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Zeroes, Teardrop just got rebuilt under your feet.
This is our biggest single update since Early Access began, bringing a new PC performance baseline, a full Weapon Rework, and a major Cyberlimb rebalance that changes how every loadout plays. FPS is up significantly across NVIDIA hardware, weapons now kick, spread, handle and specialize with much clearer identity, and cyberlimbs have been reworked so rarity, role and build choices matter more than ever.
Every weapon feels different. Every limb builds different. Whatever you thought you knew about the Grid, drop it at the door.
A quick read on everything in this update. Full details in each section below.
Performance Baseline. A new FPS floor on Steam PC. 3x uplift on RTX 20 series PCs, 30 to 60% uplift on RTX 30 series, and 30%+ uplift on RTX 40 series and above. Fewer FPS drops and a more consistent frame rate. This is the baseline, not the finish line.
Weapons. A total overhaul of every weapon: fire-modes, RPM, recoil, spread, range, velocity and weight. New Dynamic Recoil shares the kick between camera and crosshair, attachments move to a points budget, and lower rarity weapons carry handling penalties that vanish at Epic. Existing setups are reset, so rebuild your loadouts.
Cyberlimbs. Every limb rebalanced so rarity actually matters, with quality-of-life fixes and role redesigns across the board. The Legendary Ghost leaves the loot-pool pending a redesign.
Character. The new Limb Toughness system grants up to +50 bonus HP per limb plus more per rarity, making limb loss far less likely. Jetpack Dash moves to 1 charge on a 3 second cooldown, and wall-jumps are roughly 3x stronger.
Gameplay & NPCs. The zone shrinks more aggressively, HEX extraction is simplified with Generators removed, high rarity loot is drastically rarer, and NPC senses and target acquisition are sharper.
World. Look up. The sky and lighting across Teardrop have been completely overhauled, bringing a warmer, brighter, and more realistic look to the world.
HUD UI. Significantly sharper HUD above 1080p, a new dynamic crosshair that reflects your actual point of impact, and updated loading screens.
RTX 20 series: 3x performance uplift on Medium settings
RTX 30 series: 30 to 60% performance uplift on High settings
RTX 40 series and above: expect 30%+ uplift on Ultra settings
M4 Macs: up to 2x FPS uplift
M3 and earlier: improvements in this patch, with a further patch coming to continue improving performance
Beyond the raw numbers, we have significantly reduced the amount of FPS drops and made frame rates far more consistent on top of the average gains. The result is a smoother, more stable experience in the moments that matter most, like mid-fight.
Weapons have undergone a total overhaul in every regard, from fire-modes and rates of fire to recoil, spread, camera shakes and camera framing. The intent behind these changes is to add more character to the weapons and to reinforce the visuals the weapons have to ensure that the weapon you pick up and fire does what you'd expect it to do, sound like you'd expect it to sound like and feel like you'd want it to feel and be different enough from the next weapon that you see and feel a reason to try everything.
This patch sees the introduction of an improved Recoil system we are calling "Dynamic Recoil". Recoil is now shared between the Camera and Crosshair where it was purely Camera-based before. When firing your weapons your crosshair will have minor movement within a tolerance radius in the centre of the screen, allowing the recoil to be strong without the camera having to recoil so much which caused a lot of difficulties and accessibility issues for some players. We feel this change not only feels really visceral and powerful, but it also allows us to have more interesting recoil on weapons and also reinforces the feeling that the crosshair is part of the weapon and not just a marker bolted to the middle of your screen. This system affects both third person and first person and is subject to further polishing and adjustments based on feedback.
All weapon classes in the past were a bit of a mishmash of RPMs that ultimately resulted in a lot of weapons feeling the same. We wanted to do something about this, so weapon RPMs have been separated much more between Weapon Classes than in previous iterations of Off The Grid to better reinforce these intended playstyles and feelings. SMGs are now the kings of RPM, while Assault Rifles are more moderately balanced with slower fire-rates but higher accuracy and range.
Spread is now more of a factor with all weapons, increasing gradually as the weapon fires until spread reaches its peak at the latter stages of a magazine's capacity. Just spamming shots and aiming at someone will have some effect, but you'll eventually begin to miss shots and will need to space your shots occasionally to maintain accuracy. Spread modifications on weapon attachments will help with this for players who find it difficult. Spread has also been adjusted per Weapon Class to ensure that the feeling of using the wrong weapon at the wrong engagement distance becomes immediately obvious to the player.
All weapon classes have had a full rebalancing to damage ranges and bullet velocities relative to their intended usage. SMGs have had their ranges slightly reduced, Assault Rifles have stayed in a similar spot as before, LMGs have had slight increases and all classes fit into their own ranges to provide a more balanced spread of engagement ranges for each weapon.
All weapons have undergone changes to their bullet velocities to better represent the intended ranges they should be used at. Once again, some weapon attachments can increase or decrease this depending on how you spec your weapons out.
Sway is a little more aggressive now, providing more of a swing with longer range weapons than before. Weapon Attachments can compensate for this and all sights above 3x magnification come with built-in Sway reduction that scales with their magnification amounts.
Weapons have had adjustment to their penalties/bonuses when moving with them. Heavier weapons like LMGs and Sniper Rifles now slow the player down more than before, whereas lighter weapons such as Pistols and SMGs now speed the player up more than before. Additionally, movement penalties associated with weapons have been adjusted based on Spread changes and weapon intent. These penalties to movement speed and accuracy can naturally be countered with various weapon attachments.
Assault Rifles, Marksman Rifles and LMGs now have a more zoomed-in third person camera more suitable for the intended ranges they should be used for. This difference is marginal, but noticeable to the keen-eyed, and should help with picking off targets at longer ranges in third person with these weapons.
Semi-Auto is once again per-click rather than press-and-hold. We felt that while Semi-Auto was easier to use with a press-and-hold mechanic, it detracted from the feeling of what a semi-automatic weapon should be, as well as making several weapons too easy to use and harder to balance and as a result have returned it to its original state. The Hold-To-Shoot option is still available in the Gameplay Settings, however, now only correlates to Burst-Fire weapons.
In addition to the Dynamic Recoil listed above, First Person has been improved to better represent the stats on your weapon. ADS Time properly scales with attachments into First Person and the system has been improved to have the weapon approach your line of sight from below rather than from the side.
Weapons now use a points-based system for equipping attachments rather than the previous set limits of the number of attachments being based on the Rarity of the weapon. Weapon Attachments have been rebalanced with updated stats and values and now have costs to equip them which is based around their rarity and effective power levels. A lot of attachment rarities have changed to better represent their cost to equip them, so in light of these changes any existing weapon setups have been reset and you will need to rebuild your loadouts. As mentioned, each Rarity of weapon has a different limit to the points available to it. Currently this stands at:
Common - 50 points
Uncommon - 60 points
Rare - 80 points
Epic - 100 points
This frees up the player to use more attachments of lower rarity at the expense of fewer but more powerful rarer attachments should they choose to and should provide more variance to loadouts for players to tune their weapons the way they need to for their own personal playstyle. Our aim was always to make your attachment choices matter and to be based on your own personal preferences and skill limitations, so we hope that there is no "one true build" for every weapon, and more a selection of builds based on what you want to achieve.
Weapons at rarities lower now have penalties associated with them that make them a bit more difficult to use, and these penalties differ between Weapon Classes:
Assault Rifles: More Recoil, Longer Reload Time
LMGs: More Spread, Longer ADS Time
Marksman Rifles: Stronger Sway, Longer ADS Time
Pistols: Longer Reload Time, More Spread
Shotguns: More Spread, More Recoil
SMGs: More Recoil, Longer Reload Time
Sniper Rifles: More Sway, More Recoil
As each weapon progresses from Common to Epic, these penalties are weakened, with Epic being without penalties entirely. This is to provide a form of progression with the weapons as you obtain higher rarity versions, in addition to any progression you feel by equipping different attachments or simply getting more skilled as a player with the weapons you use as you get used to using and modifying them.
Weapon Variants (such as the Proton Drifter, Vulture CyberGoth, Tacoma Pioneer and so on) have had their unique modifiers removed to bring their performances in line with the baseline weapons of each Weapon Family. These weapons now act simply as standard versions with custom skins/geometry where applicable. Any weapon attachments attached to these weapons by default will still modify the behaviour of the weapon.
Once again, due to the massive number of changes to weapon stats, we can't cover every little thing in excruciating detail in these patch notes (otherwise it would literally be 80 pages long) and instead we will cover the major changes and intent of each weapon.
Fire-Mode: Burst-Fire (2 round burst)
RPM: 850
Recoil: Moderate, Stable
Damage: 75
Headshot Multiplier: 2x
Kasper has had its burst fire reduced from 3 shots to 2 and has been given a place as a hybrid AR/Marksman Rifle, rewarding precise headshots at the expense of pure DPS to the body. Burst-fire recoil patterns received overhauls to make their shots closer together between the larger swings between bursts to make them easier to handle.
Fire-Mode: Full-Auto
RPM: 720
Recoil: Moderate, Erratic
Damage: 42
Headshot Multiplier: 1.4x
The M4 Commodore has seen a reduction in RPM but still maintains its spot as a rapid-fire AR with serious impact.
Fire-Mode: Full-Auto
RPM: 630
Recoil: Low, Stable
Damage: 40
Headshot Multiplier: 1.3x
Mavinga is now finally putting those fancy flaps on the front to good use as recoil stabilizers, being positioned as a low-recoil AR that suffers slightly for its ease of use with lower damage.
Fire-Mode: Full-Auto Dual-Shot
RPM: 500
Recoil: Strong, Balanced
Damage: 27(x2) +20% Armour Damage
Headshot Multiplier: 1.5x
The Partisan now fires 2 rounds per trigger-pull, spraying its default 40-round magazine 2 shots at a time, and deals an additional 20% damage to Armour.
