About the Game
Fight as part of the human defiance against the relentless Machine Legion.
Pick your android prototype class, experiment with powerful gear and upgrade yourself to match the Machine Gods!
Master the unique weapon mechanics, but be careful, no two runs are the same and death is permanent!
▩ CO-OP MAYHEM
Fight the Machine Legion Solo or in chaotic 2-4 Player co-op!
Level your android classes, unlock new loadouts and experiment with new builds every run!
Find powerful loot, experiment with over 120 weapons and tons of crazy tech!
▣ LEXT LEVEL GUNPLAY
Master the satisfying manual reload system,
leverage the unique top-down headshots, now more accurate than ever!
A new attachment system allows for even more varied upgrade paths!
Weapons can now upgraded to new heights!
Master new mechanics such as single shell reload, dual wield and more!
Weapons can still jam and overheat, check yourself before you burn yourself!
◩ DEEP GAMEPLAY:
Play either as Commando, Riotguard, Breacher, Recon, Demolisher, Machine Hunter, Chrono Trooper...
Our Alchemy Action editor enables unseen new depth in upgrades for items and abilities!
Make hard choices with expansive item and class upgrades, shops and terminals!
Armor 2.0 enables backside hits, deflections, ricochets and deeper gunplay!
▩ NEXT GENERATION MODDING:
Our powerful new framework, UniversEdit brings unending new possibilities for you & us!
Use our truly next-level modding / content creation tools right within the game:
Create and share your own items, abilities, weapons, classes and more within minutes!
▧ NEW IN SYNTHETIK 2:
4 Player co-op unleashes complete mayhem!
Take possession of powerful Faction Arsenals and their varied gadgets and technologies!
Explore much more varied and complex environments with destruction, physics & full 3D!
Fight the powerful Machine S.A.T Police Force, Chrono and Shock Squad and their bosses!
The Technology Ruleset v2 elevates gameplay, faction and world design to a higher level!

Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/40305564/047560e28e1d3b0d1f095ded90778d0e779c516b.png"]
Hey everyone!
We whole-heartly welcome all new Players!
Huge Shout-Out to the big Video Artist SsethTzeentach and all new Players from the Daily Deal!
As you might have noticed, we were hard at work, pushing patches nearly every day.
We will keep doing so and focus on Stability, UX and Qol for the moment, but as a small goodie, we added a nice quality pass on the Handguns for you to enjoy:
🔶 Enhanced Handguns
Update 20.1 brings a quality pass on Handguns. While overall in a pretty balanced state, some had not the most interesting perks or were a bit more ambiguous in role than they should.
Roles of the different options are now more defined and their effects are more unique.
Meanwhile some weaker options have been buffed. Here are the details:
P33 Compact
[img src="{STEAM_CLAN_IMAGE}/40305564/95d1e0b4f2cf945d6324a70e26efe22f6f69b61d.png"]
[table equalcells="1" colwidth="92,594"][th colwidth="92"]New Perk
[th colwidth="594"]Military Stash
[td colwidth="92"][td colwidth="594"]Virtually infinite ammunition.
+400 spare, +400 starting ammunition, +4 mag-size.
Base mag-size decreased by 4. This means, scaling the power of the perk will increase mag-size.
P33 and P20 have always been the balance baseline, but P33 had been suffering without optimal headshot chains, as such we are increasing the damage. With the new Perk, it will additionally shine as the best ammo efficiency option.
P33 damage 1.15x > 1.35x
X500 Ion Pistol
[img src="{STEAM_CLAN_IMAGE}/40305564/088cbd34e0cf3ce0717ca0382b95658c8db60296.png"]
[table equalcells="1" colwidth="90,"][th colwidth="90"]New Perk
Ion Overload
[td colwidth="90"]When ready, gains empowered shots for 2 seconds.
+200 weapon damage, +200 damage against armored.
This makes it more situationally powerful and helps it's usefulness in the late-game when swapped to.
CR-18
[img src="{STEAM_CLAN_IMAGE}/40305564/ad456c3511343e6e0653b753793d9a6183d44db0.png"]
[table equalcells="1" colwidth="90,"][th colwidth="90"]New Perk
Can-Opener
[td colwidth="90"]The first 12% of the magazine:
+40% damage to armored
+20% weapon damage
This overall makes CR-18 more useful and specialized as anti-material weapon.
Damage increased from 1x to 1.1x
RX0 Coil Pistol
[img src="{STEAM_CLAN_IMAGE}/40305564/404c1d604c105b1e9f21894fa86e09e9ccd3d440.png"]
[table equalcells="1" colwidth="90,"][th colwidth="90"]New Perk
Coil Charge
[td colwidth="90"]7% Chance to deal 100% bonus damage. Stacks up damage and heat, similar to the full RRX Coil Gun.
Coil Pistol was a bit under-tuned compared to other weapons.
Coil Pistol damage 1.9x > 2.1x
Coil Pistol Attachments now work again
Shooty
[img src="{STEAM_CLAN_IMAGE}/40305564/febd7d254f21982a92e7fbf48c920f75515a1039.png"]
[table equalcells="1" colwidth="87,616"][th colwidth="87"]New Perk
[th colwidth="616"]Close Up
[td colwidth="87"][td colwidth="616"]Gain 10% Critical chance and 5 armor pen when close to an enemy.
Tiggers below 7m in range.
Shooty will have more benefits now as a point-blank gun, offering high DPS at very close range.
A side effect of this is also that other abilities will benefit from the critical chance.
Shooty now also uses correct attachment slots.
Kaida Model H
[img src="{STEAM_CLAN_IMAGE}/40305564/77ab25f34edf6fce40286eb8fede09ca3d855250.png"]
[table equalcells="1" colwidth="82,616"][th colwidth="82"]New Perk
[th colwidth="616"]Venerable Handgun
[td colwidth="82"][td colwidth="616"]Kills stack up 2 damage and 2 elite damage,
Stacking up to 100 times.
