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ASCENDANT News

Patch Notes



Match Rules
  • There are now more crates scattered around the wilderness. Small crates can also be found around the centre of the map (read more about them under ‘Events’).
  • The buildings in the wilderness now contain a bit more loot.
  • More systems have been added to make sure that all teams have a minimum amount of content in the immediate areas around their base. Exactly how much, what the content is, or exactly where it is mixed up each game.


Events
  • Loot chests around the map have been reworked. In this build, they are just using a placeholder mesh but will be given a proper update in the next update, but their behaviour has already changed.
  • There are now small crates scattered around the map (mostly in the forest). They can be opened with an instant interaction or by shooting out the two lights on the front.
  • The larger crates now have two levers that need to be pulled to open them, instead of a timer. The total time is less than what the timers used to be, but they obviously require you to stand still for a short while.
  • The drop pods from the earthtree have been given a new appearance but are still timed.
  • Pulse generators have been added around the forest. If you activate them and stand on the platform, they will launch you through the air.
  • Some of the flatbed trucks that can be found around the map can now contain different types of cargo match-on-match. They can carry loot chests, enemy threat scanners, shield regeneration boosts, quads, turret vehicles, and pulse generators.
  • A new drill event can appear in the deadyard. If you activate the drill, it will spew forth various loot over a period of time. However, it may break down, in which case you need to restart it.


Weapons & Consumables
  • Weapons now have a gentle sway in ADS.
  • The hyper cannon projectile audio has been slightly tweaked but should retain its signature sound even in the new mix.
  • Small med kits now restore 35 health (up from 25).
  • The pistol appearance has been given a complete rework.
  • The pistol ADS zoom amount has been reduced.
  • The tracers from sniper rifles have been made a bit thicker and the initial yellow streak behind the bullet lasts a bit longer.
  • The ‘Hex Blaster’ shotgun has been renamed to ‘Hex-7 Jawbreaker’.
  • The ‘Nano-Arc’ and ‘Nano-Destroyer’ energy bombers have been renamed to ‘M3S Mender’ and ‘HM5 Mender’; names that more clearly convey that they can be used for healing.
  • Battle rifles, plasma rifles, and shotguns have had a visual uplift to their ammo counters. (The pistol will get one later.) We are aware of a few outstanding issues with these during certain animations.
  • The ‘Toxic II’ plasma rifle ammo’s residue cloud now has a diameter of 6 metres (up from 5). It (as well as the cloud from ‘Toxic I’) now also spawns a few more particles to make it clearer how big the area is.
  • The ‘Heat Absorber’ sniper rifle barrel now adds 5% damage per shot (up from 3%), still to a cap of 15%.


Movement & Animations
  • Sprinting with a pistol and beam gloves is once again faster than with other weapons.
  • The overall max sprint speed has been increased as a result. Most weapons sprint at 6.9 m/s but pistols and beam gloves sprint at 7.6 m/s.
  • Regular walking speed has been increased to 5 m/s, up from 4.4.
  • While shooting, you now slow down by 20% (except pistols which only slow by 10%).
  • The time this lingers for is different on different weapons (where heavier weapons such as shotguns have the slow linger for a bit longer). These slows don’t apply if you’re crouched or sliding.
  • The slowdown from getting shot (as opposed to doing the shooting) has been increased to 30% (up from 20%).
  • Sliding speeds have been increased and you now accelerate faster while sliding down hills.
  • Letting go of W (or whichever key you have bound to ‘forwards’) now instantly stops you sprinting, instead of having to wait for the character to come to a full stop first.
  • The player deceleration has been reduced a bit to make stopping less sudden.
  • Crouching and uncrouching is now a bit slower to make crouch spamming less good of an ‘avoidance tactic’.
  • Weapon recoil feedback has been adjusted further to fix some issues with how it felt to fire guns while crouched or close to detailed objects.
  • Weapon inspect animations have been updated.
  • Different weapons now react differently when landing from a jump to avoid that they all feel like they weigh the same.
  • A lot of ‘impact effects’ (explosions, gorlizard slams, chests blowing open, lightning strikes, etc.) have been given subtle camera feedback to improve the visceral feel of action.
  • Movement animations have been tweaked; the character should now take faster steps to generate a better sense of urgency in movement.


Abilities & Perks
  • ‘Thundercall: Rapid’ now summons its lightning strike 10m in front of the user instead of right on top of them.


Creatures
  • Cattermaws now take increased damage from electricity.
  • The Biocore gorlizard now has 8,000 health (up from 5,000).
  • Cattermaws, gorlizards, burrowers, and juvenile burrowers now take more damage from the player controlled gorlizard’s melee attacks.