Fire-Mode: Full-Auto
RPM: 570
Recoil: Strong, Erratic
Damage: 47
Headshot Multiplier: 1.2x
Terikon has been given more kick and aggressive behaviour to more accurately represent how we envisioned it from the start. Intended primarily for body-shots, the Terikon is a monster to handle, but will absolutely rip your opponents a new one.
Fire-Mode: Full-Auto
RPM: 450
Recoil: Strong, Stable
Damage: 65
Headshot Multiplier: 1.5x
The Vulture is one of the Assault Rifles that has seen the biggest adjustment, being reframed as the heavy Assault Rifle intended for mid-range domination and longer-range area suppression. A hybrid of an Assault Rifle and LMG, the Vulture hits like a truck but is tricky to master.
Fire-Mode: Full-Auto
RPM: 350
Recoil: Moderate, Balanced
Damage: 70
Headshot Multiplier: 1.75x
The Boomslang is still the thunderous beast it used to be but now has a bit more spread to offset its high damage, ensuring it also plays a role in area suppression while being more than capable of long-range pot-shots with a good scope.
Fire-Mode: Dynamic Full-Auto
RPM: 350 to 750
Recoil: Strong, Stable
Damage: 48
Headshot Multiplier: 1.6x
The Hawk now features a new Fire-Mode which increases its rate of fire the longer you hold down the trigger. This begins at 350 RPM and increases to 750 RPM over a short duration. Intended more as an area suppression weapon, it'll still shred your opponents if you're able to handle the kick and the ever-increasing spread.
Fire-Mode: Semi-Auto
RPM: 80
Recoil: Very Strong, Balanced
Damage: 200
Headshot Multiplier: 1.4x
The Ichnya is now the powerhouse Marksman Rifle intended for longer range engagements with a focus on landing headshots. Kicks like a mule, hits like a freight-train.
Fire-Mode: Semi-Auto
RPM: 200
Recoil: Moderate, Balanced
Damage: 120
Headshot Multiplier: 1.3x
The Proton is now a rapid-fire Marksman Rifle intended for quicker skirmishes. With less aggressive recoil, the Proton can be used on the move more effectively than the Ichnya but requires more dedication to sight in your target due to its ADS Time.
Fire-Mode: Full-Auto
RPM: 600
Recoil: Low, Erratic
Damage: 50
Headshot Multiplier: 1.45x
The biggest change in the Pistol Class belongs to the Kelowna. No longer a Burst-fire Pistol, the Kelowna is now a full-auto sidearm with the magazine capacity and damage profile to match it. Has relatively low recoil compared to a lot of Full-Auto weapons but suffers from lower range to compensate.
Fire-Mode: Semi-Auto
RPM: 220
Recoil: Very Strong, Erratic
Damage: 120
Headshot Multiplier: 1.65x
The Tap9 is still the monster you all love and fear but now has more emphasis on its recoil. Range is more of a factor for all Pistol Class weapons now, so getting in close will be pivotal to success with the Tap9, although it still out-ranges its other Pistol Class companions.
Fire-Mode: Semi-Auto
RPM: 330
Recoil: Moderate, Stable
Damage: 90
Headshot Multiplier: 1.5x
The Type 227 is the all-rounder pistol, snappy to use but with not as much kick as the Tap 9 or the ferocity of the Kelowna. Now has a reduced magazine capacity to get away from the moniker "Type 227 Minigun".
Fire-Mode: Semi-Auto
RPM: 60
Recoil: Very Strong, Stable
Damage: 38(x8)
Headshot Multiplier: 1.5x
The Flenser is the ultimate close-range weapon, intended to violate anyone that is getting a little too close to your personal bubble. Recoil kicks hard and spread is huge, so close range is mandatory.
Fire-Mode: Semi-Auto
RPM: 140
Recoil: Moderate, Stable
Damage: 162
Headshot Multiplier: 1.5x
The Influencer is positioned as a hybrid Shotgun/Marksman Rifle, with a higher range than other shotguns but much less accuracy than a Marksman Rifle. Controllable, hits hard and still fires slug rounds but is prone to missing if you're not careful.
Fire-Mode: Burst-Fire (3 round burst)
RPM: 500
Recoil: Strong, Erratic
Damage: 25(x4)
Headshot Multiplier: 1.25x
The Squall is now a 3-round Burst-Fire shotgun that is intended to scatter people the moment you draw it. Hits hard and fast, but not easy to control at ranges exceeding 20 meters. Barrel-stuff them and they'll regret getting close.
Fire-Mode: Full-Auto
RPM: 630
Recoil: Moderate, Erratic
Damage: 50
Headshot Multiplier: 1.35x
The AZV100 is no longer a burst-fire SMG and is now the slowest-RPM SMG, but hits hard to compensate. Controllable and reliable, it'll still rip people apart.
Fire-Mode: Burst-Fire (4 round burst)
RPM: 1250
Recoil: Moderate, Erratic
Damage: 50
Headshot Multiplier: 1.35x
The Kite is now a 4-round burst-fire SMG that matches precision with brute force in sub-30m ranges. Snappy, reactive and good for precise invasive surgery to remove heads from bodies.
Fire-Mode: Full-Auto (Regenerative)
RPM: 740
Recoil: Strong, Erratic
Damage: 45
Headshot Multiplier: 1.4x
The Kochi now has tech built in that constantly 3D-prints ammunition directly within the Magazine as it fires, allowing ammo to regenerate without needing to pick it up or reload the weapon. Be warned though, overheating the weapon will shut it down for a few seconds until the heat dissipates and the ammo-printing can continue. It gets pretty hot. Be glad you've got metal hands.
Fire-Mode: Full-Auto
RPM: 820
Recoil: Strong, Erratic
Damage: 40
Headshot Multiplier: 1.25x
The Tacoma has had a sizeable RPM increase, feels stronger and nimble in close ranges. Positioned as a good all-rounder baseline SMG.
Fire-Mode: Full-Auto
RPM: 1150
Recoil: Moderate, Erratic
Damage: 38
Headshot Multiplier: 1.25x
The Woodpecker is now the highest RPM weapon in the game, but with its low ammo-capacity is intended for the daredevils and professional hitmen who never miss. Two or three missed bullets will result in needing to reload to finish someone off, but precise shots and expert recoil control will see you through.
For balancing purposes, all shorter-range sights for Sniper Rifles are now a minimum of 3x magnification (up from 1.25x), scaling up more than the counterparts on other weapon classes. Longer-range sights (8x and above) are unaffected.
Fire-Mode: Semi-Auto
RPM: 40
Recoil: Very Strong, Stable
Damage: 300
Headshot Multiplier: 2x
The Kestrel is still the weapon you all love to hate but now has more noticeable bullet-drop along with all other sniper rifles.
Fire-Mode: Semi-Auto
RPM: 90
Recoil: Moderate, Stable
Damage: 200
Headshot Multiplier: 1.5x
The Osprey is a more movement-centric reactive sniper rifle intended for more movement when shooting than its Class companions. Quick follow-up shots, great accuracy, not enough kick to knock you off your feet. With the lowest bullet velocity of all Sniper Rifles, the Osprey suffers from bullet-drop the most but is focused primarily on mid-to-long-range engagements where such issues are less problematic.
Fire-Mode: Charged Shot (with EMP at full charge)
RPM: 80 (1s Charge Time)
Recoil: Strong, Stable
Damage: 150
Charge Multiplier: 2x
Headshot Multiplier: 2x
The Pierser has had an increase to the length of time required to charge the shot to maximum but has been changed to allow the player to continuously fire fully charged shots once it has reached its peak if they time the cadence of their shots correctly and can compensate for the recoil well, allowing for quick follow-up shots at full power. Additionally, Pierser does not suffer from bullet-drop over its bullet travel time.
Cyberlimbs have undergone a huge number of changes to provide greater differences in power levels between their rarities and provide more meaningful progression when going up the rarity stack. In a lot of cases, this simply meant toning down some Cyberlimb effectiveness at lower rarities and in other cases higher rarity limbs gained some much-needed improvements. Quality of Life was also a major focus, so some limbs have received some much-requested adjustments on their usage. Additionally, some Cyberlimbs have now received some improved mechanics or have been redesigned to fill specific roles. It would be a huge undertaking to list every single stat that changed on every single limb, so we will summarise with the intent of the changes and call out specific stat changes where we feel these are important to highlight.
INTENT: To provide more variety to the Arc Shield bubbles based on rarity and make higher rarity Arc Shields more important.
Arc Shield Activation Time after impact is now instant.
Arc Shield Radius now scales with rarity, with the lower rarity versions being more suitable for solo players or players who enjoy cuddles. The maximum Arc Shield Radius has been reduced to 12m (down from 15m).
Arc Shield Cooldowns have been slightly increased.
INTENT: Make the lower rarity drones less effective, but make all drones feel more impactful.
Assault Drone Cooldown now begins once the drone dies.
Assault Drone Damage is now subject to damage fall-off over distance like any other projectile weapon.
Assault Drone HP values are now larger and scale with rarity.
Assault Drone Damage and RPM scales with rarity.
Assault Drone Attack Radius now also scales with rarity.
INTENT: Make the Bouncebomber scale with rarity and make it more readily available.
Bouncebomber's Damage now scales with rarity and has had a slight reduction at Epic level.
Bouncebomber's Firing Distance now scales with rarity and has been decreased at all levels, with less of a nerf at higher rarity levels.
Bouncebomber's Cooldown has been reduced by a considerable amount at all rarities.
INTENT: To reduce the overall effective area of the Ghost across the board while making higher rarity versions matter more.
Leaving the gadget radius now immediately ends stealth rather than it falling off over 3 seconds.
Ghost's Radius now scales with rarity and has been dramatically reduced for all rarities.
Ghost's Cooldown has been massively reduced, making it more readily available.
Legendary Ghost has been removed from the Teardrop loot-pool pending a redesign.
INTENT: To make the Hookshot a more appealing limb by making it more frequently available and giving it more movement potential.
Hookshot's Projectile Travel Speed has been doubled and it's Travel Back speed has been tripled, making using the Hookshot quicker and missing a Hookshot considerably less punishing.
