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DEV BLOG - #007 - The Elites

Welcome back, Marauders.


Welcome to our Seventh Dev Blog! Our new development schedule has allowed us to launch our 3rd patch (Plunder 1.2) in the last 6 weeks, and we are seeing amazing results! But full transparency, the Guilds 1.0 update is larger and we anticipate we will need extra time, so after Plunder 1.3 expect a 3 to 4 week gap (rather than 2 weeks). Our goal is to drop Guilds in October!

In terms of the previous patch we have received positive feedback on the hit registration change and internally we are finding a massive improvement, so we hope you agree. We also feel our change to hip firing spread was too much/over-tuned so look forward to more tweaking in the next patch.

You can watch this Dev Blog recording here!



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[h2]Gamescom[/h2]

Me and the team have just arrived back from the greatest gaming event in the world… Gamescom! I’d like to thank all the kind fans who came up to us to chat about Marauders, always great to meet the players in the “real world”. One of the other benefits of Gamescom was getting to try a wide range of upcoming games including some new extractions shooters, which is always inspiring. I personally feel this genre is special, and the more games out there, the merrier! - Mac





Meeting the “grandfather” of extraction shooters Nikita and playing his latest outing Arena was a great highlight, I feel its not said enough but me and the team are Escape from Tarkov players, and we wear our inspiration with honour. It was interesting to see their team trying to innovate again inside a genre that's the most competitive market in the world, and I must say it's already feeling great. You’ll be proud… we did well in the 2v2 bracket tournament and got to wear our hard earned “scav” cosplay!





[h2]Elites In-bound[/h2]

Today we will be highlighting the upcoming “Elites” currently in production. Much like the Warden or the Red Baron, “Elites” are bosses that will provide a harder challenge, unique item drops and have unlockable killer cosmetics! First one up is the U.A. Marines Commander, as teased in a previous dev blog! This squad leader takes the fashion of a tank captain managing a massive space turret. This will be the first boss that protects a breach only location with his fellow crew mates.



The Commander has a unique head and body cosmetic to unlock and wields the versatile Mini-14. This new rifle is a semi automatic 5.56, lightweight but punchy death machine. His crew wields the M3A1 “grease gun”, an infamous weapon chambered in .45 ACP. This sub gun will handle and feel like a big brother of the Mat 49 but fire a little slower and hit a lot harder…



This United allies commander is held up inside a heavy armoured multi-turret space tower nicknamed “Fortress” which, as previously mentioned, can only be accessed via breaching. It’s a multi story death trap filled with heavy artillery and weaponry. Marauders will be breaching at the bottom floor and have to reach the top to fight the boss. It won’t be an easy task, and we are very interested to see who will be up for the challenge!









The Kingdom Alliance also has a new Elite in development. This one takes a form of a ship boss, much like the Red Baron, however this elite team will have no individual in charge. Collectively they act as a dangerous threat, with gunners and pilots on board coordinating to take out enemy factions.





Their Ship is also unique, being the first frigate to have 3 operating turrets, 2 dual auto cannons, and a torpedo bay (which can be found on the underside/belly.) This ship is heavily inspired by the Dambuster bombers from World War 2. The following concepts are early but show you the direction we are headed.

[h2]Breach Point[/h2]

In our continued efforts to have breaching become more fun and dynamic, we are increasing the amount of points a breacher can enter for all ship interiors. The first ship to receive this change will obviously be the Rustbucket and Scout Frigate interior, since this is the most ‘cramped’. It will need to receive the most drastic changes to accommodate for the extra breaching space. As you can see in the before and after images. it adds a good amount of floor space.



[h2]Any last words?[/h2]

We will have more information to share on Guilds in the next dev blog, and once again, the extra time we are taking to deliver this feature will be valuable. The team doesn’t want it to feel like a “stuck on” feature, but something that players can get deep into without being too restrictive. The Guild 1.0 update will be a big one, with the delivery of the new Planet Killer map as part of it. The Guild feature itself will be expanded on with 2 to 3 consecutive updates following the initial implementation, so that it can grow to meet the high expectations we have set for ourselves with Guilds. That being said, we can’t wait to get it in your hands.

We hope you enjoyed this Dev Blog, and we hope to see you very soon for another patch!

Dash or Die, Marauders!

