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War Robots: Frontiers | Update 0.150.3 Notes (July 23, 2024)

Eyes up, Pilots! Check out the update notes for the new War Robots: Frontiers build, which will be available following a period of maintenance on July 23, 2024.
GAME SYSTEMS
[h2]NEW CONTENT[/h2]
  • A new Season has started, alongside a new Battle Pass (from which you can earn in-game rewards such as Robots, Weapons, and more).
  • Premium features for account progression have been enabled.
[h2]ROBODEX[/h2]
  • Made improvements to the Robodex user interface (UI).
  • A label with “In Garage” has been added to Factory and Custom Builds that are in use in the Garage. The following buttons have been added to in-use Builds:
    • Clear Slot
    • Edit Build
    • Upgrade Module
    • Customize Look
  • The following buttons have been added to Factory Builds that are not in use in the Garage:
    • Set in Slot
    • Edit Build
    • View Details
  • When clicking the “Edit” button on a Factory Build not in use in the Garage, the info panel on the top-right shows this Build will be saved as a Custom Build in the Robodex.
  • When clicking the “Edit” button on a Factory Build that is currently used in the Garage, the info panel on the top-right shows this Build will be saved as a Custom Build in the Robodex and inserted into a slot in the Garage.
  • When trying to save a new Custom Build while not having any remaining slots, an error message will be displayed.
  • When trying to save a Build with an unassigned module, an error message will be displayed.
  • After successfully editing a Factory Build that was installed in the Garage, a notification will be displayed, indicating that the Custom Build has been created and installed in the Garage.
  • After successfully editing a Custom Build, no notification will be displayed.
  • Error messages for insufficient preset space should not be displayed for Custom Builds. After editing a Custom Build, players can get only one error message after the system runs a validation check of the build (Weight, Energy, unassigned modules, etc.).
  • Added the “Craft Module” and “Change Module” options in the Module Overview in the Robodex.
[h2]REWORKED ABILITY: GHOST TURRET[/h2]
  • Ghost Turret
    • Reduced range from 700 to 200.
    • Increased damage by 10%.
    • Increased turret lifetime by 10%.
[h2]MENUS & UI[/h2]
  • Added new Tutorial popups about purchasing items after Categories become available in Daily Deals (available at Level 4).
  • The Tutorial popup that appears when going over the Weight or Energy limit has been removed for future improvement.
  • Items can now be purchased by tapping on them. Holding down the mouse button is no longer necessary.
  • When clicking on “Create New” without saving the current build in the Workshop, a confirmation pop-up will appear.
  • Added the “Edit” and “Craft” options in the Module Overview in the Workshop.
  • Added the “Change Module” option when clicking on an unassigned Module in a Robot Build.
  • The color of Blueprints for Ability Cards now matches the colors of Blueprint Modules.
[h2]GENERAL CHANGES[/h2]
  • Increased the amount of damage required to complete the daily Contract for Mayflower.
  • Added subtitles to Tutorial cutscenes.
  • Added new camera angles in the edit screens for Module Abilities and Pilot Talents.
  • Impact sounds for the Lighter Weapon have been reduced. The Weapon should not sound so overbearing anymore.
  • Improved various localization issues.
  • Fixed various issues causing client crashes.
  • Improvements to game optimization.
BALANCE CHANGES & IMPROVEMENTS