Hookshot's Damage now scales with rarity and has seen up to a 25% increase at Epic level.
Hookshot's Charges are now 2 for all rarities except Legendary which is still unlimited.
Hookshot's Cooldown has been drastically reduced to compensate for fewer charges and to make it more readily available.
Hookshot's Pull Speed now scales with rarity and has been increased across the board.
Hookshot's Swing (sideways movement while pulling) has been improved and scales with rarity.
INTENT: To make the Javelina less effective at lower rarities, to decrease overall tracking ability of Javelinas and to make higher rarity Javelinas more important.
Javelina's Lock-on Delay and Lock-on Duration now scale with rarity and get quicker the higher the rarity goes making the usage snappier.
Javelina's Damage now scales with rarity, and this is reduced at lower rarities.
Javelina's Lock-on Distance now scales with rarity, and this has been reduced at lower rarities.
Javelina's Missile Acceleration and Top Speed all scale with rarity.
Javelina's Tracking (turning) Speeds have been reduced, making missiles easier to dodge in some cases. We will monitor this in case we hit them too hard with the nerf hammer.
Javelina's Cooldowns have been reduced at lower rarities, scaling to approximately the same as before at Rare and Epic level.
INTENT: To make the Kinetic Shield a bit more defensive and a bit less damage focused.
Kinetic Shield's Damage now scales with rarity and has been decreased across the board.
Kinetic Shield's Damage Range has been reduced.
Kinetic Shield no longer automatically fires the blast when reaching maximum damage when taking damage.
Kinetic Shield now remains active when losing your legs or non-shield arm.
Kinetic Shield now continuously regenerates its health while actively deployed. The amount of regeneration scales with rarity and is on average 3-4x more health regeneration per tick than before.
Kinetic Shield's HP values have been lowered, but this is offset by the strong constant health regeneration. We will monitor this and increase the shield HP if people are finding it too squishy.
Kinetic Shield can now be deployed in the middle of a Jetpack Dash.
Kinetic Shield no longer cancels when performing a Jetpack Dash.
Kinetic Shield's Cooldowns have been reduced across the board.
INTENT: To fix bugs with the Maxigun and make it scale with rarity.
Fixed a bug that was causing the Maxigun to shoot at the wrong crosshair which was making it far too easy to aim.
Maxigun's Trailing Crosshair movement speed now increases as rarity increases.
Maxigun's Movement Speed reduction while active now scales with rarity and has been reduced to 0% at Epic level.
Maxigun's Ammo Regen speed now scales with rarity and is on average 50% faster.
Maxigun's now uses the weapon recoil system.
INTENT: To make the Painkilla's rarity matter more and to adjust the usage of the Legendary Painkilla.
Painkilla's Cooldown now begins once the drone dies.
Painkilla's HP now scales with rarity and has been increased.
Painkilla's Healing Radius has been dramatically reduced and scales up with rarity.
Painkilla's Healing Amount now scales with rarity but on average has seen a slight reduction.
Painkilla's Revive now begins after 0.5 seconds (down from 1.5s)
Painkilla's Duration has been reduced slightly at all levels (except for Legendary).
Legendary Painkilla is now considered a "personal healer" and has a much smaller Radius. It will still heal and revive team-mates, but only if you really enjoy standing inside someone else's personal space.
INTENT: To reduce the overall AoE dominance of the Paralyzer and add more differences in power levels between rarities.
Paralyzer's Bubble Radius now scales with rarity, with smaller bubbles at the lower end that don't last as long, up to larger bubbles with longer durations as you reach Epic. Maximum bubble size has been reduced by 2m.
Paralyzer's Bubble Waves now pulse once for each level of rarity, up to 4 times for Epic.
Paralyzer's EMP Wave Damage now scales with rarity.
Paralyzer's Cooldown has been reduced by 10 seconds for all rarities.
INTENT: Make the Phosphor Fury more user friendly and not have to rely on direct hits to be useful. A direct hit plus AoE damage over time should still be incredibly lethal, but the limb should also be usable as an area-denial ability.
Phosphor Fury now deals less direct and indirect explosive damage, de-emphasizing the need to land direct hits with it.
Phosphor Fury Damage and Radius now scale with rarity. It deals considerably more burn damage, and its radius has been massively increased.
Phosphor Fury AoE Burn Duration now scales with rarity and has been more than doubled at Epic level.
Phosphor Fury's Cooldown has been reduced by 20% for all rarities.
INTENT: Reduce the overall effectiveness the Recon Drone and make its rarity matter more.
Recon Drone Cooldown now begins once the drone dies.
Recon Drone HP has been increased and scales with rarity.
Recon Drone Scan Radius still scales with rarity but has been reduced on average by 50%.
Recon Drone Duration still scales with rarity but has been reduced by approximately 35%.
Recon Drone Cooldown still scales with rarity but has been increased by approximately 15%.
INTENT: To make Ripper more appealing by making it available more often but reducing its dash range to melee ranges to make players commit to the risks of melee.
Ripper is now a much shorter-ranged melee attack with considerably lower cooldowns.
Ripper now has a relaxed upward pitch allowing the player to dash further if they angle upwards.
Ripper's Body Damage has been reduced as rarity decreases but is unaffected at Epic level.
Ripper still 1-shots Arms, and we will monitor this to determine future changes.
INTENT: Add increasing effectiveness of the smoke as rarity goes up and add more dynamic gameplay interactions.
Firing a Skunkpaw at an already burning area (Phosphor Fury, etc.) now automatically triggers the smoke explosive blast.
Skunkpaw's Exploding Cloud now knock players back huge distances.
Skunkpaw's Duration now scales with rarity and has been reduced considerably at all rarities.
Skunkpaw's Damage over Time now scales with rarity and has been reduced at lower rarities and slightly increased at Epic level.
Skunkpaw's Radius now scales with rarity and has been slightly decreased at Epic level.
Skunkpaw's Lingering Damage Effect now scales with rarity and has been reduced in duration to 2 seconds at Epic level to 1 second at Common level (was 3s for all rarities).
Skunkpaw's Exploding Cloud damage now scales with rarity and has been increased at all rarities above Common.
Skunkpaw's Cooldown has been reduced at lower rarities and remains the same at Epic to provide a smoother progression curve through the rarities.
INTENT: To balance the power of the Slamfist without reducing the fun factor and to make it more appealing to use as a melee attack.
Slamfist's fist decal has been removed, and the crosshair is no longer locked to the horizon-line of the character when standing on the ground.
Slamfist's Camera has been unlocked, and player can now punch the full 90 degrees vertically.
Slamfist's Damage now scales with rarity and has received a 50% increase at the minimum charge amount and a 25% increase at maximum charge at Epic level.
Slamfist's Minimum Dash distance has been reduced at lower rarity levels and slightly increased at Epic level.
Slamfist's Maximum Dash distance has been reduced at all levels, with higher rarities receiving a smaller reduction.
Slamfist's Charge Speed now scales with rarity and is slower at lower rarities than before, but faster at higher rarities than before.
Slamfist's Knockback has been increased and scales up per rarity.
Slamfist's Concussion duration now scales with rarity.
INTENT: Have the Slugger scale with rarity more and make the burning Goo more deadly.
Slugger Radius now scales in size based on the rarity.
Slugger Slow Effect and Duration now scale with rarity, and both have been made slightly less powerful at all rarities.
Slugger Projectile Speed now scales with rarity.
Slugger Charges changed to 1 for all rarities.
Slugger's Burning Damage has been increased dramatically, upwards of 230% at Epic level.
Slugger's Cooldown has been slightly increased at lower rarities.
INTENT: Convert the Tripmine into more of a trap/ambush mechanic, and have it scale more with rarity.
Tripmine Arm Charges reduced to 2 for Common and Uncommon and 3 for Rare and Epic
Tripmine Damage has been reduced substantially, dropping them on people's heads is no longer a guaranteed kill, but might still be hilarious.
Tripmines now knock back enemies on detonation and this knock back strength scales with rarity.
Tripmine Explosion Radius now scales with rarity and has been increased.
Tripmine Cooldown has been reduced by approximately 20%.
INTENT: Scale Cyberlancer's effectiveness through rarity and improve its damage dealing capabilities slightly.
Cyberlancer's Damage now scales with rarity and has been increased at Rare and Epic levels and reduced at Common levels.
Cyberlancer's Bleed Damage now scales with rarity and has been increased at Rare and Epic levels and reduced at Common levels.
Cyberlancer's Bleed Duration is now 5s at Rare and Epic levels (up from 4s).
Cyberlancer's Knockback Strength now scales with rarity and has been slightly increased at Epic level.
Cyberlancer's Dash Distance now scales with rarity and has been reduced at the lower end of the rarities and slightly increased at Epic level.
Cyberlancer's Concussion duration now scales with rarity and is unaffected at Epic level but scaled down at lower rarities.
Cyberlancer's Cooldown has been reduced by 2s for all rarities.
INTENT: To scale up effectiveness of Hammerheads through the rarities and improve some quality-of-life issues.
Hammerheads camera has been unlocked on the minimum angle so that the Hammerheads can now smash straight down vertically.
Hammerheads Leap Height now scales with rarity.
Hammerheads Damage now scales with rarity and has been increased for higher rarities.
Hammerheads Concussion duration now scales with rarity and has been increased for higher rarities.
INTENT: To curb the strength of the Leapers slightly, to provide scaling through rarity and to make the legs more readily available on average.
Leapers Charges changed to 1 for Common and Uncommon (down from 2)
Leapers Charges changed to 2 for Rare and Epic (down from 3)
Leapers Jump Strength now scales with rarity and has not changed at Epic level.
Leaper's Cooldown per Charge has been reduced by approximately 60%.
INTENT: To scale up effectiveness of Mirror Breakers through the rarities, make them more readily available and provide a bit more nuance to their usage through damage percentage adjustments.
MirrorBreakers Charges changed to 1 for all rarities.
MirrorBreakers now spawn all their available Holograms in one Charge.
MirrorBreakers Hologram Amount now scales with rarity. 1 for Common, 2 for Uncommon, 3 for Rare and 4 for Epic.
