1. SYNTHETIK 2
  2. News

SYNTHETIK 2 News

Update 2 - BOOSTER



Hey everyone!
The new update is live, this time with a good mix of changes and improvements all around.
The core systems are getting close to completion, many of the update components now work but it still needs a little more. The next update "Armory" will focus all around weapons and still estimated this December if all goes well.


[h3]ENVIRONMENTS[/h3]
- New levels for Power Plant (Electro floor), including biological laboratory
- New variations for rooms and spaces at existing levels
- Visual improvements for environment objects

[h3]ONGOING[/h3]
- Improved cover in many areas for more cover gameplay
- Improved enemy enounter placements in varied areas
- Improved visibility in varied areas
- Fixed varied spawn-camping areas
This is an ongoing process, remember to post
us screenshots of areas which are sub-optimal!







[h3]GLOBAL CHAT[/h3]
- The first iteration of the Global chat is live!
- Right now its only in the main menu, we will add it to the other places soon.
- The new global chat has an improved featureset like support for channels,
commands and a better ban system but right now its only the start.

[h3]CHESTS[/h3]
- NEW: Varied Chests and chest effects

[h3]GENERAL[/h3]
- NEW: Mayhem mode - Alternative gameplay modifier
- Fixed a big issue introduced last patch that caused random weakpoints and strange damage
- This affected both player and enemies
- Increased credits from recycling (300 up to 1200 based on rarity)
- Explosive (and other types) barrels system improved - be careful, they are really explosive now!
- Summons now spawn rotated in player direction
- Cursed chests now demand 75 kills, fixed curse granting better shield delay

[h3]INSTAKILL PROTECTION[/h3]
- There is now a protection against cheap deaths, it triggers if dropping below 30% health
- This will be further refined over time. Let us know how this new one works out for you.



A good chunk of items were added to spice up the pool. Loot should feel more varied now but of course more is to come



[h3]- New Item: Brawndo[/h3]
The classic Brawndo as you know it

[h3]- New Item: Precision Strike[/h3]
A Mortar on command

[h3]- New Item: Mortar Barrage[/h3]
Killstreak already?

[h3]- New Item: Heat Sink[/h3]
Fueling the flames

[h3]- New Item: Heat Spreader[/h3]
Powerful fire aura

[h3]- New Item: Fire Prism[/h3]
Another returning S1 item

[h3]- New Item: Twin Link[/h3]
Double the firepower

[h3]- New Item: Shield Discombulator[/h3]
Some more defensive options

[h3]- New Item: Fusion Mines[/h3]
Small and annoying

[h3]- New Item: Stun Mines[/h3]
We know your favourite items are mines

[h3]- New Item: Spike Strip[/h3]
A Police classic

[h3]- New Item: PF42 Sticky Bomb[/h3]
More Big Explosions

[h3]- New Item: Dog Whistle[/h3]
Time for a robo treat





[h3]ICON UPDATE[/h3]
- 150 Icons got a HD upgrade, from 100x100 to 256x256 size, greatly increasing quality
- Many new icons have been added in the editor, some are already in use within weapon perks



Many improvements are done under the hood to make the very deep new upgrade system work optimally but it will need one or two more patches to be perfectly rounded. Per example, before all class abilities use charges by default to make upgrades possible which grant charges, but this will not be necessary anymore. This patch however marks a huge step towards the completion and will enable the majority of desired features.



[h3]UPGRADE RELATED IMPROVEMENTS[/h3]
- Tooltips now show Item/Ability upgrades after bought
- Multi-Casting is now implemented
- Double, Triple, Quad cast is now implemented
- Damage effects now scale with effect power
- Summons now scale with effect power



- Item / Ability power now shows in the tooltip
- Cooldown reduction now shows in the tooltip
- Charges recharge time now shows in the tooltip
- Varied other improvements to action upgrade effects




[h3]PANDORAS BOX[/h3]
- Total overhaul, now should work well, opening a ton of new possibilities!
- Most Effects now work and it can be used multiple times for crazy item combos.
- This should mark a big change towards the run progression of the game
- Some things do not fully work yet, most notably items which spawn things which spawn things
- More improvements coming soon, getting all these things working is a priority right now




[h3]COMPOSITOR[/h3]
- First step in improving the compositor
- Pass on mobility upgrades
- Varied fixes, changes and improvements
- Class abilities now show their type (Class mobility, Core Ability, Utility Ability, Spec Ability)
- More work on improving the compositor upcoming