A massive amount of balance changes and improvements have been made in Update 0.150.3. Due to the sheer scale of these changes, we’ve prepared a balance changes spreadsheet where you can more easily search and check alterations to your favorite Robots, Abilities, and Weapons.
BUG FIXES
[h3]CAMERA[/h3]
  • Fixed a bug where rotating the camera and clicking on modules in the Build overview did not work.
  • Fixed a bug in the Build Overview where rotating the camera and releasing the mouse button over a Robot Module caused the Module selection menu to open.
[h3]COMBAT[/h3]
  • Fixed a bug where projectiles shot from weapons visibly clipped through Robots.
  • Fixed a bug where the ability “Warp Reload” did not work correctly for the weapons “Halo”, “Orkan”, and “Shocktrain”.
[h3]CONTROLS[/h3]
  • Fixed a bug where holding down LMB for a Quick Purchase in the Daily Deals did not work.
  • Fixed a bug where the game would not register mouse input in Fullscreen mode until changing application focus (Alt + Tab).
[h3]COSMETICS[/h3]
  • Fixed a bug where Stickers placed on the robot did not reflect the Stickers as shown in the list and would not include any colors.
[h3]MISCELLANEOUS[/h3]
  • Fixed a bug where when trying to make a purchase in an offer screen while funds are insufficient, nothing would happen.
  • Fixed a bug where the damage from a player choosing to self-destruct was counted in statistics.
[h3]SOUND[/h3]
  • Fixed a bug where sound effects for Tutorial popups played multiple times when changing screens.
[h3]UI (USER INTERFACE)[/h3]
  • Fixed a bug where spawn points behind UI elements in the map overview could not be clicked.
  • Fixed a bug where the Tutorial hint about purchasing items from Daily Deals did not disappear after purchasing an item (unless it was Credits).
  • Fixed a bug where the Offer category was not saved when switching to the “Store” tab.
  • Fixed a bug where trying to overwrite a preset without making any changes to the Build led to an infinitely spinning saving icon being displayed.
[hr][/hr]
Play War Robots: Frontiers in Early Access on Windows PC via MY.GAMES Launcher and Steam today!

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All details in this article are accurate as of the time of publication. Follow War Robots: Frontiers on Discord and via social channels for up-to-date information. If you need troubleshooting for common technical problems or account-related queries, or if you can’t find a solution to your issue, please visit our Support page.

Summer Update: Rebalancing Strategy and Q&A

Eyes up, Pilots! The Summer Update has launched, and as you’ve been enjoying red hot Robot battles in the sun, we’ve also noticed some issues we want to address.

We addressed some of the issues in our recent Known Issues article, where we also included the patch notes for the most recent hotfix. There is another patch planned for July 23 to further address your concerns. 

On Friday July 12, we hosted a Q&A session on Discord with members of the dev team and producers to address the issues raised. You can find the transcript later in this article.

First, we’d like to explain our rebalancing strategy for the Summer Update, and shine some more light on the matter. 
[h2]Rebalancing Strategy [/h2]
Our intention was not to reduce Build options, but redistribute energy and load capacity to make more Builds viable.
[h3]Why We Did This:[/h3]
  • First of all, because of the three light Weapon slot Robots, which could not compete with five light Weapon slot Robots and Robots with three heavy Weapon slots.
  • Previously Chassis from the lightest to the heaviest were compensated by energy and speed. Lighter Chassis were faster and had more energy capacity. Meanwhile, Weapons almost never require energy. This devalued the light Chassis and made some heavier Chassis the ultimate choice.
[h3]What We Did:[/h3]
  • Weapons are now divided into mass-consuming and energy-consuming. Conventional Weapons for “light mechs” consume little mass, but a lot of energy, and vice versa.
  • Some Abilities began to consume a lot of mass. This correlates with their Class. So, for example, in order to give yourself Regeneration, you will have to pay with mass, which Tanks and Assaults have in excess of, but Flankers do not have enough.
  • Damage has been recalculated taking into account the new weight. For example, damage from four Shredders now equals damage from five Shredders previously. Two Trebuchets now equals 2.5 Trebuchets, etc.
[h3]What Happened Next:[/h3]
  • Factory Builds have become more playable right out of the box because of this. You can put three light guns in a Phantom, which will be equal in power to three heavier ones due to the expenditure of energy, which light Chassis have in abundance. However, this led to the fact that they can no longer be installed on a heavy Robot.
  • The damage of heavy guns has become on average twice as high as that of light guns. The idea of one heavy equals two lights worked. This has led to the fact that some Builds, such as 3 Trebuchets, 3 Thunders, etc. are very difficult to assemble now, and you have to sacrifice Abilities.
  • Due to the more precise adjustment of factory Builds, there is less free energy and mass. The best Builds are packed tight and this in itself makes you think more about what Parts and why you are putting on the Robot. 
  • Some tastier Builds now require specific details. You need a specific Chassis to get the combination of energy and mass. You need specific Shoulders to fit the weight and slots. 
[h3]Goals Achieved: [/h3]
  • Now, if you just assemble a Robot from spare Parts of the same Class, it will be playable. 
  • Overpowered Builds can still be found, but it has become more difficult to do and you need to look for specific Parts.
  • We’re confident that in time, players will have new favorite Builds.
[h2]Q&A[/h2]
Could you share the intentions behind the UI changes and new Robot Management features added in the Summer Update, like the Workshop and new Build section? These have made build creation and editing more complicated. 