MirrorBreakers Holograms HP now scales with rarity and has been increased for higher rarities.
MirrorBreakers Movement Speed modifier now scales with rarity and has been decreased for lower rarities and increased for higher rarities.
MirrorBreakers Clone Damage percentage now scales with rarity and has been increased for higher rarities.
MirrorBreakers Cooldown has been slightly reduced at all rarities.
INTENT: To scale up effectiveness of Roadrunners through the rarities and fix some quality-of-life concerns.
Roadrunners Sprint Speed now scales with rarity and has been increased to 1.95x sprint speed at Epic level.
Roadrunners Acceleration now scales with rarity and has been reduced at lower rarities and increased at higher rarities.
Roadrunners Recharge Speed now scales with rarity and has been increased on all rarities by a substantial amount.
Roadrunners no longer have a short Cooldown when they run out of energy and begin recharging immediately. This is to help with players feeling like they need to conserve a tiny amount of charge to make recharging them happen sooner.
INTENT: To scale up effectiveness of Mortars through the rarities.
Thumpers Explosion Radius now scales with rarity, but in the opposite direction (Common has a bigger radius per shell and it scales down as rarity goes up - This is purely a balancing act of number of shells vs area of effect and should still result in higher rarities feeling more impactful).
Thumpers Spread increases with rarity
Thumpers Scatter Mortars Amount now scales up with rarity, meaning more scatter mortars are dropped on the battlefield the higher the rarity is.
Thumpers Targeting distance on the tablet now scales with rarity and has been slightly reduced at lower rarities and increased at higher rarities.
Thumpers Scanner Time should now scale with rarity and gets quicker at identifying targets on the tablet the higher the rarity.
Thumpers Cooldown has been reduced by 15s for all rarities.
This patch sees the introduction of a new system we are calling "Limb Toughness", which is our interpretation of a form of Class Fantasy of how robust a limb should be based on what it is used for (Offense vs Utility vs Defense), as well as what its expected usage scenarios look like, such as its Effective Range (Close versus Mid versus Far), Mobility (High versus Low versus None) and Lethality (Instant Damage versus Periodic Damage versus No Damage). Limbs have been assigned Toughness values as a modifier, and limbs gain extra HP based on this Toughness bonus. A limb can either have no bonus, +25 HP or +50 HP over the baseline HP amount and after that we've also scaled up Limb HP with rarity, where every level of rarity increases limb HP by 25. The player's body and armour values are not affected by this change and remain at 600 HP (300 Armour/300 HP). This should result in some limbs feeling sturdier than others, with 3 tiers of Toughness to add variety and Health values are now fully relayed on the Cyberlimb Stats screens when viewing the stats of each Limb and each Rarity. The intent of this system is to give players a way to build their characters and loadouts to better fit their playstyle, reduce some of the friction players experience when engaging in combat as well as make the game a bit less difficult to get into for newer players by effectively reducing the likeliness of losing a limb in combat in most cases. To support this system, Weapons have all undergone tuning to the amount of damage they deal to Arms and Legs to ensure they can still remove limbs before the target dies and that tougher limbs require extra shots to detach, and this will be reviewed and revised (along with potentially reclassifying the Toughness of limbs) as this system matures and grows.
The Jetpack has undergone a few small tweaks to tone down its long-duration power and benefit it in more short-duration usage scenarios. As a result:
The Jetpack now accelerates considerably faster and transitions into flight more quickly.
Heat-up duration for horizontal flight has been reduced to 20 seconds (down from 25s)
Overheat cooldown from full now takes 10 seconds (up from 7.5s), but as usual the Jetpack will still function if you activate it again while it is cooling down.
Jetpack Dash has had various adjustments to its mechanics.
Jumping into a Jetpack Dash now provides more elevation based on your vertical velocity when activating it - A Jetpack Dash immediately after a Jump will provide more height than before, a Dash half-way through a Jump will be more horizontal and a Jetpack Dash when falling will result in more of a drop while dashing.
Jetpack Dash now maintains a consistent speed throughout the Dash once it is activated.
Jetpack Dash is now limited to 1 charge on a 3 second cooldown (down from 3 charges on a 7 seconds per charge cooldown), making it more frequently and consistently available but removing the stacking multi-dash mechanic.
Pressing the Jetpack Dash button while Crouched will now cancel Crouch when the Jetpack Dash ends.
Additionally, pressing the Jetpack Dash button while Crouched while Jetpack Dash is on Cooldown will also cancel Crouch.
Wall-Jumping has been made stronger to provide more varied engagement and traversal strategies.
Jump-off strength has increased by approximately 3x, leading to much more aggressive wall-jumping possibilities.
The height of a wall-jump is now dependent on your vertical velocity when activating it - A quick wall-jump while still rising will result in a much higher wall-jump, whereas wall-jumping while at a stable altitude or while falling will result in a flatter, more horizontal wall-jump.
Assigned players to spawn areas in Pre-match phase more evenly
Players have infinite armor kits and ammunition during Pre-match phase
Changed number and pacing of the shrinking zone stages to shrink more aggressively
Removed the in-match events for discounts on redeployment and loadout purchases and the hex extraction time boost
Added Slow-Motion effect to match end
Added XP gain for destroying turrets
Zeroes, look up. The sky and lighting across Teardrop have been completely overhauled, bringing a warmer, brighter, and more realistic look to the world.
Adjusted loadout costs to increase the difference between low and high rarity item prices
Changed premade loadouts to provide early, mid and late game choices
Reduced overall item rarity of respawn loadouts
Drastically reduced the chances for high rarity items from loot and opportunity mission rewards
Added guaranteed Adreno Shot item to all Supply Run opportunity mission containers and decreased their drop chance from loot (5% -> 2%)
Buffed Grid Shield backpack to roughly 2.5x increased survival time in the overloaded zone
Temporarily removed the legendary Ghost arm from being obtained in the game (to be returned)
Simplified the HEX extraction process by removing HEX Generators from the game
Added fireworks to successful HEX extraction, reflecting the rarity of the extracted HEX
Changed HEX extraction grid color to red when the process is being hacked
Fixed collision of the expanded HEX site antenna
Significantly improved HUD sharpness on high-resolution (above 1080p) displays
Added a dynamic crosshair that reflects the actual point of impact
Fixed input issues during match end sequence in some cases
Updated loading screens
PC: Added inertia to items rotation
Gamepad: Improved smoothness of item rotation
Brought visual clarity and improved lobby screen aesthetics
Stay As Squad Improvement Pass 1: staying together with your squad between matches is now smoother, with Stay As Squad support added to the Spectator screen and Escape Menu
Lower body traversal now supports climbing and vaulting obstacles up to 110cm
Shoulder Switch speed has been increased and a bug with the Shoulder Switch button not staying has been fixed
Keyboard keybinds adjusted for scope toggling
Building on the improved NPC senses and target acquisition covered above:
NPCs now investigate briefly sensed or lost targets
NPCs now clear their selected target when the target uses Mirror Breakers legs
New endgame stats screen art for both winners and losers
Stats with a 0 value are now greyed out in the Endgame Screen
Improved the range and level of the Combat DJ SFX
New overheat audio for the Kochi
Loot no longer clumps together when dropping from loot containers
New currency icon applied across the UI
This patch sets the new baseline, and we are not done. We will be monitoring the meta closely as it shifts across Teardrop, reviewing and tuning the Weapon and Cyberlimb Rework based on what you find out there. Performance work continues too, with further uplift coming in future patches. There has never been a more accessible Teardrop. Higher frames on the rig you already own, limbs that hold together long enough to learn from your mistakes, and weapons that finally fight the way they look. The only thing standing between you and the Grid is a download.
See you on Teardrop!
Known for unmatched agility, daring infiltration tactics, and an uncanny ability to disappear before rivals can react, Grid Runner has become one of the most talked-about figures in Off the Grid. While some view the runner as a reckless opportunist chasing fortune, others see a symbol of survival in a world dominated by powerful factions and corporate warfare.
Here’s what’s in the pack: ▸ 🎽 Grid Runner Skin ▸ 🔫 Vulture Weapon Upgrade Path ▸ 🪪 “Walk Tall” Profile Badge ▸ 🧑🚀 “Performance Enhancer” Avatar ▸ 🎭 “Viral Marketing” Emote
See you on Teardrop. Stay one step ahead.
The Gunslinger rolls into Teardrop this week with dust on his boots and blood on his ledger.
Draw fast, stay sharp, and make sure you're the last gun standing.
The Content Pack includes:
Kasper Rattlesnake weapon
Gunslinger full body skin
High Noon emote
Kill Confirmed avatar
Target Tracking banner
Every shot tells a story. See you on Teardrop!
A brand new Battle Pass is live, giving you the choice to embrace redemption or descend deeper into chaos.
Choose your side, gear up, and step back into the fight.
Watch the trailer below and jump in now.
This season introduces new themed cosmetics and rewards, including:
Confessor character skin set
Dark Apostle character skin set
Influencer Blessed Sacrament weapon
Benediction emote
And more
Love is in the air - and so is danger. The latest OTG Pro Subscription content pack is now live on Teardrop. Forget the "happily ever after" we’re going straight to the "death do us part" bit.
No vows. No mercy. No prenup required. Suit up in ceremonial white paired with cyberlimbs engineered for maximum lethality. This pack includes:
The Bride Skin: High-fashion meets high-firepower.
Ichnya VowShredder: A weapon designed to tear through more than just paper.
"Next to Die" Emote: Throw the bouquet... if they're lucky, they'll miss it.
Joey Pulse treats Teardrop Island like an eternal comeback tour. Every match is a sold-out show in his head. Every kill is a guitar solo. Every death is another encore. He isn’t here to win. He’s here to stay relevant long enough for someone, anyone, to scream his name again.
⭐ The Rockstar full body skin
🔥 Heartbreaker assault rifle
🎸 Hot Licks guitar play emote
🎤 Spotlight Every Night background image
🤟 The Horns profile picture
See you on Teardrop!
