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PAYDAY 3: Blog Update #47 - The future of PAYDAY with Paul

[p]Hello Heisters![/p][p]Today, we’re overjoyed to introduce Paul Keslin, the new General Manager for Live Service. Long and nonsensical title aside, he’s the guy in charge of making sure we reach all the goals mentioned later in this post![/p][previewyoutube][/previewyoutube][p][/p][p]We just released this video where Paul presented himself and this is a rough summary of what was said, if you want the full experience in Paul’s own words, watch the video above, else have a read of our summary below.[/p][p]We set several goals going into next year. Most of which are centered around the studios’ commitment to PAYDAY — why only dabble in crime when you can become a legend?![/p][p]Another big goal is trying to ensure that the studio works in a healthy way. We need to make the right decisions for the game, without wasting time along the way. Along this journey, another major goal is to have stable monthly updates. The team is larger now, and we’re defining our key priorities to ensure impact. Once those are set, we’ll move quickly to deliver the work before it reaches you.[/p][p]Regardless of what we do, we want the community at our side. That starts with us finding good ways of sharing information regularly. One quick and easy way to do that is to keep you up to date with what we’re working on. Here’s a brief overview of the coming months:[/p][hr][/hr][h2]November[/h2][p]A bug fix patch is coming on November 11th.[/p][hr][/hr][h2]December[/h2][p]Skills 2.0! There’s a preview to peruse for those too eager to wait. Importantly, this will be the first version of the new skills system. Our goal is that this feature is maintained and kept relevant with community feedback over time.[/p][hr][/hr][h2]January[/h2][p]New heist. More details to come next year![/p][hr][/hr][p]That’s a brief summary of Paul’s introduction and video. What we hope you take away from it is that we are investing heavily in PAYDAY, and our studio so that investment goes to making the game you want.[/p]

Starbreeze passes Payday 2 over to a new developer, but it couldn't be in better hands

I feel my bones creaking as I say this, but Payday 2 is 12 years old. Ugh. Despite its age, it's still going strong - even some of the biggest names on our best co-op games list would kill for the kind of longevity it's enjoyed. It's going so strong, in fact, that it's continually embarrassing its successor, Payday 3, which is still struggling to reach the same heights despite dozens of updates, major reworks, and plenty of new heists. Knowing that something needs to change, Starbreeze has decided to put even more behind Payday 3 in order to turn the ship around, but to do so, it's passing Payday 2 over to a new studio. However, it couldn't be in safer hands.


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RELATED LINKS:

Payday 2 launches DLC subscription service three weeks after raising prices

Steam's premiere co-op shooter is just $1 ahead of the sequel

Get Payday 2 as a free game ahead of its sequel

PAYDAY 3: Blog Update #46 - Updated Skill System Preview

[p]Hello heisters![/p][p]We’ve done work on the skills since last time and thought you might be interested in an update.[/p][p]The new skills are tagged, and the point costs are now defined and added to the tables below.[/p][p]This is likely close to the version we release. We fully expect to have to make adjustments following release, however, so don’t despair. In fact, we’d like to get a feel for what you think already with this fancy form![/p][p]Once the new skill system is released, we’ll review your feedback in our public channels and, when we determine what to ask, create another form.[/p][p][/p][hr][/hr][p][/p][p]With this new system, higher tiers are only unlocked once a certain number of skills within the category have been selected.
Note: this is skills selected in the entire category, so eg. to unlock higher tiers within the Soldier category, skills would need to be selected within any of the Juggernaut, Commando or Grenadier skill trees.[/p][p]The tier requirements are as follows:[/p][p][/p]
[p]Level[/p]
[p]Points[/p]
[p]Levels 1 - 10[/p]
[p]11[/p]
[p]Levels 11 - 20[/p]
[p]10[/p]
[p]Levels 21 - 30[/p]
[p]5[/p]
[p]Levels 31 - 40[/p]
[p]5[/p]
[p]Levels 41 - 50[/p]
[p]5[/p]
[p]Levels 51 - 60[/p]
[p]2[/p]
[p]Levels 61 - 70[/p]
[p]2[/p]
[p]Levels 71 - 80[/p]
[p]2[/p]
[p]Levels 81 - 90[/p]
[p]2[/p]
[p]Levels 91 - 100[/p]
[p]2[/p]
[p]Levels 111 - 120[/p]
[p]1[/p]
[p]Levels 121 - 130[/p]
[p]1[/p]
[p]Levels 131 - 140[/p]
[p]1[/p]
[p]Levels 141 - 150[/p]
[p]1[/p]
[p]Total[/p]
[p]51[/p]
[p][/p][p]There is a total of 51 skill points that can be acquired by players, so the more you play the more points you are able to collect. Once the new skill system is launched it will read the level you’re currently on and award you the corresponding skill points.[/p][p]Along with this new system you will also need to spend a certain amount of points to unlock the next tier of the skill tree. The tiers are as following:[/p]
  • [p]Tier 2 – unlocked after equipping 2 skills[/p]
  • [p]Tier 3 – unlocked after equipping 5 skills[/p]
  • [p]Tier 4 – unlocked after equipping 8 skills[/p]
[p][/p][hr][/hr][p][/p][p]Want to see the Updated Skills?[/p][p]📃 View the Updated Skill Descriptions on the PAYDAY Website[/p][p][/p][p]Want to give your feedback?[/p][p]🤔 Give your feedback on the New Skill System[/p][p][/p]

Payday 3 promised players an offline mode months ago, now it's "not feasible"

Oh, Payday 3 - for every positive step forward and well-received change, there always seems to be something pegging it back. The co-op game has delivered some great content since it launched all the way back in 2023, but Starbreeze has struggled to get the bones of the game in a satisfactory, stable state. The developer, fresh off the back of canceling its upcoming Dungeons and Dragons game, now wants to push more resources into the Payday franchise, and that hopefully means faster and better improvements for Payday 3. However, general manager Jonas Skantz has delivered some disappointing news for those that have been waiting for Payday 3's promised offline mode.