Our goal was to make the game more accessible for new players, allowing them to explore the content and see what they can build. Currently, some user scenarios are broken, which we will fix in the upcoming hotfix. The main issue is that clicking on a Part (or ‘Module’) now opens an overview instead of entering editing mode. This change was to provide additional details on obtaining items through crafting, store availability, daily deals, or battle passes. However, this feature wasn't completed in time, leaving players unclear on what to do next. In a future hotfix, we will add shortcuts to editing, allowing players to edit Builds as before.

We recognize UX/UI as one of our main weaknesses and have tried different iterations without really nailing it. We're making internal changes to ensure future designs are more intuitive and user-friendly, aiming for players to understand how things work with minimal clicks. However, these improvements won't be ready immediately as this requires a significant amount of work and polishing before we bring this to the community.

The balancing changes to Robot Parts, particularly energy and weight restrictions, feels more restrictive to our build options; could you explain more about the changes and philosophy behind them? 

We discussed balancing extensively with our combat designers. Currently, many previous builds no longer work due to several changes we made:

Balance for Light Weapons: We aimed to make Robots with three light Weapons competitive against those with five light Weapons or three heavy Weapons. Previously, light Chassis were at a disadvantage since they carried more energy but offered less utility.

Weapon and Chassis Adjustments: We had a lineup where heavier Chassis were slower but carried less energy, and lighter ones were faster but carried more. Weapons were almost never energy-consuming, making light Chassis less effective. Players often had excess energy that couldn't be used.

Weapon Classification: We divided Weapons into weight-consuming (for heavier classes) and energy-consuming (for lighter classes). This helps align Weapon use with Chassis types, e.g. Flankers or Tacticians use energy-consuming Weapons, while defenders and attackers use weight-consuming Weapons.

In summary, assembling Builds is more challenging due to these changes, but the variety and playability have increased. While five-Weapon builds are harder to create, three and four-Weapon Builds are now very effective.

For the Chassis and Robot Parts, in the next update, are you going to fix how they work and the energy and weight? Are you going to adjust the weight of Weapons and Abilities?

We'll definitely analyze the current meta closely. It has shifted, but overall, we don't believe the variety of Builds has decreased. Previously dominant meta Builds now face stricter restrictions, allowing for more diverse options to emerge. We'll monitor how this adjustment impacts gameplay.

Additionally, we need to clarify the reasoning behind these restrictions. Our game is designed for competitive play, with a future League System in development. It's crucial to maintain balance to ensure a healthy competitive scene where no single Build dominates unfairly, promoting enjoyable and competitive gameplay. 

Will the original maps, before they were revamped, be returning in any special way? Some of the original maps look completely different from what they look like right now. 

Since the game is still in development, the previous version of maps you mentioned were placeholders until the maps were finalized. The new map, Fissure, which is based on the previous Mont map, now features a snowy theme compared to Mont's previous desert theme. We may consider returning to the desert setting for a new map in the future.

Reskinning existing maps to reflect older themes could be an interesting idea. We’ll definitely discuss this with our art department. Thank you for the suggestion!

The original map of the Spectrum map was inspired by the original map of War Robots: Frontiers, right? The map now does not have the original glass dome in the middle—is that intentional? 

Right now, it's intentional. We decided that, in the new level topology and layout of the map, it doesn't fit. However, we still think it's pretty cool that you could destroy the glass there. It was really fun. We'd like to return to that idea in a future map.

When will this game be on consoles, like PS5, Xbox, etc.? 

We have some good news to share. With this release, we feel confident about the game's direction. Now, we're focusing more on the console version during the summer. Our goal is to potentially launch a small console beta by the end of summer, around back-to-school time. This will likely be a Closed Beta, similar to what we've done on Steam.

As developers, one challenge we face is the unpredictable console submission process, which can vary greatly in duration. Our intention is to deliver something to players by the end of summer, even if it's just a first look.

We can also confirm that we're testing the console version internally on PS5 and Xbox Series dev kits, and it's performing well at 60 FPS. We still need to undergo rigorous console review processes. Once that's completed, we'll be ready to proceed.

The only issues that I have with this game is its lack of a matchmaking system. Me and one of my friends were playing a few days ago, and we're a little bit under level 7. We just started a few days ago, and we're put up against level 70 players.

