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Spectre Divide Update | September 10 | Patch Notes

Stable matchmaking has been a major focus for us, especially after our launch day issues. With Ranked live, we’ve been hard at work to improve your ability to stay connected to our backend services, getting you into fair matches, and avoiding disconnects during play.

We have more updates and fixes on the way, but here are the patch notes for this morning.


[h2]PROGRESSION UPDATES[/h2]

We’ve been tracking progression closely since launch.

To our surprise, Weekly/Daily Contracts and Crew Score Progression have been slower than intended, so we’ve increased the amount of XP and Fame from Daily and Weekly contracts.

You’ll now unlock Endorsements faster, and you’ll see a quicker climb toward Crew Rewards.


[h3]Weekly/Daily Contracts:[/h3]
  • Round Played: increased from 100 to 300
  • Daily Goals: increased from 3,000 to 6,000
  • Weekly Goals: increased from 12,000 to 24,000
  • Team Goals: varies by quest, but generally doubled
[h3]Crew Competition:[/h3]
  • Crew Star: increased from 2,000 to 4,000
  • Crew Competition Rewards: varies by goal, but generally doubled

[h2]GENERAL[/h2]
  • You can now start Custom Matches by yourself to practice line-ups, learn maps, or create content
  • You can now Surrender starting on Round 2 with /ff (This should help if you have an early abandoner or leaver on your team)
  • Fixed a set of issues that prevented players from connecting to our backend services, commonly manifested as ‘Online Services Error’ or ‘Party Join Error’
  • Fixed an issue that should reduce disconnects from matches due to network throttling
  • We’ve improved graphics performance on Mill B-Site with another optimization pass

[h2]BUG FIXES[/h2]
  • Fixed a bug where the Social & Report functionality wasn’t consistently working from the End of Match Scoreboard
  • Fixed a bug where you were able to click the through to the Endorsement buttons from the Store
  • The remaining time for Store offers now reflects the correct duration

[h2]KNOWN ISSUES[/h2]
  • We’re investigating an issue where you can lose connection to Team Voice & Text Chat unexpectedly
  • We’re investigating an issue where some voice lines can play repeatedly by mistake
  • We’re investigating an issue where Nvidia Instant Replay causes performance stutters even on high end machines
  • In rare cases, the Ghostlink Partition (Q) can spawn at the incorrect location
  • In rare cases, part of the Pinnacle Adrenalink sound effect can become stuck looping.
  • (Restarting the client should resolve this issue for now)
  • Teammates may occasionally be seen walking in place after using Map Placement
  • In rare cases, 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

Spectre Divide Ranked Starts Now!

“Strive to be first, fear to be last.” - Five Stars proverb

We hope you’ve been swapping your heart out in your Spectre Divide matches so far. But competition is the heart of Santai, and Ranked is the home of competition in Spectre Divide.

Ranked matchmaking goes live on Friday, September 6.

To play Ranked, you’ll need to have scored 5 Casual wins. Ranked matches also have a win by 2 requirement.

Now, here’s everything you need to know about Ranked and your journey to Champion!

SOLO & TEAM RANK



When you play Ranked, you can either compete for Solo Rank or Team Rank scores.

[h3]Solo Rank[/h3]

Solo Rank is your traditional rank. It measures your individual score on the ladder. You can compete for Solo Rank when you’re playing alone or in a party of two or three.

[h3]Team Rank[/h3]

Team Rank is the competitive rating of your unique 3-person team. It is indepedent of Solo Rank, which means, your unique 3-person team can climb to the top the Team Ranked ladder together.

To earn Team Rank, you’ll need to be playing Ranked as a 3-stack, and the Party Leader must select Team Rank before matchmaking .


Keep in mind there is only one matchmaking queue, so individuals can be matched up against duos or trios. However, the matchmaker takes party size into account when creating fair matches.

[h2]RANKED SEASONS[/h2]

Each Ranked Season will last several months. You can celebrate your Ranked achievements with Seasonal Rewards.

Keep in mind, there may be cases where we need to adjust or reset Ranked tunings during a season.We’ll work to avoid these situations, but you’ll be the first to know of any issues.

[h2]RANKED SEASONAL REWARDS[/h2]



Ranked Sprays and Charms will be awarded based on the highest rank that a player achieves during a Season.

Top Rank Sprays are awarded in both Solo and Team. You can earn both, but you’ll only earn 1 Spray for your best Team Ranked rating (of all your teams).

Solo Rank
  • Spray awarded to all players with a solo rank of Diamond or Champion (Top 3%)
Team Rank
  • Spray awarded to all players with a Team Rank of Superstars, World Class, or Champions (Top 5%)
Ranked Season Gun Charm
  • A Gun Charm that shows off your highest Solo and Team ranks

[h2]SANTAI RATING (SR) & RANK TIERS[/h2]

The Solo Ranks are: Bronze, Silver, Gold, Platinum, Emerald, Ruby, Diamond, and Champion.

The Team Ranks are: Undiscovered, Prospect, Talent, Professional, Elite, International, Superstar, World Class, and Champion.

With the exception of Champion ranks, all ranks are split into 4 Tiers, I through IV, where I is the lowest of the Tiers, and IV the highest.

