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Gear Up with Marauders: Exciting New Merchandise Now Available!

[h2]New Merch Drop![/h2]

Today is our first drop of new merch in the Marauders Store, and we wanted to give you a peak at the new items, available now!



[h3]Marauders - Premium Cap[/h3]

Stars can glare into your visor so if you are in need of emergency shade we have got you covered! Grab yourself this flexi fitted cap by Flexfit with an embroidered white marauders logo, available in different sizes an colours.

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[h3]Marauders - Beanie[/h3]

It's cold out in space. Thankfully you can order this Otto knitted beanie with a gold, white and black embroidered marauders logo to keep you warm!

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[h3]Marauders - F1 Ceramic Mug[/h3]

Classic mug with our striking "F1" design, sturdy ceramic material available in black or red...

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[h3]Marauders - Premium Enamel Mug[/h3]

Diesel punk metal mug for a much needed tea and biscuit break in between raids, but be careful this can get hot!

Get your own Marauders Merch HERE

Excavation Update Hotfix 01

Welcome, Marauders.

We have a fresh hotfix for you, with changes and bugs that surfaced from the Excavation update.

High level overview is that we have reduced the time it takes to heal (back to pre-excavation amount) and fixed a few bad bugs that arose: Being pulled into the wrong region in matchmaking, getting stuck in a death screen on breaching and falling into the void when spawning into a match.

We have heard all the feedback loud and clear and will be addressing them in a timely manner, in the meantime look forward to a hearty dev blog discussion about our intentions in the coming days.

[h3]FULL PATCH NOTES[/h3]

[h3]Known Issues [/h3]

It has come to our attention that the fix implemented for the Blowtorch in the Depot container did not work as we hoped. We will address this as soon as possible!

[h3]BALANCING [/h3]

  • All consumables have had their "time to use/heal" reduced by around 40% to 60%. The same amount of health can now be healed in less time.
  • Morphine now heals 4 points every second for 4 seconds (over a 100% increase).
  • Players inside ships now take 5% of external damage (down from 7%)
  • The MG42 has been swapped with a commando bag at lvl 8 Central Empire faction shop.
  • The Flak Turret now has 4 ammo capacity before needing to reload.
  • Nuclear Launcher now does 1600 area damage (down from 3000).
  • The depot container (that can spawn the blowtorch) no longer has random durability or ammo amounts (always full condition). Note - this fix did not work, we will resolve this as soon as possible


[h3]SOUND [/h3]

  • Lowered the drill sound in the Mining Frigate.
  • Tweaked the attenuation distance of a handful of sounds.


[h3]OPTIMISATION[/h3]

  • Levels for ship interiors are now soft reference to drastically increase the speed of their loading (start of match).


[h3]FIXES [/h3]

  • Fix for people getting pulled into USA East region instead of what they picked.
  • Fixes added to help any "slow loaders" and prevent people “falling into the void”.
  • Fix for the pod damage “You Died” screen coming up on breaching.
  • Attachments on weapons no longer give the incorrect value.
  • Weapons now update image/values more reliably when changing information e.g add removing attachments
  • Fixed a bug with space gate UI where it could overlap if you backfilled into a match.
  • Fixed ban appeal website links not working.



Thanks for reading, see you in space!

Marauders Update - Excavation

[h2]Greetings, Marauders![/h2]

Good day fellow Marauders, welcome to another large update! This time we’ve taken a focus on adding more layers to our current mechanics to push the intense hardcore aspect of the game, but we made sure to include a healthy amount of quality of life additions, kindly requested by our outstanding community (easily no.1). This included everything ranging from a new boss to a brand new matchmaking system.

The new map, the Mining Frigate, takes front and center of our update and the team can’t wait to see your reaction. If you enjoy a rush of fear and adrenaline…We can't say we didn't warn you, this is easily our most immersive raid location yet. This update marks a huge milestone for the team, and allows us to start delivering updates faster and more efficiently. We will discuss this more in an upcoming dev blog in the next few weeks. But until then, here are the Patch Notes! in full:



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[h3]Known Issues[/h3]
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  • Steel Series Collab skin - There is currently an issue with the SteelSeries skin not registering. The Team is looking into this issue.
  • If you come across any issues, please submit them through the official channels! Discord has the Support channel for all of your bug reporting needs!