Model H is a more special commando sidearm and is now more rewarding to keep around.
P78H Fusion
[img src="{STEAM_CLAN_IMAGE}/40305564/d873b08cc502f92282657516453839c1b6af7df7.png"]
[table equalcells="1" colwidth="82,616"][th colwidth="82"]New Perk
[th colwidth="616"]Shield Battery
[td colwidth="82"][td colwidth="616"]When ready (15s cool-down),
grants 1000 shield recharge over 5 seconds.
New Perk
[th colwidth="616"]Random Perk
[td colwidth="82"][td colwidth="616"]P78H Now comes with one random fusion perk
Now only offers one attachment slot.
This change fortifies the gun as a investment sidearm that is useful to keep around and switch to in times of need. Maybe this is slightly too strong but we'll keep an eye on it.
SK-9
[img src="{STEAM_CLAN_IMAGE}/40305564/402a9aec9afaf66cc0ec2e121f20d93ae8eb4cb2.png"]
[table equalcells="1" colwidth="110,589"][th colwidth="110"]Updated Perk
[th colwidth="589"]Shocking
[td colwidth="110"][td colwidth="589"]Now additionally comes with 4 attachment slots.
Tooltip displays more details.
This gives SK-9 a more unique place as a solid upgrade foundation, which also makes sense given the bigger physical size of the handgun.
X3 Subsonic
[img src="{STEAM_CLAN_IMAGE}/40305564/4dc506c931b7a06cc9ac26a33fcaa2f30dd2f1fa.png"]
[table equalcells="1" colwidth="110,589"][th colwidth="110"]Updated Perk
[th colwidth="589"]Prowler
[td colwidth="110"][td colwidth="589"]When switched to, gives a brief speed boost and a longer lasting speed benefit.
Additionally has updated VFX and sounds for the effect.
X3 Subsonic is now more useful as a mobility option, which also helps with flanking and getting the powerful back-stab benefits of the subsonic ammo.
Revolvers / Other
[img src="{STEAM_CLAN_IMAGE}/40305564/e5dbd9c241aa6544fb948035adf0caeafbde3d80.png"]
Snub Revolver damage 2.2x > 2.6x
Patrol Revolver damage 2.25x > 2.6x
Patrol Revolver now also has +10% currency gain
This will make Revolvers more relevant as a high-skill, high power option.
Fixed Handgun upgrade starting with 0 stacks making the first upgrade not give damage.
Smart coil perk now ramps up per second instead of per 2 seconds
Smart coil no longer starts with -10% damage
Smart coil perk damage 4>5% per stack
Tec9 fire-rate 750>700
PXS ammo pickup 112 > 160
Note: Acid Pistol will likely get a rework
🔶 Misc
Unidentified Potion acid now is removed when below 450 health
Warthog no longer has a incorrect underbarrel attachment slot
Reducer now correctly reduces cooldowns by 100 instead of 1
Reducer now shows a small notification when triggered
Vsync setting is more clear about FPS cap
Shops now instantly react to currency changes while open
🔶 Fixes
Many Fixes from automatic reporting
Fixed one Leak that occured from toggling menus.
This might be the minimap leak or not but definitely a good find.Fixed barracks, medical tent .. checking for > instead of >= for unlock cost
Fixed Survey linking to the wrong form
Fixed varied minor action issues
Fixed Save and Load summons issues
Fixed Game Quit button having strange behavior on cancel
Many other fixes in the previous hotfixes
Minimap Issue:
Regarding the so called memory leak (minimap interaction causing performance degradation), at this point we can say for sure it is not a memory leak and we don't have a reproduction on any of our machines. We see a bunch of people complaining about so for sure something is going on. The code in this area in general at this point is very old but we suspect a workaround for a unity fog issue causing the screen to go white that plagued multiple games including S2 about two years ago could be causing issues for players so we removed it. Let us know if you have any issues going forward.
TLDR: Might be fixed - let us know
Known issues:
Certain languages don't instantly show text for some reason
Polish language has issues in certain fonts
[img src="{STEAM_CLAN_IMAGE}/40305564/2214e074718fca214fdc4be3df846ba358156ed8.png"]
🔶 Networking
Last week we were quite overloaded with the Player-count and our Lobby server didn't handle it so well, but we did massive improvements to the player load handling now and it's greatly improved.
For Co-op lobbies we've seen that once the game hit around 1k ccu the lobby system started to deliver messages not in the order players sent updates causing all kinds of mayham there including potentially leading to not all players getting the game is starting now message. So we think at least for some players not being able to connect to the P2P session may be due to the lobby system as well. We rolled out changes every day last week and starting Wednesday we are now seeing very healthy behavior so we consider the issue fixed. We had to do a bunch of rewrites so we continue to monitor the lobby situation going forward to ensure stable operations.
Greatly improved Matchmaking capacity under load
Fixed issues relating to matchmaking appearing offline.
Note: The game uses the Steam Peer 2 Peer system. How people are connected to each other or if they are disconnected is completely decided by the Steam system.
Connection Issues: If you encounter issues with starting the match, this point usually to a Steam P2P connection issue, which usually leads from a internet provider providing a route to another person - which is usually fixed with a VPN, as the VPN will take a different route on the internet. Make sure to check which player in the Lobby has the issue, often it is just one player blocking the others from starting.
[img src="{STEAM_CLAN_IMAGE}/40305564/c00f9143969ddb57939095db117ca7baeb18a03d.png"]
We'll stay on our toes and keep pushing updates!
Our Highest priority is stability, fixes and UX improvements, then continue towards Update 21.
Have Fun! - Team FFG
Hey everyone!
We've got a bunch of fixes and some tweaks for you, before we work on U18.
🔶 General Fixes
Eject/reload whitelisted for double keybinding.
Better handling of corrupted (mod) depotfiles, ignores specific broken configs instead of aborting full import.
Fixed reviving host player can lead to host being invulnerable until map change.
