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Spectre Divide Reaver Skin Twitch Drop - Watch on Twitch today.



The next Twitch Drops are available to claim now!

Watch Spectre Divide on Twitch for 6 hours during Sept. 25–Oct. 7 to unlock the Troublemaker Reaver skin.

[h2]Tune in today twitch.tv/directory/category/spectre-divide starting at 9 AM PT.[/h2]

Spectre Divide Update | September 24 | Patch Notes

This patch includes a significant change to Sponsor abilities allowing you to use them more quickly. Getting your flash, drone, or smoke should feel much snappier so you can get back to shooting faster.
Also, Mill, Skyway, and Metro should now sound a little more lively. Drop in, have a listen, and tell us what you think.

[h2]SPONSOR UPDATES[/h2]
We wanted to enhance the responsiveness of equipping and using Sponsor utility, so now all thrown projectile Sponsor abilities are changing to improve their “snappiness.” These changes should let you use abilities earlier, without needing to time your button press exactly when the activation window opens. Combined with sped up animations, deploying utility should now feel much smoother.

  • Equip animations for all thrown abilities can now be canceled 0.2s earlier by activating the ability (beginning the throw)
  • Throw animations have been sped up by 20%

The full list is below:

  • Ghostlink: Deadzone
  • Pinnacle: Splinter Grenade, Flash Grenade
  • Bloom: Swarm Grenade
  • Umbra: Recon Wing
  • Vector: Nano Sphere
  • Morrgen: Smoke Shift, Meltdown
  • Ryker: Wave Scan, Hull Mine
  • Muu: Patches, Dazzler, Hyper Dome
In addition to the thrown projectile changes, these Sponsors are getting some additional updates.

BLOOM TECHNOLOGIES
Twin Mend (E)
Holding Primary or Alt Fire once the activation window is open will execute the ability if you have a valid target


VECTOR DYNAMICS
Vector Wall (E)
Holding Primary or Alt Fire once the activation window is open will execute the ability

GHOSTLINK COLLECTIVE
Partition (Q)
Holding Primary or Alt Fire once the activation window is open will execute the ability if you have a valid target

PINNACLE INTERNATIONAL
Splinter Grenade (Q)
Disabled friendly-fire damage

MORRGEN UNITED
Meltdown (E)
Disabled friendly-fire damage

[h2]MAP UPDATES[/h2]
Mill, Skyway, Metro
Improved ambient audio

[h2]QUALITY OF LIFE[/h2]
  • Improved the performance of weapon muzzle flashes
  • Improved the performance of the Cyberlord weapon set VFX
  • Improved first-person equip animations to make them a little smoother
  • Added hype music to the Victory Scene at match end
  • Added hype music to Flawless Round
  • BUG FIXES
  • Fixed an issue that could cause client performance to drop unexpectedly when using equipment right at elimination or round end
  • Fixed a bug that made teammate legs look like they were sometimes jittering when strafing back and forth
  • Fixed a bug with Umbra’s Glare Burst would sometimes fly away, then briefly reappear at its original location
  • Fixed a bug that prevented sound effect from playing when a new Endorsement level is unlocked
  • Minor improvements to translations
  • Fixed the Helion melee popping into view when equipping while using Adrenalink
  • Fixed an issue where BattlEye would fail to load files when launching the game, causing in-game audio issues
  • Fixed an issue that could cause client performance to drop unexpectedly when using equipment right at elimination or round end


September 19 Hotfixes
  • Fixed an issue where Ultra Wide Mode was broken when aiming down sights with sniper rifles (this removed stretched resolution)
  • Fixed a bug where the visual effects for Duality would persist on teammates
  • Fixed a bug that prevented preview videos from playing in the Store
  • Fixed a few rare crashes

Spectre Divide Community Invitational - Watch on Twitch today.

The FIRST EVER Spectre Divide Community Invitational BEGINS!




