might be too heavy to throw great distances, but it makes up for range with a massive blast that will break up the oncoming enemy into much smaller, more manageable pieces.
And most thrillingly of all: the CQC-73 Entrenchment Tool is now available for your regular loadout as a secondary weapon! No more rifling through deceased colonist’s belongings to find a shovel–you’ll be digging ditches as soon as your hellpod lands!
Armors & Capes
Stay sheltered from artillery in vintage style with two brand new armors!
You might want to bring some extra supplies as you shovel your way to the front line. The CPG-48 Sapper is a medium armor with plenty of pouches and big pockets to store your battlefield essentials. In fact, it comes with a version of the Concussive Padding armor passive–Grenadier–which provides explosive damage resistance and lets you store extra throwables! To complete your entrenched look, use this armor with the Dignity of Toil cape and player card to honor your most useful everyday carry tool: your shovel.
But let’s say you need to look more official to motivate the squad stuck in the battle trenches. For that, you’ll want the CPH-26 Commandant light armor with–as pristine as your service record, with a high collar to match your high ambition to move up through the ranks. It’s the kind of fit that says I could court-martial you at any time, and pairs perfectly with the Crest of the Unsullied cape and player card. It also has its own version of the Concussive Padding passive–Hazmat–which provides both explosive and gas damage resistance, as well as reduced sidearm recoil.
Patterns, emotes, and more
Of course, you don’t want to use antiquated equipment, but maybe you’d still like to give your items an old luster just for fun. Give your loadout the lived-in, battle-worn look of a real soldier with the Heritage Olive pattern, available for your hellpods, FRV, Pelican, and exosuits.
And if we’re playing as old-fashioned soldiers, why not greet each other the old-fashioned way with a Diplomatic Handshake! You might be gassing and burning your enemies, but you keep the squad dynamics classy.
Finally, equip the Mudskipper player title to really delve deep into the fantasy of an entrenched soldier on the frontlines.
The Entrenched Division Premium Warbond is dropping on March 17! Can you dig it, Helldiver?
*Requires base game, paid purchase of Super Credits, and game progression to unlock.
Greetings Helldivers
After extensive testing of our “slim” build (for more details on this history of this topic see here and here), weeks of your input and stress testing including a great influx of new and returning players in the ‘Machinery of Oppression’ major update, we are confident that players are having a great experience playing HELLDIVERS 2 on the smaller build. As a result we will be removing the “large” build from Steam inline with our next patch – 17th March 2026.
Thank you for your continued support.
Attention Helldivers, As we fight against the Cyborgs, Super Earth is making sure all Helldivers have every chance of democratic Success!
We're sharpening our weapons of mass liberation. All our efforts must find their Clanker targets!
Below you'll see the latest fixes and updates for our brave divers marching forward...
The C4 pack gets more boom for your credits
Missiles hit their target even more!
B/MD C4 Pack
Increase Demolition Force of C4 from 30 to 40
Crash Fixes
Fixed a rare missile related crash
Fixed a crash that could occur when finishing mission with a Convoy objective
Fixed a crash on "Rapid Acquisition" and "Confiscate Assets" Missions
Fixed a crash would could occur on startup or shutdown
Fixed a rare crash which could occur when entering the ship
Weapons & Stratagem Fixes
Fixed SH-51 Directional Shield sometimes not making any noise
Fixed a bug where reloading the R-72 Censor caused the camera to attach inside of the barrel of the weapon
Fixed LAS-16 Trident not displaying hit effects on environment objects
Gunship Facilities are now properly destroyed by the democratic might of the Hellbomb
Removed a hatch close to the Bastion Tank gunner door that could mistakenly feed mission-critical material into the ammunition compartment of the tank
Miscellaneous Fixes
Fixed two Super Destroyer videos missing audio in Simplified Chinese
Reduced the likelihood of Commando Operations not awarding Medals
KNOWN ISSUES
In an unprecedented and unforeseeable event, the Cyborgs have returned to once again threaten the liberty and sovereignty of Super Earth and its inhabitants. This nightmarish turn of events follows the discovery that the Automatons seized the schematics for the Star of Peace with the intent to build one for themselves and use it for their dark and violent purpose. They have been tasked by the Cyborg Legion to carry out these crimes.