🎄 The holidays are here — and so is Killmass! 🎁
Jump into the game to unlock event-exclusive Xmas HEXes, festive cosmetics, and limited-edition rewards, including our first-ever animated weapon skins. All Killmass items can be earned simply by playing — completely free.
🎁 Event-exclusive loot ✨ Animated weapon skins 🎟️ Rewards earned through regular gameplay
Killmass is a limited-time event. Once it ends, these items will no longer be available.
Jump in, play, and enjoy the holiday chaos. ❄️🔥
Zeroes, we're shifting gears and cranking up the intensity! This update brings a complete overhaul to how you play and compete in Off The Grid, focusing on competitive integrity, new features, and simplified gameplay.
Ranked mode is finally live! Gather your squad, compete, and climb the ranks from Zero to Icon.
Climb & Earn: You’ll have the chance to earn unique, seasonal rewards as you rise through each rank.
True Competition: Ranked brings chaos, competition, and consequences to each game on Teardrop.
Improved Matchmaking: This change provides an improved matchmaking experience for all hardcore and casual Zeroes alike.
To better separate the competitive grind from laid-back play, we’re renaming our classic Extraction Royale to Casual Extraction Royale.
This mode provides a more relaxed experience compared to Ranked.
Includes both Solo's and Trio's playlist options.
Teardrop just became customizable! We’re now giving you more control than ever before with the launch of our in-game Custom Servers.
Host Control: Select the game mode, modifiers, and who can join from our handy menu options.
Perfect For: Scrims, fun with friends, or testing strategies.
Note: The host requires OTG Pro, but everyone will be able to join regardless of subscription status.
Got old, dusty items lying around in your inventory? Now is the perfect opportunity to test your luck with our brand new Conversion Feature.
Test Your Luck: With 7 recipes available on release, you’ll have plenty of options to choose from when trading in your old gear for a potential surprise.
Introducing the Arc Dome Cyberlimb! This defensive limb creates a large protective dome around the player.
Utility: Nothing will be able to get in or out of the dome with the exception of other Zeroes.
Ideal for: Protecting you while extracting a HEX or creating a safer space when reviving a teammate.
We are simplifying loadouts to make your equipment choices more impactful:
Weapon Slots: We have removed the secondary weapon slot. You will now have 2 primary weapon slots available each match. This forces meaningful choices and streamlines combat.
Pistol Buff: As a result, Pistols now count as Primary weapons and have been buffed accordingly to make them more appealing.
Loot Changes: Backpacks and Armor Plates are no longer available in loadouts, making them ground loot only.
A new tier of power has arrived! These new, game-changing Cyberlimbs can be found only on the island.
Examples: What about a Ghost arm that is always active or a Grapplehook with incredibly short cooldown? They are truly legendary.
Dive deeper into the lore of OTG with the second narrative campaign called Organ Harvesting.
Choice is Yours: Don’t worry if you haven’t finished the prologue: Kill the Feed yet. You can decide which campaign to play and progress.
Get the complete breakdown of every weapon, limb, and currency change in our official OTG Patch Notes thread.
From running whores to rugging chumps, Don’s been a legend long before crypto. He pimped Naples, bribed Rome, and laundered it all through “family businesses” that never existed.
Now he’s on Teardrop - untouchable, unextraditable, and making crime content. The mafia didn’t die. It monetized. Don DeLulu is OTG's new content pack available for free to OTG Pro subscribers.
Watch the full trailer in 4k on YouTube
The Don DeLulu Content Pack drop includes:
- 'Don DeLulu' Full Body Skin - 'Il Silenzio' Hawk Variant
- 'Heads, you're Liquidated' Emote
- 'Rose Gold' Profile Picture
- 'Goldchain' Zero Badge
Plunge into Feardrop's orange abyss this Halloween with our Trick, Treat or Die event. Because nothing says “community” like watching strangers die for bags of candy.
With over 100 brand new items in our Halloween Hex to collect, 10 Hidden Candy Bags to find, Map changes to survive, and plenty of Community Challenges to sink your teeth into. This event marks our biggest one yet!
Duration: October 17th, 2025 - Nov 31st, 2025
10 Candy bags are scattered across the island - sweet little death traps left by corporate psychos who thought Halloween needed more blood.
Collect all 10 and unlock the "Tooch Decayer" achievement in our brand new event tab found inside of your Career Page. Unlocking this achievement will also reward you with our new Hell Sack Mask. The first Zero to find all 10 will get Serial Number #1 for you collectors out there. Yes, all done in game this time! No big discord raffle.
Lucky Zeroes will now find our Halloween-themed Hexes around the map. Extract them while you can for a chance at decoding a sweet sweet treat!
For the unlucky Zeroes - don't worry, we got you. We've also added the ability to buy Halloween Hexes for GUN right from your main menu. Please note these purchases are limited to 2 Halloween Hexes per day.
Halloween Hexes include:
Single-Use Psycho Mask (Limited Supply of 100 Per Platform)
3x Spooky Character Sets (10 separate items in total to collect)
5x Emotes
2x Profile Banners
15x Halloween Profile Avatars
3x New Weapon Skins (72 skins in total to collect)
Basically televised seasonal depression. At planned times during the event, the burning fog will roll over Teardrop and transform it into Feardrop. New Jetpack trails, creepy sounds and huge pumpkin blimps haunt every corner of the Island.
Happy Halloween, Zero.
This update marks the beginning of our journey into the heart of Neil Blomkamp's world building with the introduction of the "Kill the Feed" Prologue.
We're integrating the story directly into the core gameplay loop through a series of interconnected missions. These missions are designed to be played across your matches, offering a new layer of meta-progression that better explains the game's lore and expands the Off The Grid universe.
For those of you who enjoy diving deep into the backstory, these campaign missions offer a compelling new reason to jump into the arena. You now have an alternative motivation that goes beyond being the best hunter on the Island. Regardless of where you ultimately place in a match, every game played contributes to your progress through the campaign, ensuring you always have a satisfying sense of advancement and a deeper connection to the world.
Every player is receiving a massive upgrade to their mobility with the introduction of the new Core Ability: Dodge. Players can now execute an instant Dodge in any horizontal direction, both on the ground and in mid-air, utilising three regenerating charges. This feature is designed to ensure all players always have dynamic movement options in any situation, making combat significantly more fluid and responsive. The Dodge provides a universal, weaker version of the mobility found in specialised Cyberlimbs, which means movement limbs will be less mandatory in high-level play. The Dodge acts as an instant burst, distinct from the Roadrunner's gradual speed-up style, and can be easily chained into other moves like slides and jumps.
Support players gain a powerful new tool with the introduction of our new Cyberlimb, PainKilla. This is a brand new arm that summons a Healing Drone. Once deployed, the drone scans the area and locks into position, activating an immediate Area of Effect (AoE) healing field, indicated by a green glow. All allies within this radius, including the player, gradually receive continuous health and armor restoration per second. Most critically, any knocked-down allies within the AoE will be automatically revived. The drone remains active for its set duration (e.g., 15–27 seconds depending on rarity), dramatically improving tactical support capabilities.
The game's progression and content structure are expanding significantly. Players can now earn permanent OTG Achievements, with completion granting a Badge that can be displayed on your profile card (up to three can be showcased). The Battle Pass is now Linear, guaranteeing a reward at every single level, and an 'infinite' track has been added after Level 100 for continuous rewards; the Battle Pass can now also be purchased separately from the subscription.
Stitched from bargain-bin plush and carcinogenic stuffing. The grin's painted on with toxic resin, the fur's soft in the way asbestos used to be 'soft.' Le Bobo hugs like cancer, cuddles like rot - and the only comfort he offers is knowing your blood will soak into the fabric faster than sweat. Includes: 🧸 - Full Body Lebobo Skin 🔫 - New Partisan Variant 🕺 - Stuff that Emote and more!
Business in the front, party in the back. Which one's which? Don't ask us. This Halloween Season we're not toying around, live out your fantasies and failings with our brand new Mike the Gimp and Mr. Fuckles Battle Pass Character Sets. The viewers at home won't judge... well maybe a little.
Includes:
🤡 - Mr. Fuckles Set Items 👺 - Mike the Gimp Set Items
🔫 - Squall Honksplatter 🔫 - Mavinga Ballgagger
🤹 - Circus Inferno Emote + More 🔗 - Meat Puppet Emote + More!
Improved mid-air mantling speed and increased range. High mantle now only triggers mid-air to prevent accidental mantles.
Improved initial jetpack speed on activation to avoid stalls.
Increased jetpack overheat when ascending rapidly or spamming activation, reduced cooldown recovery speed.
Added land roll when hitting the ground too fast or just after jetpack use.
Removed fall damage, except when knocked down.
Increased unarmed movement speed (same speed as fastest weapon/attachments).
Added zipline momentum, inheriting character speed and pulling the character along while attaching, with more gradual acceleration to maximum pull speed.
Reduced extreme slide acceleration on steep slopes slightly.
Increased minimum time before slide/crouch can be cancelled.
Wall Jump now breaks glass.
Fixed sliding land roll not blocking the same actions as normal land roll.
Improved character turning animations, adding smoother apex turns and quicker fast turns for more responsive looking movement.
Added a new animation for changing orientation while running.
Added settings for min/max field of view scaling outside of aiming down sights.
Added landing camera shake for balance and feel.
Added scaling shake strength based on speed for sliding and sprinting.
Added new camera shake intensity setting for reducing non-essential shakes.
Improved character visibility at distance by increasing contrast against the environment and adding a subtle outline.
Improved melee fluidity and consistency, added slight knockback vs. unshielded or living targets.
Successful finishers now also restore all limb cooldowns.
Increased Adrenoshot self-revive time to 7s (was 6s) to make finishing enemies of a coordinated teams easier.
Removed hold breath, compensated with reduced sway.
Improved character hit reaction animations.
Weapon swap now cancels and blocks armor kit use.
Improved aiming animation stability while turning.
Reworked reload animations to maintain aim direction and improve grip.
All interactions and finishers can be buffered by holding the button while moving into range.