Tune in to watch shroud + TenZOfficial + just9n as they face off against elite community players in the 1st ever Spectre Divide Community Invitational—live TODAY, 11AM PT on http://twitch.tv/spectredivide

🤝 4 Teams, Double Elim Bracket

🤑 $5k+ Prizepool

🎙️ Casters @InVerumGaming + @cammmyd

📣 Hosted by @itsBrodrian

[h3]You don't want to miss out! Tune in today to http://twitch.tv/spectredivide, starting at 11 AM PT. [/h3]

Spectre Divide Update | September 17 | Patch Notes

This patch is another round of quickly addressing your feedback.

The big beats include faster forward movement, performance optimizations, revisions to the color grading, Ultra Wide support, a new Casual economy (‘Boosted Buys’), new experimental server regions (Seattle, Dubai, Johannesburg), and a number of fixes related to disconnects.

Please keep the feedback coming!




GENERAL


[h2]Movement [/h2]
  • Increased forward move speed for all weapons
  • This change should let you traverse the map more quickly with minimal impacts to gunplay
  • This applies to running, walking, crouching, and ADS; melee movement speed remains unchanged

[h2]Performance Optimization[/h2]
  • Improved GPU performance to help reduce framerate spikes
  • Fresh pass at optimizing visual effects for Sponsors — we have more optimizations on the way, but this patch includes reworks to:
  • Pinnacle – Splinter Grenade
  • Morrgen – Meltdown, Hidden Grasp
  • Bloom – Twin Mend, Swarm Grenade
  • Ryker – Wave Scan, Hull Mine
  • Vector – Dual Amp
  • Ghostlink – Distortion Field
  • Muu – Hyper Dome, Patches
  • Umbra – Glare Burst

[h2]Color Grading[/h2]
  • We’ve taken a fresh pass the color grading across the full game for a more vibrant look

[h2]Casual Match Economy [/h2]
  • New experimental Casual economy driven by ‘Boosted Buys’ – You’ll receive free Heavy Armor, full equipment, and more money every round
Let us know how you feel about these changes and we’ll adjust if needed