The Helldivers have been ordered to take on the dark and grim streets of Cyberstan’s cities and stop this collusion of bots and Cyborgs in its tracks!
Now Super Earth is taking the fight to the heart of Cyberstan. Drop into the bot homeworld and prepare to breach the fortress walls of their massive factory cities. Fight through the inhospitable landscapes that power the Automaton war machine: industrial complexes that are heavily defended with hazards around every corner.
The community of Helldivers must work together to clear a path through Cyberstan’s factory cities–choose which cities to destroy, making sure to bring down every building and leave no bot standing as you democratize these heartless machines.
Your primary mission will be to stop the production of more Cyborgs, as well as compromise Automaton defenses trying to stand in your way. Helldivers will also have the opportunity to clean up: destroy their mega factories building by building, and tear down the symbolic statues of the war criminals and terrorists revered by Cyborg scum in order to further destabilize and demoralize their regime.
But beware–an old familiar threat rises in these dark, foreboding streets: the Cyborgs have returned with new weapons of mass destruction.
You must face down three new types of enemies in the Cyborg subfaction. Outsmart the Agitators, who command the Automaton legion in the field, are heavily armored and can take control of enemy squads, making tactical decisions on the battlefield.
Fight them while the Cyborg Radicals rush you from every side to make the fight up close and personal. They are the most extreme vision of a wretched Cyborg-run future: they push their bodies to the limit with cybernetic and bio-enhancements, turning themselves into a mockery of humanity.
And finally, fight the Vox Engine: the Voice of the Cyborg Legion. This war machine, piloted by a high-ranking Cyborg officer, rolls across the battlefield, blaring Cyborg’s propaganda. It is armed with dual laser cannons, rockets, laser gatlings–all to ensure no one can stop the spread of their message.
And Super Earth shall answer! Along with the recently-deployed Siege Breakers Warbond* which features defensive assistance like the G/SH-39 Shield, Helldivers will also be able to purchase the War Horses set of armor in the Superstore.
Sending reinforcements to Cyberstan is a great risk for Super Earth, which means it will be essential for the Helldivers to stay alive for as long as possible. Every death will be counted in the Battle for Cyberstan, using a Galactic Reinforcement Counter marking the finite number of Helldivers able to be deployed. If the counter reaches zero, it means we have lost the Battle for Cyberstan. Helldivers, we cannot lose to this renewed Cyborg threat. Your objectives must be completed while ensuring maximal lifespans for all divers. Stim your squadmates, bring defensive stratagems, and survive as you fight your way across Cyberstan, destroying the factory cities together!
The latest Helldivers 2 update, Machinery of Oppression, is live now!
*** INCOMING MESSAGE FROM HIGH COMMAND ***
We have confirmed, with concrete proof and beyond any doubt, that the Automaton Collective stole our schematics for the Star of Peace. We cannot let them turn this defensive tool of peace into a destructive weapon of war. It's now up to you, our most elite and powerful force, to bring them to justice on their own turf.
We have approved the deployment of new equipment for squads to aid in the swift elimination of the Automaton threat.
Push toward Cyberstan and end this insult to Managed Democracy. Helldivers, let this be the last time the Automatons steal from Super Earth.
Bastion Tank: A new tank vehicle is ready to roll over entrenched enemies! The Bastion Tank offers unrivaled firepower and defense on the battlefield. It will require your team to work together to hunt down the enemy! (2pm CET)
Chinese VO has been added to Helldivers 2!
Arm yourself with the latest premium Warbond* Siegebreakers, loaded with a devastating hammer built for close-range persuasion and an upgrade to a Helldivers favorite, the LAS-16 Trident!
March into battle in style with the new War Horse set, available in the Superstore on February 10!
With a few exceptions, all victory poses and emotes are now interchangeable!
Melee weapons and Armor passive with increased melee damage re-balance
Intent is to make the Armor passive that increases melee damage less mandatory but still be useful to make melee weapons more effective.
We increased all the melee weapons damage and decreased the modifiers on the armor passives that increase melee damage.
Total damage with the melee armor passive will be higher or the same as before.
Base melee attack also got a 50% damage increase.
SMG and Pistol rounds less Sway
The intent is that the increased drag of SMG and Pistol which make it a close combat weapon and less effective at range is the main characteristic of these weapons.
We decreased the Sway modifier to be the same as most other weapons
Unify Weapon function directions inputs
The intent is to make the "weapon function modes" that are similar to be on the same "weapon function direction input".