[h3]SHOPS[/h3]
- New Tinkerer Terminal upgrade: Power Printing
- Items rearrange themselves now after selling in the inventory bars
- Shops now properly update after selling
- Action Upgrade shops now technically allow multiple choices (item upgrade shop will later get it)



[h3]ENEMIES[/h3]
[h3]- NEW: Propaganda Aura Turret
- NEW: Shock Mortar Turret
- NEW: Alarm Turret
- NEW: Weapon Locker Turret
[/h3]
These are in testing, we are looking for your feedback

- Fixed the slow backwards rotating move some enemies did when attacked
- Fixed an behaviour where recruits were waiting for 2-4 seconds doing nothing and just staring
- A pass on AI, patrolling and movement is still upcoming
- Fixed an issue where everything had random weakpoints
- Fixed an issue from last update where enemy projectile speed was faster than it should
- Fixed an issue where enemies used a wrong attack range, we will have to re-tune some things
- Riotguards rear-size dead zone increased 130° > 200°
- Reduced tier 1 enemies in second floor
- Nerfed Arena sniper and last defender damage

- NEW: automated level cleaning system:
- several tiny robo-cleaners now are keeping all floors clean after any kind of hard battles!





A Bigger pass all around weapons is planned for the next update

[h3]GENERAL[/h3]
- Until the december update rework, all weapons will now have 1 tech perk (up from 0-1)
- Tech perks are default unlocked right now, this will be changed then
- Increased damage amount required for perk unlocks
- Added missing tooltips to starter handgun perks
- Added notifier for upgrades

[h3]TWEAKS[/h3]
- Patrol revolver damage 2.2 > 2, Recoil reset increment 15>20, Recoil reduced 20%
- Kago Tear gas works again
- Tokko Fusion recoil reduced
- Shock Lightning launcher AOE improved
- Industrial Breaching Cutter heat speed reduced
- X1000 Heavy rifle accuracy and ejection speed reduced
- P20 improved firing sound

[h3]ATTACHMENTS[/h3]
- New Attachment: Ignition Core (idea by IGNITRO)
- Barebones allocator ammo regen 1 > 3
- Reworked Stock Pouch
- Fixed varied attachment issues



[h3]MENUS[/h3]
- NEW: Reworked Class Menu
- NEW: Classes are now automatically created and no longer need a save slot creation process
- NEW: You can now also preview specs that you do not own
- The class menu now is much faster, requiring half or less than half the clicks to switch a class
- Note: Additional class slots had to be deleted, your first class slot is taken
- Keep in mind that this is work in progress and will be further improved
- Improved End screen, now shows additional weapon info such as attachments

[h3]HUD[/h3]
- Improved ammo counter at character
- Now shows at - Removed tooltip popups from all Items

[h3] MOD BROWSER[/h3]
- Downloaded mods are now default enabled
- Added filters to the Mod Browser
- Added Mod Description (Duh) to the Mod inspector



Big shout-out to all the great mods so far! What people have been making is very impressive.
Remember to try them out - Its just a couple clicks away, installs automatically, no work required!
You can join the modding discussions on Discord as well.



There will be more class changes in the near future, but this should cover some of the biggest concerns and make some classes more fun

[h3]CHRONO TROOPER[/h3]
- Chrono Trooper Chrono Charge Cooldown 18>17s
- Chrono Trooper Chrono Charge now has 2 charges
- Chrono Trooper Chrono Charge Damage from 700>600
- Chrono Trooper Danger overdrive now refreshes shields
- Chrono Trooper Prismatic Chain duration increased, now works properly
- Chrono breacher Breaching Charges reworked - at best just try it out
- Chrono breacher Defensive Focus now grants 1 breaching charge on plating loss
- Shield Dome now grants 500 max shields and might give shields to summons
- Chrono Striker will get a closer look soon
- Varied fixes

[h3]RECON[/h3]
- Psy cloud grenade now also grants chance to not consume charges (given these are like cooldowns)
- Psyonic field now reduces firerate 10% per shot for 2 seconds, damage 150>125
- Psy Recon has a new focus perk
- Base Recon now has +25% shield regeneration
- Engine disabling shot now grants improved deviation for accurate shots
- Anti-Tank mine now holds 2 charges
- Varied fixes