Item swapping properly sets cooldown/charges etc on swap.
Net-Shot flashing very brightly fixed.
Cleaned up some outdated elements in armory.
🔶 UI & Visuals
Improved Extended FPS Counter.
Fix for abilities having odd hover hitboxes
Zir Shrine - Terror temporarily only gives Terrorlevel.
Modding menu now overlaps chat.
Matchmaking invite is now better positioned.
🔶 Campaign
Ability Compositor now spawns more reliably.
Cursed and Chrono chests are now considered upgrades of normal chests.
🔶 Balancing Changes
15 Conversion Tech Perks have negative scaling minimized.
Kill Counter damage fixed.
Demolisher Mastery Ammo Fixed.
Sniper AOE Mark Target and Cage grenade amount reduced by 35%.
Stoner damage 0.9 > 0.96.
SK-9 damage 1.45 > 1.55.
Dusk deviation 3 > 2, no firing reset acceleration 5>15.
RG-4 now has a magazine attachment.
Added 2 Red attachments to Trigger attachment slot as trigger was less diverse than others
Fixed Nano Infustion not working as intended
Fixed Dynamic reflector shooting when no enemy is near
Fixed Formshaper only working while moving
🔶 Variant Changes
Ambusher now deals bonus damage on ambush.
Ammo Printing removed negative magazine size.
H-Velocity now increases damage by 5%.
Less Lethal now has a 0.5 > 1s stun on 2s cooldown.
Absorbing > Evolving, now stacks up 1 damage up to 250 times.
Scavenger now increases magazine and ammo, comes with 1 alt ammo type.
Shadow > Black-Out. Low magazine, Extreme weakpoint damage.
Tyrant now gives additional % lifesteal (harpoon etc).
Ultralight variant name fixed.
Have fun!
Team FFG
[img src="{STEAM_CLAN_IMAGE}/40305564/b009613efca21ae4782581f613add598e581f355.png"]
Hey everyone, we've got another small patch with more fixes and refinements.
Fixes, Fixes, Fixes!
UI
Moved up item and weapon loot popup, reduced opacities, reduced weapon size
Reworked Item and Weapon popup panel to a much more maintainable system
The ability/item upgrade shop now shows extended stats of the upgraded item/ability
(We'll do further cleanups on the extended info display for the next update)
Fixed issue of popup reappearing when menu was closed
Fixed ready menu showing power slot text
Fixed healthbar damage text not fading out
Controller
Controller fixed some upgrade menus selecting incorrectly or wrong direction
Fixed an issue with settings not correctly saving
Tooltip
Fixed Tooltip showing upgrade icons and text only on second hover
Plating negative display fixed
Heal entity tooltip fixed
Being in Upgrade shop now shows always extended tooltip info as if holding CTRL
Actions
Fixed Fire Prism having lower power than intended
Riotshield enemy, Healing Turret, Discus Shield Unit
no longer spawn buffs when no player is near, improving CPU performance
Frequency Hijacker can now only be trampled by enemies
Fixed an issue where ammo regen applied to all weapons
Endless belt ammo bonus changed to 300% magazine
Ignition core now applies two stacks of burning.
Bloodbane no longer applies psy cloud dodge chance on its curse explosions
Levels
Oil rig loop fixed fast rotation of light
Oil rig fixed very bright lighting in some light setups
Fixed Silo Red style having in one rotation very bright lighting
Fixed areas in Arctic 3 Base where enemies got stuck
Fixed broken mail menu construction cinematic
FX
Oil Splats are now darker for more contrast
Modding
Fixed an issue where enabling mods was not working correctly
Performance Drain from Armory Variant
Added safeties but removed the variant for now
Other
Jet Boss base health 65000 > 60000
[img src="{STEAM_CLAN_IMAGE}/40305564/b009613efca21ae4782581f613add598e581f355.png"]
We are comitted on getting all the annoyances out. Please feel free to report leftover issues in the comments or on the bugs forum!
TL;DR:
This build addresses a major performance issue that's responsible for the performance degradation we can measure during longer gameplay sessions.
--
Unfortunately, the new/current version of Unity has a bug in the culling algorithm of its closed-source engine section.
When used with the High Definition Render Pipeline, inactive lights are tracked by the rendering pipeline anyway. When these lights are later removed (typically during scene switches), it causes unhandled error spam in the rendering loop.
The core issue is in the closed-source section, but we've implemented a workaround that cleans up the leaking lights to prevent the degradation and error spam.
⚙️Update 15.1
We've deployed a new patch with significant performance improvements, bug fixes, balance adjustments, and quality of life updates. Thank you for your continued support and feedback!
💬Performance & Stability Improvements
- Identified and applied a workaround for a Unity light rendering issue, causing major performance degradation over time.
- Fixed an issue that was spamming error logs and significantly tanking CPU performance.
- Fixed varied issues around lobby menus, more fixes to come.
- Fixed the most commonly auto-reported random error messages.
- Added character safety for chat to fix performance loss from incompatible text.
- Fixed missing combat crosshair if setting was corrupted
🔉Escalation Mode Adjustments
- Escalation 0 ammo pickup bonus increased from 25% to 50%.
- Escalation 0 now gives 25% spare ammunition.
- Escalation 1 ammo pickup bonus increased from 25% to 35%.
- Escalation 1 now gives 25% spare ammunition.
💥Enemies
- X1 Discus enemy is now spawning.
- Armageddon Beholder enemy is now spawning.
- Bosses now deal 5000 damage to friendlies on death.
- Sawblade Boss now properly spawns mini sawblades when other sawblades die.
- Fixed Chrono Chest spawning friendly Chrono units.
- Mark Target now lasts 6 seconds (down from 8 seconds) and can no longer stack on players.
🎯Classes
Gunner
- Global Minimum Fire-Rate increased from 25 to 35.
- 10% more base fire-rate.
- Burst fire rate increased from 5% to 10% per stack of Ramp-Up.