- The SIG Team

Marauders Update - Plunder 1.2

[h2]Welcome, Marauders.[/h2]

First of all, we would like to thank all of you that we got to meet at Gamescom! It was a blast chatting with you all as we wandered the convention floor. We’ve got more coming on our experience at Gamescom in our Dev Blog next week, so keep an eye out for that. We even got to meet the godfather of the Extraction genre, Nikita himself!

We are back in action with another update for Plunder! We’ve got new weapons, new Raid missions and more to talk about, so let’s look at the highlights.





[h3]Long Double Barrel Shotgun[/h3]

We’ve added a Long Double Barrel shotgun with excellent stopping power, but be careful of what engagement you get into with only 2 rounds loaded…

[h3]Custom Mat 49[/h3]

The Marauders have fabricated their own variant of the Mat 49, built specifically for tight spots, with a snub nose barrel, burst-fire firing mode and rechambered in the .45 ammo type!

[h3]In-raid missions Changes[/h3]

With this update we have made in-raid missions more forgiving. Before, if you died you wouldn't get any rewards for in-raid missions you had completed. Now any missions you complete, you will get the money and Faction XP reward even if you die before extraction.

[h3]Hit Reg Fixes[/h3]

We have been delving deeper into the hit reg issues and made more adjustments that we hope will improve conditions once again.
This includes re-implementation of “temporal” client to server side hits with a simpler but faster NPC leeway system. We have also added additional safety checks if a headshot was processed correctly.

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[h3]Patch notes in full[/h3]



  • Raid missions; Confirm Kill (Navy Outpost), Death's Door (Colony Cruiser) , Film Review (Merchant Ship), Lost and Found (Navy Outpost) , Traitor Call (Merchant Ship) and Food Run (Merchant Ship).
  • New Scrappable items: Diesel Drill, Work Apron, Silver Tankard, Gold Candelabra, Copper Horn and Portable Radio (spawns in common loot pool).
  • New weapon: Long Double Barrel (replaces the trench gun for S.A.S operatives)
  • New weapon: Custom Mat 49 (replaces the craftable mat49) which is a .45 ammo type burst weapon.
  • Colony Cruiser now has a chance to spawn trench gun U.A. marines.




  • Sawed off shotgun model has been improved.
  • Jumping animations have been exaggerated on all weapons.




  • If you die while in-raid you now still get the Cash and Faction XP rewards for the missions you have completed. Previously, you had to escape to get this reward.
  • All weapons now have hip firing spread increasing over time/per shot again, however the initial spread has been reduced by around 20% for all weapons.
  • Jumping makes the weapon spread multiply by over 100%.




  • In the end death screen the report button will only show if you were killed by a player.




  • New reload animation for the DP28.
  • New main menu animation for the DP28.
  • Updated DP28 equip animation.
  • Miscellaneous tweaks to the DP28 core animation set.
  • Bullet now shows in the DP28 mag if you have at least 1 ammo.




  • New ambient background sound for the Navy Outpost raid area.
  • Improved the audio occlusion on the Navy Outpost raid area.
  • New spot ambience sounds in the Navy Outpost raid area.
  • New sounds for the DP28 reload.
  • Last shot of DP28 has a extra sound to help you tell it was your last shot.
  • New pickup put down item sounds added to the new scrappable items.




  • Various Crash fixes
  • You can now complete the Hold Depot Zero to Hero mission in the Merchant Ship armoury depot.


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Next week we will have a special edition of the Marauders Dev Blog, live on a ‘to be announced’ channel on Twitch! So make sure you follow us on Twitter (DO IT) and join the Discord to stay fully up to date on everything Marauders! Also tune in on Friday (Sept 1st) for our next Community Event, being hosted by Ceeg! You won’t want to miss this one! Details in Discord!

Dash or Die, Marauders!

- The SIG team

Marauders Update - Plunder 1.1

[h2]Welcome, Marauders[/h2]

And welcome to all the new Space Pirates out there that joined us recently. What a weekend! Roughly 50,000 of you claimed a Drop on Twitch, with over 180 of you streaming Marauders throughout the campaign!

And now it’s time to get stuck into the Patch Notes for Plunder 1.1, hot on the heels of our last update! Oh and before I forget, remember to log in after the update to get in on the action of the Marauder Champion Tournament! It’s time to earn that Blood Nomad mask again!