[h3]GRENADIER[/h3]
- Base Grenadier slight rework due to explosive run being unbalanceable
- Explosive Run now consumes a grenade charge to explode
- HE Grenade now has 1>2 charges
- Explosive Run now has 10>7s cooldown
- This gives flexibility in grenade usage and you can have more mobility as damage is not tied to mobility cooldown, also the explosion could be made stronger. Let us know what you think, if people hate it we can revert the change, but it should be for the better

- Assault grenadier melee attack now has aoe targeting and effect
- Bundle grenade now also uses ground targeting for better control
- Fixed an issue where Reactive plating did not reduce max shield
(Reactive plating is not nerfed in terms of plating, we'll see how the shield reduction plays out)
- Varied fixes

[h3]RIOTGUARD[/h3]
- Base Riotguard Painkiller perk replaced with new perk: Manstopper
- Tear gas grenade now uses ground cursor target for better control
- Judge life-steal reduced by 2.5%
- Judge Orbital Authority now deals + 200 damage
- Judge Orbital Authority now deals double elite damage
- Judge Elite kill rewards now show a feedback panel

In general many non working perk elements have been fixed, but please let us know if you see something not working. Remember you can use CTRL when viewing the tooltip to see some (but not all) details



UniversEdit improvements are technical upgrades for the framework and the game.
As we use the same UniversEdit as you (yours is much faster even), you will get all the same benefits


[h3]NEW EFFECTS[/h3]
- Modify current action cooldown, this changes a running cooldown directly
- Set Charges Recharge Time To Cooldown Duration - used for charges upgrades, will see use soon

[h3]EMIT PARTICLE[/h3]
- It is now possible to emit particles from varied bone positions on the character
- This allows as example muzzle glowing effects, great for "next shot boost" and such effects

[h3]ICON UPDATE[/h3]
- Foreground and background icons now use one shared pool
- This granting tons of new visual icon design possibilities for actions
- Many new icons have been added, especially Nano, Scatter, Fire, Ion, Curse
- [!!] Warning for Modders: Sadly we had to reset the ActionIconBackgrounds
(the backgrounds behind the transparent icons) but you will see that it was worth it when trying it out

[h3]WEAPON AUDIO[/h3]
- You can now have 2 shot sounds and mix together their volumes and pitches
- Weapon shooting, Eject, Reload and Active reload now have pitch ranges
- Pitch now can go into negative to reverse a sound

[h3]CHEAT MENU[/h3]
- The debug menu is there to test your mods
Edit: It was not intended to show all our content, so it will be temporarily disabled until its fixed, sorry!

[h3]ANIMATIONS[/h3]
- New upper body animations which can be used for varied effects:
- Weapon Spin
- Weapon Slap
- Weapon Quick Reload
- Weapon Active Reload

[h3]NEW STATS[/h3]
- Reload Speed Stat (yes we see the irony here)
- Ejection Speed Stat
- Armor Piercing Stat

[h3]0-1 to 0-100[/h3]
- Most things like chances and percentages are now normalized to 0-100 range instead of 0-1 range
- Crit chance, dodge, no ammo cost, double shot, jamming, multi cast, health percentage etc
- Heat is not yet, but will be in the next days, tell us if you see something falling out of line

[h3]OTHER[/h3]
- Added many more tooltips to Editor stats and similar
- Note: If you use cooldown reduction, you usually also should add charge recharge speed
- Increased size of text fields for better writing (having notpad++ nearby still recommended)
- Removed some non relevant inputs from results
- The 8-Ball action is now set up with a proper category, making it easy to add new 8-ball quote sets

[h3]SPAWN ENTITY[/h3]
- Spawn Entity can now filter by category (per example spawn a random Tier 2 Police enemy)
- Spawn Entity can now spawn multiple at once (both ideal for wave spawning events)
- The same is enabled for Spawn Action
- Spawn Entity now supports giving extra stat overrides to the entity, ideal for summons (+2000 hp..)

[h3]@MODDERS[/h3]
- Mods will have to reapply their ActionIconBackgrounds but you have way more choices now
- Remember to check your weapons if they have ammo pickup not at 0 (@AnimeGirl)
- Remember most chances now use and will use 0-100, check out the new tooltips!