This is to make it easier to remember which direction similar types of weapon functions are and also make it so you need to use less "quick weapon functions" inputs.
Weapon function modes that affect Programmable ammo, Ammo types, Volley modes, Safe modes, Guided modes will now be in the left direction.
We have not moved the underbarrel weapon switching option to the left yet, but we are looking into moving it to the left direction so all ammo altering switching is in the left direction even if it is an underbarrel selection that usually is in the down direction.
Difficulty on difficulty 9+
Made changes across all factions to increase the intensity on high difficulties, the biggest change should be noticed on the Automaton front while Terminids and the Illuminate are less affected.
R-2124 Constitution
Increased Bayonet melee damage from 110 to 165
Increased Bayonet melee durable damage from 55 to 83
R-2 Amendment
Increased Bayonet melee damage from 110 to 165
Increased Bayonet melee durable damage from 55 to 83
MP-98 Knight
Decreased sway modifier from 1.2 to 1
SMG-37 Defender
Decreased sway modifier from 1.2 to 1
SMG-72 Pummeler
Decreased sway modifier from 1.2 to 1
M7S SMG
Decreased sway modifier from 1.2 to 1
SG-20 Halt
Move the “ammo type” weapon function from Right to Left weapon function direction
DBS-2 Double Freedom
Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction
P-72 Crisper
Increased magazine capacity from 30 to 50
Decreased sway modifier from 1.2 to 1
P-2 Peacemaker
Decreased sway modifier from 1.2 to 1
LAS-58 Talon
Decreased sway modifier from 1.2 to 1
GP-31 Grenade Pistol
Decreased sway modifier from 1.2 to 1
LAS-7 Dagger
Decreased sway modifier from 1.2 to 1
P-113 Verdict
Decreased sway modifier from 1.2 to 1
M6C/SOCOM Pistol
Decreased sway modifier from 1.2 to 1
PLAS-15 Loyalist
Decreased sway modifier from 1.2 to 1
P-11 Stim Pistol
Decreased sway modifier from 1.2 to 1
SG-22 Bushwhacker
Decreased sway modifier from 1.3 to 1
Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction
P-4 Senator
Decreased sway modifier from 1.3 to 1
GP-20 Ultimatum
Decreased sway modifier from 1.3 to 1
CQC-30 Stun Baton
Increased damage from 50 to 75
Increased durable damage from 25 to 38
CQC-19 Stun Lance
Increased damage from 110 to 165
Increased durable damage from 55 to 83
CQC-2 Saber
Increased damage from 125 to 188
Increased durable damage from 65 to 98
CQC-5 Combat Hatches
Increased damage from 160 to 240
Increased durable damage from 80 to 120
CQC-42 Machete
Increased damage from 200 to 300
Increased durable damage from 100 to 150
G-7 Pineapple
Increased max amount uses 3 to 4
Increased start amount uses 2 to 3
G-31 Arc
Increased max amount uses 4 to 5
Increased start amount uses 3 to 4
SH-20 Ballistic Shield Backpack
Shorter cooldown from 300 to 240 sec
Orbital Smoke Strike
Shorter cooldown from 100 to 75 sec
CQC-9 Defoliation Tool
Increased damage from 300 to 450
Increased durable damage from 150 to 225
CQC-1 One True Flag
Increased damage from 110 to 200
Increased durable damage from 55 to 100
RS-422 Railgun
Move the “Safe/Unsafe mode” weapon function from Right to Left weapon function direction
StA-X3 W.A.S.P. Launcher
Move the “Programmable ammo mode” weapon function from Right to Left weapon function direction
GL-21 Grenade Launcher
Increased armor penetration level from Medium to Heavy
Peak Physique
Decreased melee damage bonus from 100% to 40%
Rock Solid
Decreased melee damage bonus from 100% to 40%
Reinforced Epaulettes
Decreased melee damage bonus from 50% to 20%
General
Some enemies have had their damage vs durable rebalanced to adjust for Helldiver vehicles with large health pools. It will not change their effectiveness against normal Helldivers, only their vehicles.
Things like attacks from Bile Titans, Chargers, Crescent Overseers, Overseers, Rocket firing Automatons, Hulk melee attacks, mortars, acid etc have gotten values adjusted. Some of the adjustments only affect certain targets (ie the Bastion). Other adjustments also affect the FRV and Exosuits.
