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Spectre Divide News

Spectre Divide is Available Now on Steam - Free to Play!

[previewyoutube][/previewyoutube]
[h3]The wait is over. Play Spectre Divide today! 🎼 [/h3]

This morning, we launched Spectre Divide on the Steam store. No more keys, no more playtests- just the real thing, completely free on Steam. Ready to Forge your Legacy?

Visit the Steam page to install Spectre Divide and play for FREE right now!

[h2]đŸ—ș New Map : Commons[/h2]



That's right- we have a brand new map available: Commons.

The ‘Commons’ fighting area is tucked into the far western edge of the vibrant Communa district along the Inner Canal. Sounds of Port's commerce usually fill the air - but everything stops to make way for a Santai match held in Communa.

[h2]đŸȘ™New Twitch Drops[/h2]



Head over to the Spectre Divide category on Twitch to earn some incredible free rewards:
  • The Stinger Charm
  • The Golden Puck Charm
Don't forget to link your accounts over on our Twitch Linking page!

[h2]🚀 Coming Soon: Ranked![/h2]



Ranked is coming later this month, and you’ll (finally) be able to climb the ranked ladder and make a name for yourself as Santai Champion.

Get your squad ready and start practicing!

[h2]🙏 Thank You[/h2]



This project has been a labor of love from all of us at Mountaintop. It’s the culmination of 4 years of tireless development, and we can’t wait to play alongside you.

Thanks for the endless support – we couldn’t do it without you. Onward to the next chapter. Thanks for being a part of this one.


– Nate, CEO & Co-founder








Spectre Divide - Launch Patch Notes - September 3

GENERAL
  • Added Commons, a new map set in the Communa district
  • Improved hit confirms and reduced weapon fire audio latency – this should make your shots and hits feel snappier
  • Adjusted matchmaking tunings to help you find better matches faster in your available region
  • Improved underlying anti-cheat systems
  • Added two new voices: 04 (Isiah) and 05 (Hana)
MAP UPDATES


[h2]New Map: Commons[/h2]

Added the fourth map: Commons, set in the Communa district.
  • Commons is tucked into the far western edge of the vibrant Communa district along the Inner Canal. Sounds of Port's commerce usually fill the air - but everything stops to make way for a Santai match held in Communa. The Santai players enjoy raised combat platforms, some shotgun-friendly narrow passages, and the clear sightlines alongside the ship canal toward B.
  • Commons offers long range exterior sightlines and sneaky close-quarters-combat (CQB) interiors that allow you to utilize a variety of weapon pairs. Defenders get early info via Mid which makes strategic maneuvering vital for Attackers.

Commons is enabled in Casual and Custom. It will be part of the Ranked map rotation when Ranked matchmaking goes live.

WEAPON & MOVEMENT UPDATES


We received a lot of great feedback during the Closed Beta. One of the major topics was weapon handling – particularly horizontal recoil.

While weapons in Spectre follow deterministic recoil patterns, we agree that some of the weapons were overly difficult.

With this update we've adjusted the recoil on a number of weapons to make them easier to anticipate and control, while still providing a strong incentive to upgrade to higher tiers.

Buzzsaw (Submachine Gun)
  • Slightly reduced horizontal recoil after bullet 4
  • Slightly increased weapon firing stability
Whisper (Submachine Gun)
  • Slightly increased weapon firing stability
Cyclone (Rifle) While difficult to control when spraying, the Cyclone has been performing slightly above expectations. With the reduction in recoil, we've added a new damage range at 30+ meters to help keep the weapon in check.
  • Slightly reduced mid and late pattern horizontal recoil
  • New 30m+ damage range - Head: 116, Body: 30, Limb: 25
Crusader (Rifle)
  • Increased 30m+ headshot damage from 116 to 120
Drummer (Shotgun) The performance of the Drummer hasn't quite hit the mark relative to its price point. We want it to be a strong option for its intended range, so we’re making it slightly more capable within that zone.
  • Increased fire rate from 140 to 160
  • Decreased overheat decay delay from 0.5 to 0.2
  • Increased shots before overheat from 5 to 6
Fury (Machine Gun) In spite of a recent boost in fire rate, the Fury is still slightly underperforming versus some of its Tier 2 and Tier 3 counterparts. We’ve adjusting its recoil to give it a boost.
  • Adjusted mid- and late-pattern horizontal recoil to be easier to control
Berzerker (Machine Gun)
  • Adjusted late pattern horizontal recoil to be easier to control
Harpe (Sniper)
  • Reduced ADS stabilize duration from 0.35 to 0.27
Prototype-OP (Sniper) While the recent increase to ADS stability duration has moved the Prototype-OP into its intended role, we’ve slightly reduced that duration to allow for quicker peeking without turning it into a short-range killing machine.
  • Reduce ADS stabilize duration from 0.6 to 0.5