Faster limb attachment/swap animations.
Added syringe drop animation to teammate revive.
Blocked detaching the last limb (prevents accidental suicide).
The ADS camera has been pulled back slightly in third-person ADS to provide more peripheral vision in combat situations.
Fixed some vertical offsets with Third Person ADS cameras when Scopes were attached to weapons.
Horizontal Recoil increase is now +40% (was +60%)
Vertical Recoil increase is now +50% (was +70%)
Horizontal Recoil reduction is now -25% (was -30%)
Vertical Recoil reduction is now -15% (was -20%)
Weapons used by Teardrop NPCs (such as the Nuestros Diablos faction) are now rebalanced and should result in more consistent damage between different weapons.
Nuestro Diablo" NPCs' accuracy has been increased
Damage increased to 86 (was 75)
Base Spread slightly reduced
RPM reduced to 340 (was 380)
Base Damage increased to 49 (was 38)
Headshot Multiplier reduced to 1.3x (was 1.5x)
ADS Time reduced by 20% to fix an accuracy issue when scoping in quickly.
Increased vertical recoil by 6%
Damage Range bonus reduced to +10% (was +15%)
Now works as a companion, constantly follows the player, and automatically attacks targets within its line of sight.
Improved detectability and wallmarking.
Auto-destroyed if a second drone is spawned from the same limb.
Dodge is now blocked inside the projectile area.
Enabled linking between teammates’ mines.
Reduced charges and tweaked cooldowns.
Players can now swap weapons while grapple pulling.
Basic melee attacks now damage the player through the shield.
Adjusted Slamfist dash distance based on vertical angle.
Clone now copies the direction of the player’s movement.
New visualization for friendly characters.
Increased Charge Count to 3 for Rare Limb.
Increase Mirror Lifespan to 12s for Epic Limb.
Decreased cooldowns by 3s for all rarities.
Now gradually accelerates and decelerates speed on use.
Reworked cooldown after reaching zero percentage.
Allows activation while mantling.
Cancels during jetpack and no longer cancels from the slide.
Stops acceleration during slide/dodge/shooting/aiming/reloading.
Now can be ignited by any explosion from limb abilities, causing it to detonate and provide extra damage.
New arm that summons drone that repair armour and heals HP of its owner and allies in radius, and also revives them if they are knocked down.
Trip Mine, Bouncebomber, Thumpers, Phosphorous Dart and Javelina no longer do explosion damage to the owner and teammates.
Allowed Sprint and Roadrunners for aiming cyberlimbs.
Performing a melee attack cancels active cyberlimbs.
Loot: In game-currency (RIP) loot drops have been adjusted and overall drop more often and higher amounts, the smallest support container always drops currency
Inventory: Lowered default inventory capacity and amounts added by backpacks, all but one backpack now grant the same capacity increase.
Added new Hoarder's Backpack for carrying the most amounts of armor kits and ammunition.
Removed the common basic backpack from the game.
Cost: Balanced loadout item costs; attachments are now more expensive, but backpacks are cheaper.
Zone damage increases the longer players are in it, this effect slowly cools off after leaving the zone.
Overhauled respawn loadouts for Extraction Royale game mode
Added loot progression through the match. Players will have higher chances for finding lower-tier loot at match start and higher-tier loot at match end.
Added High Tier loot Zones at the start of the match.
Kills now grant 350 RIP
Added cooldown for manual redeployments.
Increased deployment speed.
Match rewards adjusted.
Increased GUN rewards in Daily Challenges.
Adjusted decoding costs.
Introduced listing fees on the marketplace. The fee is returned to the seller on a successful sale and OTG Pro subscribers will have reduced fees.
Daily rewards for subscribers.
Implemented HDR Audio, making overall loudness dynamically adjust to the loudest sound present.
Added spatialization presets to improve 3D audio effects.
Increased enemy movement audio (e.g. footsteps, jetpacks) compared to teammates
Added wind noise when enemies move at high speed (e.g. falling, jetpack, Roadrunners)
Added new voiceover phrases to Loadout Ladder.
Added Player Profile images to Escape and Endgame Menus.
Moved squad and kill count from under the minimap.
Improved default controller + keyboard bindings (may reset some inputs, please check your settings).
Fixed knockdown markers on minimap.
Added consistency to Cyberlimbs panel indicators.
Fixed viewpoint markers to avoid overlaps and appear more clearly.
Fixed an issue that displayed your own team on enemy Recon when in spectator mode.
Fixed a display issue when selecting attachments in the loadout menu.
Fixed an issue where player level wasn’t updating in real time on your Display Badge.
Fixed incorrect voice lines when target is killed by another team.
Fixed no Cobra announcements on Combat DJ start.
Fixed an issue where Camera remained on teammates corpse if they had a redeploy backpack equipped.
Fixed Camera positions when a player performs a finisher.
Fixed Camera Position when being grappled from high ground.
Fixed Camera positioning when legless near an exploding Bouncebomb.
Fixed an issue where you would get squad wiped when a player was being revived by adreno shot.
Fixed an issue where it displayed “switching player” upon respawning.
Fixed interaction prompts with ziplines and redeploy terminals when having no arms.
Fixed bad locations and container behaviour for Supply Run.
Fixed misleading reward info for Corporate Sabotage.
Fixed Sky Navigator rewards for teams of 2.
Removed unneeded loot containers from Deathmatch.
Fixed an issue where Cyberlimb charges were not accurately updating according to their cooldown timers.
Fixed an issue where Kinetic Shield would display incorrect damage taken if Shield was equipped on the other arm.
Fixed an issue where Roadrunners would not deactivate correctly on climbing.
Fixed an issue where the Ripper would pass the Kinetic Shield and still cut off limb when from a certain angle.
Fixed an issue where the leg attach animation was longer than the leg swapping animation.
Fixed Thumper usability when Buzzkillas were deployed in the area.
Fixed an issue where Paralyser would stop displaying boxes when leaving and returning to an area.
Fixed an issue where the knife would detach from character in the melee animation.
Fixed an issue that made sliding appear less smooth on start.
Fixed Pierser Mouse reload animations.
Fixed weapon ADS animations when standing close to objects.
Fixed an issue where the limbs would fly in the air when opening a crate.
Fixed an issue where previous appearance options appeared on appearance screen when exiting.
Fixed an issue where character’s arms displayed incorrectly when returning to main menu.
Fixed a garbage texture issue in Stork City.
Fixed a tree in Marshlands.
The 'Blast & Slash' extraction royale event is now LIVE! For the next 24 hours, only the following is allowed on Teardrop:
Weapons
Cyberlimbs
Shotguns
Ripper, Leapers, Roadrunners, Ghost and Hookshot
Attention Zeroes: You thought the time-to-kill was fast before? Get ready, because it's about to get 50% faster! For 24 hours only, the Fast Kill modifier will be live in Deathmatch. Modifier: Fast Kill (TTK reduced by 50%) - Deathmatch
Gameplay
Players now retain 80% of their currency (RIP) upon death. Currency (RIP) will no longer be dropped.
Wall Jump no longer activates when moving into a wall, reducing unintended activations.
Wall Jump can now be triggered from walls located behind your character.
Mid-air climb speed increased by 9%.
Melee damage increased to 190 (was 155).
Melee damage is now consistent across both normal and knockdown targets.
Reduced the chance of finding a special weapon variant in loot to 5%.
Fixed an issue affecting the drop chance of legendary Teardrop weapons from loot boxes.
Weapons
Improved First-Person Sight accuracy by adjusting ADS timing so maximum accuracy is reached more quickly.
Completed a Camera Shake pass on all weapons (FPV and TP) to reduce motion sickness and provide cleaner visuals during intense firefights.
Fixed an issue where Piercer reloads were not interruptible, allowing players to shoot while reloading.
Fixed an issue with excessive muzzle smoke VFX when shooting with the Kestrel. Smoke effects are now balanced and consistent with other weapons.
Core Character
Fixed an issue causing the camera to detach from the spectated player after an execution.
Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways, leaving the victim alive and allowing the execution to be repeated.
HUD
Updated Hit Markers with added visual variety.
Reduced jetpack-induced motion sickness.
Fixed an issue where weapon icons displayed a dark background in asset holes.
Fixed an issue where Netrunner and Supply_Run mission target markers were not displayed on the map for players more than 200m away.
Fixed an issue where unique mission markers were not revealed to teammates at a distance.
Fixed an issue where the cyberlimb panel icon was not inverted when active.
Fixed an issue where the hacked indication appeared in spectator mode and overlapped the player’s nickname.
Fixed an issue where owned in-game currency displayed as 0 after spectating another player.
Fixed an issue where the skip cinematic hint was not fully visible during the endgame sequence cinematic in Loadout Ladder and Deathmatch game modes when in windowed mode.
Fixed an issue where the red trajectory point was not displayed when blocking a shot.
Fixed an issue where placing a ping marker and then opening the ESC menu caused players to lose menu input while still being able to move the character.
Fixed an issue where the Supply_Run mission hint was missing from the bottom-right of the map.
Fixed an issue where the respawn notification was only visible for a few frames after choosing a loadout.
Fixed an issue where the Soldier backpack status icon was only visible when affected by another effect.
Fixed an issue where some attachments appeared detached from weapons.
Cyberlimbs
Updated lobby statistics to reflect recent Cyberlimb adjustments.
Fixed an issue where the second cyberlimb ability would not activate properly after a weapon swap.
Kinetic Shield
The shield now automatically releases absorbed damage once maximum capacity is reached.
If destroyed, all remaining absorbed damage will be released automatically.
The shield will gradually become brighter and more contrasted as its absorbed damage capacity fills up.
The shield’s color shifts from white-blue to red as its durability decreases.
Slugger
Reduced Slugger’s movement slowdown from 75% to 60%.
Fixed an issue where Slugger’s Sticky Goo interrupted Hammerheads when landing on ferrofluid.
Hookshot
Removed the 0.5s cooldown from Hookshot after activation.
Paralyzer
Increased Paralyzer’s projectile speed from 90m to 120m.