Enemies Aim calculations were not always updated when there were many enemies trying to aim, making Automatons on higher difficulties a bit bad at aiming. They should now attempt to update the aim better considering the data they have before they get another proper aim update. This means that Automatons will aim better even when there are a lot of them without any further cost to performance.
Dragon roach
lowered the direct damage from the flame attack by 25%
Rocket Raider
Rockets now deals increased damage vs Durable targets
Devastator
Removed durable on arms
Rocket Devastator
Rockets now deals increased damage vs Durable targets
Hulk Bruiser
Rockets now deals increased damage vs Durable targets
Gunship
updated its targeting software and should now be better at hitting their targets
Rockets now deals increased damage vs Durable targets
Overseer
Overseer`s weapon now deals increased damage vs Durable targets
Crescent Overseer
Increased force on artillery attack to stagger the Helldiver
Increased the damage of its direct shot attack
Crescent Overseer`s weapon now deals increased damage vs Durable targets
Emotes and Victory poses
Emotes and victory poses are now interchangeable. Except for a few exceptions like emotes that require 2 people, the kick and a few others, all the victory poses can now be used as emotes and all emotes can now be used as victory poses
Hang Detection
As part of our ongoing war against bugs and instability we have introduced a “hang detection” feature in the PC version. If the game hangs (freezes) for more than 20 seconds then this new feature will crash the game instead of letting it stay hung. This generates a file called a “crash dump” which contains important debugging information for our programmers to diagnose and fix the root cause of the hang.
If you experience a hang, please wait at least 40 seconds before restarting your PC to allow the hang detector to do its job.
If you experience a 20+ second hang followed by a crash:
If the crash reporting window shows up then please submit the report as usual.
If the crash reporting window doesn’t show up (it can fail), we humbly request that you share the crash dump file with our player support team (https://arrowhead.zendesk.com/). They will be able to assist you in locating and sharing the crash dump file.
With your help, we can eliminate these issues once and for all!
Crash Fixes
Fixed a rare crash caused by weapon customization desynchronization
Fixed a rare crash that would occur when players would access the Galactic Map
Fixed a crash caused by Automatons in Lava Missions
Weapons & Stratagem Fixes
The RS-422 Railgun magazine during reload animation is now visible
When finishing an Eradication mission after the mission time has run out, an over-zealous second Pelican pilot will no longer heroically try to extract our noble Helldivers if another is already en route
AX/FLAM-75 "Guard Dog" Hot Dog has its sound effects fixed
AR/GL-21 One-Two underbarrel explosions sound effects are now fixed
MLS-4X Commando rockets will now target properly, rather than targeting the last place the Helldiver aims at
Fixed an issue where the R-36 Eruptor displayed incorrect zoom levels options when using non-zoomed scope attachments
Fixed a bug where the B-1 Supply Pack would give infinite supplies when dropped
Fixed the visual glitches that appear in the preview section of the Weapon Customization Menu
Helldivers can now reload whilst inside an M-102 Fast Reconnaissance Vehicle
B-1 Supply Pack can no longer be used on Helldivers when their ammo, grenades and stims are full
Fixed bug where story campaign operations would not persist between game sessions
Projectiles from turret stratagems will now also hit their owners
The Ministry of Defense has installed scrubbing chips on the Ground All-Terrain Extraction Rig, preventing accidental lock-on by smart weaponry
RS-422 Railgun now properly displays the clip during the Reload animation if the player reloads the weapon immediately after firing
When cancelling a reload after a new projectile was made visible, but before it was put into the weapon; the weapon would display the new shell in the weapon, even with the weapon empty. The weapons will now correctly display if it is ready to fire or not
Heat based weapons are now displaying overheating properly, in the Weapon Function Menu
Kills with "One True Flag" will now count towards Major Order kills
Fixed the M-1000 Maxigun wind-up sounds which would sometimes not play properly
Player can no longer throw multiple stratagems after entering and exiting emplacements
Grenade launcher shots and explosions from AR/GL-21 One-Two rifle should now be visible when shot by other players
P-92 Warrant
Made the drag and gravity the same on the non-guided projectile as the last patch change for the guided projectile.