We're planning to adjust matchmaking soon, possibly with a hotfix, and we'll continue to work on it as we develop the League System. 

Our next integration will have 3 groups which should help address these immediate concerns. 
  1. Level 1-6: A group for players without access to Titans.
  2. Level 7-20: A group consisting of players with full Garages who are still progressing through the game.
  3. Levels 21+: A group that has likely assembled their best Garages.

This adjustment will result in more bots in games, but we're more confident in the quality of our bots now, making matches against them enjoyable. Previously, our concerns about bot quality made us hesitant to implement such changes. Now that our bots have improved, we're ready to move forward with these adjustments.

On some of the heavier Chassis, like Purifier and Ravana, there were some heavy speed nerfs. I know you want Robots to feel heavy, but at the same time, movement is such a big thing in this game, and being able to move makes it feel more fun. With less movement, it just feels more restricting. I just wanted to hear your thought process on that.

When we aimed to make class distinctions more significant and fitting for different play styles, we focused on the heavy Chassis for sniper bots, defensive bots, and heavy assault bots. These Robots are slow but compensate with firepower and heavy weaponry. It should feel like more of a playstyle choice now, with noticeable differences between Robots.

Please send your feedback in written form on our Discord channels. We need detailed thoughts, especially if a specific bot, weapon, weight, or energy is just not fun to use. Your direct feedback is invaluable for us to review alongside our analytics.

Will we be getting any information on the road map for the next year of the game? New maps, or a new Titan, or new weather effects for all the maps?

When addressing this question, we need to focus on two main points: new features and new content.

Regarding content, we're committed to delivering consistent updates. Our goal is to release at least two new maps per year. This is a significant commitment, but it's our intent. If possible, we might increase this cadence. Currently, our capacity is to produce two maps annually. While this year we're concentrating on polishing the game for PC and console release, you can expect new maps, bots, and other content each year.

We are already working on the next map, though we won't spoil any details at this moment. As for Titans, we plan to introduce more in the future. Currently, we have three Titans across four classes, so you can guess which class is missing its Titan.

Rest assured, our goal is to keep the game fresh and engaging with regular new content.

We currently have Robots like Lancelot and Ravana that offer resistance, Purifier that boosts damage, and Griffin that grants invincibility for 10 seconds. However, I believe we need more Robots that can buff speed, ammo, shield, or health. This would enhance the teamwork aspect, encouraging players to stick together and take down enemies as a cohesive unit. It’s very satisfying when team coordination works out perfectly.

We completely agree. One step we're taking in this direction is with the classes. We want players to easily understand how they can fit into various play styles. For example, I personally have friends who always play tanks, while I usually prefer being a healer or support player. Encouraging tactical team play is a key goal for us.

To achieve this, we need to implement more Abilities that can synergize with other players. This will foster a sense of playing together. Adding such Abilities will enhance the tactical aspect of the game and make team coordination even more rewarding.

Is there going to be a test server like there is for mobile War Robots?

Yes, definitely. We aim to have this before the end of the year.

It's one of the most requested and needed features for us. This will allow us not only to conduct technical tests but also to have more playable tests, focusing on playing to win rather than just for fun.

Before releasing a patch, we'll put it there for bug fixing and quality assurance. Even if we hotfix it on the PTR and transfer it to the live branch, some bugs might still slip through. Unfortunately, that's just how game development works. But, yes, this feature is a definite yes.

How do you plan to handle power creep as the game progresses? And, over time as you add new Weapons and Robots, will they become more powerful to make them attractive to players? What are your thoughts and plans there?

Our current meta design aims to counter the rapid power creep. The idea is that we don't need to make new Parts more powerful; instead, we can introduce Parts with new Abilities, weight restrictions, and energy restrictions. This approach alone can create many new and interesting combinations, potentially leading to new builds that we can then balance as needed. New content will always go through a testing period upon release.

Our primary goal is to cater to a PC and console audience, focusing on adding new content that remains interesting to players because it offers new possibilities, not because it's more powerful.

Over time, most games experience some level of power creep, however, we aim to make it slower than usual by continuously introducing new weapons and content that allow for fresh combinations without necessitating power increases.

We strive to ensure balance through extensive playtesting, including a PTR (Public Test Realm) where everyone can test builds before they are officially released. While mistakes can happen, our philosophy is to prioritize balanced gameplay over rapid power creep.

Will you add a way to see the Garages of the players we are in a crew with?