Roadrunners
Fixed an issue where using Roadrunners while closing the Maxigun in standalone mode caused the character to lose movement speed.
Mirrorbreakers
Fixed an issue where Mirrorbreakers clones did not continue firing non-automatic weapons after the first burst. Clones should now continue shooting as intended.
Hammerheads
Fixed an issue where Hammerheads dealt no damage in certain areas of the map.
Locations
Fixed an issue where the bounty mission log displayed “mission complete” if the target was killed by hunters. It should now display “mission failed.”
Performance & Stability
Fixed a crash occurring after decoding a HEX when many items and Hexes were present in the inventory.
Fixed a PS5 issue where micro-freezes occurred when opening the map during Extraction Royale matches.
Fixed an issue where Profile customization items were still displayed in the Career tab and could be selected.
Fixed an issue where the Armor Kit counter reset to 1 after equipping the same number of kits already in use.
Fixed an issue with incorrect camera placement when spectating a player after an execution.
Fixed an issue where the execution animation triggered but no execution occurred if the enemy was moving sideways.
Fixed an issue where character state broke when using Leapers with the Piercer while firing.
Hey Zero's,
The new Battlepass drops with 80 levels of grit and glory. Every reward unlocks at its own level, with two standout characters leading the charge: the electric GridOps Engineer and the ruthless Hitori Yubi.
GridOps keep Teardrop alive—he’s the reason your cyberlimbs twitch instead of burning out. His gear is wired for survival and destruction, from insulated armor to spark-slinging tech. With the GridOps Engineer, volts aren’t just power—they’re a weapon.
Hitori Yubi doesn’t fight to survive—he fights to prove that honor didn’t die with the old world, it just found sharper blades. His gear is carved from rage and legacy, built for those who refuse to bow. Step into his mask, his suit, his scars—and show the battlefield nothing can cut deeper.
Kind Regards,
The Gunzilla Team!
Malik “Blitz” Benton had it all. Then the league broke his body. Teardrop made him whole again with steel rage and endless regen.
The Content back includes the following epic rarity items:
🏈 The Blitz Comeback Set - Full Player Outfit
🔥 Influencer TBI Blitzbringer - Influencer Shotgun
⚡ The Blitz Down - Player Emote
🦿 Comeback #1 - Player Icon
🏆 TBI League - Player Icon
See you on Teardrop!
Zeroes, check out our patch notes for today's update. Here's everything you can expect:
Updated teammate markers for better clarity.
Added UI settings for:
Distortion
Scale
Opacity
Crosshairs colour and saturation
Downscaled the entire HUD for a cleaner visual experience.
Reduced hover distance for item tooltips.
Reduced overall HUD curvature to declutter the screen center.
Fixed incorrect post-match damage display.
Fixed the behavior of the "Stay in Squad" and "Mute" buttons.
Fixed minimap display issues related to Unique Missions and the Recon Drone.
Fixed tooltip and inventory descriptions for backpacks.
Fixed incorrect display of player loadouts.
Fixed an issue where already-decoded HEX items appeared in the inventory during subsequent game sessions and couldn’t be decoded.
Fixed an issue where weapons became invisible after closing the loadout settings menu.
“View All Offers” button for profile pictures and backgrounds now correctly opens the full list.
Friends’ profile customizations are now visible in the squad invitation pop-up screen.
Leaderboard category icons now adapt properly to different screen resolutions.
Optimized bullet trail FX for better visual and system performance.
Polished finisher animations for smoother visual transitions.
Fixed an issue where the second consecutive use of the jetpack had no sound effects.
Detaching a limb now generates an appropriate sound effect.
Fixed an issue where auto-pickup would not function unless the player was directly looking at the item.
Fixed discrepancies in zoom behavior across Long-Range (LR) and Medium-Range (MR) sights used by LMGs, Marksman Rifles, and Snipers. These issues caused reduced accuracy while airborne in First Person.
Assault Rifles
M4 Commodore
Slight increase in recoil randomness per shot.
Horizontal recoil increased by 4%.
Vertical recoil increased by 5%.
M4 Controller
Slightly increased horizontal recoil after the recent attachment rework.
Light Machine Guns
Boomslang
Base damage reduced to 60 (was 68).
Headshot multiplier decreased to 2.25x (was 2.5x).
Rate of fire (RPM) increased to 425 (was 400).
Boomslang Player Zero
RPM reduced slightly due to Base Weapon adjustments
Damage increased slightly due to Base Weapon adjustments
Roadrunner Legs
Super Sprint Duration now varies by rarity to improve balance and progression:
Common: 7 seconds
Uncommon: 8 seconds
Rare: 9 seconds
Epic: 10 seconds
Recon Drone Arm
Fixed an issue where the Recon Drone Arm would stop functioning after the player was hit by an enemy’s Defiler.
Quick Order Drone
Fixed a bug where cyberlimbs became unusable after picking up an identical loadout.
Players with no remaining teammates or self-revive items, but equipped with a redeployment backpack, will now die immediately instead of entering a knockdown state.
Implemented smooth transition into climbing after a slide.
Missions – Bounty Hunter: Fixed an issue where the mission would fail if the main target was eliminated by another team.
Fixed an issue where players couldn't progress any challenges in Loadout Ladder.
See you on Teardrop!
New Game Mode: Loadout Ladder
In Loadout Ladder (aka Gun Game), Zeroes go head-to-head in fast-paced combat across different arenas throughout Teardrop. With unlimited respawns, the pressure’s on to rack up kills and climb the gear ladder, each takedown earns you a loadout. It’s a constant arms race, and the first Zero to land a kill with the final loadout seals the win.
New Delivery Drones:
When calling in your custom loadouts, you’ve got the option to spend a little extra RIP to bring in some serious backup. One’s all about firepower, laying down extra heat when things get messy, while the other focuses on surveillance, scanning the area for threats and giving you the tactical edge. It’s a smart upgrade if you’re looking to turn the tide of a fight or just keep your head above water when things get chaotic.
Battle Pass:
We’re making changes to improve your Battle Pass experience, starting with how items are unlocked. Instead of receiving a new page every 10 levels, each item will now unlock at its own specific level, meaning most levels will now grant you a reward to claim. This new system makes progression feel smoother, more consistent, and more rewarding throughout the entire Battle Pass. And this is just the beginning, more improvements are on the way, so stay tuned.
New Cyberlimb - Mirror Breakers:
With these bad boys using cutting-edge holographic tech, you can deploy a mirror image of yourself straight into the field. This decoy isn’t just for show, it draws enemy fire, exposes hidden threats, and can even trigger traps like mines. It's the perfect distraction tactic, giving you the upper hand while your enemies waste time and ammo on a ghost.
Added Wall Jump:
Wall Jump can be activated by pressing the jump button close to a wall while falling. This adds a new dimension of movement to the game and allows gaining enough height to activate jetpack from the ground.
Careers Page:
All Zeroes now have the option to customize their OTG Contestant badge in the brand-new Career Page. Choose the profile picture of your liking, update the badge background to match your style, and customize your Clan tags to whoever and whatever you’d like to represent.
The Career page also allows you to scroll through the currently active Challenges.
But that’s not all, Zeroes. We’ve overhauled the Leaderboard and moved it to the new Career page. Track your Global and Friends rankings across Extraction Royale, Deathmatch, and Loadout Ladder.
New Lobby:
Updated lobby: Welcome to the Lobby, the newest, most up-to-date OFF THE GRID Launch Studio. Located aboard the Dreadnaught Carrier the Lobby is where you'll customize your Zero, put together your Loadout and prepare to drop out of a Hopper plane straight onto Teardrop Island. Fitted with state of the art cameras and sporting the newest weapons and cyberlimbs, it has all you need for you to go out and win. Huurah!
Updated Usability: Camera positions adjusted for most menus to better match intended use, and made improvements on scenes and menu navigation.
Overhauled HUD:
Completely reworked the player HUD with a new style and visuals.
Inventory Management System:
The inventory system now features dedicated slots for each type of ammo and equipment, simplyfing overall iventory management. Backpacks now determine the maximum capacity of these slots. Plus, any items on the ground will be automatically picked up if there’s available space.
Additional QoL changes:
Added fade transition to final cinematic and overall improved visual experience for match end stats display
Reworked hitmarker visuals
Cleaned up inconsistent button styles across the HUD
Add display of weapon attachments in HUD, loadout selection and player inventory
Reworked finishers to be more cinematic, visceral and fast.
Added Hold-to-Shoot accessibility feature which now allows to hold down the fire button to keep shooting semi-auto and burst-fire weapons, similar to automatic weapons. This can be disabled in the settings.
Pressing the armor plate button now queues all 3 plates at once. Most actions can be used to cancel the plating.
Removed ability to fast-heal with Adreno-Shot
Deathmatch: Added option to insta-spawn with last used loadout
HEX Extraction Hacks will now insta-complete when the terminal gets covered by the Grid
Added auto pick-up for all ammo and armor plates
Increased lifespan of loadout containers in the Grid to 2m
Added advanced smoothing settings for motion aiming using controller gyro.
Added weapon unholster during landing roll animation.
Improved landing roll animation by gradually reducing excessive speed at the end.
Improved the default aiming experience by changing default controller sensitivity, aim sensitivity multiplier, aim acceleration and response curve settings.
Added interrupting reload by shooting when there are bullets remaining in the old magazine.
Tweaked camera framing when siding or sprinting.
Increased move speed in legless or knocked down states.
Reduced minimum height required to be able to activate jetpack.
Reduced minimum move speed required for glass to break on collision.
Removed climb attempt animation for unclimbable walls and jumping backwards out of a climb. This was replaced by Wall Jump and reduces unintended climbs.
Improved movement smoothness in some networking conditions.
In today's update, all weapon attachments have undergone a complete rebalance to provide more varied gameplay options and give players much more choice in how they kit their weapons out. There are too many changes to list every single one so we will discuss the general direction here.