- Deviation reduced from 0.5 to 0.4 per stack of Ramp-Up.
- Reloading now also pauses the decay for 2.5 seconds.
Sniper
- Target Laser is now held only.
- Target Laser now charges up a critical strike on maximum stacks.
- Replaced Sniper Kit passive with a new one.
⚡Items / Shops / Weapons
- Potentially fixed Hunter-Unit double revive issue. (?)
- Heat Spreader now applies a first stack of burn in a large radius on first activation.
- Plating Printer now triggers its explosion on activation as well.
- Voltaic Gyroscope range and damage increased to make it more effective at close range.
- RPG missile replaced with straight-fired missile.
- All Coil Guns damage increased from 3 to 3.3.
- Fixed Blessed tools not giving cooldown speed.
- Loop shops now give a random selection in case someone teleports with the shop opened.
🎬UI / UX Improvements and fixes
- Fixed new UI bugs and integration issues for mod downloads via mod.io.
- Fixed Badges not showing in the end screen.
- Lobby leaving no longer automatically switches back to global chat.
- The chat disable boolean now properly blocks joining global chat (included in Sunday mini-fix); chat window and party chat are intended to stay open.
- Fixed the loading screen background.
- Fixed the Escalation Tower icon not showing.
- Fixed the Learning Terminal camera doing an unnecessary spin.
- Added class description text into the Android menu.
- Fixed the Apocalyptic Survival Kit not showing its tooltip properly.
- Replaced the intro cinematic with an Android UI style.
- Disabled lobby join highlighting on private lobbies.
- Increased scroll speed in the lobby browser window.
- Fixed Armory UI not scaling properly on screens.
- End screen quit button is now clearer.
- Fixed armor not showing on enemy healthbars.
- Added maximum plating to stats display.
- Weapon burst delay in the fire-rate section now shows "s" for seconds for clarity.
- Weapons with 0 damage and only AOE now show "AOE" for clarity.
- Changed Terror Level sound to not use the radio voice mixer.
- Renamed Control Center to Mission Center
- Play buttons are now more visible
- Android menu mentions after some time that you need mission center to play
- Localization fixes.
- Added Chinese font fallback for normal text.
- Added a description on how to make mods in the mod browser enabler section.
- Added small UniversEdit button for now in mission menu to access depots
🔥Known issues / Coming up:
- Compendium dosn't save for some people?
- Varied Lobby menu quit / ready wierdness
- Boss one shot issue - any infos are helpful!
- Quests are not saving in coop
🔧I have other issues:
- Varied people have bad performance on DirectX12, please switch to DX11 in steam and/or update graphics drivers
- People having crashes: Verify game files in steam. Crashes are 99% a faulty install.
- People having really poor networking performance: Google for Speedtest and Packet Loss test, if these are good, please report to us
We are reading your feedback very closely and have more fixes and improvements on the list and coming up very soon!
Hey everyone! We are very glad about the super positive reception of U12 and want to quickly follow up with some more improvements.
NEW Weapon: AMD-65
The new AMD-65 is a hard hitting common assault rifle with brutal recoil and bleeding ammunition.
NEW Weapon: RRX Coil Gun
The classic coil gun is a fast firing and accurate shotgun with powerful charged shot stacks.
NEW Item: Roundhouse Boots
Do the famed roundhouse kick with the roundhouse boots. Applies shock combos aswell.
NEW Shop: Weapon Upgrade Workbench
A new workbench with 3 strong weapon upgrade choices can appear in the late-game.
NEW Wall Oil Splats
Using the power of 3D, hitting enemies now can cause oil splats on the walls!
{STEAM_CLAN_IMAGE}/40305564/87aafb4f8592ae15de2f3d510d9de06ada3ec613.png
----------------------------------------------------------------------------------------
Online Coop
Server Performance / Desync
We made various improvements to server performance.
These changes aim to address the "desync" issues (invisible enemies, shop malfunctions, game breaking entirely, etc.). We need your feedback to determine if these changes resolve any issues you've experienced.
We continue to work on improving performance, but it's challenging to gauge the impact without your input since we cannot reproduce such problems in-house.
Other
- In testing: new region selection when opening lobbies.
- Dropping items no longer resets cooldowns.
- Fixed lobby ready button mismatching the player.
- Various minor improvements.
----------------------------------------------------------------------------------------
Gameplay
Upgrades
Item and ability rarities have been adjusted. This results in healing abilities and items costing less to upgrade compared to other abilities. This change offers more choices in determining which items to upgrade, thus presenting players with more strategic options.
Loot
Further improvements to item and weapon shop rarities and some costs have been adjusted to be more logical. Varied costs are reduced a bit, but epics in the uncommon weapon shop now cost 200 more, highlighting the uncommon items.
Fixed the issue of the uncommon item shop having items of too low rarity.
Corrected the bug where scavenging yielded an excessive number of upgrade kits. We are still monitoring this.
Loop
Loop enemy movement speed reduced from 50% bonus to 30% bonus.
Loop armor bonus decreased from 40% to 20%.
Fixed the issue of players not receiving the loop debuff.
Further loop improvements and additional loot are planned for the near future.
Map Icons
New icons for weapon chests, item chests, players, pickups.
{STEAM_CLAN_IMAGE}/40305564/ab9d3bde76dde8a0f766b34e57ddc8e37750b6e6.png
Shops
Variant Override added to the tinkerer shop.
Weapon tuning now provides +1 upgrade kit.
Mystery trader's power has been significantly increased.
Dodgy pills and Titanium legs have been upgraded to epic tier.
Grenade arm now also boosts ejection speed.
Chaos Technology Insertion now grants 2 perks.
Fixed issues with Ammo Refit.
New Greater Weapon Upgrade Workbench
A new workbench with 3 strong weapon upgrade choices can appear in the late-game.
Items
Twin link has been reworked.
Cryo Cannon is now automatically triggered.