A great question. Yes, adding this element of tactical team play is crucial. Before going into battle, players need to understand the synergy between different Garages of different players.

We're talking about the player profile feature, where you can look into another player's profile and not just see their stats—win rate, kills, deaths, assists—but also the Garage they are using. This feature is in our plans and is pretty close to being implemented. We've discussed this idea with the design team and have a good understanding of what needs to be done. We just need time to develop it.

Do you have plans to bring back the ability to see the Robots our crewmates are bringing into battle during the pre-combat screen?

We're working on a new pre-combat screen at the moment. The previous layout had visual issues with elements not aligning properly and overlapping, making it challenging to process all the information on one screen. 

Various Parts rarity was changed in the Summer Update, will we see additional rarities added over time, like special additions of Parts or Weapons, beyond what's already in the game? 

For the time being, we'll still have only three rarities: common, uncommon, and rare. However, we plan to align with the more common RPG color coding, which includes five levels: common, uncommon, rare, epic, and legendary. So, in future updates, we will introduce more rarity options.

Let us explain the principle behind what makes a Part rare or common, as this is important to discuss. We noticed questions in the community chat about our guidelines for determining rarity. Currently, it's more intuitive because we have a manageable amount of content. However, as we add more content, we'll need a stricter system.

The idea is as follows: the rarer the Part, the more specialized and useful it is in specific situations. For example, a teleport Ability might not be powerful by itself, but in the right moment, it can be extremely effective. Higher rarity Parts offer significant advantages when used correctly in niche scenarios.

On the other hand, common Parts are more universal—they can be used in almost any combat situation but won't provide special benefits in rare cases. They are the jack of all trades, master of none. This balance ensures that higher rarity Parts offer unique advantages, while common Parts remain versatile and reliable.

You talked earlier about discussing a new pre-battle screen. Do you think it would be something where you'd have an extended time to talk with your team and develop a comp?

When players are not on voice chat together, seeing this information on the screen in the lobby becomes crucial. It ensures everyone can make informed decisions about their choices. This is definitely something the team is actively exploring.

For selling level 5 or above Weapons, is there going to be a mechanic that you get the Intel back that you get when you upgrade?

Yes. We'll do that at a capped rate of compensation. 

Will we have spider bots in the game?

A lot of people want to have spider bots. They will be in the game, they will arrive eventually. Right now, they are very, very far away. They are currently planned somewhere for 2025, but even then we might need to delay further as we start working on them.

About spider bots, are they going to be able to climb? Or jump in some way? Maybe they could jump forward? That'd be really cool.

Jumping is indeed a viable option. We're cautious about implementing unrestricted wall climbing because it could disrupt level design. For instance, Cyberpunk initially planned wall climbing but canceled it due to its impact on game mechanics and level design. If we were to introduce wall climbing for Robots, it would likely need strict limitations.

Any plans on getting maps from War Robots Mobile to Frontiers?

We'll definitely look into that. All the ideas about map themes, Robot themes, customizations please let us hear them. We want to know your ideas, because we will use them. Our artists can do a lot of really cool stuff, driven by your ideas.

Will you add voice chat?
Yes. There's going to be voice chat. We are looking into that. When is it going to be released? We cannot promise anything, but, yes, we're looking into it.

Could we have a feature that provides multiple options for assembling Drop Teams so that players could have teams for each specific game mode?

This is interesting, especially since right now, we don't have this luxury of creating a separate matchmaking queue for each game mode. It could be a solution, a good solution. If you are already matched into the game, you can select one of your drop teams to use for this specific game mode. We'll look into that. That this is a good idea, thanks. 

Summer Update Hotfix & Known Issues


Eyes up, Pilots! The Summer Update has launched, and while we're thrilled to bring you a new slate of content, we’ve also noticed some issues we want to address. 
  • Robot Building: We’re aware that some players had problems rebuilding their Garages. We’ve also received feedback that the current UI setup feels confusing. We take your comments regarding UI changes very seriously. The goal was to make Robot management easier for new players and encourage them to experiment with their own Builds. We know that players are used to clicking on a Robot Module to go into edit mode. Now, when you click on a Module, the Module Overview mode opens. We will add a transition to editing there in a hotfix coming in the near future. 
  • Balancing: We’ve received feedback that the balancing changes feel restrictive when it comes to Build options due to the changes to Weight and Energy limits. This was not our intention and we are monitoring feedback and will provide further communications regarding this in the near future.
  • Client Crashes: We’re aware of the client crashes some players are facing and are working hard to resolve this. If you’ve experienced a client crash, please contact our Support team to help us pinpoint the problem.

