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Retribution 1.0 Update Released!

Welcome, Marauders!

We are delighted to deliver the largest update to-date: RETRIBUTION! This is a content patch with a focus on delivering the last parts of the roadmap (with a new one in the works). Additional features will be coming at a later date. That being said It’s almost been 2 years since we launched Marauders into Early Access, with a main goal of growing the game to a scale our players deserve, resulting in over 12 Maps, 70 Weapons, 60 cosmetics and 400 items and we feel like we are only just getting started….

Outside the new content this update is taking a swing at general balance, we tried to keep nerfing to a minimum (since no one likes that, ourselves, the developers included) but instead increased the power of certain weapons and armor to maintain a healthy (slightly longer and consistent) time to kill for better armor. We hope you enjoy everything you discover so let's get into the details;



Rebel Base Raid Location

A brand new raid location and our biggest to date. We wanted to try something a little different from our traditional map design, something a little more grounded….. Introducing the Rebel Base! This is the home of the treacherous Raider Guild, a retrofitted mining colony turned into a living, breathing town where the lawless can reside. Complete with a market, bank and street to street housing, you will be learning this location for 70 years!

Due to the sheer scale of the level we will continue to improve its loot pool over the coming updates but for now we hope you enjoy its splendor.



Fortress Base Raid Location

A once devastating example of the Central Empire's military power, The Fortress, acted as a stronghold to the darker parts of the galaxy. Now they have had their supply lines cut and their interiors gutted by the mighty U.A. Marines, including their space commanders, an enemy with brand new cosmetics to unlock.



Asteroid Mine Extension
A rework and extension of the Asteroid mine. Increasing the size of the map and addressing some problems with rushing airlocks. It has brand new points of interests to explore like the enormous excavator. It has also been added to the raider mode map rotation alongside the Merchant ship (replacing the Terraformer and Planet killer base).



AC-14

A Mini 14 style weapon which is a bigger, stronger and harder hitting version of the M1 Para. a 5.56 weapon with a 30 round capacity makes it one of the best in class for semi automatics weapons. Can be found on the new U.A. Commander boss or within the vault.



MK4 Series

This is actually three new guns! MK4 Regular, MK4 Short, MK4 Special
  • The MK4 Regular is your bread and butter, it’s going to get the job done
  • The MK4 Short is less powerful but fits in your pistol slot
  • The MK4 Special is another variant that has a built-in suppressor to the barrel. Its for those of you who want to sneak around and be more stealthy (and hit a little harder)




Mosin Rework and Attachments

We reworked the Mosin to be mag-fed (5 rounds by default). We then went and added 2 new attachments for it to give you the possibility to make it even more beefy:
  • Barrel Extension - Which does 2 extra damage
  • Extended Mag - Which increases the mag capacity to 10




S.A.S Major

This new boss for the Navy Outpost, comes with their own squad of heavily armored bodyguards. How this new foe arrives is up to you to discover however when you do you will be rewarded with some of the best gear in the galaxy. You can also unlock their cosmetics if you can defeat them enough times.



Reload Animations Galore

We have continued chipping away at the animations for weapons in-game. Focusing on ensuring we have loaded and empty versions of reloads for every weapon (where needed). Loaded reloads will play if you still have a bullet in the chamber and are slightly quicker than a full reload. So be tactical when you next choose to reload, it might just save your life!


Italian Voices

We love having the native language voices in the game. So with this update, we added authentic Italian male and female voice lines!


Let's break down the patch notes in full!



  • WIPE (All progress is reset)
  • New Rebel Base raid area
  • New Fortress raid area
  • Extension and rework to the Asteroid mine raid area
  • New U.A. Commander boss (Can be found guarding the Fortress vault area)
  • New U.A. Commander boss head and body cosmetic unlock
  • New S.A.S Major boss (Can be triggered in the Navy Outpost)
  • New S.A.S Major boss head and body cosmetic unlock
  • MK4 Regular
  • MK4 Short
  • MK4 Suppressed
  • MK4 Extended Mag
  • New Heavy BA helmet
  • New Heavy BA vest
  • New AC-14 Rifle
  • Mosin Obrez Extended mag
  • Mosin Obrez Extended barrel
  • New Italian voice lines (male and female)
  • 25 new contract missions added (across all maps, bringing the total to 80 now)
  • Asteroid Mine v2 and Merchant Ship are the raider mode maps for this update
  • Vault Containers now spawn 1 item each, however we have increased the amount of containers throughout all maps.
  • New AA missile and cluster bomb scrapable items for hi-grade and standard gunpowder
  • Items such as cable spool, air compressor, tobacco pouch and the lubricator give various scrapable benefits
  • New CE Full Plate Rig, a level 10 storage armor