There is a bunch of new stuff to get through, so on to the Patch Notes!

[h3]Known issues:[/h3]
  • We are tracking an issue with EXISTING Meds from players stashes showing incorrect stack values. This issue seems to be resolving over time but we are watching closely!




[h3]TIMER REDUCTIONS[/h3]
We have been monitoring time spent in raids and the average time taken to extract. So we wanted to rebalance timers to get to a happier median. This includes reducing the time before the space gate appears, increasing the match length in Raider mode and decreasing the Raider mode cooldown.

[h3]Breach or Bust[/h3]
We’ve also tweaked how breaching damage works so there's a much smaller penalty to breaching a ship that is completely stationary. This way our new mechanics, like the different pods types can still be valid, and we can reduce some frustrations with these features. Once again, we will continue to monitor the statistics and make improvements in the future if need be!

[h3]De Lisle Improvements[/h3]
  • New attachment - extended mag
  • New Animations
  • New sounds


[h3]Stacking Meds[/h3]
  • Medical items can now be stacked! Here are the first items to receive this treatment:
  • Bandage
  • Small First Aid kit
  • Large Water bottle


[h3]Scrappable Items[/h3]
We’ve added more items into the game, largely to take out with the purpose of scrapping for crafting purposes! These items are going to net you TONS of new resources! We also added some interesting new craft recipes! You can now CRAFT a toolkit if you have all the bits!

[h3]Hit Reg Fixes[/h3]
We found and fixed a couple of hit registration issues where the server and client were not lining up correctly, especially with certain animations like leaning and shooting. This is a step forward and we will continue to investigate it, however you should see some improvements with hits being more consistent server side, especially headshots.



  • Certain medical and food items can now stack, bandage, small first aid and large water bottle
  • Pirate Bandage and Pirate First Aid are now craftable instead of standard bandage and Small First Aid Kit. These are around 10% to 25% stronger for healing and have higher stacking amounts.
  • Scrappable items have been added to the common, industrial and toolkit loot pools, these items give a bigger range of scrapping items; Wrench, Hammer, Flat Head, Work Belt, Table Fan, Bottle Caps, Work Gloves and Diesel Engine.
  • A Nuclear material Market Trade has been added.
  • De Lisle 20 round extended magazine can spawn in the Vault loot pool
  • You no longer take breaching damage when the ship is not piloted/idle (however the 10% falling damage remains).




  • Damage screen effects now fade in and out nicely instead of being instant
  • Extended mag now shows up on the De Lisle pickup when you drop your gun
  • Railings (on the stairs) on the Scout and Rustbucket Frigate have been removed to prevent vaulting issues.




  • Gate spawn timer has been reduced from 15 minutes to 10 minutes
  • Raider mode now has a 10 minute 30 second match length (up from 9 minutes 30 seconds).
  • Raider mode cooldown has been reduced by a minute.
  • Full Panzer Rig has been moved from the supply drops into the Gold Bullion trade (C.E. passcode method remains the same).
  • Mineral Mania trade now requires 3 Nickel Ore instead of 1.
  • You can now learn to craft toolkits (using some of the new scrapable items).
  • Nuclear Material has been removed from the crate container and now has a higher 30% chance of spawning (loose) within all depots.
  • You now take around 35 damage (down from 50) when breaching (this excludes falling damage) a moving ship.
  • The standard breaching pod now has 75 health (down from 100).
  • Slight increase to the crafting cost of the Pirate Bandage and Pirate First Aid.
  • De Lisle has an increased chance of causing bleeding, around 35%.




  • Improved network replication for certain NPC animations so there's less discrepancy with the client (this is to help with hit registration of headshots).




  • New separate FPS limit for the main menu and in-game under the video settings in the options menu.
  • Main menu tournament UI fades out nicely now if you have it open when you get sent to a match.