On Friday July 12, we are hosting a Q&A session on Discord with members of the dev team including Zukata and Nausicaä to address your concerns at 19:00 CEST. Please join us to have your voice heard and burning questions answered.
[h2]Hotfix Patch Notes[/h2]
A hotfix has now been launched (Thursday, July 11), which includes the following bug fixes and improvements:
[h3]Client Crash Fixes[/h3]
  • Fixed game crashes that were triggered when quickly spawning any Robot in the Firing Range and immediately returning to the main menu.
  • Fixed game crashes that were triggered after eliminating Robot decoys created by the “Trick” ability with the weapon “Lighter”.
  • Fixed game crashes that were triggered when trying to open the Friend actions menu from Steam.
[h3]Bug Fixes & Improvements[/h3]
  • Fixed a bug where players were shown the "The squad with this ID does not exist" error message when entering a squad.
  • Fixed a bug where players that have been added to the Block list disappeared from the list after restarting the game.
  • Fixed a bug where after crafting any item, when creating a new Robot in the Workshop, all categories except Chassis and Pilots disappeared from the Workshop tab menu if the Build was not saved.
  • Fixed a bug where armor debris was not displayed correctly at long distances when playing with low graphics settings.
  • Fixed a bug where Grim’s ability “Magnetic Snare” could not be correctly activated when pointing at a wall.
  • Fixed a bug where when adjusting the game brightness, the Robot icon is visible even at the minimum brightness value. 
  • Fixed a bug where the tag “New” does not disappear hovering the mouse cursor over the cards.
  • Fixed a bug where animations for the weapons “Shocktrain” and “Fowler” were triggered when the Robot spawned.
  • Fixed a bug where Factions and Classes were not shown on the Pilot’s upgrade screen.
  • Fixed a bug where the decal placement on the Torso during Robot customization was incorrect.
  • Fixed a bug where the ability effects of “Siphon Link” do not disappear immediately from the Robot that used the ability after the enemy Robot has been defeated.
  • Fixed various collision related bugs for obstacles on the Maps “Spectrum” and “Catalysts”. It should now be easier to pass through the terrain.
  • Fixed a bug where characters played jerky animations in the background of the Garage.
  • Fixed a bug where icons for Battle Tokens and Credits were stretched out in the currency conversion screen of the Battle Pass.
  • Fixed a bug where the “Decrease level” button when upgrading Robot parts was grayed out.
  • Sounds for shots with the weapon “Thunder” have been improved.
  • Fixed a bug where shooting the Crusher trigger button counts the damage towards Contracts. 
  • Fixed various localization issues.

We apologize for the inconvenience, and thank you for your patience as we work to fix these issues.

Maintenance – 11/07/2024

War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
  • Maintenance Time: 11/07/2024 at 14:00 CEST (UTC+2)
  • Estimated Downtime: 1 hour

The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.

Thank you for your patience!

Summer Update Now Live: Make a Splash with New Features & Events!

Swap the beach for the battlefield in the Summer Update, now live in War Robots: Frontiers! Grab a Pioneer Pack to enter the fray in Early Access on PC via Steam and MY.GAMES Launcher, available from warrobotsrfrontiers.com and Steam.



With the Summer Update comes new changes: 
  • All Garages (previously Hangars) have now been reset. Due to balancing changes, some Builds may no longer be viable for battle. Your saved preset Builds have now been transferred to the new Robodex. 
  • All Legendary Pilots have been removed from the game. You’ll be compensated accordingly with Intel (dependent on Pilot level). Until Legendary Pilots return in a future update, the ability to claim Kate Sinclair from Pioneer Packs will be unavailable (Intel will be given as compensation in the meantime). 
[h2]BATTLE PASS COMING SOON[/h2]
The new Battle Pass lands in War Robots: Frontiers on July 23. It’s set to be full of exclusive items for the discerning Pilot, so get ready to grab it from the in-game Shop when it releases!
  • Fenrir (Robot): Fenrir's best bet is to rush into a fight, trade armor, withdraw, and regenerate. This requires a skillful combination of abilities and tactical maneuvering. 
  • Fowler (Weapon): A heavy shotgun for the patient warrior. Take some time to line your shot up for a more accurate blast.
  • Repair Module (Ability): Molecular bonding agents identify and repair your most damaged module.