Various fixes and improvements to the Shield Dome.
Classes
Chrono Interceptor: Fixed and enhanced various evolutions.
Power Kick/Breaching Kick now reduces damage taken by 50% during the kick.
Riotguard Crisis Medical Kit: Removed acid shot to prevent friendly fire, added handgun benefits.
Fixed the issue with the nano launcher restoring 3 shots instead of 0 upon ammo pickup; it now restores 1 shot (currently in testing).
Blockade Breaker cooldown reduced from 14s to 12s.
Guillotine now accumulates 2 stacks in games with 3 or more players.
Guillotine ejection speed bonus reduced from 40% to 25%.
Guillotine now grants a 5% passive speed bonus.
Sniper speed adjustment changed from -10% to -5%.
Smoke Discharge now also affects the main player.
Various improvements to Demolisher abilities and kits.
Dragon's Masterkey is now correctly classified as a specialization ability.
Damage for certain burning effects increased from 50 to 100 (includes Masterkey, Plasma grenade, among others).
Protector's Badge now additionally provides 10 armor; duration clarified.
Visual effects reduced on Nitro Methadone.
Negative effects of Blade Reflect no longer scale.
Weapons
Harpoon now stuns for 2 seconds and offers AOE suppression.
Enhancements made to the breaching shotgun's point-blank perk.
Squad-9 carbine received improvements and a new perk.
Acid Pistol ammo damage reduced from 0.5 to 0.3 due to new stacking mechanics.
Updated Tokko and C80, LR-400 visuals
{STEAM_CLAN_IMAGE}/40305564/a59fdcd07c73357a0f05c2dd9e1478356e0eff12.png
Environments
Numerous improvements.
Introduced a new alternative style for the cooling floor.
Added a loop style for the cooling floor.
Removed traps in Cooling Chambers to optimize enemy pathing.
Enemies
Several improvements to arena masters.
Dogs have been refined: they now have appropriate visual effects, are slowed after one hit, and deal 40% reduced health damage afterwards for 3 seconds.
Multiple adjustments to enemy specs and attributes for better balance and gameplay.
Improved enemy impact animations.
Reduced certain oil effects upon impact.
Fixed the issue where shields dropped by shielded enemies lacked collision.
Other
Improved visuals for the bleeding effect.
Reduced gunshot sound intensity.
Reworked Acid debuff:
Can stack up to 2 times.
Offers up to -30/-60% armor reduction.
Fixed Chinese language showing wrong letters on class evolution.
Fixed other languages having certain wrong colors for UI elements.
Engine Minor Update / Game Start Issue
We updated from 2022.3.6 to 2022.3.9, which might or might not fix some engine issues people are having on Integrated GPUs / GPUs below minimum requirements where the game does not start. Let us know if things work better now.
{STEAM_CLAN_IMAGE}/40305564/4ec2d70a4622b20845e3ad24aff2c27925fe727e.gif
Known issues:
The end boss appears twice.
Oil splats can appear on players.
AMD65 ammo says it has 20% bleed chance, which is 30%
Certain particles have a wrong setting, making them look boxy
Modders, take note: stuns and root results can now only target the user, similar to the modify stat action. To target others, create an action or use our existing stun actions.
{STEAM_CLAN_IMAGE}/40305564/3b1556bbc730056db4ea4bf717e449469246c41d.jpg
Patchnotes of the U12 hotfix in case you missed them: https://steamcommunity.com/app/1471410/discussions/0/3819669865031720617/
We are following up with another update by the end of the month.
Have fun! - Team FFG
U11 Hotfix:
Hey, we've got some fixes and tweaks after the latest U11.
General Changes:
! First 3 maps enemy damage and health scaling from 10,20,30% to 0,10,20%
! Credits gain increased from 10 to 15 per kill
Weapon shop costs slightly increased
Weapon pickups on the ground are larger and show the weapon better
Removed audio speaker mode to be readded once engine update fixes volume reset bug
Combat start enables healthbars for common enemies
Bosses now have ambient sounds again
Balancing
Eliminator gadgets got increased health (had reduced health due to a U11 fix)
Eliminator gadgets got exposed scaling and some scaling improvements
Riotguard changed level 10 perk for better difficulty scaling
Police breaching shotgun damage 4>3.75 (Still higher than U10 levels)
P20 Dual damage 1.3 > 1.2 (Still higher than U10 levels)
Changed Taser drones activation, longer cooldown
Nitro Methadone now has a bit better health gain
Fixes
Pause menu controller/keyboard navigation got fixed
Input rebinding fix (ping key and others not always able to rebind)
Multi-kills within same frame kills track properly
(Demolisher credits gain might be too much now)
Pickups on same frame kill don't drop multiple times
Fixed Belt Feed scaling
Clarified Power bolt ejection working only in combat
Fixed Reaction SB Perk lasting too long
Fixed magic mag not being usable
Full Update 11 Patchnotes:
{STEAM_CLAN_IMAGE}/40305564/8c10f1149a7417bd9b8c49d0fe6c2e110881c3a8.gif
Have fun!
- Team FFG
A small hotfix has been deployed.
Fixes:
Fixed ammo to magazine effects blocking weapon firing (Crossbow, Breacher first kit ...)
Fixed Unstable Chrono Charge not triggering
Fixed Riotguard not gaining 50 stacks on mastery
Fixed Slicer Drone
Enemies with lightning shield now only activate in combat
Road Warrior big game hunter now shows stacks
Fixed some spawners not despawning and staying as invisible targets
Removed one broken laser ammo which was not supposed to spawn
Fixed Dusk description
Changes:
A weapon shop can now spawn in the third map if no weapon chests spawns
Most Spiders got more health
Searchlight Missile Turret now fires faster
Epic weapon shops can no longer have blue weapons
Known issue:
Pickups can still spawn too often (ammo, credits, plating)
There might be some new weapon related issues as we are in progress of rewriting some things
Multiplayer ending crash:
Multiplayer Testing branch games can crash when the game is over
This is due to a Unity memory cleanup issue and we can not simply fix it right now, we look into rolling back the package sending component from unity or try upgrade to the latest version (although that one was still very broken the last time we checked), so we can not give a fast fix on this for the moment as we have no indicator of what is going wrong outside of Unity breaking when it de-allocates the memory, we look into a solution or workaround.