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[h3]Main Additions[/h3]
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  • Region-select Matchmaking:
    Players can now select which region they want to matchmake into (from their best two regions based on their ping). Depending on feedback we may increase this to 3 however we feel this added flexibility with the removal of automatic ping selected matchmaking, resulting in shorter queue times. It should also provide a much more stable experience throughout the entire matchmaking process.

  • Mining Frigate Raid Area:
    A full rework of our first-ever map made internally during our pre-production phase. This is a breach-only location and features a frigate latching onto a valuable asteroid using its drill equipment to smash through to the core. A haunting mix of rock and steel, good luck surviving this labyrinth of death.

  • Escape Jump Gates:
    The jump gates used to extract from space in your ship (or pod) are now dynamic. They are no longer present at the start of the match, and you will either have to wait until they arrive, or reach the gate controls within any raid location to call them in immediately (including Merchant ship and Capital ship). Currently set to automatically arrive 15 minutes into a raid, you can trigger an early arrival by visiting any control room. Once again, we will listen to feedback and adjust if necessary, however, internally we feel this has created new and interesting combat scenarios giving all players a much more rewarding experience.

  • The Warden:
    A new boss has been added to the Penal Colony, taking harbor in the safe rooms during the lockdown triggered by the prisoner riots. As is tradition, you can also unlock the Warden's cosmetic if you can tally enough kills! Beware, he is wearing the strongest helmet in Marauders history! So what are you waiting for… Can you find a way to unleash the Warden and his crew of deadly guards?

  • SPP1:
    The first in a new weapon type, the SPP1 is a dart firing pistol. In Marauders these weapons will cause high damage and naturally be silent, but suffer from lower ammo capacity making them the ultimate risk/reward tool. We look forward to adding more to this devastating new category.

  • MAS 44:
    The MAS 44 is the United Allies new high powered standard issue rifle, and the first 10 round 7.62 ammo weapon. Much like its SVT-40 or Johnson counterpart what it makes up for being semi automatic, it clearly makes up for in stopping power! Keep an eye out for it the next time you visit the Colony Cruiser.

  • Weapon Attachments:
    Lots of new weapon attachments have been added to the game with the addition of a new feature that allows spawning of these attachments on any weapon within the vault. Will you get lucky and score the new deadly Bren drum mag and the spider web sights?

  • Healing Rework:
    Healing is now visually replicated with animation and sounds being able to be seen and heard by other players. We’ve also made it so you have to be more tactical when you choose to heal. You can no longer shoot, sprint jump, reload, or interact with items while healing but you can cancel out of healing at any time by (left clicking). We added new animations for using aspirin and morphine, and have a lot more planned; we will be expanding this mechanic to include health and stamina burn (pain and fatigue) to heal over time in the coming weeks.

    Bleeding can now also occur based on walking into barbed wire, and the type of weapon you are shot with. The lower the caliber, the less chance of a bleed. However don’t fret, bandages and first aid kits can stop it in its tracks. Bleeding can not kill the player, only bring it down to a very low level.

  • Unique Interactions:
    We have continued our push for adding unique and interesting interactions into Marauders. With this update we have added a Jukebox, gramophones, steam trap, small elevator, cash registers, and our personal favourite, the slot machine (risk your hard earned silver coin for a chance to take home a bag full of gold). We have also added more secrets, but those you will have to find for yourself!