[h2]Player Feedback[/h2]
  • Added experimental Ultra Wide Mode that currently supports Standard (16:9 with black bars) and Fill (16:9 - filled to the screen)
  • Please let us know if you if you run into any issues
  • Added a new ‘Anti-aliasing’ setting under Settings > Graphics > Quality, featuring None, FXAA, and Temporal.
  • Increased standing player view height so that aiming 'level with the ground/straight ahead/directly ahead' will result in a headshot regardless of range (You'll also feel a bit taller!)
  • Added hype audio stingers for when you win the round with a Clutch or Ace
  • Added a small number of experimental servers in Seattle, and Johannesburg to help with player ping in these regions
  • Updated our underlying anti-cheat systems based on your reports and new live data
  • Made several improvements that should reduce disconnects during matches
  • Made additional changes that should help you avoid ‘Unable to join party request’ error due to network traffic challenges (If you’re still having issues, please reach out to Player Support)
MAP UPDATES
  • Your team’s Spectres will now spawn much closer to you at the start of a new round (It’s cozy season, right?)
QUALITY OF LIFE
  • Keybinds using ‘, /, and - now show the symbol (rather than spelling out the full word)
  • Re-enabled the “Expanding Search” UI below the matchmaking timer that lets you know we’re widening the matchmaking pool to help you find a match
  • The “Leaver Penalty Warning” dialog no longer shows up when trying to quit the match after the match has finished
  • Increased framerate limit maximum value from 400 to 480 to support 480hz monitors
  • The Surrender button is now available on the Escape Menu all the time during Casual matches
  • Revised styling of Stat Graphs to take up less space and improve readability
  • We’ve removed the Career & Battle Pass Tabs from the Main Menu and re-organized the tab order
  • These will return when they’re ready
RANKED UPDATES
  • We’ve been making adjustments to Ranked progression behind the scenes that should make the climb to Champion smoother, thanks to more consistent SR updates.
PROGRESSION UPDATES
  • Your Active Endorsement is now shown on the Main Menu
  • Fixed a bug where Weapon Purchases were incorrectly counted for Daily/Weekly Quests causing these quests to take much longer than intended
BUG FIXES
  • Fixed a bug where you could be disconnected from Team Text & Voice chat unexpectedly
  • Fixed a bug where you would sometimes be disconnected from the server unexpectedly
  • Fixed a bug where mantling during the Buy Phase could be used to get to some unexpected locations
  • Vector’s Nano Sphere no longer blocks bullets if you’re the one that deployed it
  • Fixed a bug where using Umbra’s ‘Enhanced’ equipment would cause you take out your pistol
  • Fixed a bug where interrupting a reload with a ZEUS plant would sometimes temporarily hide your hands
  • Fixed a bug where teammates would sometimes be seen walking in place after using Map Placement
  • Fixed a bug where the Pinnacle Adrenalink animation would sometimes pop when canceling use
  • Fixed a bug where Pinnacle Adrenalink sound effects would continuously loop
  • Fixed a bug where the “Drivers out of date” warning would sometimes show when your drivers were, in fact, up to date
  • Fixed a bug where sometimes spectating teammates using equipment would show a brief visual pop
  • Fixed a bug where the “Learn to use your knife” bot in the Tutorial could end up in extremely unfortunate ragdoll positions when killed
  • Fixed a bug where Umbra’s Pulse Scan could be used to detonate a Ryker Hull Mine through walls unexpectedly
  • Fixed a bug where you’d be unable to use Umbra’s Enhanced Recon Wing if you scanned an enemy with Pulsefinder and then equipped Recon Wing
  • Fixed an issue where the Team Contract UI would persist even after that team/party had disbanded
  • Fixed an issue that increased the likelihood that players on lower-spec machines might hit an Application Hang error during first-load
  • Fixed a bug where your Inventory UI would show you primary weapon’s name in the wrong location when playing in 4K
  • Fixed a bug where the round timer could go below zero due to latency between you and the server
  • Fixed a bug where you could end up in a broken Lobby state if you accepted two party invitations while customizing you and your Spectre
  • Fixed a number of rare crashes based on your reports
  • Minor improvements to translations throughout the game
KNOWN ISSUES
  • We’re investigating an issue where Nvidia Instant Replay causes performance stutters even on high end machines
  • We’re investigating an issue where some voice lines can become stuck playing repeatedly by mistake
  • If you end up in this state, re-using the last equipment/item will usually resolve the issue
  • The new ‘Experimental’ Ultra Wide Mode has a handful issues that we’ll address in the next patch
  • In rare cases, the Ghostlink Partition (Q) can spawn at the incorrect location
  • 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
  • When using Map Placement, then swapping to your Spectre, your rotation may be wrong for one frame

Spectre Divide | Launch Week Recap

tl;dr
  • Sorry for the huge launch week misses
  • We’ve fixed the matchmaker, reduced pricing, improved server stability, and
  • increased progression speed
  • As an indie studio self-publishing our first game, we’re working around the clock
  • to make the game better every day
  • We have a big update coming next week with a focus on improving performance
  • We’re absolutely energized by your feedback and excitement – keep it coming
  • Have suggestions for what you want to see? Drop us a note in the Discord

Santai Competitors,

Spectre Divide has officially been live for just over a week. As an indie team launching and self-publishing our first game, it’s been an exciting and exhausting first seven days.

The team is grinding around the clock to ship fixes, make improvements, and address your feedback.

Yesterday we shipped a patch with big updates, including 2x progression speed, Custom Matches of any player count, improved server stability, and more.

Our top priority for the next patch is improving client performance.

There’s lots to do, but we’re just getting started.

As we enter week two, it feels like the right moment to reflect on launch week, take you behind the curtain, and share a preview of what’s next.

But let’s start with Tuesday morning of last week, and our missteps right out of the gate.

FIXING THE MATCHMAKER




Within the first hour of being live, it became clear that our matchmaker wasn’t up to the task of processing the 30,000+ players that dove into queue.