  • All weapons now have a similar walk speed whilst ADS
  • Certain cosmetics are less bright at distance (White, Yellow and Red)
  • Mines do 25% less damage
  • NPC raiders in raider mode have around a 40% chance to drop basic supply crates
  • The China Lake and Mini Thumper now both do around 50 damage (down from around 80 for the Mini Thumper) however they now both fire incendiary rounds causing additional fire damage over time
  • The Mini Thumper is removed from the pistol loot pool (remains in weapon boxes/containers)
  • STG44 fire rate has gone up from 440 to 480 rpm
  • The Delisle rifle damage has increased from 36 to 38
  • The DP28 has had an increase in damage from 34 to 35 and now has a 20% tighter hip firing spread
  • Johnson and the Mosin have had their damage reduced from 42 to 40. However, their barrel attachments now give +2 damage instead of +1
  • Heavy weapons: L1A1, Bar, Mas44, SVT40 have had their damage reduced by 1
  • Bar recipe now requires double the ingredients to craft
  • Planet Killer base and Colony Cruiser have had their chance of spawning increased, all raids should now have an equal chance.
  • Custom PSH and the Warden Riot Helmet now have an additional +1 head protection
  • The Custom PSH is no longer available through trades. It is now part of the vault loot pool
  • The 40 mm high explosive round is now a 40 mm explosive incendiary round
  • The Thompson special and the Delisle rifle are no longer in the Kingdom Alliance faction shop, they have been replaced with the Grease Gun and Grease Gun's Suppressor
  • The Light Stahlhelm and regular Red Stahlhelm now have the correct credit values (reversed)
  • Long Double Barrel Shotgun now has the tightest spread of all shotguns, reduced by 15%
  • Full Panzer Plate & Rig, Heavy Pilot Armour, Full Sherman Plate & Rig, Sherman Plate & Rig have had their armor protection increased by 1
  • All shotguns have had their damage increased from 16 to 18 per pellet, however, they now fire 10 pellets instead of 12. (This is to provide more damage against higher armored targets but still requiring shorter range)
  • The Klobb has damage increased from 18 to 19
  • The CE Full Plate Rig replaces the Full Panzer in Navy spawner locations
  • Reduced the chance of navy squads spawning on all locations by 5%





  • Viper - New empty mag reload animation
  • Viper - New loaded mag reload animation
  • Viper - Improved screen position of the walking animations
  • Viper - Bolt will now be in the correct position across animations based on if the weapon is empty or loaded
  • MP40 - New empty mag full reload animation
  • MP40 - Tweaked some anims for better screen position
  • MP40 - New simple equip, with no bolt pull
  • MP40 - Bolt is now in the correct location while doing the equip
  • MP40 - Updated loaded mag reload animation
  • MP40 - Can now see the bullet in the mag if still has ammo when reloading
  • Mosin - New shoot animation
  • Mosin - New empty mag full reload animation
  • Mosin - New loaded mag reload animation
  • China Lake - New loaded mag quicker reload animation
  • M16 - Has a new loaded reload animation
  • M16 - Tweaked anims to have better screen space
  • M16 - Now has a simple equip, with no bolt pull
  • STG44 - Tweaked some anims for better screen position
  • STG44 - Now has a loaded mag reload animation
  • Stoner64 - Tweaked screen position of walk animation
  • Stoner64 - New loaded mag reload animation
  • Stoner64 - Bullet now shows in the mag if still has ammo when reloading
  • UZI - Tweaked holding weapon hand position and some screen positions of other anims
  • UZI - Removed equip bolt pull, so now a more simple equip anim
  • UZI - New loaded mag reload animation
  • PPSH - New loaded mag reload animation
  • Sten - New simple equip, with no bolt pull
  • Sten - Bolt now is in the correct place across anims (e.g. before when equipping it could be in the wrong position for if the gun was loaded or empty)
  • Sten - Tweak to walking anim play rate and screen space for a better feel and transitions
  • Sten - New loaded mag reload animation
  • Sten - Bullet now shows in the mag if still has ammo when reloading
  • Bren - New empty mag full reload animation
  • DP28 - New empty mag full reload animation
  • DP28 - Bullet now shows in the mag if still has ammo when reloading
  • K1 - New loaded mag reload animation
  • K1 - Remove bolt pull from the equip animation
  • K1 - Tweaks to anims screen position and play rates for better feel and transitions
  • K1 - Bullet now shows in the mag if still has ammo when reloading
  • Johnson - Tweaks to anims screen position and play rates for better feel and transitions
  • Klobb - New more simplified equip animation
  • Liberator - New reload animation
  • Jackhammer - New empty mag full reload animation
  • Jackhammer - New loaded mag reload animation
  • Jackhammer - Tweaks to anims screen position and play rates for better feel and transitions
  • Sawed-off - New reload animation
  • SVT40 - New loaded mag reload animation
  • SVT40 - New simple equip, with no bolt pull
  • SVT40 - Bolt is now in the correct position when equipping based on if you have ammo remaining
  • SVT40 - Bullet now shows in the mag if still has ammo when reloading
  • M1 Para - New empty mag full reload animation
  • M1 Para - Bullet now shows in the mag if still has ammo when reloading
  • EM2 - Now shows ammo in the mag only when you have ammo remaining
  • EM2 - New empty mag full reload animation
  • Thompson - New empty mag full reload animation
  • Thompson - New simple equip, with no bolt pull
  • Thompson - Bolt is now in the correct position across different anims
  • Thompson - Tweaks to walk anim screen position and play rate for better feel and transitions
  • Mauser712 & special - New simple equip, with no bolt pull