[h2]HIT FEEDBACK[/h2]

We’ve made a number of improvements to hit feedback since the Closed Beta across design, engineering, and audio. We've added crosshair hit confirmations while in ADS. This setting is enabled by default and can be changed in Settings > General > Optic Hit Confirm.

  • Keep in mind this is a first pass. We’ll be adding more customization and control in a future update.
  • We’ve slightly increased the size of the player hitboxes to more closely reflect skin variety and player outlines.


We’ve also reduced the latency between seeing and hearing your shots. We’ve benchmarked this against a variety of other shooters, and we should now be at parity (or better). Special thanks to the community members who pointed out this delay.

  • Shots confirmed by the server will now display a hit confirmation on the crosshair
  • You can change this behavior in Settings > General > Optic Hit Confirm
  • Increased the size of player hitboxes
  • Improved hit confirms and reduced weapon fire audio latency – this should make your shots and hits feel snappier


[h2]MOVEMENT[/h2]

Movement is an area we’re always watching closely. Because enemies don't need to come to a stop to fire accurately, you spend more time in Spectre tracking moving targets. Any changes to acceleration or max speed makes tracking targets more difficult.

Our overarching goal with movement is to foster tense, tactical gameplay rewarding anticipation and prediction rather than raw reaction.

With that said, we feel that the movement penalties applied when repeatedly jumping (“bunnyhopping”) were too harsh, and we’ve made some adjustments.

We’ve added movement penalties to the list of the things that can be tuned on a per weapon basis, and we’ve taken a first pass at relaxing them across the board. While these changes won’t let you bunnyhop your way across a level, it will open up new opportunities in certain situations.
  • Reduced movement penalties for repeated jumping for all weapons
  • Weapons now apply jumping movement penalties according their class
  • From least to most restricted: Melee/Utility, Pistols, Submachine Guns, Rifles, Machine Guns, Shotguns, Snipers


[h2]QUALITY OF LIFE[/h2]

  • You no longer have to be on the ground to start a vault/mantle
  • Holding the Vault input will now automatically vault when coming into the range of a vaultable surface
  • Added ‘Last Player Standing’ voice-over audio when you’re the last player alive on your team
  • The Main Menu’s ‘Compete’ button now lets you know when matchmaking search criteria are being expanded
  • Added ‘Last Weapon’ key bind that equips the last equipped weapon
  • Added a setting to disable Text Chat sound effects (Settings > Audio)
  • Added a setting to adjust network buffering to help players troubleshoot network input loss issues (Settings > General)
  • Added accessibility setting for ‘Swap Camera Effect’
  • When disabled, during a swap to your Spectre, the camera will remain stationary and the visual effects are reduced
  • ‘Surrender’ is now available via the Escape menu if a teammate has abandoned a match
  • When a teammate abandons a match, the server messaging sent to teammates now includes instructions on how to surrender
  • Improved warning dialog when a player tries to leave a match and/or exit the game before the match has ended
  • Dropped weapons now unzoom their optics automatically
  • If you use Morrgen’s Smoke Shift (Q) in a location where your Duality Puck cannot land, you’ll now receive a ‘Recall Failed’ notification
  • Improved the movement of Ghostlink’s Dupe (E) to make it more player-like
  • Added and updated network status icons for incoming packet loss, outgoing packet loss, disconnect, and throttling
  • Added a dialog letting you know if your graphics card drivers are out of date
  • Added a keybind for In-game Help (default F1)
  • Added keybinds for all chat commands
  • The setting for 4K/8K Mouse Polling is now the default
  • Revised the Sponsors tab in the Main Menu to help new players understand how to unlock new Sponsors


[h2]RANKED UPDATES (COMING SOON!)[/h2]
  • For Ranked, adjusted Santai Rank +/- tunings based on Closed Beta


[h2]SOCIAL UPDATES[/h2]
  • You will no longer receive party invites from players that you’ve muted or blocked
  • Added new setting to ‘Only Allow Party Invites from Friends’ (Settings > General)