After investigating, we discovered our matchmaking service – which puts you into a healthy match based on skill, region, party size, etc. – was taking minutes per cycle (way outside the expected bounds).

We immediately identified a bottleneck in the matchmaking architecture that prevented players from joining or leaving the queue while the matchmaking loop was in progress.

It took us the better part of launch day to narrow in on a fix, but the patch we rolled out in the early evening resolved the issues around joining/leaving the queue and reduced the matchmaking loop to a few seconds.

This was a huge miss on our part. We should have caught this architecture bottleneck ahead of launch. In hindsight, we missed some key indicators during load tests that were obvious red flags that matchmaking at scale with real players would fall over.

BETTER COSMETIC PRICING




Second, we moved quickly to improve pricing for cosmetics across the board after we missed the mark with launch.

We really appreciate your direct feedback on this. Sorry again that we got this wrong.

BopNSwap, Spectre Divide’s Game Director, shared all the context in a blog post on the evening of launch day.

A massive thank you to everyone who’s spent anything to support Spectre so far.

We plan to keep the game 100% free to play. As an independent studio who’s self-publishing, every dollar you spend directly funds development and goes toward making the game better.

SERVERS UNDER SIEGE




To cap off launch day, at around 9pm PT we started seeing random CCU drops fitting the pattern of a single-source denial of service (DoS) attack.

For players, this manifested as being stuck unable to login to the game or being stuck loading – the ultimate nightmare.

We worked with our backend and server partners to setup protections to prevent single-IP attacks. That resolved the outage, but we ran into similar unexpected CCU drops during the next few days.

Over the course of the investigation, we’ve discovered a series of minor issues, which ranged from hitting invisible rate limits within our hosting provider to misconfigured admin tooling that we use to manage the game. We’ve addressed all these, and we’ve been working around the clock to set up additional metrics and alerting for future detection and mitigation.

On Saturday morning, we were the target of a malicious DDoS attack on our backend. Fortunately, our backend partners gracefully handled this for us with minimal impact to players thanks to the protections we put in place earlier in the week.

Special shout out to our partners at Pragma, AWS, and Hathora who’ve been in the trenches with us investigating these issues.

LOGIN ISSUES




A large number of players, especially those behind network firewalls, had trouble connecting to our platform services, receiving an innocuous “Cannot Create Party Join Request” error.

We discovered this was related to our region detection flow – what we use to make sure you’re playing at the lowest possible ping.

On Saturday morning, we simply moved our ping endpoints to a different port which seems to have resolved the issue for most players.

If you still find yourself running into this, you’ll receive a new error message with more context. We’re currently working on a solution for this that should be ready in an upcoming patch.

ADDRESSING YOUR FEEDBACK




Despite all the launch week havoc, we have been absolutely energized by your feedback. Keep it coming.

We’ll be deploying a few patches over the next two weeks. Our top priorities:
  • Nailing client performance and reducing framerate spikes
  • Improving core gameplay based on your feedback
  • Making sure servers are online around the clock
  • Tuning and improving our anti-cheat systems based on live data
  • Fixing bugs that take away from the moment-to-moment fun

If you have suggestions for what you’d like to see, make sure to drop them in #give-feedback channel in Discord. We’re reviewing every single post.

Also, the team was able to pull forward Ranked for a surprise Friday launch and lower the requirement to 5 Casual Wins based on your feedback. You asked – they delivered.

We started on Spectre Divide because we love competitive shooters and wanted to share something fresh with this community. We’re in it for the long haul, and we can’t do it without you.

Thanks again for all your support. Between the long hours putting out these fires, we’ve been out there grinding the Ranked ladder alongside you.

If you're enjoying Spectre Divide, please consider leaving a review on Steam.

This helps new players to discover the game. And if you've already left a review, thank you! We appreciate your support. 🙏

If you see us in Discord or a heads-up match, make sure to say Hi.

gl hf,

Nate, CEO & Cofounder