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Section 13 News

1.0.1 Hotfix Patch Notes

[h3]Patch Schedule[/h3]
  • PT: 4:00 PM, May 28
  • ET: 7:00 PM, May 28
  • CEST: 1:00 AM, May 29
  • ICT: 6:00 AM, May 29
  • KST: 8:00 AM, May 29

Agents,

We hope you are exploring the full depths of Section 13 base! We are bringing Ver. 1.0.1 hotfix patch to address some bugs. If you find anything fishy in the base, please do not hesitate to report them to us via Steam discussion boards or our Discord server so that we can continue creating the best Section 13 experience we can!

For the list of fixes in this patch, please see below.

[h3]Bug Fixes[/h3]
  • Fixed the issue where the Nephilim’s HP scaling was incorrectly applied, resulting in less HP than intended
    • Increased the Nephilim’s base HP
    • Fixed the issue where the Nephilim showed up as a lower level version in higher difficulties
    • Fixed the issue where the HP multiplier for online mode was not properly applied
  • Fixed the issue where you could be stuck in a closet on the Location Unknown level, if you took explosion damage while interacting with the closet
  • Fixed the issue where a medkit’s pop-up did not disappear even after using it
  • Fixed the issue where Korean text would show despite the game’s language being set to English
  • Fixed other bugs

Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Section 13. For the best gameplay experience, we recommend installing the update as soon as possible.


- ODS Team

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/

Get Ready for the Section 13 Speedrun Contest

Agents,

With our 1.0 official release, the time is ripe for something greater than just beating the game.

Get ready for a friendly competition! We are announcing a community speedrun contest for Section 13, so this will be your chance to show off how good you and your friends are to the world.

We will be looking for 10 co-op teams (can be either 2 or 3 players) with the fastest record to beat the Nephilim!

We’ll be sharing more details (including how to participate and what you may win) in the next few days, so make sure you get to finding your teammate(s) in the meanwhile!

Remember: at S2P, the party never stops!


- ODS Team

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/

Section 13 - Official Release Out NOW

Hello, this is Jaeeun Park, Director of Section 13.

We’ve finally reached the end of a three-year-long tunnel and are able to greet you with the official release.

I still vividly remember the day we created the game’s first prototype. Testing multiplayer with the developer sitting next to me, laughing, getting surprised, squashing bugs together... As those moments and memories piled up, at some point we began to wish that this game would become more than just a shooter. We dreamed it would turn into a playground where people could try ridiculous things, laugh, and just have fun. We hope that feeling has been woven into a thread that can now be passed on to our players.

Of course, even as we pursued that freedom, Section 13 was still undeniably an action game. So during the Early Access period, our biggest challenge was maintaining a sense of challenging balance, without compromising the fun of that zany playground-style multiplayer gameplay. (For reference, I still remember that one player who stunned their friend with a grenade just to grab the weapon in the Safe Zone first… Though I imagine the player on the receiving end didn’t enjoy it as much! 😅)



Since the Early Access release—and especially after I took the helm of the project—one of the biggest questions I kept asking myself was: “How can we make this game’s unique identity stand out more clearly?” The gameplay experience we wanted to create wasn’t just about shooting and winning; it was about creating a stage where each player’s unique playstyle could naturally shine. So whenever we designed a new system, our first thought was always, “Can someone do something totally unexpected with this, and how?” A grenade flying in at an unpredictable moment, a ridiculous combo of skills turning into a deadly move, a single trap nullifying an entire spawn point… and even the friendly fire that some players just refused to give up on until the very end.

As those moments kept stacking up, and we saw players creating their own stories in their own unique ways, we were able to feel certain: this game isn’t just a simple shooter game. We’ve been working to turn it into a true playground—one where cooperation and betrayal, strategy and comedy all coexist. Especially the little prank elements we hid all over the map: Impromptu dance parties during mission briefings, body mods that make your head big, rubber chicken toys—these unexpected bits of humor gave many players a good laugh. And every time we saw those reactions at public events like PAX, we found ourselves saying, “Yes. This is the kind of vibe we’re aiming for.”