[h3]MUSIC[/h3]
- Added 1 new track to Police Academy level
- Added 1 new track to Missile Silo level
- Added 1 new track to Oilrig level

[h3]PERFORMANCE[/h3]
- Further AI performance improvements
- Audio performance improvements
- General CPU performance improvements

[h3]SETTINGS[/h3]
- Gamepad settings now properly save on exit
- Added individual hotkeys for weapon slots
- Settings now show which GPU is active

[h3]AUDIO[/h3]
- Changed many sounds to mono (as they should) - this reduces distortion on some
- Sound normalization is off, let us know if you think some sound has degraded so we can fix

[h3]FIXES[/h3]
- Fixed a ton of issues, too many to list
- Many attachments, upgrades, items, class actions ... now work as they should
- Please report us any effect you notice not working, remember you can check some things with CTRL

[h3]KNOWN ISSUES[/h3]
- Varied impact sounds are missing
- Attachments are missing their background images
- Alarm Drones don't trigger
- Multicast, Action critical etc Sounds are wrong
- Upgrades have no limits right now and can go too crazy
- Health-regeneration has an issue
- ?



Upcoming: It was planned that the Dec 14 was supposed to be the Weapon patch (and active item power slots), but since this one got a lot bigger than anticipated we have to see if we want to do it for the next week with more limited scope or have it around new year after the Christmas weeks, we'll keep you updated!

Pretty solid changes for the first month we would say ; )
As you can see, we are dedicated bring Synthetik 2 into its best form.
A bunch more work is to be done, but this Update already marks a big step towards that goal.

We will do a small fix patch ASAP tomorrow or so if needed.
We hope you enjoy! - Team FFG

The Synthetik 2 Roadmap

[h3]Hey everyone!
Check out the S2 Early Access Roadmap here:[/h3]



Click above to see the Roadmap on the Universe hub. We have already improved on many things based on your feedback but there is still much to do and to come.

Let us know what you think!
Best - Team FFG


Update 1 - INTEL




Hey everyone!
The new update "INTEL" is now live!
We worked hard on many many improvements based on your feedback.
In general we are very confident about our future plan and certain about what needs to
be added, changed and improved, so worry not!




[h3]GAMEPLAY[/h3]
- Further increased movement speed
- Most maps have spawn points adjusted to remove boring or dragged out areas/gameplay
- Some new map variations and visibility improvements have been added
- Loot has further been tweaked

This is an ongoing process, keep telling us how you feel on these topics
and point out the weaker areas so we can improve them!


[h3]MECHANICS[/h3]
- Ejecting the magazine now grants a 10% speed bonus for 1 second for extra smoothness
- Ejecting the magazine now increases cooling by 50% as long as the magazine is out
- Varied grenades have been changed to a much more convenient cursor target

[h3]KNOCKBACK[/h3]
- We added a knockback mechanic which now works on enemies from varied effects
- Keep in mind that this will be only for singleplayer due to technical reasons





[h3]CLASSES[/h3]
3 new Specialisations have been added.
The Recon is essentially the new Sniper class and offers 3 fully fledged different specialisations.
You should also not look him directly in the eyes.

[h3]NEW - Recon [/h3]
High damage Marksman with focus on weakpoint hits, accuracy and positioning

- Evade
- Flash Grenade
- Weakpoint Scan
- L24 'Eraser'
--Channel Power
--Deflection System

[h3]NEW - Recon Psyonic[/h3]
Utility focussed infiltrator with psyonic effects and item affinity

- Dodge Roll
- Engine Breaking Shot
- Weakpoint Scan
- Anti-Vehicle mine
--Psy Infused shots
--Hacker

[h3]NEW - Anti-Material Recon[/h3]
Slow but hard hitting vehicle hunting sniper

- Dodge Roll
- Engine Breaking Shot
- Weakpoint Scan
- Anti-Vehicle mine
--Defensive Measures
--Vehicle Hunter




[h3]ENEMIES[/h3]
- Last Defender is now in the game
- Varied fixes in AI
- Increased enemy type pool per map by 1
- Increased tower amount per map by 1
- Suicide Pineapple Drones now have a delay and sound before exploding
- Reworked taser bot to shoot a weapon and have a targeting indicator (Wip)
- Melee Enforcer now has an 1s ion shield, is generally slower, no more plating
- Enemy riotguard can now shield bash when in melee range, removing shields
- More improvements coming
- New - Some missiles can be shot down (missile dronem Jet Boss)
- Fixed random faction reroll after each map, now happens in third floor

[h3]DIFFICULTY[/h3]
- NEW - Lightning Start difficulty modifier
- NEW - Tactical difficulty modifier
- Higher difficulty and terrorlevel is now harder
- Run and gun and relaxed no longer reduce exp gain
- Run and gun now has a deviation malus
- Removed slow effect from lightning traps
- Homing missiles and mortars are slightly harder
- Flinch now has a 1 second cooldown (0.5s duration)