Move the “Guided mode/None Guided mode” weapon function from Right to Left weapon function direction
Fixed its crosshair not updating when toggling its weapon function through the new input bindings
Enemies
Enemies have learned how to target better
Fixed spawn rate on Rapid Acquisition missions on difficulty CR7-10. Adjusted spawn points on Rapid Acquisition map
Miscellaneous Fixes
Automaton dropships will now move less erratically when dropping enemies
Fix incorrect camera positioning when transitioning to first person while reloading
Fixed an issue where players could land on Command Bunkers in city missions
Fixed certain items not being interactable inside specific PoIs on Magma planets
Solved terrain height changing when approaching or moving away from a deformed piece of terrain, causing a weird visual effect
Exiting a vehicle now properly inherits the vehicle`s velocity
High-Command has now authorized Commando Operations to be carried out on all Automaton controlled planets. They will frequently be available to choose alongside the regular Peace Keeping Operations going forward
Fix damage inconsistencies between client and host damage. Clients should no longer do less damage than the host
Players no longer get stuck under the bridge during Rapid Acquisition missions
The Helldiver properly follows hand position protocols when activating power stations
Camera correctly points towards the Hellidver during the push-up emote
The battery light will now turn off after its delivery during “Seize Fusion Batteries” objective
Draw! Emote no longer locks melee weapons
Adjusted Automaton scanner glow - they will no longer shine white whilst scanning for Helldivers
The Super Earth Flag is now correctly playing the Super Earth Anthem when using the stratagem during Hive World Missions
The Helldiver now moves their hands away from terminal screens to not block sight to whoever is looking over their shoulder
\ Smoke will no longer display green artifacts on red planets
The Guard Dog series of stratagems have had their names shortened to improve readability. They’re still your loyal companions, but now with shorter, easier to read names.
Optimizations
We improved fog density / visibility between Volumetric Fog Quality settings, making the Lowest and Low settings match
Improved performance of building material found in colonies and cities
Removed the light-source that was attached to the Helldiver, which was used for making dark environments brighter near the player; tweaked and improved playability and visibility in darker environments instead
Fixed an issue that was causing some players to get a "10002026" error during login attempt
Implemented performance improvements affecting explosions and general destruction, primarily surrounding bot factories KNOWN ISSUES
Helldivers, do you ever find the squad standing before a towering foe with impenetrable fortifications and wish you had something to smash through them? The Ministry of Defense has just the Warbond for you. Let’s get to smashing, divers!
So what are the tools that will break down the door to the enemy compound? Let’s start with the new and improved version of a beloved Helldivers weapon: the LAS-16 Trident! This big, bold, and shotgun-like updated classic fires six beams compared to the original’s three! Nothing’s gonna stand in the LAS-16 Trident’s way.
But if you need to make a statement when you break down the bulwark, you might want to bring the CQC-20 Breaching Hammer stratagem. This sledgehammer can do straight smashing, or it can have an explosive charge attached to its head to drive the point home.
Let’s say you get tired from all the hammer-swinging, though, and you need a way to simplify your destruction. Why not use the GL-28 Belt-Fed Grenade Launcher that lets you continuously fire grenades in a non-stop, explosive barrage?
And if you’re only interested in sending a single, strong message, we’ve also included the EAT-411 Leveller that fires one high-yield missile.
Finally, the perfect companion to an offensive loadout like this one is a good defense. The G/SH-39 Shield is a throwable emplacement that generates a spherical, projectile-blocking shield. Make your own barrier while you bust down all the others.
As for the rest of your defense, we have the heavy SA-8 Ram armor, evoking heavy plate armor and blast shields, to turn you into a blockade-battering force. Similarly, the medium armor, SA-7 Headfirst, still looks well-defended, but allows for the flexibility and speed you might need to get past the roadblock.
These armors are outfitted with the Supplementary Adrenaline passive, which allows the wearer to regain some stamina whenever they take damage, turning you into the tireless battering ram at the enemy’s wall.
These armors have coordinating capes and player cards, starting with the Rags of the Fashionable, which comes pre-tattered to signal your participation in previous enemy sieges. There’s also the Wedgeful Tricorn, which has a saw-tooth shape along the bottom edge.
To coordinate your squad, we have also included a pattern for your shuttle, exosuits, hellpods, and FRV called Churned Earth. Siege Breakers also includes the Display of Brawn emote, for both regular and victory poses! And when you show it off, why not equip the Bunker Buster player title, too, to look like the formidable opponent you are.