  • Asteroid mine sound improvement pass (further ambience and spot sounds, improvement sound locations and attenuation falloff)
  • Asteroid mine audio occlusion improvement pass




  • Fixed misc crashes (client and server)
  • Fixed a bug where one of the secrets in the prison caused weapon blocking to be triggered
  • Fixes added for footstep audio exploits
  • Fixed-up project redirectors
  • STG44 - stopped thumb clipping in the equip anim
  • Fixed skinning issue on heavy liberator
  • Fixes for some items having the incorrect repair sounds
  • Fixes for some items having the incorrect scrapping sounds


We hope you enjoy this update and as always if you encounter any issues/bugs or have any suggestions, please let us know in Discord. We always appreciate any feedback and reporting issues helps us find and fix them!

Dash or Die, Marauders!

The SIG team

RETRIBUTION is coming......Launches August!

Calling all Marauders....the wait is almost over.



I'm pleased to announce our largest content update is heading your way this month:

  • New Maps (Fortress, Rebel Base, Asteroid Mine V2)
  • New Guns (AC-14, Mk4 series, Mosin attachments and more)
  • New Bosses ( S.A.S Squad and the U.A. Commander)
  • New Missions (Dozens of Raid Contracts)


As previously mentioned this update became a lot larger than intended so required extra time to break up into several updates, the rest will soon be revealed.......

This update will include a full progression WIPE, so be ready when it deploys.

We hope to see you among the stars in the coming weeks.

S.I.G.

Retribution Update Delayed News

Good Day Marauders!

First we wanted to apologize on recent radio silence regarding the progress of the latest update. Your passion for more updates is not wasted on us.

As you have probably guessed there has been an delay to this major update, RETRIBUTION, which we are making the official statement now, we however do not have a solid date for you, we are sorry for the inconvenience this causes but we wanted to get into some reasons why;

The sheer scale of the content has been challenging which may require us to pivot and break up the update into more manageable chunks/patches instead, Content has always been fun to develop for you and this time there is a lot of it... however! We also wanted to spend some time on reviewing retention and looking for ways to entertain players for longer (variety is the spice for life after all) so we can get a update cycle lasting months rather than weeks (Core loop mechanics, fixing issues and balance).

We love a new update and seeing our players dive in again but its time to look at more longevity! We feel this combined with hot content will help new players "breach" in also.

We look forward to explaining further in the future but we feel another public playtest (or even a few) is best before deploying our new update so we can garner your feedback but unfortunately no date for that either until internally we are happy with the progress.

Anyway we hope this makes sense and we appreciate you all for playing (we can't believe its been 2 years since the Alpha) but here is some cool screenshots of one of many new locations coming soon....REBEL BASE (pesky raider home turf).