NEW
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  • Hit registration failsafe (Server will backtrack client hit locations to ensure it’s registered).
  • Raiders can deploy mines at the start of the raid (Asteroid Mine, Spaceport, Terraformer and Mining frigate).
  • Jukebox (change for your favorite track).
  • Gramophone (shoot to keep it quiet).
  • Steam Pipe Trap.
  • SPP-1 Pistol.
  • MAS 44 Rifle.
  • Secrets (shhhh).
  • ADS animation no longer interrupted when firing (except for trench gun, Welrod and the Mosin).
  • Attachments spawning on weapons in containers (weapons in the vault have a chance to spawn with attachments).
  • Small elevator added to the Penal Colony central tower.
  • Mining Frigate (Breach only raid location).
  • Single P.O.I. (There is now a chance a single dockable raid location can spawn in the middle of space alongside multiple breach only locations).
  • Additional raid location combination Terraformer with the Navy Outpost or Asteroid Mine.
  • New Chocolate Spice Item.
  • New Heavy Riot Helmet item.
  • New Dart Ammo type.
  • Warden boss with Shield and Shotgun Crew.
  • 2 additional airlocks for Colony Cruiser.
  • Escape gate arrives after 15 minutes but can be triggered at any time within any raid using the gate control panel.
  • Attachments for the Bren, SVT40, Krasa, M1 Para, M16 and Viper Mk1.
  • M712 suppressor now works on P08 luger.
  • Attachments now show on pickup meshes (dropping weapons).
  • Slot machine added to the spaceport bar.
  • Breach Damage (Players are now damaged more if breaching a frigate that scales with the ship’s health).
  • Cash Register (Loot for Silver Coin).
  • All locations now have a space gate control panel/room (for calling the space escape gate).
  • Security office added to Navy outpost.
  • Security office added to Merchant Ship.
  • Enemy Flak turret can now spawn in space.
  • Warden riot helmet item (level 13 armour).
  • Thompson special (a suppressed variant of the Thompson).
  • Welded vault door added inside the REDACTED.
  • 3 raid missions for the Mining Frigate.
  • All weapons can now cause bleeding, bleeding does not kill the player (stops at 10% health) bleeding does 3 damage per second and lasts 60 seconds.
  • Uzi Metal Stock re-added.
  • All loot from lootables now has varying durability damage and ammo except for vault containers.
  • New cinematic hud UI option under the gameplay section of the options menu (turns off the entire hud as a player, in a ship and as a pod. you can still access the inventory menu and exit menu).





ART
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  • Hut structures added to central terraformer farms (2 storage and 1 medical).
  • Leather basketball.
  • Warden appearance.
  • Scrap and flash bomb has a fuse effect to make them easier to track when thrown.
  • Suppressor for mp40 improved.
  • Johnson rifle magwell.
  • Riot Helmets (various types).
  • Collision updates on various meshes.
  • Steel Worker appearance (Steel Series partnership DLC).


