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Submit your own Apex Legends costume meme

[p]Happy Halloween, Legends!

Use the below costume template with an Apex theme (example also below) and submit your best and most funny ideas for a chance to be featured on our social media!

Whether you’re a “Sweaty Wraith Main" or a "Lifeline Who Never Revives" we would love to see what you come up with.[/p][p]Use https://imgur.com/ to submit your meme![/p][carousel] to submit your meme[/carousel]

Ranked Matchmaking Test - Season 26

[p]As part of our ongoing efforts to improve matchmaking in Apex Legends, it's time for another round of Ranked matchmaking testing. Starting today, Master players and above can only matchmake with Diamond players and other Masters and Predator players.[/p][p]At the end of the previous season, our test of limiting Master players to only match with Diamond I players was received positively, and positively impacted the queue experience of most players. More on that here.[/p][p]However, our last test resulted in some players not being able to find a match in a reasonable time due to shifting population levels in Master and Diamond I players for their region, platform, and the time of day.[/p][p]It goes against the core of our matchmaking philosophy to purposefully create scenarios where certain players face challenges finding matches within a reasonable amount of time. Sometimes this can happen due to things outside of our control, but we strive to create rules where everyone will eventually find a match.[/p][p]Despite positive results, we held off on implementing another test for Diamond and Master players with our Season 26 Ranked tuning and the introduction of Drop Zones resulting in fewer players in Diamond and above, shown in the graphs below.[/p][p]The goal of this specific test is to understand, both in terms of player feedback and queue health, what the minimum population of Master and Diamond players must be to enforce a restriction, and when that could happen over the course of the season.[/p][p]25.1 - Ranked Tier Distribution, 3 weeks before the end of the season
26.1 - Ranked Tier Distribution, 3 weeks before the end of the season [/p][p]The above graphs show what the populations looked like 3 weeks before the end of each season.[/p][p]This is also why the design decision was made to expand the matchmaking restrictions for Master players to all of Diamond, as the total combined population of Diamond is now enough to support this change.[/p][p]We have also heard feedback from players that the difference between Master players and Platinum players is too wide of a skill gap to be in the same lobby, but matching with Diamond players more consistently meets your expectations.[/p][p]We will continue to explore options on how to best approach mid-season matchmaking when we have moderate populations of Masters and above, but not enough to create hard restrictions. To that end, in Season 27 Split 1 and the start of Split 2, Master and Predator players will still be able to match with high-tier Plat players.[/p][p]After the test is over, we’ll share a follow-up blog on the results and any next steps we plan on taking.[/p][p]Until then, happy matching![/p]