Hold your ground just a bit longer, Helldivers. The walls will crumble at your feet on February 3!
*Requires base game, paid purchase of Super Credits, and game progression to unlock.
Democracy doesn’t always need to shout. This patch is deploying some important updates to suppressed weapons, allowing Helldivers to eliminate threats with reduced detection and tighter tactical control.
Expect quieter kills, cleaner engagements, and new opportunities for coordinated strikes before the enemy knows you’re there.
Remember: stealth is a tool, not a substitute for overwhelming firepower. Use it wisely, Helldivers!
So where could you use these new tools? In the brand new Commando missions! Helldivers are going deep behind enemy lines where their normal reliance on air superiority is no longer an option. Reinforcements have to be deployed in advance and destroyer support is a risky business with limited time. The Commando missions will be activated later today (14:00 CET) alongside the release of the Redacted Regiment Warbond. And, finally, after weeks of your input and stress testing, we are ready to make the slim PC build default for all players. We’ll keep the larger version online for a short time to ensure a smooth transition for everyone; so you’ll continue to have the option to switch back should you wish. Once this transition has been completed we’ll look to sunset the large build permanently in the near future.
Much more to come in February and beyond.
Finish the job for Super Earth.
Suppressors are now more effective
Intent is to make suppressors more valuable in stealth gameplay and attract less attention from enemies
Noise radius of firing suppressed weapons roughly reduced by 50%
Enemies detection radius when being fired at, but not being hit, is reduced in some units
General
Detection range of danger (basically being shot at but not getting hit) reduced for enemies like Devastators, Berserkers, Spewers, Chargers, Impaler, Observer
Optimizations
Adjusted M-1000 Maxigun muzzle to reduce flash
KNOWN ISSUES
The Ministry of Defense Research & Development teams have emerged from their laboratories with the latest suppression technology and spec ops fashions to bring the Helldivers a new set of gear to live out their dream of furtive expeditions on fringes of the galaxy. The Redacted Regiment Premium Warbond* will be available for acquisition on January 20th!
Weapons & Stratagems
Redacted Regiment will outfit you with two primary weapons. The R-72 Censor is a mid-range precision rifle with an integrated suppressor that will ensure you’re undetectable on the battlefield. But if you need to put a few more bullets down range, you can opt for the AR-59 Suppressor, which is a fully automatic assault rifle with a non-removable suppressor.
To complete your loadout for covert reconnaissance, you can equip the P-35 Re-Educator dart-firing secondary pistol. Each round releases a chemical agent that induces delirium in organic targets and delirium-like malfunction in inorganic ones.
If stealth isn’t your tactic, you can try to go the commando route with the B/MD C4 Pack stratagem. This backpack has six adhesive C4 charges and a wireless detonator set up for either individual or simultaneous detonation–that should let you be as strategic or destructive as you like while pushing the button from a minimum safe distance.
But you might want to wage a little more unconventional warfare by diverting the enemy away from you. In that case, you’ll want the TM-01 Lure Mine, which is a throwable anti-personnel mine that will stick to surfaces and emit lights and sounds to attract nearby targets and then detonate when they’re in close proximity.
Armors, Capes, and More
Redacted Regiment comes with two armors and two capes perfect for recon roleplay. You can get the look of a real operative with the RS-89 Shadow Paragon light armor–covered in multitudinous pads and pouches to hold all your tactical EDC items–or fly under the radar with the RS–67 Null Cipher medium armor that’s coated in a radar-absorbent polymer and null-signature heat baffle to turn you into a real sensor ghost. Both armors are fitted with the Reduced Signature passive, which reduces your noise level and the range at which the enemy can detect you. The enemies of Democracy will have to get real close before they can spot you.
These pair perfectly with the Pillar of the Abyss and Triangulation Veil capes and player cards. You’ll also receive a new victory pose, Target Sighted, to let your squad know you’ve got your eye on the enemy.
The new booster, Concealed Insertion, will equip your Hellpod with a smokescreen to deploy on impact, so your dive can be on the down low.
You’ll also be able to claim a new player title, \. Maybe you can’t share the details of your assignment, but you can let them know you’ve seen some real action.