BALANCING
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  • Head hitbox scale is now more accurate to prevent false positives on hit registration (head collisions for both the player and NPCs).
  • Players now take around 65 damage when breaching a full health ship (and scales down), however if the player is 15 health or under it won't apply any damage.
  • Colony token has been removed from UA marines and placed on dead colonist.
  • Flak projectiles now have a 1.0 second fuse time, reducing the flak turret range by 30% and has 6 shots before reloading (down from 8) however reloads 1 second faster. (3 seconds down from 4).
  • 25m dual turret now has 8 ammo instead of 6.
  • 75mm turret now has 3 ammo instead of 1 and deals 120 damage per shot but has a 3 second reload time.
  • Doubled the amount of items that can spawn in a rare space salvage container.
  • Doubled the amount of containers in all vaults.
  • M16 fire rate reduced from 700 rpm to 600 rpm.
  • All Zero to Hero missions no longer require a specific raid (except for ship impoundment), for example the commando major mission now accepts any commando.
  • 40mm ammo spawn rate reduced by 35%.
  • China lake damage has been reduced by 45%.
  • China lake firing speed has been decreased by 200%.
  • M50 reising now deals 30 damage down from 34.
  • There is no longer a short delay after a reload where you can’t fire.
  • Junkscrap can now spawn in common lootables.
  • M50 suppressor now does 1 extra damage instead of 2.
  • M50 compensator no longer deals damage only recoil reduction.
  • M50 reising no longer has an automatic fire mode (single fire only).
  • There is a new "uncommon" loot pool created for the green container, locker and loose spawns. This has less high tier items, reserving the best gear for the vault.
  • All weapons now have varying degrees of reduced walk speed whilst ADS. Pistols have 60%, SMGs have 50%, rifles have 40% some exceptions like the MG42 and China Lake have 35%. The Viper MK1 is the fastest with 65%.
  • Barbed wire causes bleeding.
  • All consumables (except for morphine, meth, aspirin and spice) have had their healing amount reduced by 50% but healing time doubled (heal the same amount but takes twice as long).
  • Shotguns and knives have around 50% chance to cause bleeding, pistols and SMGs are around 20% and rifles are 10%. The SPP-1 has a 35% chance.
  • Melee NPCs now "lunge" forward more when trying to stab.
  • Aspirin now unlocks instead of the bandage at level 6 Kingdom Alliance trader.
  • Brodie helmet for the Kingdom Alliance trader now unlocks at level 3.
  • All traders now sell bandages at level 0 (zero).
  • Bandages, small and large first aid kits have had their value increase by around 50% to 100%.
  • Breacher Scout has had its cost increased by around 35%.
  • The Terminator and 12 gauge ammo for starting gear has been replaced with 4 Klobbs and stacks of 9mm ammo, the amount of sack bags has been reduced by 1.
  • The Johnson recoil is now closer to the value set, this was being overly reduced by a bug.
  • Default single turret damage is reduced by 12%.
  • Nuclear material and the gold bullion have had their spawn chance reduced by 50% but their value increased by over 300% (to be more rare and valuable).
  • Bandage recipe now requires disinfectant and synthetic scrap to craft.
  • Small first aid now requires fabric instead of synthetic scrap and 2 disinfectant to craft.
  • The BAR requires an additional toolkit to craft.
  • The BAR extended mag now requires a reinforced metal sheet.
  • The Uzi wooden stock does less vertical recoil control but horizontal remains the same (to allow the metal stock to provide the strongest vertical recoil control).
  • Loose pistol spawns do not have the random durability damage and ammo amount.
  • Interact distance for dead colonists has been shortened to 200 units (down from 300).
  • Nickel ore now has a 50% spawn chance.
  • Toolboxes don't effect the durability of spawning items such as the blowtorch.
  • Rustbucket/starter frigate starter gear (luger and pouch rig) not affected by random durability.
  • Increased the chance of large asteroids to spawn in space by around 20%.
  • SVT40 Scope zoom adjusted to be in line with the M16 Scope.


AI
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  • NPCs no longer have their vision blocked by railings, glass or fences. They will now attempt to shoot the player through these objects.
  • NPCS spend less time calculating moves and spend less time looking for the player the wrong direction (this however can still occur, just more rare). This does result in them generally being more deadly.




UI
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  • Main menu new matchmaking region select UI (press the cog button next to the launch button to open a drop-down of regions).
  • New UI in top right of the HUD to tell you when/if the escape gate has arrived.
  • In the main menu you can now remove all attachments or specific attachments from a weapon via the Right-click menu.
  • If bleeding you get an icon in the bottom right of the HUD and in the inventory screen.
  • In the controls options menu changed the UI side of the sensitivity options to give you more control (your sensitivity should be the same as when you last played).
  • Gameplay settings menu now has a cinematic HUD option available (shows no HUD at all when you play, but can still access inventory and exit menu).
  • Audio options menu now has the ability to select which microphone you want to use.
  • New UI for when a tournament is high stakes.
  • Stats menu updated with the new Warden AI type, also tweaked layout a bit.
  • Added new Warden cosmetics to the appearance menu.
  • In crafting menu if a weapon recipe does not use ammo, we no longer show n/a for ammo type e.g. shield, grenade
  • The guide now contains the new Mining Frigate raid area.
  • If you have the inbox open in the main menu it will now nicely fade out when you get sent to a match.
  • Tweaks to the in-game HUD to make it a bit cleaner.
  • Made the crosshair when in space stand out more.
  • Tweaked the way we do the build ID to work with the upcoming move to more frequent updates.