[h3]UI[/h3]
- Weapon stats now all update and show armor pen and damage
- (Damage is based on point blank damage right now)
- Added ammo counter to player when below 25% ammo
- Added ammo display on ammo pickup
- Added EXP bar ingame which shows exp gained after combat ends
- Added sound for levelup

[h3]MENU[/h3]
- Starting with some menu improvements but ongoing
- Added quickplay button to the end screen
- Added quickplay button to the class menu
- Removed multiple layers on the end screen
- Added scroll bar to difficulty modifiers



[h3]ITEMS[/h3]
- New Item: Helsing Power Bolt
- DMR Sentry turret now spawns on Utility ability
- Varied small tweaks
- A solution for more active items is coming in the next 1-2 patches



[h3]WEAPONS[/h3]
- New Attachment: Hair trigger (Switches to semi auto)
- Weapons now properly gain their own ammo pickup values
This means that ammo economy has changed significantly,
Let us know how you feel about certain weapons
- Fixed pistols requiring much less upgrade parts than other starters
- Many attachments have been fixed

[h3]NEW Uncommon Special weapon - Heavy Flak Cannon[/h3]
[h3]NEW Epic Marksman rifle - R2000H Anti-Material[/h3]

[h3]HEAT[/h3]
- Added rudimentary first version of ]always visible heatbar
- Many weapons have increased heat, but there might have been some non optimal tweaks
- Let us know which ones you want to see changed
- Added Heat sound when reaching higher heat levels on shooting



[h3]OTHER CLASS[/h3]
- Chrono TP reduced blur effect
- Chrono Breaching charges reach 2m further
- As mentioned, Chrono Striker, Trooper, Grenadier, Assault Grenadier speed slightly increased

[h3]AUDIO[/h3]
- Removed 2 tracks in training level which had Content ID enabled
- Added one temporary track back, replacement is coming
- Main menu and combat / idle tracks now should be shuffled randomly
- Changed the weaker of the two headshot sounds to be more powerful (WIP)
- Reduced music volume slightly in comparison with sounds

[h3]FIXES[/h3]
- Fixed tons of actions that did not work fully (Shrines, Attachments, Perks etc)
- Let us know if you see any things that still do not have their effects

[h3]PERFORMANCE[/h3]
- Noticeably Improved single core performance
- Varied improvements



[h3]UNIVERSEDIT / MODDING[/h3]
- Downloaded depots/mods are directly enabled
- New Effects: Switch to Semi / Burst / Full Auto
- New Conditions: Check for multiple entities in range
- New Conditions: Check for Current ammo
- New Conditions: Check for Totalammo
- New Conditions: Check for Backpack ammo
- Added varied weapon targeting indicators which can be used for enemies
- You can now see if a collection has something inside (targets etc)
- You can now delete an depot
- Improvements to delete self action
- Varied fixes
- Added 18 Synthetik 1 weapon images for modding

Modders join us on Discord if you want help with your things or talk with others about modding!

We also have to note here that we are very impressed with the things people have created so far with the UniversEditor . There are some impressive classes already or great other mods like Caramel's difficulty modifiers or Egg's Tech Perks pack.

-------------------------------------------------------------------------------------------------------------

[h3]KNOWN ISSUES:[/h3]
- Chrono riotshields have an strange stun?
- Some new perks do not work (Eraser, Defensive measures)
- Keybindings sometimes do not save?
- Enemy bullet speed is faster than it should
- If you made a modded weapon, due to ammo pickup fix, the ammo pickup is reset
to 0 and needs fixing

Keep in mind that this is Early access and we can not do this level of huge amounts of changes and have the same amount of polish each patch as a fully released game with far less output and months long wait cycles, so some things will break or become worse than before. These things will usually be fixed shortly.



Here again big thanks to everyone supporting us within the early access!

Rest assured that we know about the current gripes with the game and are working on improvements in all areas. Day 1 and Update 1 'INTEL' already marks many significant improvements and many more things will follow!

The roadmap is coming +- on monday, stay tuned.
Team FFG

SYNTHETIK 2 Early access is live! +Day 1 Patch



SYNTHETIK 2 finally launches into Early access on Steam and is out NOW!