Apex Legends™: Audio Update

[p]Apex has evolved so much since its initial launch, but something that has not changed is our intention for the sound of Apex: a balance of feedback, immersion, and emotion. Our primary focus is feedback, which  delivers critical information to understand each situation, while immersion and emotion are what make the world of Apex unique and real. We strive to ensure every sound belongs in the Outlands and behaves in predictable ways. It’s worth mentioning that these features we’re adding for 27.0 aren’t all we have in store, but are a significant first step with more to come.[/p][p]In addition to rigorous internal testing, we rely heavily on our community’s experience to help us understand, improve, and prioritize our efforts. Just like every aspect of Apex Legends, audio is constantly developing and some of the changes we've been working on are nearly ready to be added to the game. Here’s a TLDR of everything we’re covering today that will be available with our upcoming season 27 on November 4, 2025:[/p]
  • [p]Updated Mixing: a new mix option to give each player the choice of how they prefer to experience the game—you can choose from the “Original” or the new “Focused” mix which reduces the volume of local player weapons (but not enemies), completely removes squadmate footsteps and increases enemy footsteps.[/p]
  • [p]Threat System: a dynamic evaluation of potential danger to drive contextual mix decisions for each player.[/p]
  • [p]Multiband Sidechain Compression: allows an active sound to dynamically lower the volume of other sounds; reducing clutter and increasing consistency. [/p]
  • [p]Environmental Audio Processing: new tech to allow for a more gradual blend as you approach and move between openings and doorways.[/p]
  • [p]Observability: new telemetry to track each time the game adjusts an enemy footstep event to allow for additional monitoring across different maps and gamemodes.[/p]
[h2]OVERVIEW[/h2][p]There are multiple methods used to dynamically affect the game mix to feature critical sounds when needed. Our most basic method of making changes to the balance of sounds during the game are what we call "mix snapshots," which we use to modify the volume and audible distance of individual and categories of sounds. [/p][p]Audio Voice Priority is the second layer of complexity within our audio system which helps to ensure that the sounds that matter most are played in favor of others. Some examples of this are enemy sounds being prioritized over squadmates, and threat sounds (ex. weapons, explosions) prioritized over ambient sounds. A sound's priority value is determined based on a number of factors including when it was started, its distance from you, volume, and more. [/p][p]Occlusion and reverb are two more keys to the puzzle that help locate sounds accurately. A sound behind a surface will have its frequency modified according to the density of the material occluding it, and the reverberation helps to identify if the sound is interior or exterior and the size of that space. This helps to identify when a sound source is in the same space as you or somewhere else. Frequency and gain are also modified by distance from the player, helping to pin-point the sound’s emitting position. All of these systems work together to provide a balance of immersion and clarity. The experience feels natural when working well, but can be jarring when it isn’t.[/p][h2]UPDATED MIXING[/h2][p]The amount of Legends, weapons, and other sources of sound has increased over our time in the Outlands and we’ve worked to maintain a consistent sonic signature for our universe. In addition to other technologies, we’ve been working on a new mix option to give each player the choice of how they prefer to experience the game.[/p][p][/p][p]to watch videos: https://www.ea.com/games/apex-legends/apex-legends/news/showdown-audio-update[/p][p][/p][p][/p][p]The new "Focused Mix" is optimized for threat detection and will be enabled by default starting in season 27, but you’ll be able to swap to the "Original Mix" that was previously the standard via the Audio Options should you prefer. Here’s some of the key differences:[/p]
  • [p]Lowered volume for your weapons and abilities[/p]
  • [p]Completely removed squadmate footsteps[/p]
  • [p]Louder enemy footsteps: in particular a slight reduction in the volume delta between jogging and sprinting[/p]
[p]As with everything, your feedback will be critical for us on this feature and we'll be making adjustments over time.[/p][h2]THREAT SYSTEM[/h2][p]What is important sonically changes moment to moment, and player to player. We've been working on a dynamic threat system to help drive contextual decisions that can affect the mix. Data (enemy proximity, line of sight, bullet proximity, and more) is continually evaluated to calculate a unique threat value for each player. That value can be used to affect the mix in many ways such as lowering the volume or audible distance of sounds that provide flavor but aren’t priority during combat, or to increase the volume of key indicators of potential threats such as enemy footsteps.[/p][p][/p][p]to watch videos: https://www.ea.com/games/apex-legends/apex-legends/news/showdown-audio-update[/p][p][/p][p][/p][p]We’re also exploring new ways of using this threat evaluation to grant other audio systems more contextual awareness. For example, the game now checks your squad’s threat level when deciding whether or not to let Legends say non-combat dialogue lines and keep you in the right type of mindset.