ANIMATION
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  • Adjusted the animations for when you put attachments on weapons in the main menu workbench.
  • Updated animation for using a bandage.
  • New animation for using morphine.
  • New animation for using aspirin.
  • New reload for the M1 Para extended mag.
  • New reload anim for the SVT drum mag attachment.
  • Tweaks to Bren walk animation.
  • New animation for Bren drum mag reload.
  • Updated animation set for the Johnson (to go along with its visual rework).
  • Terminator shotgun now has a shorter equip animation.
  • M45 now has a shorter equip animation.
  • PPSH now has a shorter equip animation.
  • M1 Para now has a shorter equip animation.
  • Bren now has a shorter equip animation.
  • Flamethrower equip animation decreased by 10% (faster equip).



SOUND
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  • New in-game ambient music (in multiple places e.g. spaceport bar and gramophones).
  • New sounds for when you remove attachments via the right click-menu (with reverb in workbench menu and without in the normal gear right-click menu).
  • Weapon attachment sounds are now per attachment instead of per weapon attachment slot (so can now do things like uzi wood stock and uzi metal stock sounding different).
  • Effort voice when you land from a larger fall.
  • Effort voice when you swing a melee weapon.
  • Effort voice when you vault/mantle.
  • Effort voice when you vault/mantle while running.
  • New sounds added for when you buy a ship from the hangar shop.
  • Selling ships now has a unique sound per ship type.
  • Added some subtle ambient background sound to the main menu.
  • Updated sounds for the Johnson reload.
  • Updated sound for the Johnson equip animation.
  • New ambient sounds and background soundscape added to Prison raid area.
  • Scrap Bomb has a fuze sound when you throw it (before it explodes), to help you identify its location.
  • Updated French male voice set so it uses the same post effect that the other voice sets have.


OPTIMISATIONS
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  • Optimisations for the security cameras.
  • Optimisations for fire traps (e.g. in Capital Frigate and Penal Colony).
  • Optimized french male voice lines.


FIXES
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  • Fixes for crashes.
  • Fixes for exploits.
  • Fixes for hit reg issues.
  • Fixes for collisions.
  • Fix for a bug where in non-english languages you couldn't switch between appearance category tabs.
  • Fixed bug with Red Baron where they would have a 20% chance of aiming at no bones of a target.
  • Fixed for a bug that would have weapons remain on screen when swapping between 3 weapons.
  • Fixed some smaller assets blocking sound.
  • Fixed spelling and grammar issues across the UI.
  • Mac 10 heavy barrel mesh is now rotated the correct way.
  • Fixed setting active on different ship types not playing the correct sound.
  • Fixed grenade recipes being in the weapon attachment tabs.
  • Fixed blowtorch spelling inconsistencies.
  • Fixed replication issues with the AP mine.
  • Fixed AP mine flesh SFX and VFX effects when shot at.
  • Fixed bug where if an in-game inbox message had no image it would scale weirdly.
  • Fixed an issue where the Central Empire trader at level 10 wouldn’t sell a SVT40.
  • Fixed Flashbangs not being able to passthrough gratings/windows to trigger flash effect.
  • M16 iron sights are no longer misaligned when leaning.
  • Fixed bug where some rifles had the wrong empty ammo pull trigger sound.
  • Fix for visually grenades and mines getting stuck in your hand sometimes.
  • Fixed bug with weapon attachments being visible when you are using the pilot seat.
  • Fixed bug with weapon attachments being visible when you are using the gunner seat.
  • Fixed bug with weapon attachments being visible when you are using the camera stations in ship.
  • The heavy MG42 shield no longer blocks A.I. vision.
  • Fixed Flak cannon's name overlapping the above turret description in the raider dreadnought stats info, in the hangar tab.
  • Fix bug where ship stash wouldn’t be correct UI in main menu for crew members after being disbanded or leaving a crew.