Redacted Regiment is coming January 20th, Helldivers. Get ready to infiltrate and perform a surgical strike–they’ll never see you coming.
*Requires base game, paid purchase of Super Credits, and game progression to unlock.
It’s once again time to come a’Reckonin’ o’er the hill and vale, Helldivers–the Festival of Reckoning is upon us! This is a time to reinvigorate our hearts with a commitment to spreading peace and Managed Democracy throughout the galaxy, and we’ve got a special celebration lined up to help.
The Festival of Reckoning is a celebration of love, family, peace and the pursuit of peace using any means necessary. The Reckoning Fund, which finances the yearly event, is bursting with credits, and so this year’s festival is even longer and more joyously explosive: The 2025 Festival of Reckoning begins on December 18th at 11 am CET and runs until December 31st 11:59 pm CET!
We’re getting you into the spirit with holiday Major Orders that grant you limited-time access to a host of stratagems to celebrate the event in grand fashion. No stratagem is off-limits, either–meaning we will even be letting you try out some stratagems from our Premium Warbonds.
During the festival, you will see in-game dispatches will go out to let you know which celebratory Major Order is active, and which mandatory celebration stratagems are available for temporary festive use. Let’s light up the skies with the fires of our peaceful and democratic seasonal happiness, Helldivers!
Attention, Helldivers!
Helldivers™ 2 x Killzone is back and this time, it's back for good! It seems fitting that a year after their initial launch, we bring back this iconic content but now in a new and improved format and pricing – yes, we totally heard you all!
Along with our partners at Guerrilla, we’re pleased to announce Helldivers™ 2 x Killzone is now officially a Legendary Warbond*, costing 1500 Super Credits. We couldn’t just add the same stuff as before and leave it, where is the fun in that(?!), so we’ve even added some extra content to round out the package.
Not only is the content returning with extra items, but we want to continue to do right by everyone who purchased Super Store content from last year, therefore a whole load of people will be able to unlock this Legendary Warbond at no extra cost. Check out if you’re eligible below.
Who gets what and how does it work:
Players who have previously purchased any (even one) of the Killzone items, will have the whole Helldivers™ 2 x Killzone Legendary Warbond unlocked at no extra cost!** Additionally, there is no medal vacuum here! The items previously purchased (and those which were gifted last December) will be medal unlocked. So no need to spend medals on the items you already own!
Players who received the gifted items in December 2024 but didn’t pay for any single item, will have to pay the 1500 Super Credits to unlock the full Legendary Warbond.
Not to worry, if you do pay for the warbond; the gifted items will also be medal unlocked.
Players joining after the Helldivers™ 2 x Killzone items left the store in December 2024 can access the Warbond by unlocking it for 1500 SC, and then enjoy redeeming medals on their favorite items just as usual
Let’s recap all the items included and dig into those new items as well.
Weapons and stratagems: Arm yourself with some of the best weapons Stål has to offer.
Beginning with the StA-52 Assault rifle the pride of the Stål armory, providing you with the strength to decimate your foes. It boasts a high-capacity drum mag, great for providing sustained fire.
StA-11 SMG with a helical-feed magazine, which provides a higher ammo capacity whilst making it more front heavy. This close-range weapon is the nightmare of the enemies of freedom.
PLAS-39 Accelerator rifle, a high precision burst-fire rifle that will banish your foes after a short charging period.
Armors and capes:
AC-1 Dutiful/ The Strength in Our Arms cape This heavy armor boasts a breathing apparatus built in to help both soldiers and colonists thrive, even when assigned to planets with atmospheres rated "suboptimal", "extreme", and "character building". AC-2 Obedient/ Defender of Our Dream cape
The muted colors and relaxed, high mobility fit make this light armor a favorite among long-distance snipers and hide-and-seek champions alike.
Acclimated passive The passive of these armors provides 50% resistance to fire, gas, acid, and electrical damage.
The “Defender of Our Dream” and “Strength in Our Arms” player cards are also returning along with the Assault infantry player title New Patterns:
The latest additions to round out this Warbond are the Extrasolar Ash patterns for your Exosuits, FRV, Hellpods and Pelicans.
So start saving your Super Credits for December 18th at 3pm CET when Helldivers™ 2 x Killzone Legendary Warbond will be available for purchase from wherever you enjoy our game!
*Requires base game, paid purchase of Super Credits, and game progression to unlock.