{STEAM_CLAN_IMAGE}/40305564/e66b1d458de89bd43df70c87af1eafbc78096337.jpg
Upcoming:
We decided to do a very short patch afterwards which is focussing on multiplayer improvements, fixes and bosses. See you then! Have fun!
Hey,
We are very happy about the reception of U9 so far!
A couple fixes are arriving for today:
Major Fixes
- Fixed Ammo Regen not working while firing (Heavy gunner)
- Fixed Ball Defender spawning in the first map
- Fixed Healing service giving too much healing and not vanishing
- Fixed Actions which only get power upgrades (Target laser) not working on upgrade
- Fixed Rocketeer kit perk only working out of combat
- Fixed Gunner Armorer kit regaining only 2 charges instead of 3
- Fixed Defensive measures not giving 500 shield
- Fixed Sniper Scouting kit only giving charges cooldown reduction but not normal cooldown
- Fixed varied missing references
- Fixed a coop boss targeting issue
- Varied other smaller fixes
Changes:
- You now get credits for enemies killed within 25m
- Reduced damage of enemy Chrono Orbital Recon laser weapon
- Tear gas stagger now happens within 0.25s so its now 100% safe to dash into tear gas
- Recon Sniper + 150 Shield (Sniper was too vulnerable)
- Eliminator + 150 Shield, - 250 HP (This makes it harder to take damage and lose contracts)
- Eliminator no longer gains credits on eraser kill, Contract credits doubled
Other:
- Store Page images have been updated.
- Known issue: Bug reporting is not working, report on discord or steam forums
FULL U9 Patchnotes:
{STEAM_CLAN_IMAGE}/40305564/e1e8e0750952ca19fe2496aede8e4ed3d650471b.jpg
{STEAM_CLAN_IMAGE}/40305564/8c10f1149a7417bd9b8c49d0fe6c2e110881c3a8.gif
Up next is U10 with Focus on enemies, special squads, mid and end game progression.
We expect the next patch in around 4-6 weeks.
Have fun!
U8 Hotfix
Hey everyone!
We glad you are enjoying U8.
A small patch has been deployed:
Changes:
- Fixed Main-Menu message saying U8 Test Branch
- Fixed Telefrag not dealing damage
- Adjusted music volume
- Added a safety related to shock lighting shield
- Buffed Future Command spray mode from 25>35%
- Eliminator sphere now has reduced chance for enemy attacks, CD 0.05 > 0.02s
- Rocket run now consumes 2 charges and deals double damage, added more speed
- Fixed end-screen lighting and button visuals
- Fixed grenade launcher ground target indicator
- Fixed a possibility of lack of lighting or falling through the ground in tutorial
- Added more safeties for loading
- Added more automatic reports
Have fun!
Full U8 Patch Page:
{STEAM_CLAN_IMAGE}/40305564/8c10f1149a7417bd9b8c49d0fe6c2e110881c3a8.gif
If you still experience issues with game start, please check here:
https://steamcommunity.com/app/1471410/discussions/0/3714937078836119111/
Hey everyone!
We are very happy about the very positive reception of Update 5.
Today's patch has fixes for the patch issues and some smaller improvements:
{STEAM_CLAN_IMAGE}/40305564/83c04c66fe107ddc5b8b51b5098ce3cfbf80c6d3.png
- Improved Camera Jittering issue
- New sound when player gets hit and when hit on shields
- Removed all 3 Content ID Tracks which slipped through
- Fixed weapon switching issue and weapon switching on level ending breaking weapons
- Fixed shops / kernel not giving things
- Fixed Turret collision issue
- Fixed some Laser Issues
- Fixed Time tag explosion effect
- Fixed varied other issues
Hit & Kill sounds
- Right now we still have some audio management issues, this causes kill and hit sounds to stop playing after some time (also pickups often dont play) which makes the game feel really lame
- We are working replacing the current audio solution, for now a placeholder system is added to replace hit and kill sounds, but this is quite simplistic and dosnt sound on the correct enemy position but works at least
{STEAM_CLAN_IMAGE}/40305564/5b5af43d1676a76678aeec1551164370ed1234a1.png
- Increased headshot hitbox by 25%
- Reduced global weapon heat from 0.35 per sec to 0.3
- Reduces health scaling after the first maps
- Improved kill pieces impact force on enemies, scales more logically with damage and is more varied
- Guard Judge now has 2 shorter shield dashes
- Chrono trooper teleport cooldown reduced, range slightly reduced (testing)
- PPQ-H reduced recoil, fixed perks missing
- Rocketeer switched P33 spec ops out for PPQ-H
- Eliminator Untouchable Field now only triggers when in combat
- Improved Riotguard Shield Bash sound
- Improved Grenadier Power Kick sound
- Harpoon reload 25% faster, damage 10 > 9x
- HS50 reduced heat from 1 > 0.8x
- Scatter ball ammo now splinters to near targets
- Clarified Data and Class Token tooltips
Update 6 - Heat
It is planned for the steam summer events and is expected to go in testing in around 3 weeks+-
We are also now Upgrading to the new Unity 2021 version, this enables us a couple cool new features, and could also grant us DLSS support as well as some workflow and graphics improvements (Hopefully all goes well).
For Heat we are planning to add more polish in general, especially to items, and some big changes on environments, as well as the new Cooling Chambers environment and more.
Have fun!
{STEAM_CLAN_IMAGE}/40305564/4b162fe208e94735bba2989c29616208c22d4ae8.png
Hey everyone!