[h2]COOL OFF WITH COMMUNITY EVENTS[/h2]

While we work to address your feedback on the Summer Update, we have made the decision to postpone the two Community Events due to begin on July 10th.

  • July 9: Log in and play daily until July 15 to obtain additional Credits, Alloys, and a full Fenrir Build! 
  • July 10: Keep an eye on Steam for your chance to win Early Access.
  • July 10: Share your gameplay clips and screenshots on Facebook, Instagram, Twitter, and YouTube with the hashtag #WRFrontiers for a chance to win Weapons, Credits, and Alloys.
  • July 12: Participate in a Community Play Session on Discord. Check the Events Channel for local times. 
PLEASE NOTE: All rewards are subject to future Progress Wipes.
[h2]SOAK UP THE RAYS WITH REDESIGNED ROBOTS[/h2]
  • Ares: It’s not all Greek to Ares. Activate a shield and receive an extra weapon with Ares’ Retribution Ability, perfect for last-ditch victory snatchers, or masters of strategy. 
  • Phantom: It may act like a specter on the battlefield, but Phantom’s no friendly ghost. Activate the Flashback Ability to place a local Warp Point for you and your allies so you can quickly get back into the fight… or retreat.

[h2]KEEP COOL WITH A NEW WEAPON & ABILITY[/h2]
  • Trident (Weapon): Deal high-explosive damage with this heavy midrange cannon that also assaults nearby areas. 
  • Siphon Link (Ability): Bind yourself and the enemy with a beam that does more damage the closer the Robot is to the target.

[h2]FRESH NEW FEATURES[/h2]
  • Robodex: The Robodex is a new library of all the standard factory Robot Builds available in-game. You can easily manage all your preset Builds here and move them directly to your Garage.
  • Workshop: The Workshop is a new tab in the Garage with an additional Constructor section accessible from the main menu. Pilots can create and plan Builds without requiring a Garage slot. Once a Robot is completed in the Workshop, it can be saved to the Robodex for later use. 
  • Classes: All parts now belong to specific Classes to help Pilots better identify the strengths and weaknesses of their abilities, weapons, and Builds, and create Robots that match their preferred playstyles.
[h2]RED HOT IMPROVEMENTS[/h2]
The Summer Update also comes jam-packed with improvements, including:
  • Sound improvements such as new music for the Garage, new voice lines for Pilots, and much more.
  • AI Bots can now use the Smart Ping system, will avoid dangerous conditions, and have learned to pick up Power-Ups.
  • Updated visuals of all Maps and updated spawn positions.
  • New take-off, flight, and landing animations.
  • Improved navigation in the Shop with detailed info on each item.

Check out the full Summer Update patch notes for a full list of new features and changes in the Summer Update!
[h2]HOW TO PLAY[/h2]
Purchase a Pioneer Pack to join the fight and play War Robots: Frontiers in Early Access, available from warrobotsfrontiers.com and Steam

You can choose from four Packs, with each unlocking Early Access and exclusive bonus content:
  • Iron Pack: Contains Early Access and four (4) Orkans (Weapons).
  • Steel Pack: Contains Early Access, Varangian (War Robot), four (4) Orkans (Weapons), and 300 WarpReals (in-game currency).
  • Titanium Pack: Contains Early Access, Varangian (War Robot), Kate Sinclair (Robot Pilot), four (4) Orkans (Weapons), one (1) legendary-quality Robot Decal, one (1) Premium Battle Pass, 90 days of Premium Status, and 750 WarpReals (in-game currency).
  • Platinum Pack: Contains Early Access, Varangian (War Robot), Kate Sinclair (Robot Pilot), four (4) Orkans (Weapons), one (1) legendary-quality Robot Decal, four (4) Premium Battle Passes, 1 year of Premium Status, and 1,250 WarpReals (in-game currency).

For more details about Pioneer Packs, check out our dedicated article.
[h2]JOIN THE WAR ROBOTS COMMUNITY![/h2]
Subscribe to the official newsletter to get more of the latest news like this straight to your inbox, follow the game on Twitter and Facebook, and join the official Discord server. You can also wishlist and follow War Robots: Frontiers on Steam to get the latest news there.