[h2]UI UPDATES[/h2]
  • Various improvements to crosshair rendering
  • Various improvements to the in-game UI (HUD)


[h2]PROGRESSION UPDATES[/h2]
  • Reduced XP required for Endorsement tracks

[h2]BUG FIXES[/h2]

  • Fixed a bug where full-screen visual effects on the HUD would cause a drop in client performance (e.g., Dual Amp, Twin Mend, etc.)
  • Fixed a bug where your matchmaking ping to certain regions would be incorrect, potentially causing you to be placed into a match in the wrong region
  • Fixed an issue where partial armor values could persist through half-time
  • Fixed a bug where if you switched between Primary and Alternate fire mid-throw it would not consistently match your final input
  • Fixed a bug where some translucent materials were not fading in/out appropriately within smoke
  • Fixed an issue where rapidly entering/exiting ADS would apply walk speed inconsistently
  • Fixed a bug where Vector’s Nanosphere did not consistently apply the last tick of damage
  • Fixed an issue where sometimes players would be unable to vote during a surrender
  • Fixed a bug where starting and quickly stopping a ZEUS plant could leave the ZEUS in an ‘activated’ visual state
  • Fixed an issue with the hitbox for Vector’s Nanosphere that could make it harder to hit than intended
  • Fixed a bug where Ghostlink’s Passive Dupe could fail to deploy and/or behave unexpectedly
  • Fixed an issue where automatic weapons would sometimes continue firing after releasing the fire input
  • Fixed a bug where you might see teammate movement look jittery while spectating them with high latency/ping
  • Fixed a bug where you could end up in a bad state after planting the ZEUS while reloading in rare circumstances
  • Fixed a bug where some key binds could be reset due to client updates
  • There may still be lingering issues – please let us know if you run into this with details on which keybindings were reset
  • Fixed a bug where reloading the Reaver would sometimes cause the magazine to jitter
  • Fixed a bug that prevented a Party from queuing for Ranked even if all players in the Party met the requirements for Ranked
  • Fixed a bug where the icon for an eliminated player would appear at the wrong location if that player was eliminated in smoke
  • Fixed a bug where sound effects were sometimes muffled when striking boxes/crates
  • Fixed a bug where bullet impact sound effects sometimes spawned in the wrong location
  • Fixed a few minor bugs related to Parties & Friends List
  • Fixed a bug where the ZEUS countdown sound effect could stop incorrectly in rare circumstances
  • Fixed a bug where your camera would sometimes rotate at the start of a new round
  • Fixed a bug where the Champions scene could be shown in the wrong location in the case of a surrender
  • Fixed a bug where first-time weapon draw sound effects were not consistently playing for Spectators
  • Fixed a bug where shooting near an eliminated enemy could show hit impacts unexpectedly
  • Fixed a bug where Party Text & Voice Chat were not always persisting between matches
  • Fixed a bug where Match/Team Text & Voice Chat did not always reconnect when rejoining a match in progress
  • Fixed a bug where Party Voice Chat was always active in the Main Menu regardless of being muted
  • Fixed a bug where certain keybinds would cause misalignments in the HUD
  • Fixed a bug where players could set their Minimap scale beyond intended constraints
  • Minor improvements to translations throughout the game
  • Minor improvements to first-person and third-person character animations
  • Minor optimizations and performance improvements


[h2]KNOWN ISSUES[/h2]
  • After completing a match and returning to the End of Match Scoreboard in the Main Menu, Social and Report functionality for other players are sometimes missing from pop-up menu
  • In rare circumstances, the Ghostlink Partition (Q) can spawn at the incorrect location
  • In rare circumstances, part of the Pinnacle Adrenalink sound effect can become stuck looping. Restarting the client should resolve this issue
  • Teammates may occasionally be seen walking in place after using Map Placement
  • The Free Armor from a Loss Bonus will persist into overtime
  • This will be fixed before Ranked launch
  • In rare circumstances, your teammate may look like they’re holding an invisible gun in third person
  • As Umbra, if you scan an enemy with Pulsefinder (Q) and then take out Recon Wing (E), you will be unable to use Enhanced Recon Wing on the enemy ping
  • Occasionally, the holstered pistol of a disconnected player will remaining floating in the world
  • If you try to join a Party that’s full via a Join Code, you can end up in state where you can’t queue for matches until you restart your client
  • When creating a Custom Match in the Main Menu, the lobby can sometimes appear empty; leaving and rejoining will resolve the issue
  • When creating a Custom Match in the Main Menu, quickly swapping maps can cause visual artifacting to occur

Stopping Cheaters in Spectre Divide

Hi, it’s Nate, CEO at Mountaintop.