Originally the class update was planned to be a shorter update, supposed to add a good iteration or rework some classes, however after starting on some of the classes, level perks and the new switchable slots, it became apparent how the game transformed. It seemed to be the right thing to go all the way and bring it all to that higher level, so you will see a ton of changes in the test branch and the full update.
We also switched our content system to stream content (using "adressables") which means packing things in bundles, as opposed to loading everything directly. This was an important step but causes quite some issues at the start. So overall things did not go exactly as planned and we are sorry for the long wait for an update, but a lot of things have happened in the meantime, and we mean a lot.
So here we go!:
{STEAM_CLAN_IMAGE}/40305564/852435f8948c9c6803cf99f71547d877b6bee5f5.png
The Testing Branch is live!
Try the class update U5 - ORIGIN and let us know what you think.
Now is the time for your feedback on the revamped classes.
There are a huge amount of changes, but some things aren't fully final yet.
At best just try it out with a fresh set of eyes and let us know what you think!
You can enable the public test branch by right clicking your steam library game settings and going to the last tab, and enable the test version in the drop down menu!
U5 ORIGIN - The Big Class Update
Overhauling 12 classes was quite a huge amount of work but it did definitely pay off.
The class update is not supposed to make the classes perfect but give them all a clear foundation and well working core gameplay. We also don't say "specs" anymore, as these are really more like 12 separate classes with some shared elements and body frame at this point.
Some bullet points for the class update are below. It is expected to come out of testing this week, so last chance for your feedback!
- New Switchable ability slots
- Overhaul of 12 classes, tons of huge changes!
- New Eliminator class
- New Heavy Gunner
- New Rocketeer
- New Sniper
- Many level & graphical improvements
- Stat upgrades are back
- Varied attachment balance tweaks and others
- Tons of under the hood & UniversEdit improvements
- Fixes audio system and tons of fixes
- Many other improvements
{STEAM_CLAN_IMAGE}/40305564/332e88f30bee0060dc49cbb9e189441ab08f8de4.png
Please write down your class changes wishlist in the poll here:
IN CASE OF STEAM BLOCKING THE LINK - PLEASE COPY PASTE IT MANUALLY TO YOUR BROWSER!
https://forms.gle/zRysjn71xcgCUQwS8
Other noteworthy things:
- Super boosted workflows and tools:
Our next level ingame editor UniversEdit has come a long way since the EA launch and even made big leaps compared to the start of the year, the workflows have improved dramatically and we also have become way more skilled at using it. Tons of things have improved under the hood and the power is steadily growing.
As example, we can now use UniversEdit while in the game, so it is possible to make changes while playing, save, and then just respawn the ability or weapon, and it will be updated. There are still some inconveniences and a bit laggy menus but we have achieved real ingame creation of game content!
This is not yet available for modding, some things need to be sorted out, but in general we probably have a 500% increase in iteration times since new years, and an similar reduction in bug creation!
- Pushing the boundaries
On the updated classes and new abilities, you will see a lot more things which are outside the box as we tried to push boundaries and see what kind of things can be done with the current tools.
{STEAM_CLAN_IMAGE}/40305564/72d4b2d05b3be5a8fd611046709f68b6a9d57d69.gif
New things that are in testing or are already achieved:
- Glaiving attacks, bouncing from target to target
- Charge up attacks
- Directional microwave emitter construct
- Placable gadgets which can be stepped on
- C4 which can be remotely triggered
- Neutrino bomb with a timed fuse
- Punching constructs for combos
- Thunder and warning poles you can stick in the ground
- TOW Missile launcher emplacements which can fire a guided missile Battlefield style
- Weapons jammer, blocking enemy weapons
- Seismic resonator which can retrigger explosion and used for knockback movement
- Rocket boosts with weapons
- Stealth or partial stealth effects
- Drone swarms
- Mind control
- Sticky Bombs which stick to enemies
- Slow Motion effects
- Delayed lock-on missiles
- "Hold" abilities, like targetlaser
And more
- Content / Memory Management
We are now using the "Adressables" system from the engine, which is a different way of handling content and bundling them in packages. The difficulty is that you can't have any object reference any other from another package, else both packages will be loaded, defeating the entire purpose.
This is also an important step as this makes adding more content (and mods!) not increasing ram cost. In some areas this also drives down overall loading times, as the game will not wait for content to be loaded anymore (that may not be used any time soon).
This system added quite some headaches and delays to the test branch updates but it seems to be mostly sorted out, and ensures that the project is more scaleable. Weeks prior we also had a spring cleaning and removed a ton of unused assets, reducing the game size noticeably as well.
The benefits for you are that RAM usage is now overall a lot lower, in some areas 50% from before. The game now comfortably sits way below 8GB RAM usage.
Our project cleanups also reduced the game size by 30% without losing anything!
- Graphical Improvements
Some more graphical improvements have been done in varied areas.
Some of these are not used everywhere yet, but these are all things which strengthen our foundation for the future. Varied points are listed below:
- Bent Normal Occlusion
By using bent normals to check on the lighting direction, unwanted glowing reflections are reduced, making things looks more realistic. You can see here that the underside of the vehicle does not strangely glow anymore.
{STEAM_CLAN_IMAGE}/40305564/a9f4506ce821951552bba63dabd57ad81fb0098e.png
- New Focus on ground details
{STEAM_CLAN_IMAGE}/40305564/e6140e4fb67bd3d2fdb9672446d59cfb71725614.png
Since most of the visible playing field is ground, we want to add more depth, detail and 3-dimensionality into the ground elements. Some maps already have more of that, but in varied maps there is still a lot of room for improvement. In the screenshot you can see a combination of varied new elements, decals, grills, border trims and more. In general, we all have become more skilled at environment creation and it really shows if you compare newer iteration to our first.