In the previous updates, a lot of players tended to steer towards recoil reduction as their main choice for OTG. This was fine, however we felt it wasn't nuanced enough to truly capture the spirit of gearing yourself up for a specific playstyle you wanted to use, especially considering the relative synergy between weapons and Cyberlimbs. Additionally, the previous attachments all had far too much in the way of "push-pull", where the "push" would be a bonus or benefit and the "pull" would be something we'd take away from you in return to even the odds and in a lot of cases the pull either felt either underwhelming or overwhelming depending on your abilities. We felt there was a better way to handle this, to provide more push and less pull and have players be able to modify their weapons in a way that would reinforce their playstyles and not just end up one setup ruling over all.
To this end, you will now find that there are more choices on attachments, with less pull, meaning you won't necessarily have to sacrifice anything with some options. In cases where we provide extremely strong options, some pull is required to offset such a strong bonus, but then other slots can be used to lessen that pull dramatically. To give you all a brief example:
Light Barrels now increase your headshot damage to reduce the number of headshots required to knock someone (typically by 1 shot, with the exception of the Kestrel). These barrels however also drastically increase your horizontal and vertical recoil.
With various combinations of other attachments such as stocks, underbarrel grips and others, you can reduce these huge recoil increases down to more manageable levels. This is just one of the new dynamics to decide on, others might include multiple options that when combined increase your movement speed by a significant amount or ones that increase your damage range and bullet velocities. It's up to you to decide how you see your style of play and what works best for you. There are no doubt some combinations that would be straight up difficult to play with, but we are hoping that there is no truly right or wrong way to modify your weapons with these changes, but some will obviously be more effective in more situations than others. Additional balancing for these values will come in due time based on player feedback and internal diagnostics. Additionally, different weapon classes (AR, Sidearms, etc.) may have differing amounts of these bonuses and penalties based on their general usability and limited number of attachment slots, so you'll need to experiment with what works for you.
Cameras have been pulled back slightly in ADS to provide a bit more peripheral view in combat situations.
All Short-Range sights below 2x magnification are now 1.25x magnification only and differ only in visuals and the stat bonuses/penalties they provide. This is to provide more comfortable and consistent short-range ADS both in Third Person and First Person ADS modes and provide more choice for players on both a statistical as well as aesthetic level.
All weapons have undergone another recoil pass to smooth out the amount of erratic direction changes. Additionally, the speeds at which the crosshair returns down have been adjusted to provide smoother feeling recoil post-shot.
Loot Containers now have a 5% chance when spawning a weapon to pick from the pool of previously released Epic Variant weapons. All previously released and none-current weapons are included in this loot pool. These act as island-only loot, can't be taken off the island or extracted and function similar to the Teardrop Legendaries system.
ARs:
All Assault Rifles have had their damage reduced by 10% through the Damage Fall-Off system at their mid-ranges.
M4 Commodore:
Base Damage reduced to 32 (was 34)
LMGs:
Boomslang:
Base RPM increased by to 400 (was 350)
Headshot Multiplier increased to 2.5x (was 2.25x)
Marksman Rifles:
Proton:
Base Damage increased to 150 (was 140)
Ichnya:
Base Damage increased to 100 (was 90)
Sidearms:
Tap9:
Base Damage reduced to 100 (was 105)
Headshot Multiplier increased to 1.75x (was 1.5x)
Type 227:
Base Damage reduced to 75 (was 80)
Headshot Multiplier increased to 1.5x (was 1.25x)
Kelowna:
Base Damage increased to 70 (was 60)
Headshot Multiplier reduced to 1.5x (was 1.75x)
Burst Cooldown increased to 0.235s (was 0.225s)
Shotguns:
Squall:
Headshot Multiplier increased to 1.75x (was 1.5x)
Influencer:
Headshot Multiplier increased to 1.5x (was 1.25x)
SMGs:
Tacoma:
Base Damage increased to 40 (was 38)
Headshot Multiplier increased to 2x (was 1.75x)
Tacoma Pioneer:
RPM increased by 5%
Tacoma AVAX Gen 04:
Now increases movement speed by 8%
Now has an additional 5% bonus damage per shot
Base Spread reduced by 10%
Woodpecker:
Base Damage increased to 55 (was 50)
Woodpecker Prankster:
Sway Increase Penalty removed (was +25% Sway)
Kochi:
Base Damage increased to 48 (was 42)
Sniper Rifles:
Osprey:
Fixed an issue with the Default and Compact Magazine sizes, the Default Magazine had 2 rounds more in it than intended and the Compact Magazine had the wrong value set in it's Cons section.
Kestrel Templar:
Due to the weapon attachment rework, the Kestrel Templar can no longer switch barrels to prevent a 1-shot sniper situation. As compensation for this, it now comes with a Heavy Barrel by default which increases it's damage range and bullet velocity as standard.
New colour visualization for friendly skunkpaw clouds. Friendly skunkpaws also no longer damage you.
Fixed an issue where Drone Goblins would not be targetable by Javelinas.
Fixed an issue where Roadrunners were not properly affected by Slugger.
Sluggers will now overheat jetpacks on direct hits.
Updated Assault Drone’s visual stats to match their actual data.
Fixed an issue where Phosphor Fury sometimes did not stick to enemies when both players were in the air.
Updated Phosphor Fury’s lower direct charged hit 600 -> 590, reduce charge time from 1.5s ->1s.
Recon drones will now be destroyed when a new one is spawned using the same limb. We’ve also removed the destruction delay.
Improved the linking system for Tripmines.
Hookshot improvements:
Increased hookshot projectile speed to 150m/s (was 130m/s)
Increased the return speed when the hookshot didn’t land anywhere
Kinetic Shield improvements:
Updated the Kinetic Shield’s damage value to 350HP across all rarities and changed the effective force release radius to 25m from the shield surface.
New cooldown values:
Common 27 sec
Uncommon 24 sec
Rare 21 sec
Epic 18 sec
Slamfist improvements:
Unified charge damage scaling across all rarities:
Instant Shot Damage: 125 HP
Full Charge Damage: 275 HP
Damage scales linearly with charge percentage across all rarities.
Leapers recharge cooldown and charge count rebalance:
Common: 2 charges / 30s
Uncommon: 2 charges / 25s
Rare: 3 charges / 30s
Epic: 3 charges / 25s
BounceBomber changes:
Expanded the vacuum effect radius by +100 units to improve visual pull coverage and damage effectiveness.
Restored manual detonation control for explosives
Any limb within the vacuum zone will be temporarily disabled 0.5 seconds after entering, preventing immediate activation during vacuum surge.
Updated cooldown values for CyberLancers. All rarities will have 2 charges but cooldown decreases with higher rarities:
Common: 29s
Uncommon: 26s
Rare: 24s
Epic: 22s
Changed rules for Bounty Hunter opportunity
Decreased sensitivity assist on console to 50% (previously 60%).
Fixed initial slide direction when landing from falling.
Fixed melee attacks on crouched or knocked-down enemies in rare cases.
Fixed an issue causing the character to not receive fall damage when sliding during landing after a large fall.
Updated the texture of Common HEX to appear more metallic.
Fixed an issue where the character would become visible when holding the weapon swap button while using the Ghost Cyberlimb.
Fixed an issue causing HEX VFX to remain visible while using the Ghost Cyberlimb.
Fixed an issue where the character's skin turned black after being knocked down while under the Ghost Cyberlimb ability.
Fixed an issue preventing the use of Hammerhead Cyberlimbs while the character is in an emote state.
Fixed an issue causing the character to jitter after activating Leapers Cyberlimbs during a downward flying movement.
Fixed an issue causing incorrect display of certain usernames on Steam.
Fixed error R13001 for Steam users with the Steam Overlay disabled, which prevented purchasing OTG Pro or GUN packs.
Fixed an error that appeared after login for players with large friend lists.
We’re excited for this next chapter in our game’s development, welcoming a new platform to Off The Grid!
Here’s everything you need to know to get started.
Welcome to Extraction Royale
Off The Grid blends fast-paced PvP combat with immersive Extraction elements in a game world that’s as unpredictable as it is deadly. In every match, you’ll choose to face off rival players or hunt down valuable Hexes to extract and keep rare high-value loot that will give you the edge in battle. Adapt on the fly, outsmart your enemies, and make tactical decisions that could be the difference between victory and defeat. This isn’t just about who’s left standing—it’s about who can seize the most valuable resources, weapons, and gear while avoiding the crossfire of a brutal battlefield. Extraction Royale puts you in the middle of this chaos, where every choice counts and no two matches are ever the same.
Customize & Upgrade Mid-Fight
In Off The Grid, YOU are a modular death machine. Switch your cyberlimbs at any time, and adapt your playstyle on the fly. Loot the body parts of those that have perished around you, and assemble your dream loadout. With more than 15 limbs available to loot, steal or drop in with, the possibilities for mayhem are endless.
Finetune weaponry to fit your play style: with thousands of combinations there is a loadout for any kind of killer. Tune your guns to perfection with a wide variety of cosmetics and attachments, or lean heavy into Teardrop Island’s latest cyberlimbs in order to dominate the battlefield. Call in your customized loadout at any time and make the battlefield your playground.
Fast-Paced Movement Like No Other
Off The Grid takes movement to the next level with a dexterous aerial movement system driven by advanced jetpacks. With strong utilization of the verticality of the maps players are able to both enter and exit fights rapidly, rewarding aggression and a fast-paced gameplay.
P2P-Driven Marketplace
Every item you extract or earn can be traded on the in-game marketplace. We've build a truly open game economy, whether you're snagging that weapon you’ve been coveting, or flipping unused gear, every deal is driven by real supply and demand. List, trade and build up your perfect loadout.
Steam Features and Crossplay
The Steam version of OTG supports the Steam Friends list Features and has full Crossplay with Epic, Xbox & PlayStation. There has been no better time to get your friends online for a long gaming session together. Whether you team up in Extraction Royale or duke it out Deathmatch Mode. Only one team or individual can dominate Teardrop, and we hope it’s you.
See you on the island, Zeroes!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Off The Grid, 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 Off The Grid 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.