First, a huge thank you to everyone who participated in the Closed Beta. It was amazing to see so many squads clashing on the streets of Breakwater, and we learned a ton from each match.

As we look ahead to launch, a frequent question we’ve heard from you has been, “How will Spectre Divide handle cheaters?”

[h3]PREVENTING CHEATS[/h3]



Cheating in Spectre is unacceptable, and we have a zero tolerance policy. If we find you cheating, you will be permanently banned.

We’ve architected the game to be resilient to cheaters, with features like server-enforced fog of war for enemy positions. We use a number of proprietary systems alongside BattlEye, and we’re refining our tech stack with every update.

Still, players who are determined to cheat and ruin the game for others will always find a way. When cheaters do break through, our priority is removing them from the game as fast as possible.

[h3]IF YOU CHEAT, EXPECT A BAN[/h3]

Spectre’s systems are constantly evaluating player behavior and match state to detect cheaters. The goal is a level playing field.

The Beta was our first opportunity to see how cheaters would attack the game. During the Beta, we investigated and banned 100+ accounts, including:



[h3]YOUR REPORTS MATTER[/h3]

One of the best ways we uncover new cheating methods is from your in-game reports.

See something suspicious? You can report players directly on the Scoreboard:



You can also report players in-game via the End of Match menu:



Finally, you can report cheaters – or new cheats – using this online form. These reports go directly to our internal team for review.

Our systems also ban players for toxicity, and we’re monitoring reports of in-game voice and text abuse.

If you make the community unsafe for other players – now or in the future – expect to be exiled from Breakwater.

[h3]WHAT’S NEXT[/h3]



As we prepare for launch, we’re taking everything we learned in the Beta and using it to refine our anti-cheat roadmap. We also have a few tools that we intentionally didn’t use, and we’ll be activating those progressively going forward.

We’re a small team, but we’re committed to constantly improving our anti-cheat technology to protect your matches.

If you’re interested in helping out, apply to join the studio at www.mountaintop.gg/careers.

gl hf,

Nate

Spectre Divide Launches September 3

Hey all, it’s Lee (@bopnswap) here and I'm thrilled to announce that Spectre Divide launches on September 3!

Driven by two-body Duality technology, Spectre Divide is the next evolution of tactical shooters and we can’t wait for it to become your next 10,000 hour obsession.

[previewyoutube][/previewyoutube]

Servers will be live at 9AM PT, up and running across the US, EU, Asia Pacific, and Australia. Launch is also when you'll be able to experience our newest map, Commons, for the first time.

Ranked matchmaking will go up soon after launch and we’ll get you all the details you need to start your climb.

A big thanks to the community from everyone here at Mountaintop for helping Spectre Divide to reach this moment. Our small, independent team has committed themselves to delivering a killer game that you’ll love, making it better with every release.

This game is a love letter to tac shooter enthusiasts and we hope you feel all the special touches of care and attention. Launch is just the beginning! Our promise is to keep the game fresh and challenging for all levels of competition.

We have more details on launch below. We can’t wait to see you out there!

- Lee Horn, Game Director


LAUNCH FAQ


[h3]When does Spectre Divide Launch?[/h3]

Tuesday, September 3, 9AM PT


[h3]What Server Regions are available?[/h3]
  • US
  • EU
  • Asia Pacific
  • Australia

[h3]How can I get support?[/h3]

If you're running into issues, we have the following resources for troubleshooting:

[h2]SPECTRE DIVIDE: DAY 1[/h2]

Here’s a quick overview of what to expect on launch day.

[h3]Competitive 3v3 Driven by Duality[/h3]

Compete with your squad in a ZEUS defusal mode on 2 sites, where Duality and tactical gunplay is essential to securing the win.

Duality is the core feature embedded throughout Spectre Divide. Every player has access to two bodies simultaneously at the start of each round.

Strategically place your Spectre to cover multiple sites across the map, play two angles at once, and quickly reinforce teammates—these are just some of the infinite ways you can use Duality. Master the skill to get the most of your weapons, movement, and Sponsor kits. Oh and don’t ignore those Spectre “Warnings.”