In the full release, you’ll at last be able to face the game’s final boss and uncover all the secrets hidden within the base. The game’s narrative elements, previously restricted to the tutorial, have also been expanded, creating a more natural and cohesive experience from start to finish. To enhance immersion, our design team built entirely new dialogue and story systems, our art team carefully crafted all-new character portraits and other expressive elements, and multiple teams poured a great deal of sweat into voice recording sessions to breathe life into each character.

We truly believe that story-motivated players will find so much to love here, and gameplay-motivated players will be pleasantly surprised. (That said, we’re leaving out screenshots to avoid spoilers! 🙂) To fully experience the complete narrative, we recommend starting a new playthrough in a fresh save slot.



And finally, to everyone who has played, sent feedback, reported bugs, and sometimes laughed like crazy: thank you from the bottom of our hearts. Because of you, Section 13 has become more than just a development project—it’s a world we’ve built together. With the mindset that the full release is not the end but a new beginning, we’ll continue expanding and deepening this world with care and passion.

Thank you all.

The real mission starts now.

-- Jaeeun Park, Creative Director of Section 13

1.0.0 Official Release Patch Notes

[h3]Patch Schedule[/h3]
  • PT: 10:00 AM, May 26
  • ET: 1:00 PM, May 26
  • CEST: 7:00 PM, May 26
  • ICT: 12:00 AM, May 27
  • KST: 2:00 AM, May 27

Agents,

We’re almost there–Section 13 will go into official release very soon! This journey would not have been possible without the support and the feedback from all our Agents. We would like to express our deepest gratitude to all of you!

Here we are with Ver. 1.0.0 patch notes to share what’s new and what’s changing. Please continue to share your thoughts via Steam discussion boards or our Discord server so that we can continue creating the best Section 13 experience possible!

For the list of changes in this patch, please see below.

[h3]New Content/Features[/h3]
  • Added the full narrative content to single-player mode
    • The tutorial now includes an intro sequence that touches upon how the agents have been scattered inside Section 13 base
    • Added Agent Casefiles entries for each character
    • Beating the final boss presents an ending dialogue scene
    • Beating the final boss after unlocking all characters and all Agent Casefiles entries presents a special ending experience
    • USB sticks drop in both single-player and multiplayer modes, but narrative content can only be unlocked in single-player mode
  • Added The Core level
    • This is where the final boss fight takes place
    • The Cell Sample item now drops after beating the final boss (instead of when you reach the final level)
  • Added a boss fight in the Location Unknown level
  • Added 2 new tactical gear
    • BlastWing Prototype: An autonomous combat drone
    • Tactical Shield: A deployable barrier

[h3]Changes/Improvements[/h3]
  • Increased the amount of healing from medkits
  • Increased the chance for medkit crates to spawn
    • Supermax Lab and Isolation Chamber levels will have at least 1 guaranteed medkit crate, with chances for up to 2 additional medkit crates to spawn
    • Parking Lot level now has a fair chance to spawn a medkit crate
  • Slightly decreased Photon Cannon’s base damage
  • Adjusted conditions for procedurally generated bonus levels to appear
    • Sanitation Tunnels level now appears regardless of the difficulty, as long as you picked up the DNS Bypass item
    • Location Unknown level now requires the Classified DNS Error Report item to appear
      • Location Unknown level has a chance to appear on either the Office level or the Supermax Lab level. It will appear in one or the other, not both
      • Classified DNS Error Report item has a high chance of dropping from the Exosuit field boss on the Isolation Chamber level
  • Adjusted the drop rate of access code items
    • Cargo Elevator Code
      • Cargo Elevator Code can be found by investigating map objects on the Office level
      • The code is permanent; once you obtain it, you can check the code in your Character Info menu (default hotkey: I)
      • Increased the drop rate of the code
    • Security Room Code
      • Security Room Code can now be found by investigating map objects in the Deep Storage area, instead of being found in the Safe Area
      • The code is permanent; once you obtain it, you can check the code in your Character Info menu (default hotkey: I)
      • Increased the drop rate of the code
  • Adjusted the Hardbody permanent upgrade
    • Increased the max HP boost values
    • Slightly increased the Data Nugs cost
  • Adjusted Synaptic Enhancements
    • Fright Response I & II: Increased the damage boost values
    • Self Starter: Added back to the game
    • Marked Recovery: Now drops in both single-player and multiplayer modes
    • Physical Therapy: Now drops in both single-player and multiplayer modes
    • Optimist: Changed the effects
      • Previously, Optimist provided a passive damage reduction to allies within a certain radius of Beaker
      • Now, it reduces Beaker’s active skill cooldown, as well as provides a temporary damage reduction to allies within a certain radius (triggered when Beaker uses her active skill)
  • Reduced the STAR Pin cost of unlocking higher tier Synaptic Enhancements and agent upgrade from the DNS Defragmenter
  • Adjusted the unlock order of weapon perks, by switching some perks between the first two tiers of weapon attachments.
    • For example, the Assault Rifle will see the following changes:
      • +25% Critical Damage: Tier 1 → Tier 2
      • +10% Clip Size: Tier 1 → Tier 2
      • Tracking Bullets: Tier 2 → Tier 1
      • 25% Chance to Pierce: Tier 2 → Tier 1
  • Added and polished various sound effects throughout the game
  • Optimized various aspects of the game for improved performance