**Regional limitations apply.
Please note you will not be able to claim the Helldivers™ 2 x Killzone Legendary Warbond with a Premium Warbond token.
Hey Helldivers,
This blog post is a follow up to my previous post about the installation size of the game on PC which you can find here.
Today, I will update you on our progress in reducing the installation size and how you can help.
Update
We have followed through on our plans and made small reductions in the PC installation size over the last few patches while still adding new content. While this was a good start, our short term fixes have not been enough to keep up with all of the new content in the latest patch. The longer term goal has always been to bring the PC installation size much closer in line with the console versions. We are happy to report that, thanks to our partners at Nixxes, we have reached that goal much sooner than expected. By completely de-duplicating our data, we were able to reduce the PC installation size from ~154GB to ~23GB, for a total saving of ~131GB (~85%). We have completed several rounds of internal QA and are ready to roll this out to early adopters as a public technical beta. Our testing shows that for the small percentage of players still using mechanical hard disk drives, mission loading times have only increased by a few seconds in the worst cases. This is live NOW!
Only a few seconds difference?
Further good news: the change in the file size will result in minimal changes to load times - seconds at most. “Wait a minute,” I hear you ask - “didn’t you just tell us all that you duplicate data because the loading times on HDDs could be 10 times worse?”. I am pleased to say that our worst case projections did not come to pass. These loading time projections were based on industry data - comparing the loading times between SSD and HDD users where data duplication was and was not used. In the worst cases, a 5x difference was reported between instances that used duplication and those that did not. We were being very conservative and doubled that projection again to account for unknown unknowns.
Now things are different. We have real measurements specific to our game instead of industry data. We now know that the true number of players actively playing HD2 on a mechanical HDD was around 11% during the last week (seems our estimates were not so bad after all). We now know that, contrary to most games, the majority of the loading time in HELLDIVERS 2 is due to level-generation rather than asset loading. This level generation happens in parallel with loading assets from the disk and so is the main determining factor of the loading time. We now know that this is true even for users with mechanical HDDs.
Great! When does this happen? How can I help?
Do you want to be an early adopter? You can opt-in right now and help us test the slim version! There are no functional differences between the legacy and slim versions besides the installation size. You will be connected to the same galactic war as everyone else and be using the same account you always do - so all progression, war contributions and purchases will carry over between the different versions. You will still be able to matchmake and play with all other players. You can also opt-out at any time if you experience issues. It’s a low-risk way to save ~131GB of space on your drive and help us extend our testing to real-life conditions. Full instructions for opting in and out of the technical beta can be found at the end of this blog post.
The future!
When the public technical beta confirms that there are no issues present in the slim version, it will become the default version for everyone. For a limited time, we will allow players to opt-in to the legacy version as a way to self-troubleshoot any issues that were not picked up during our internal testing or the public technical beta. Given the very minor differences in loading times between the two versions, there is no justification for us to keep supporting the legacy version long term. Maintaining the legacy version alongside the slim version would only add extra burden to our developers, build machines, QA teams and release processes. Assuming all goes smoothly, the legacy version will be discontinued some time next year.
Finally
Thank you to the community for all your support with the game as we work through these technical pieces, and thank you to our partners at Nixxes for helping us troubleshoot and implement all the above improvements.
Modders beware! Any patch we roll out can break the game if you have mods installed and this one is no exception. We recommend that only players with a clean installation opt-in to the slim version. As always, you mod the game at your own risk.
If any of this seems a bit scary to you, we encourage you to just sit back and wait for the slim version to become the default version.
Step 1.
In your steam library, right click on HELLDIVERS 2 and select ‘Properties’.
Step 2.
Next select the ‘Betas’ tab.
Step 3.
In the Beta Participation drop down list, select “prod_slim”
Step 4.
Finally just close the properties dialog and wait for the game to download the patch!
If for any reason you want to opt-out of the slim version, you can repeat the above steps and select “None” from the Beta Participation drop-down instead. If you opt-out due to experiencing problems with the slim version, please report them to our player support team.
In case of emergency! Once we make the slim version the default version, you will be able to opt-in to the legacy version by selecting “prod_legacy” from the Beta Participation down-down. This will only work for a limited time, so please be sure to report any issues specific to the slim version to our player support team.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for HELLDIVERS 2, 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 HELLDIVERS 2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.