  • New De Lisle shoot animation
  • New De Lisle ADS shoot animation
  • New De Lisle reload animation
  • De Lisle walk animation play rate tweaked to better match actual move speed
  • De Lisle now has a bullet in the mag that hides if you have 0 ammo
  • Krasa has a new quicker equip animation
  • Krasa walk animation play rate tweaked to better match actual move speed
  • New Krasa reload animations
  • Krasa mag now shows no bullet in the mag if you have 0 ammo
  • Small camera shake added to Krasa reload animation (when player hand hits the mag)




  • Each item now has a discard sound that feels more relevant to the item
  • New background ambience for the Merchant Ship raid area
  • More ambient sounds added to Merchant Ship raid area
  • Improved audio occlusion on the Merchant Ship raid area
  • New weapon firing sound for the De Lisle
  • New sounds for the De Lisle bolt moving in the shoot animations
  • New sounds for the De Lisle reload
  • New sounds for the Krasa reload
  • Tweaked timing of the airlock door closing sounds so it's in sync with the animation
  • Reduced volume of voice lines
  • Now your voice when dying from lack of oxygen is based on the voice pack you have equipped e.g. German Male, French Female etc




  • Updated and fixes for Polish localisation
  • Updated and fixes for Turkish localisation




  • Intro video has been set back to the 70 years video and had its volume reduced.

    FOR 70 YEARS




  • Fixes for some network hit registration related issues
  • Fixes for crashes
  • Fixes for exploits
  • Prison guards now wear the correct cosmetic
  • Fixed skinning issue with the airlock door



And that's it for today’s Patch Notes. Join us in Discord - discord.gg/marauders to stay tuned in to any upcoming Community Events (ahem… HINT)!

Dash or Die, Marauders!

- The SIG Team

Marauders first FREE weekend is live! Twitch Drops Activated

[h3]Marauders old and new, [/h3]

It is time to deploy. We're embarking on our first FREE WEEKEND, now live! This trial - to test your skills as you trade bullets with some relentless opponents - runs through Monday 14th, 6PM BST.

To celebrate our first weekend and Plunder, Twitch Drops for Marauders have been ACTIVATED. Now is your chance to reclaim all your gear, all over again! Don't waste any time, you have until the 14th to acquire the goods and expand your arsenal.

[h3]Twitch Drops[/h3]

Please head here for full instructions and briefing on this Twitch Drops campaign: https://www.marauders.game/twitch-drops


Check out our brand-new trailer for Plunder
[previewyoutube][/previewyoutube]

[h3]Guides[/h3]

The daunting abyss of space can be challenging; a brutal experience that can leave you lootless and hopeless. Initiate yourselves with some useful guides from James at SIG.

Gearing Up - How to prepare for your first match https://www.youtube.com/embed/cp0bM1BGu4o

Ready To Launch - Learn how to create crews and matchmake https://www.youtube.com/embed/mKVhfwuaJZM

First Flight - Get to know the inside of your spaceship https://www.youtube.com/embed/ds2HtorzI6k

Docking - Learn to dock and enter into raid areas https://www.youtube.com/embed/mr_kLbUQw9k

Escaping - Learn how to escape when you are full of loot, near death or running out of time! https://www.youtube.com/embed/2T5JANmj7Mo



[h3]PLAY MARAUDERS FREE TODAY [/h3]
https://store.steampowered.com/app/1789480/Marauders/

Marauders - Plunder Hotfix #01

[h2]Welcome, Marauders[/h2]

We hope you are enjoying the wipe and Plunder update so far! Today we have a small fix to address some issues that have popped up since the update, here are the Hotfix notes in full:

NOTE - Please close your game and ensure you have downloaded the Hotfix patch!

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  • 2 Locked/Vault containers added to the Merchant Ship, shown in red paint. (requires Blowtorch). This has been added for Raider and Normal Mode.




  • Around 3% less chance of the Merchant Ship armory token spawning (to compensate for additional vault locations).
  • The Bren has had its ADS speed increased by 15% (faster, now in-between the old and new values).
  • The BAR and STG44 have had their ADS speed reduced by 10% (to bring it closer to the Bren, a heavy weapon ADS speed).




  • Increased far sprint sound occlusion by 10%.




  • Polish translations updated.
  • Turkish translations updated.




  • Fixes for exploits.
  • Fix added for Raider Mode - When entering a match with a ship equipped, that ship would be invisible in your hangar menu on return to the menu. Entering another raid would overwrite the ship. This has been fixed!
  • Fix for the M16 suppressor from the vault lootables equipping to the magazine slot causing reload issues.
  • Fixed an issue where you couldn’t bring up the right-click menu when using the Freebooter backpack and a rig at the same time.


And that's it for the Hotfix Notes. See you soon for the next Dev Blog!

Dash or Die, Marauder!

- The SIG Team