[h3]Sponsors[/h3]

Sponsors are powerful organizations that enable the unsanctioned sport of Santai to thrive. They supply the different kits of future tech you can use in combat—like the Partition, Splinter Grenade, Nano Sphere, and much more. Each supports different styles of play, especially when paired with Duality, so give each a try.

There will be 8 Sponsor kits available at launch, with 4 available immediately, and 4 to unlock via Fame (your in-game experience) or immediately using Spectre Points.
Expect new Sponsors each season to help shake up the meta and challenge your strategies. Check out details for each kit on our site.

[h3]Forge Your Legacy[/h3]

Personalize your own pair of Santai competitors and live their journey to Champion. Head to the Locker to change faces and equip unique outfits for both bodies. Access outfit options from the Store—and in the future, a seasonal Battlepass.

[h3]Weapons[/h3]

Weapons are bought in mixed pairs with a different gun for each body. You can hold the long-angle with a rifle and swap to cover your own back with a shotgun. Choose from fixed pairs of weapons at the start of a round, with power and capability that changes across 5 tiers.

Get the most from your loadout with true-to-crosshair accuracy that lets you hone in on that headshot with ADS. See the loadout for yourself on our Weapons page.

[h3]Maps[/h3]

Queue into any match and you’ll randomly drop into one of the available maps at launch, all designed with Duality in mind and a peek into the world of Spectre Divide. See our maps page for a closer look.

[h3]Ranked[/h3]

Etch your name into the records as a Santai Champion, as a Team or Solo. Ranked matchmaking arrives soon after launch and we’ll make sure you come in prepared with all the details you need to start your climb.

[h3]Custom Matches[/h3]

Run customs with your friends or organize a tournament from the ground up.

[h3]Rotating Store[/h3]

Stand out from other Santai competitors with a premium look and earn the love of the crowd. Select weapon skin bundles, along with outfits for yourself and your Spectre.

And by the way: No loot boxes, no pay-to-win—100 percent optional.

[h3]Progression[/h3]

Progress while you play. The Endorsement system for Sponsors, weapons, and outfits is a way to earn free content like Sponsors, Banners, Sprays, and Charms. Head to the Sponsor or Locker tab to find and activate an Endorsement, and complete Weekly and Daily Contracts to earn Fame (a.k.a. XP) toward your selected unlock path.

[h3]Create a Legacy with Crews[/h3]

Chase seasonal rewards together with Crews.

Crews is a weekly, engagement-based competition, where teams of 50-60 players compete to score the most points and move up the leaderboard. After completing your first three matches you’ll automatically join a Crew based on best overall fit. The more active the Crew, the more points you earn towards your Crew Rank among all Spectre Divide players.

The Crews system rewards engagement and not raw shooter skill, so anyone can compete and win. Build the strongest Crew and become legendary within the world of Breakwater.

Spectre Divide Closed Beta - Ended August 21

The Spectre Divide Closed Beta is Live Now!


You can earn a slot in the Closed Beta via Twitch Drops (more details below) along with some exclusive in-game items. If you have played in any of our previous playtests, you will automatically have access to the closed beta!

We'll be prioritizing those who get Twitch Drops, but you can boost your chance of getting into the Closed Beta by requesting playtest access on the Steam Store page. While you’re there, make sure to Wishlist.

We’re limiting the total number of Closed Beta players while we validate that everything is working. Regardless, we’ll be letting more players in every day – the sooner you sign-up, the better your chance of getting in. Plus, the more drops you get, the better chance you have for access!

The Closed Beta will be available exclusively on PC via Steam. We'll have servers running in North America, Europe, and Asia Pacific.


[h2]How to Get Access[/h2]

There are two potential ways to get access the Closed Beta:

  1. Receiving a Spectre Divide drop on Twitch, and then linking your Spectre and Twitch accounts on the Spectre Divide Twitch Drops Page

  2. Signing up to Playtest on the Steam Store page

If you've played in any previous playtests, you will automatically have access to the Closed Beta!

[h2]TWITCH DROPS[/h2]



[h3]Ready for Closed Beta access and exclusive in-game items?
[/h3]

All you’ll have to do is watch streamers with Spectre Divide Drops enabled, and you’ll be able to earn a chance to join the Closed Beta.

  1. Visit the Spectre Divide Twitch Drops Page for instructions and access!

  2. Head over to the Spectre Divide category on Twitch to start earning rewards.

For more information, check out our helpful graphic below:



[h3]See you in Breakwater![/h3]