Keep an eye out for upcoming announcements for our next Dev Blog where we are going to talk about our development plans and new schedule. It’s going to get SPICY!

And that’s it for today’s patch notes! Get out there and take out the Warden, battle in the Mining Frigate, and loot EVERYTHING!

Dash or Die, Marauders!

- The SIG Team

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Marauders: Excavation Update - Date Announcement & Pre-Patch Notes!

[h2]Attention all Marauders![/h2]

The Excavation Update is coming July 4th! Check out the Trailer HERE!



Board the Mining Frigate, a breach only location known for its riches to be found at the bottom of the mine! But be warned, the fight for this loot will be deadly and you may not make it out alive.

The Mining Frigate is not the only location you will want to loot! Return to the Penal Colony to hunt the Warden, our newest Raid Boss. The prisoners locked away their captors in their revolt, but now it’s time to release them! But beware, the Warden will not discriminate you from the Prisoners that locked him away.



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Before we get into the “Pre-Patch Notes” we have a few statements we would like to make.

“We know we teased a ‘Solo Queue’ system last time we spoke, but we have had to delay that feature. We are sorry for anyone looking forward to it, but we are focused on establishing a more robust matchmaker before making a big adjustment like this. It is currently still on the development path, so once we are happier with Matchmaking overall, we will introduce Solo queue options.

We also took some time to look at the original vision of Marauders and realised we were stumbling into too much of a “Movement Shooter”, making it much less hardcore than we originally wanted. We are looking to make changes to combat and engagements to make things more tense and far more tactical. You’ll see the beginning of these changes in the Excavation update, coming July 4th.

To wrap this up, we have some big updates to announce regarding our Development process! We’ve heard you when you let us know that the longer gaps between updates can feel a bit too spaced out. So we are switching things up. From here on out we will be releasing smaller updates every 2 weeks, with our major beats still happening every 8 weeks. This means a couple of things will be changing. More balancing, bug fixing, small adjustments to features and weapons will be coming more often in the smaller updates, with larger features and maps etc. coming in the major beats. More on this to come!” - Mac

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Below is a list of some of the features and changes coming to Marauders in the Excavation Update!

  • Mini Mine/Mining Frigate - Breach only map location.
  • Region Select & Matchmaking refactor (solving those cursed long search times!)
  • Warden Penal Colony Boss and Unlock-able cosmetic.
  • 2 Additional airlocks for Colony Cruiser.
  • Jump Gate Spawning (Gates are delayed until later into the match however can be called in any time inside raid locations).
  • Slot Machine (Spaceport Bar Area, risk your silver coins for gold!)
  • New Healing system (more hardcore).
  • Healing Replication (see and hear others healing).
  • Bleeding (shotguns and dart weapons cause it the most).
  • Zero to Hero re-balance (less missions require specific raids, less context sensitive, navy majors are needed no more for example).
  • 15+ New Weapon Attachments.
  • Chance of single central POIs. For example, just the Navy Outpost, but still has chances for breaching raids around it.
  • Attachments have chance to spawn on Weapons in the Vault.
  • Vault Buff.
  • ADS movement balancing (lighter weapons allow faster aim walking, larger weapons are slower).
  • More Unique Actors/Puzzles/Hidden locations.
  • SPP-1 Pistol using the new dart ammo (pistol spawns).
  • MAS-44 7.62 Semi Automatic rifle (U.A. Marines and Vault drops).
  • Thompson Special (integrated suppressor).


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We will see you on July 4th for the Excavation Update and the full Patch Notes!

Dash or Die, Marauders!

- The SIG Team

Marauders Merch Store is Live!

Hey Marauders!

Get geared up and Maraud in style! The Trader is now taking orders for your very own Marauders merch!

The Marauders Merch Store is up and running. We've been keen to make some cool designs to celebrate the game for some time, and we're thrilled to finally have a store up and running for you.

Plant your Marauders flag wherever you go and add some serious attire to your wardrobe.

Check out our Hoodies, Interceptor t-shirts and more!

[h3][CLICK HERE TO HEAD TO THE STORE][/h3]