[h3]Bug Fixes[/h3]
  • Fixed the issue that could cause the game to crash at the end of the Isolation Chamber level
  • Fixed the issue where the game could crash in the Simulation Area and could prevent launching the game afterwards until you reinstalled the game
  • Fixed the issue where you could fall indefinitely in one of the Restricted Area layouts
  • Fixed the issue where the Pump-Action Shotgun’s reload weapon perk would reload the other firearm as well
  • Fixed the issue where Restricted Areas would become unavailable if you were stunned while rerolling rooms
  • Fixed the issue where you could get stuck between desks on the Office level
  • Fixed the issue where you could get stuck in certain areas on the Isolation Chamber level
  • Fixed the issue where an invisible wall blocked bullets on the Isolation Chamber level

[h3]Additional Note[/h3]
  • We decided to keep the Plasmoid Launcher out from the game for the time being. We may revisit a full overhaul in the future

Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Section 13. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.


- ODS Team

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2111870/

What Makes Section 13 Special to You?

Hello, Agents! ODS GeeK here.
If you’ve seen me around on Steam discussion boards or Discord, hello again :)

Today I hijacked a dev log spot to propagate my (relatively less popular) take on what makes Section 13 special to me: it encompassess fun elements from many different genres–especially souls-likes.

The most obvious: roll dodge with invincibility frames! HP and healing are relatively scarce resources in Section 13, and one of the best ways to manage them is using the roll dodge. Each QT has different attack timings, and the direction you roll also makes a difference. Don’t fear rolling forward into an enemy, if you need to!

[noparse][I am curious myself how I did not get hit there][/noparse]

Next up are hidden areas. Ever had moments in souls-likes where you think, “I bet I can get there”? Guess what! It’s like that in Section 13, too. While the roguelite nature doesn’t guarantee certain hidden areas will spawn every session, when they do, I get to explore and find ways to reach there. The rewards are always a welcome plus as well!

[You see the chest on the bottom right? It took me some time to figure out how to grab it]

Also, being “skilled” isn’t always about reflexes: it can be about how you understand and utilize the different mechanics, which I consider a trait most prominent in souls-likes. For example, my utility-focused single-player loadout includes a beam weapon, a silenced weapon, and Mr. Chicken. Depending on the enemy type and group size, I use a different weapon to initiate the fight–sometimes drawing fewer enemies with Mr. Chicken’s noise. In multiplayer, I would bring a completely different set and go all guns ablaze.

[Mr. Chicken is my favorite melee weapon]

In case all my geeking out is not enough to sell you on how great Section 13 is, I also asked my colleagues to provide their take on what makes Section 13 special to them, and here are some excerpts!

I love shooters and I love vibrant characters, and this game has both! I particularly like playing with friends, so the fact that it has co-op is just an added plus for me!
- ODS Kangaroo
Section 13 has basically been my life for about a year and a half. I love this world and these characters, and I hope to get to play with them more in the future.
- ODS Brandon
The characters are what make S13 special for me. They're unexpectedly deep, with layered backstories that tug at the heartstrings.
- ODS Nicky

It is my hope that each of our Agents find their own elements of fun in Section 13–the game has a lot to offer. With our official release so imminent, see you down in Section 13!


- ODS GeeK