[h3]F E A T U R E S[/h3] ------------------------------------------------------------------------------------
You can find the full feature list patchnotes above!
Spoilers: It's pretty big

[h3]R O A D M A P[/h3] -------------------------------------------------------------------------------------
You will find a rough roadmap in the in-game pause menu for the next 2 weeks, a full one will follow soon. The next patch with some new content and plenty of changes based on your feedback + the Recon class is expected next week or the update after.

[h3]E A - I N F O[/h3] ---------------------------------------------------------------------------------------
The game is playable up to and includes the first version of the final boss, so it does not cut off at half
Please keep in mind that the multiplayer has been delayed (too many new features which need polish first) The build also includes the full modding suite. Please check out the full S2 Feature post!

[h3]F R O M - T H E - T E A M [/h3]------------------------------------------------------------------------------

We hope you enjoy the launch of the early access version! A lot of work went into making Synthetik 2 the best it can be and we hope to get you on board right away! Much is to do and much is to come, this is only the beginning!

Especially now at the start is the best time to shape the game with us and you actually also have the same tools to do so!

Have fun! - Team FFG






For the people who already joined early access and gave their input, we already did many
sweeping changes based on your feedback!


[h3]NEW - Recycling Items[/h3]
You can now recycle items in the upgrade menu "U" (or ESC)
This is a rudimentary first implementation

[h3]NEW - Attachment Menu[/h3]
Due to the attachment workshops not working as well as hoped due to the big levels,
attachments are now purchased through an upgrade button in the weapon menu.
We will add more polish to the menu interactions and popups in the near future.

[h3]Big level change:[/h3]
We noticed the game is way way longer than Synthetik 1 and does feel too stretched, which also made balancing of loot very strange. We now moved the mainboard level as an alternative to Oilrig, and you will get to Arctic afterwards now. This makes the game shorter and adds more variation, while also allowing for better loot and less stretched content. It will probably still be longer than S1 but we keep an eye out. Keep in mind that Arctic still needs work and will be improved next week.
You will get more non-weapon chests and terminals due to the map change as well.




[h3]Loot[/h3]
- Terminals and chests have been slightly increased
- Attachment workbench removed for the new system mentioned above
- New Stat upgrade chest
- Chests have improved visuals

[h3]Pacing[/h3]
We are aware of the pacing issues in some areas, but we do think this is mostly due to enemy spawns and level layouts, less from actual in-fight speed, this issue has a pretty high priority for us.

- Movement speed slightly increased for all classes
- Base Grenadier Frictionless boots gain movement speed buff due to the long dash cooldown
- Base Chrono Trooper movementspeed slightly increased
- Increased reload speed across the board

[h3]Exp Gain[/h3]
- Increased Exp gain by around 150%

[h3]Interface[/h3]
- Pickups now have info popups
- Added a dark overlay for abilities on cooldowns (will be expanded to other areas)
- Removed display of charges recharge time if not needed
- Item / Weapon popups now show the weapon rarity color
(more cooldown / charges display improvements are coming next week)
- Mod upload has a better explaination
- Keybinding rebinding now works again
- Added character to End screen back (end screen will be improved soon)
- 16:10 improvements
- Improved weapon ammo display on right side

[h3]Performance[/h3]
- Varied performance improvements
- Added static shadows, still work in progress

[h3]Audio[/h3]
- Better default audio volume
- Improved audio mix slightly in some areas

[h3]Other:[/h3]
- Varied small map improvements
- Breaching charges projectiles ares now shorter
- Curses work
- Shock grenade launcher damage increased
- Deathstick damage increased
- Riotguard tear-gas no longer affects friendlies / self
- Chrono trooper chrono charge has better feedback

[h3]Last Defender:[/h3]
- Last Defender now works as it should
Edit: apparently still shy, fixing on monday

[h3]Fixes:[/h3]
- Many fixes

[h3]New Uncommon Weapon - Industrial Breaching Cutter[/h3]


[h3]New Uncommon Weapon - Tokko Fusion Carbine[/h3]



We hope you enjoy!
The next update is coming next week, stay tuned! A roadmap will also follow soon.
Don't forget to play with UniversEdit!

- Team FFG

Synthetik 2 is a sequel to the best tactical shooter you've never heard of




Synthetik has more than 7,000 user reviews on Steam, and 95% of them are positive. And yet I don't know anyone who heard of it before I told them about it. Synthetik is the definition of a cult hit, loved by its players and totally unknown to everyone else...
Read more.