[/p][h2]MULTIBAND SIDECHAIN COMPRESSION[/h2][p]Multiband Sidechain Compression will be joining the Apex Legends sound squad in season 27. This will allow us to use an active sound to dynamically lower the volume of other sounds and create small 'pockets' for targeted sounds to play in; reducing clutter to increasing their consistency.[/p][p][/p][p]to watch videos: https://www.ea.com/games/apex-legends/apex-legends/news/showdown-audio-update[/p][p]We’re balancing this tech to work in tandem with our other initiatives to combine for a smooth, clear mix that lets critical audio cues be heard when most needed without being distracting. We’ve started by isolating primary frequencies of enemy footsteps and using them to reduce sounds that typically overwhelm them (ex. explosions, ordnance, etc). This should help you hear your enemies more clearly before they sneak up on you and without needing to max out your volume.[/p][h2]ENVIRONMENTAL AUDIO PROCESSING[/h2][p]Environments should feel and sound believable and that includes each building and interior space. In Apex, we define the audio properties for these to tell the audio engine which reverb to use, amount of audio occlusion, ambient sounds, and more. Our current transition between different spaces is immediate: the moment you step through a doorway, all of these audio properties flip over the opposing environment. That’s not the most immersive experience, so we’ve developed some new tech to allow for a more gradual blend. As you approach openings and doorways, the sound environment will dynamically blend towards the exterior values.[/p][h2]OBSERVABILITY[/h2][p]We’ve put in a lot of effort towards monitoring the behavior of our audio systems using new tools and telemetry. Even though enemy footsteps are one of the most prioritized audio events in our game, there is still the odd situation where we may cull them for performance and/or audio clarity, for example when there are more audible footsteps triggered than can be effectively discerned. More recently, we’ve set up new telemetry to track each time the game adjusts an enemy footstep event to allow for additional monitoring across different maps and gamemodes. This will also give us a much broader understanding of how our audio engine behaves in a wide range of situations.[/p][p][/p][p]Back with the launch of Season 25, we added a feature that prompts you to submit audio logs from matches where an unusually high number of audio footstep cancellations were detected. Your submissions allow us to replay audio logs and debug a 1:1 recording of game related sounds that happened inside of our audio engine throughout the course of that match. Using this data, we’ve already made meaningful improvements such as rebalancing prioritization of less important events (ex. downed footsteps) and this is just the beginning. Please continue to send your logs when prompted to help us with data collection, fixes, and improve the auditory experience in the Outlands for all.[/p][p][/p][p][/p][h2]SEE YOU ON THE DROPSHIP[/h2][p]Everything we’ve chatted about above will be live when season 27 drops on November 4, 2025. We’re excited for the continued evolution of Apex Legend’s audio and appreciate your continued feedback with each and every match. As a reminder, any match with significant audio drops will result in a report prompt once you’ve finished with that match. Please continue to send those through as each one has the potential to have an impact.[/p][p][/p][p][/p][p]To view videos, check out our blog: https://www.ea.com/games/apex-legends/apex-legends/news/showdown-audio-update[/p][p][/p][p][/p][p]Play Apex Legends™ for free* now on PlayStation®4, PlayStation®5, Xbox One, Xbox Series X|S, Nintendo Switch™, and PC via the EA app, Epic, and Steam.[/p][p]Follow Apex Legends™ on X, Instagram, TikTok, subscribe to our YouTube channel, and check out our forums.[/p][p]Sign up for our newsletter today to receive the latest Apex Legends™ news, updates, behind-the-scenes content, exclusive offers, and more (including other EA news, products, events, and promotions) by email.[/p][p]This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at [/p][p]https://www.ea.com/service-updates[/p][p].[/p][p]*Applicable platform account and platform subscription (sold separately) may be required. A persistent internet connection and EA account required. Age restrictions apply. Includes in-game purchases.[/p]

Latest Apex Legends Update: 2025/10/10

[p]We just pushed a fix for the Ranked connectivity issues.[/p][p]You should now be able to join matches as usual and lobbies will be more reliably full.[/p]

Latest Apex Legends Update: 2025/10/09

[p]Legends, a couple quick changes are now live![/p]
  • [p]Alter's downed Nexus Teleport now works as intended.[/p]
  • [p]Reduced Ash's Dash speed by ~30% (influenced by numerous factors: in air/on ground/momentum/direction - these conditions remain unchanged)[/p]
    • [p]Dev note: Ash has been dominant for much of the year, ever since we both added her new Dash passive and improved her abilities. We've been trying to bring her back down to earth through a series of balance changes over the last few months, but have been reluctant to touch the dash passive's speed or distance since so many players are having fun with it. This latest change is finally changing the speed of her dash, as we feel the data shows that reducing the power of the rest of her kit (even increasing the cooldown of her dash) wasn't enough to bring her back in line with the rest of the roster.[/p]