We thank everyone for their patience and look forward to fighting you among the stars once again

S.I.G.

Guilds 1.0 - Patch #001

Welcome, Marauders!

This is primarily a small patch to attempt to fix the “Black Screen” issue that is occuring for some players when joining a match. We thank the community again for their patience and help with this issue and encourage anyone to reach out via our Discord if they are still experiencing it, this will be our main focus until our next large update “Retribution”.

Known Issue:-

  • The SAS Major cosmetic is in the appearance menu UI, but you are currently unable to unlock it as this enemy is not included in this patch.




  • Iron sights for the Grease gun have been improved




  • Joining late raids/instant join has been disabled, matchmaking now tries to start a lobby at the same time.
  • Players walkable slope angle has been increase from 44 to 45
  • SPP1 dart pistol added to pistol loot pool
  • M712 20 round extended mag added to central empire shop from level 1
  • M712 pistol has had around a 35% reduction in cost





  • NPCs when alerted to sound now have a larger view angle (from 120 degrees to 200s) to simulate them searching (rather than idling too long when in danger)





  1. Shooting turret UI now has less delays before it visually changes (is more reactive, don’t see 0 seconds etc. Removed the can’t shoot warning as now sounds are used to tell state)




  • Colt 1911 has a new loaded reload animation (when mag still has ammo in)
  • When equipping the Colt if the mag is empty the bolt will now be in the correct position while equipping
  • M712 has a new loaded reload animation for the (when mag still has ammo in)
  • On M712 empty mag reload the bolt now stays back when reloading till the player pulls it
  • On M712 reloads the bullet now shows in the mag if there is still ammo when reloading
  • When equipping the M712 if the mag is empty the bolt and hammer will now be in the correct position while equipping
  • APS rifle has a new loaded reload animation (when mag still has ammo in)
  • BAR rifle has a new loaded reload animation (when mag still has ammo in)
  • BAR rifle now shows ammo in the mag if you are reloading and the mag isn’t empty
  • Johnson has a new loaded reload animation (when mag still has ammo in)
  • New loaded mag reload animation for the M50 reising
  • Tweaked and improved the playrate and screen position of the walk animations for the M50 reising
  • M45 has a new loaded reload animation (when mag still has ammo in)
  • Tweaked and improved the playrate and screen position of the walk animations for the M45
  • Klobb has a new loaded reload animation (when mag still has ammo in)
  • Mat-49 has a new loaded reload animation (when mag still has ammo in)
  • Tweaks to the Mat-49 anim set to be smoother better screen aligned when moving around
  • Removed the bolt pull from the Mat-49 equip animation so now its quicker
  • Mas44 has a new loaded reload animation (when mag still has ammo in)
  • Tweaks to animset for the Mas44 for better blends, playrates to match movement
  • Mas44 empty mag reload now has the bolt in the correct position in the reload anim
  • When equipping a Mas44 if it is empty the bolt will now be in the correct place
  • L1A1 has a new loaded reload animation (when mag still has ammo in)
  • L1A1 tweaks to animation set for better screen positions, blend outs and play rates and sound trigger positions
  • Krasa has a new loaded reload animation (when mag still has ammo in)
  • Fixed bug for Krasa where bullet wouldn’t show when reloading if you still had ammo
  • Mac-10 has a new loaded reload animation (when mag still has ammo in)
  • The Mac-10 weapon bolt is now in the correct across its different animations





  • Added a bit more bass to the train in the Planet Killer raid
  • New foley sound for when bodies hit floor on being killed
  • Updating turrets sounds, Rustbucket default turret shooting but also reloading stuff (this will be unique per turret type in the future)
  • New sounds added to the Guild menu (guild: create, leave, disband, kick, promote, demote)
  • New sound for changing patch in the guild menu




  • APS weapon now has LODs
  • Meshes in the Planet Killer raid area have had their GPU cost reduced by 50%





  • Fixes added for the Black Screen problem
  • Fixes for exploits
  • Put in a fix to stop double creating the same guild
  • Removed collision on safe door when it opens to stop people getting stuck
  • Potential fix added for the leave button being locked when going in and out of a match as a crewmember
  • Tried a fix for clicking cancel matchmaking issues
  • Fixes added to the end screen to help with some peoples resolution issues (death screen resolution scaling incorrectly)
  • Put a blocker check in so you cant try to go to a guild hideout when you are already matchmaking
  • Tweak to turret shooting concurrency limits to stop sounds getting cut off
  • Fixed a bug where the M712 shooting sounds would cut out if you mag dumped an entire extended mag
  • Fixed a bug where the APS shooting sound would cut out if you mag dumpped a whole mag
  • Turret info corrected
  • Catwalk stairs now have smooth collision to prevent navigation issues when running on them
  • Collision has been added to the guild patch badge so it can be dropped and picked up
  • Fixes added for bug where sidebar could disappears if player clicks 'exit game' too fast
  • Fixed misc spelling mistakes




We hope

Dash or Die, Marauders!