Vehicles
  • Vehicles now benefit from the same ‘burst protection’ against cluster ammo that players do; after being hit by one cluster bomb, they are immune to further ones for a short time.
  • The engine sound for quads has been completely reworked.
  • The turret vehicle is now a bit faster.
  • Vehicle explosions now reach further and do more damage.


Environment
  • The game map has undergone more lighting adjustments.
  • Simplified a few cliffs that were annoying to climb.
  • If a door fails to close due to something being in the way, it will keep on trying automatically (to make it easier to close doors as you’re running through them).
  • Open doors have been given larger interaction areas to make them quicker and easier to close in a hurry.


Lobby
  • The lobby has undergone more lighting adjustments.


UI
  • It wouldn’t be another update without a completely new HUD. As such, the HUD has been reworked again. (This is a much bigger change than what this single bullet point may imply, and it’s not quite finished yet.)
  • The HUD has been made smaller.
  • Multikill celebrations have had a visual uplift. They also trigger on ‘down’ instead of just ‘kill’ (to avoid the bleedout delay detracting from the satisfaction), including when assisting a down. They now also come with audio callouts.
  • Killstreaks have had some visual uplifts and now also get called out in matches (not just in the Thunderdome). Like multikills, killstreaks also trigger on ‘down’ and includes assists.
  • There is now a little dot at the base of a ping so you can see where to move the aim to if you want to cancel or confirm a ping.
  • The lobby menu, character customizer, and vendor screens have been given a new camera treatment to present the character more nicely.


Other Updates
  • The Biocore now has an amber loot beam.
  • The hangar lift unlock cost has been reduced to 20 power (down from 50).



Bug Fixes
  • Fixed some layout and sorting issues with the Biocore Streak column on the scoreboard.
  • Fixed a few places where old currency icons were still used.
  • Destroyed doors will no longer appear as sealed but open if you disconnect and rejoin.
  • Firing animations will now play if firing mid-jump in ADS.
  • Made the ‘down’ VFX flourish play more reliably if you get lots of downs in quick succession.
  • The voice call-outs from pinging doors ‘that aren’t double doors’ were wrong and have been corrected.
  • Fixed a variety of IK issues that caused players and NPCs to sometimes clip through the ground.
  • During a Firesale event, you no longer need to have the original cost of a custom weapon in order to pick them up for free.
  • Changed a few instances of British spelling into American spelling.
  • Fixed a few assets that had collisions notably larger than the visual appearance.
  • Fixed some issues that caused hit indicators to sometimes play the wrong sounds.
  • The interaction prompt should now disappear when you take control of the gorlizard.
  • If a player is overkilled while pulling a lever, the lever will no longer carry on on its own.
  • Enemy bots should now be able to be highlighted if they block a base for too long.
  • The ‘Pyro - Standard’ plasma rifle ammo module now sits next to the other Pyro modules in the crafting list.
  • Using a hacking device on a Biocore capture point should no longer trigger a VO clip saying it’s ready for collection.

Come Break Our Game

We’ve been busy. Like, ‘forgot what sunlight looks like’ busy. The new ASCENDANT isn’t just a fresh coat of paint, it’s a full-blown, biopunk glow-up. We’re talking a darker, sharper aesthetic that finally matches the game’s brutal energy, tighter gunplay that makes every shot hit harder, and more dynamic events designed to obliterate your best-laid plans.

And now, we’re giving you a shot at it.

[h2]What’s New?[/h2]
If you’ve played ASCENDANT before, you’re in for a hell of a surprise. If you haven’t? Well… Buckle up.

  • A whole new vibe – Candy-colored chaos is dead. ASCENDANT now oozes dystopian 80s sci-fi. Think Total Recall meets RoboCop.
  • Gunplay that slaps – Every shot, every reload, every kill, is crisp, brutal, and way more satisfying.
  • Tactical chaos dialed up to 11 – Events like Gorlizard Mindlink, Deathbringer drops, and environmental hazards mean no two matches play the same.
  • Better everything – From movement speed to UI tweaks, we’ve tuned, tightened, and polished the hell out of this game since our last CTT, and while there’s still plenty that needs some dev love, the improvements are definitely noticeable.


[h2]How to Get In?[/h2]
The Closed Technical Test is happening SOON™ (no, really). Join our Discord, sign up, and prepare for four teams of three battling it out in the most unpredictable capture-the-flag experience ever.