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PAYDAY 3 Vision Stream Recap – October 2

[p]On October 2, Starbreeze hosted a special PAYDAY 3 Vision Stream, where the new PAYDAY General Manager Jonas, joined Elisabeth to walk through the studio’s long-term plans for the game.[/p][p]The conversation focused on the general pillars around bringing PAYDAY back to the forefront of the heisting world — where it belongs! Bear in mind that this is not a roadmap, we’re still doing a ton of planning, we’ll share more when we’ve put pen to paper![/p][hr][/hr][h2]● Setting the Stage[/h2][p]Jonas recently joined Starbreeze as General Manager for PAYDAY, bringing both technical and player-focused experience. With a background in engineering and game development, he emphasized that his perspective is hands-on. His job will be to drive the vision for the game, set the budget so all the teams can do their work as trouble free as possible.[/p][p]So as to not keep you waiting any longer, Starbreeze is more than doubling the team size for PAYDAY. The larger team will let us not only create new content, but let us fix long-standing issues and push toward the game’s full potential.[/p][hr][/hr][h2]● Offline Mode[/h2][p]The work we put into offline mode ultimately proved that it’s not a feasible route for us. We believe we can do more good by focusing on making the online experience excel instead. Coupled with player-friendly online functionality such as instant balancing we are exploring solutions to address community concerns about the online experience.[/p][p]Other online-experience improvements mentioned are:[/p]
  • [p]We’re working on removing the mandatory account system.[/p]
  • [p]Peer-to-peer hosting to give players control over how they host the game.[/p]
[hr][/hr][h2]● Step 0: Technology and Team Growth[/h2][p]Before getting into gameplay steps, Jonas outlined the foundation being built:[/p]
  • [p]Doubling the team size – expanding capacity to both deliver new content and address existing issues with the quality they deserve.[/p]
  • [p]Tech investment – upgrading the engine and backend systems.[/p]
    • [p]Upgrading to Unreal 5 allows more ambitious features, such as more meaningful heist randomization, and powerful tools to make our work faster and easier.[/p]
    • [p]Backend upgrades mean live balancing, instant server-side updates, and the ability to surprise players with events or challenges without requiring full client patches.[/p]
[p]This foundation is key for everything that follows.[/p][hr][/hr][h2]● Step 1: Making PAYDAY Feel Great to Play[/h2][p]The first focus is tightening the fundamentals:[/p]
  • [p]Smooth, responsive gameplay – reducing friction so every heist feels rewarding, win or lose. This including specific heist objectives, a new skill system and more.[/p]
  • [p]Fixes and quality-of-life improvements – the less flashy but essential work.[/p]
  • [p]Onboarding improvements – ensuring new players have an easier entry point and keep playing, without losing challenge for veterans.[/p]
  • [p]Examples already underway – removal of the mandatory account system, and improved VoIP communication.[/p]
[hr][/hr][h2]● Step 2: Always a Reason to Log In[/h2][p]Good progression and replayability are core pillars of the PAYDAY experience. Currently, both of those pillars are not where we want them. We want players to be motivated and excited to start the game every day, and feel like they’re making meaningful progress towards their next milestone:[/p]
  • [p]Progression loops that reward mastery of different builds.[/p]
  • [p]Missions and quests that evolve over time.[/p]
  • [p]Visible rewards that reflect each player’s journey.[/p]
  • [p]Stronger chase-elements to keep the game engaging after core leveling.[/p]
  • [p]We want to make these improvements together with you. To enable that, we’re creating a way for the community to provide direct input via the PAYDAY Player Council. It’s something we’ll be developing this as we go, but it starts by letting us know you are interested by emailing - [email protected] - to answer some of the questions we’ve seen since the stream:[/p]
    • [p]We’ll pick people based on our needs. When we’re ready, we’ll reach out to the players selected for additional information and details. Make sure you include information about your player profile![/p]
[hr][/hr][h2]● Step 3: New Ways to Play[/h2][p]We want to expand what PAYDAY is by building upon our past to create a future that is stronger, more innovative, and more exciting. This includes, but is not limited to:[/p]
  • [p]New heists, mechanics, and narrative arcs that don’t just add content but reshape play.[/p]
  • [p]Consistent release cadence both in timing and quality.[/p]
  • [p]Fresh experiences: both permanent systems and temporary challenges.[/p]
  • [p]Long-term outlook: opening doors for community involvement in the games evolution and content.[/p]
[p]Each new release for PAYDAY 3 should feel distinct, introducing mechanics and stories that keep the game evolving and your interest hooked.[/p][hr][/hr][h2]● Step 4: The Ultimate Heisting Fantasy[/h2][p]The destination of our plans are bigger than patches and updates — it’s about creating a living PAYDAY universe:[/p]
  • [p]A game that provides not just content, but a sense of purpose and belonging.[/p]
  • [p]Progression that’s interesting enough to make you think about it in bed after a night of playing.[/p]
  • [p]We want the player to have a “heisting home” – somewhere they want to return to time and time again for years to come. A hub for ongoing stories using fleshed out characters and plotlines.[/p]
[hr][/hr][h2]● Final Takeaway[/h2][p]The big takeaway from this stream is that we are committed to PAYDAY. The team is growing, we’re taking a serious and hard look at everything we’ve done and will do. We see your feedback around PAYDAY 3 currently, we want to fix all of it. Not only fix them, we want to surpass your expectations and give you the game you didn’t even know you wanted. A PAYDAY that’s great today, and amazing 10 years from now.[/p]