Santai Rating (SR) are the points used to track your progress up and down the ladder, shown at the bottom of the Post Match Scoreboard (more on this below). Earn enough SR to increase your Tier, and move up from the IV Tier to the next Rank.

You'll always gain SR on a win, and only ever lose SR on a loss.

  • Your SR changes should fall between -40 or +40 in all but the most extreme circumstances

Ties are forced after 22 rounds without a winner, but you'll never lose SR from a tie.

If you reach the Champion rank, you’ll no longer have a cap on your SR. This means you’ll be able to continue increasing your SR by winning more matches.

  • This allows Champion ranks to act as an ongoing “leaderboard” to climb for the very best players.
  • We won’t have viewable Leaderboards at launch, but we’re working to bring them back online for future Ranked seasons.

[h2]RANKED PLACEMENT[/h2]



When entering Ranked matchmaking for the first time, with a new team, or at the start of a season, you’ll need to play in 5 Ranked Placement Matches before the system can calculate your initial ranking.

When you or your team are still in the process of completing your Placement Matches, you'll see a tracker that shows how many placement matches remain before your initial ranking. .

You’ll see a green check ✅ for a win, a red X ❌ for a loss, and ⚪ white circle is shown for any ties.

[h2]RANKED PROGRESS[/h2]



After completing placements and playing more Ranked matches, you’ll see additional UI elements on the Post Match Scoreboard that communicate your SR progress.

  • The progress bar spans 200 SR, indicating the Promotion (200) and Demotion (0) thresholds
  • After promotion, you start with 50 bonus SR points
  • This buffer is to give you some breathing room after jumping into a new Rank
  • Along with the bonus 50 SR, you’ll retain any leftover SR you had since the promotion
  • Demoted players will drop a Tier and the formula is 200 - 50 - leftover rating
  • The bonus 50 SR previously gained from a Rank up is removed to prevent any point inflation.
Here are a few examples —

Silver II promotion scenario:

  • You are Silver II with 190 Santai Rating.
  • You win and receive 25 SR, break the 200 SR threshold and are now promoted as Silver III.
  • Because you were only 10 SR away from a promotion, you are now sitting at Silver III with an SR of 65
  • You get any SR over the 200 threshold, so 215 SR will carry over as +15 SR to your next division, in addition to the 50 SR bonus

Silver II demotion scenario:

  • You are Silver II with 10 SR.
  • You lose a ranked game and lose 25 SR, break the 0 SR threshold and now demote to Silver I.
  • Because you were only 10 SR away from a demotion, you are now sitting at Silver I with and SR of 135
  • You get a reduction of SR below the 0 threshold, so -10 SR will carry over along with the -50 SR correction

[h2]POST-LAUNCH[/h2]

We know how important it is to nail Ranked and maintain competitive integrity with fair matchmaking throughout.

Launch has introduced a huge new pool of players at different skill levels, so we’ll be keeping a close eye on where we can make things even better based on data and your feedback.

Best of luck out there on your rise to Champion! 🫡

Store Price Reductions

Hi, it's BopNSwap here with an update on pricing. First and foremost - my personal apologies for the situation. We’ve heard the feedback on pricing and we’re going to make some big adjustments:

[h2]Weapon + Character prices will be decreased in the store by 17% - 25%.[/h2]
  • Cryo Kinesis Masterpiece bundle with a Melee weapon 9000 SP -> 7000 SP
  • Medusa Prestige bundle 4500 SP -> 3400 SP
  • Eternal Guard Prestige Weapon Skins 1500 SP -> 1200 SP
  • Mako Elite Weapon Skins 1000 SP -> 800 SP
  • All Masterpiece character skins 1800 SP -> 1500 SP
  • All Prestige character skins 1300 SP -> 1000 SP

[h3]Anyone that purchased these items before the store changeover will get 30% of the Spectre Points spent on these items added to their account, rounded up to the nearest 100.[/h3]
  • This rollout could take about an hour from when we update the store with the new prices, so please hang in there and we will confirm when it’s complete
  • For example, if you bought the Primal Skin, you would get 1800
  • .3 = 540 rounded up = 600 SP back
  • This should put all of our initial spender supporters ahead of where they would have been if they purchased after the pricing changes. We deeply appreciate your support!
  • If you have any issues, please reach out to player support

The Starter pack, Sponsors, and Endorsement upgrade prices will not have any adjustments. Anyone who purchased the Founder's pack / Supporter pack, and purchased the items above will get the extra SP added to their account as well.

Context on why we landed on the initial pricing:
  • We are a completely free game. It’s important to remember that 90%+ of players never spend a dime on the game.
  • We love our free players deeply, but we also have to pay for the servers they play on (as well as the massive initial and ongoing cost of development), so the “freeness” comes at a cost to us.
  • Being a new, fully independent studio with limited resources is tricky. We're self-publishing, so every dollar you spend directly funds Spectre and makes the game better everyday.
  • So we took a swing that we thought would best set us up to support the game. Turns out we swung a bit high, so we are adjusting to be better in line with your feedback.


We appreciate everyone’s support and understanding as we try to iterate to a game y’all love. See you all in Breakwater!

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]🗺 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]🪙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