📅 EU servers: Saturday 1st March, 6pm - 10pm (GMT) / 12pm - 4pm (CST) / 10am - 2pm (PST)

📅 NA servers: Saturday 1st March, 7pm - 11pm (CST) / 5pm - 9pm (PST) / Sunday 2nd March, 1am - 5am (GMT)

[h2]Want a Free Key?[/h2]
We’re giving away 6 keys over on our X account. Hit follow, stay tuned, and if you win, congrats - you get to play and roast us for free.

Spots are limited, and we’re looking for players who want to jump in, break stuff, and tell us exactly how much we suck (constructively, please). Sign up now, grab your squad, and we’ll see you on the battlefield.
(If the servers catch fire, no they didn’t. Capiche?)

Love, Lies, and Loadouts: Picking Your Perfect ASCENDANT Squad

Ah, February, the month of love, heartbreak, and regrettable late-night texts to your ex. But in ASCENDANT, the only relationships that matter are the ones forged in strategy (and the occasional accidental team kill). Whether you're a well-oiled team or a lone wolf trying to prove you're better off without backup, it's time to break down what makes (or breaks) a winning squad.

What’s Your ‘Type’?


[h2]The Combat Roles[/h2]
Finding the right squadmates is like dating (if dating involved high-powered weapons and the possibility of being vaporized). You need balance, trust, and someone who won’t ghost you mid-fight. So, who’s on your dream team?
💥 All-Rounder – A jack-of-all-trades, good at everything, master of nothing. Solid choice, but don’t expect them to carry you.
🎯 Sniper – The silent type. Prefers long-range engagements and “safe fights.” Likely to say, “I had the shot” after you’ve already died.
💪 Close Quarter Fighter – Aggressive, in-your-face, and probably a bit unhinged.
🔥 Chaos Fighter – Bombs, flames, destruction - oh my! Fantastic for causing mayhem but terrible for keeping a relationship (or squad) stable.
What Not to Do: Three team members who only play these aggressive roles. That’s a recipe for heartbreak and getting annihilated in record time.

[h2]The Support Roles[/h2]
💊 Healers – The real MVPs. They keep your mistakes from being fatal.
🛑 Suppression – Area denial specialists who make sure enemies stay miserable.
💣 Long Range Support – Cluster ammo gods. Provides covering fire, ensures snipers don’t get lonely.

[h2]The Tactical Roles[/h2]
🌲 Foresting/Gatherers – Prefer the quiet life, hunting wildlife, and racking up power. Not the best for fast engagements but critical for long-term survival.
👀 Scouts – Eyes and ears of the operation. Locate Biocores, call out enemy movement, and keep everyone informed.
🟠 Biocore Carrier – The person who gets all the attention (and bullets). Having a healer to back them up is a really good idea.

[h2]What’s Your Situationship?[/h2]
💌 Party Up (aka Play With Friends) – Communication is better, betrayals sting more.
🐺 Lone Wolves – Going solo? Turn off autofill and get extra lives. No need for a third wheel.
Rush Teams – Sprint for Biocores while others are still deciding which guns to grab. Risky, but rewarding.
Play for Late Game – Let the chaos unfold, gather intel and power, then dominate when it matters most… at minutes 6 and 12, ofc.
🤝 Strangers in the Night – Entering with randoms? Don’t worry—matchmaking will pair you with players of similar skill. Will it be love at first kill, or a squad you regret swiping right on?

No toxic relationships, no dead weight, just the sweet, chaotic symphony of teamwork (or glorious solo survival). So, who are you taking into battle? Choose wisely, or get left swiping at death.


Weapon Inspecting Dev Update

[previewyoutube][/previewyoutube]

New Ping System Dev Update

Previously pings were tinted the color of the player who did them. In the interest of simplicity, less rainbow HUD and this not seeming common in other games, we opted to tint them using the friend/enemy colors (Enemy ping vs other pings) for consistency and customization.

[previewyoutube][/previewyoutube]

New system at a high level:
  • Pings now animate in (VERY fast) but hopefully better than an image popping on screen before
  • Pings show distance to the opposite side of the screen, to move the detail away from the cross-hair area. This has a "deadzone" to prevent it flip-flopping if the player is near the centre of the screen
  • If a ping has finished arriving, is off screen, or more than 15m it'll shrink to tidy up on the HUD
  • As pings can now shrink, they can also expand if a player chooses to look at it. Doing so also raises the ping so it shouldn't interfere with the thing being pinged (so shouldn't cover up PvP targets for example)
  • Ping responses should now show underneath the distance line, resulting in it being a bit tidier.