The SIG team

Dev Blog #009 Retribution

Welcome to the 9th dev blog! We hope you are enjoying the new guilds feature and planet killer base.

Firstly, we wanted to take the opportunity to assure our community that we are still investigating the black screen bug but is difficult to reproduce it from our side so please keep sending us clips and an as detailed as possible description in case you run into it, that being said we are deep into the next big update in terms of production, which is named “Retribution” and is roughly scheduled for March/April.



We are aware parts of the community were happy with the 2 week update cadence however this became extremely difficult to maintain (and unfortunately wasn’t as effective as we hoped) but mainly didn’t allow us to make larger content changes and additions which the next update will certainly be! After this next update we will evaluate what sort of schedule we want to deliver but most importantly a updated roadmap since we made great headway already on the current one.

As a side note we loved how the community came together and thoroughly tested the Guild P.T.E. branch with us, this was extremely effective and something we definitely want to do again in the future.

Now let’s get into what’s coming to Marauders….





Rebel Base

This update will contain multiple map additions including the previously teased new U.A. boss location “Fortress”, a giant breachable space turret, however, “Rebel base” as shown above is our largest new dock location to date. This asteroid colony was once a hot destination for trade, now raiders and wannabe pirates live there, protecting a bank full of their ill-gotten loot. We wanted to provide a fresh and unique "street to street" engagement style play-space for Marauders, “Rebel base” is designed like a small town with all the trimmings you’d expect to see. This will also be the next location for raider mode, effectively replacing the terraformer map in the rotation.





S.A.S Elite

Navy outpost will be receiving it’s very own boss, the S.A.S Major, somewhat similar to how the penal colony warden boss functions, there will be a secret task to complete that will enable the engagement but we won’t spoil how it plays out of course…. All we can say is look forward to a tough fight, hot cosmetics to unlock and a new series of weapons to loot.

The S.A.S Major will be utilizing the Sterling MK4 including some interesting variants. It will be the “hardest” hitting 9mm weapon however the smallest variant “MK4 Mini” will be a pistol slot gun rivalling the Klobb in terms of size versus power

The Merchant ship might be receiving a long awaited security boss too…. So watch this space.





Collectables

One of the larger features we are adding is steam inventory items we call “collectables”. We wish to add rare items such as cosmetics that can be found in raid that are automatically unlocked (even after a wipe) when they are added to your steam inventory. We already have dozens of variants ready to go with some of them being planned to be “ultra” rare. We hope the exciting element will be once finding a cosmetic package in raid you will not know which specific cosmetic is inside until you extract, a really intense experience.



Map Extension

Asteroid Mine and Spaceport are going through a “refurbishment”. Whilst we address maps that have airlocks that are too close to each other we thought we would take the opportunity to update the smaller maps so there’s more room to fight in. These images show extensions to asteroid mine and it’s perimeter, this allows more space between airlocks but also exciting new POIs to explore in the map. This is not scheduled for the next update but shouldn't be long afterwards. We are looking to also tweak how airlock selection works to also prevent too much overlap (such as instances where players are entering an airlock that was just used)





Greasy Gun

Some small QoL edits will be happening to the game including the newly added grease gun’s iron sights, we received a lot of feedback that players enjoy the weapon however the cramped rear sight made it harder to see clearly whilst aiming down sights. This has been addressed for the next update, marauders have taken a saw to the top of it and fixed the problem… we hopefully see this weapons becoming a lot stronger in the meta after this implementation.



That wraps up today's dev blog but we do appreciate all the players that came back for the guilds update and we look forward to delivering you an even larger update in the coming weeks. There's lots more to talk about next time including the re-designing of ship combat, audio system changes and even more content so we look forward to speaking with you soon.

Take care Marauders!