- New Decal shaders
{STEAM_CLAN_IMAGE}/40305564/9d2b36c50f38b167f55b34fc457dbd3579882e01.png
Varied new shaders have been made, they are not fully in use yet but are a significant improvement
Wet puddles can now look significantly more detailed, but also new grunge decals now exist with both more variation and way higher detail and resolution. They can be combined and are based on world space. Grunge shader example:
{STEAM_CLAN_IMAGE}/40305564/a5709290dcadad13b7bda1d6dbb50a327111657b.gif
- Occlusion
We also did some more tricks to shadow areas like the pipes in the oilrig area or deep holes better
and also did new occlusion decals and used more of them, which can shadow objects more realistically where they touch the ground.
- Micro Shadows
By using the bent normal technique, we also can now use micro shadows, which do enable more detailed occlusion at small details especially.
- Water
As the saying goes, if you want something done right, you gotta do it yourself, so we are throwing out things like Unity terrain or plugin water and doing our own implementations. These will be more flexible and have no dependencies or breaking points we can't control. Also we think they will look better in the end. Here is our current new water shader (this has improved in the meantime again):
{STEAM_CLAN_IMAGE}/40305564/0b130bbace70aa8a5701dd9c0a0e6e15cf8758e1.gif
- Custom Terrain Material
The environment team has been developing our new foundation for terrain shaders which are very promising so far and will be the core of future outdoors areas. The terrain shader supports mesh blending, camera based render textures for things like snow trails, varied layers, tesselation and more.
We also worked on mesh blending techniques, which smoothly transistions between the ground and the asset and avoids sharp ugly intersections. Here a preview of the blending and worldspace biome effect (does not represent final terrain quality)
{STEAM_CLAN_IMAGE}/40305564/d868d956d94521c901ef881dfd357f92fdf1e331.gif
- New Floors
2 new floors are in development the moment, one is coming very soon "The Cooling Chambers", as alternative second floor, while the other is an alternative for the Arctic level, which is more military themed, but you'll see. We are also looking at some potential arena style maps, but this has lower priority right now.
- System Improvements
Now that the classes are much more engaging, it becomes glaringly apparent that the mid game progression is not at the level it should be. The class update already does tweak the curve of when things appear but this is only one part of it.
--Item Quality
Items at the moment are often quite lackluster.
After the class update, a focus will be to polish up items and make them into the core game sandbox they should be. Often it is mostly visual polish but sometimes the gameplay is simply not engaging. Playing with some of the new items makes it quite clear what the old items are just not on our new skill level and possibility space. Items are the core of Synthetik progression and due to them being lackluster, we tried compensating with shops and other things but that was a bit of a fallacy. Shops will also be improved.
As example, Power array now has a chargup time, sound, glow, laser targeting, screen fx and a buff, a huge difference from before where it just fired an ion shot. Some items have been upgraded a bit already like Power Array but more is to come.
--Item Synergies
We want to add an synergy system which links many items, to form a nice interlocking system of varied builds, planning and choices. Some examples which are already implemented:
- Shock net can electrify the spike strips, making them root enemies
- SAT masterkey fires incendiary shots when you have hot shot
- Field rations allows petting the dog for healing and granting a boost
S1 synergy items will likely also return in some form, like missile control boosting all missile items.
--Item/Ability Upgrades
We are doing an improvement of the system here as well, which will build upon item categories instead of being completely random and the same for all. The current system is too freestyle and unspecific even though it allows for some broken combinations. More info soon.
--Class Upgrades
There is also an idea of mid-run class upgrades replacing the focus perks, but we'll see..
- Multiplayer
Our fully dedicated server based Multiplayer is progressing steadily, it is playable for some time but it needs polish polish polish and as many fixes. It is finally the time where the team starts internally doing serious playtests and where we gradually clean up the issues and start balancing and implementing coop specific features.
{STEAM_CLAN_IMAGE}/40305564/02646da202b872194018f122bdb5a27a15966ec6.png
Instead of reviving at the next map upon dying, we are trying out a revive mechanic where you trade health to revive a player. This is more punishing on the team and less of a negative feedback loop where the dying player keeps getting weaker and then dies more because he has become weaker.
This should create more tension, be more fair and hopefully avoid making coop significantly easier than single-player.
Our plan for online coop is to have a first public test branch version ready around the Enemy Update.
Right now its most important to fix and polish up the game to a good level and getting multiplayer polished before it's given out. S1 multiplayer very unstable at launch and prone to crashing, we definitely want to avoid this.
{STEAM_CLAN_IMAGE}/40305564/3b6c31a6a97e7af815d8319fefa96b0025379a2c.png
Brief Roadmap:
U5 ORIGIN "The Big Class Update"
- Expected this week! Last chance for your class feedback!
U6 HEAT
- Short in-between Update
- Full New "Cooling Chambers" Environment
- Environment Styles (spoiler in the thumbnail)
- Item & Upgrade System improvements
- ?
U7 LEGION "The Big Enemy Update"
- More info in a near future dev blog!
- First Multiplayer testing on test branch around that time
{STEAM_CLAN_IMAGE}/40305564/4b162fe208e94735bba2989c29616208c22d4ae8.png
Thats all for today! After the class update has gone live, the enemy update will follow but we keep the enemy update talk for later.
Don't forget the class poll, we really act on your feedback so don't waste the opportunity!
https://forms.gle/zRysjn71xcgCUQwS8
! In case of steam blocking the link - please copy it manually into your browser !!
See you on the field, Androids!
- Team FFG
Current Release
22434562
Uploaded Mar 27, 2026
Update already requested
Uploaders have been notified
A newer version is available but not yet uploaded
Help keep this updated
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for SYNTHETIK 2? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
Synthetik2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
4.3 GB
22434562
6F0BB0A7
6f1356540a7d801db905c86e701b1b66d6ef2aca899350d49c4a4ec99ed868d4
You May Also Like
View AllDownload SYNTHETIK 2 for PC with a direct link or via torrent. Get the full version of SYNTHETIK 2 for free. SYNTHETIK 2 is a Action released by Flow Fire Games.