Off The Grid - Kill The Feed Update
[h2]New Features:[/h2][p][/p][h3]Narrative Missions -[/h3][p]This update marks the beginning of our journey into the heart of Neil Blomkamp's world building with the introduction of the "Kill the Feed" Prologue.[/p][p]We're integrating the story directly into the core gameplay loop through a series of interconnected missions. These missions are designed to be played across your matches, offering a new layer of meta-progression that better explains the game's lore and expands the Off The Grid universe.[/p][p]For those of you who enjoy diving deep into the backstory, these campaign missions offer a compelling new reason to jump into the arena. You now have an alternative motivation that goes beyond being the best hunter on the Island. Regardless of where you ultimately place in a match, every game played contributes to your progress through the campaign, ensuring you always have a satisfying sense of advancement and a deeper connection to the world.[/p][h3]
Dodge: A Core Mobility Upgrade - [/h3][p]Every player is receiving a massive upgrade to their mobility with the introduction of the new Core Ability: Dodge. Players can now execute an instant Dodge in any horizontal direction, both on the ground and in mid-air, utilising three regenerating charges. This feature is designed to ensure all players always have dynamic movement options in any situation, making combat significantly more fluid and responsive. The Dodge provides a universal, weaker version of the mobility found in specialised Cyberlimbs, which means movement limbs will be less mandatory in high-level play. The Dodge acts as an instant burst, distinct from the Roadrunner's gradual speed-up style, and can be easily chained into other moves like slides and jumps. [/p][p][/p][h3]New Cyberlimb: PainKilla Healing Drone - [/h3][p]Support players gain a powerful new tool with the introduction of our new Cyberlimb, PainKilla. This is a brand new arm that summons a Healing Drone. Once deployed, the drone scans the area and locks into position, activating an immediate Area of Effect (AoE) healing field, indicated by a green glow. All allies within this radius, including the player, gradually receive continuous health and armor restoration per second. Most critically, any knocked-down allies within the AoE will be automatically revived. The drone remains active for its set duration (e.g., 15–27 seconds depending on rarity), dramatically improving tactical support capabilities.[/p][p][/p][h3]Career Progression - [/h3][p]The game's progression and content structure are expanding significantly. Players can now earn permanent OTG Achievements, with completion granting a Badge that can be displayed on your profile card (up to three can be showcased). The Battle Pass is now Linear, guaranteeing a reward at every single level, and an 'infinite' track has been added after Level 100 for continuous rewards; the Battle Pass can now also be purchased separately from the subscription. [/p][p][/p][h3]New Content -[/h3][h3]LeBobo Content Pack[/h3][p]Stitched from bargain-bin plush and carcinogenic stuffing. The grin's painted on with toxic resin, the fur's soft in the way asbestos used to be 'soft.' Le Bobo hugs like cancer, cuddles like rot - and the only comfort he offers is knowing your blood will soak into the fabric faster than sweat.
Includes:
🧸 - Full Body Lebobo Skin
🔫 - New Partisan Variant
🕺 - Stuff that Emote and more!
[/p][h3]Chokes and Jokes Battle Pass [/h3][p]Business in the front, party in the back. Which one's which? Don't ask us. This Halloween Season we're not toying around, live out your fantasies and failings with our brand new Mike the Gimp and Mr. Fuckles Battle Pass Character Sets. The viewers at home won't judge... well maybe a little. [/p][p][/p][p]Includes: [/p][p]🤡 - Mr. Fuckles Set Items 👺 - Mike the Gimp Set Items [/p][p]🔫 - Squall Honksplatter 🔫 - Mavinga Ballgagger [/p][p]🤹 - Circus Inferno Emote + More 🔗 - Meat Puppet Emote + More! [/p][p][/p][p]
[/p][h2]Core Gameplay & Movement:[/h2][h3]Movement Improvements[/h3]
Dodge: A Core Mobility Upgrade - [/h3][p]Every player is receiving a massive upgrade to their mobility with the introduction of the new Core Ability: Dodge. Players can now execute an instant Dodge in any horizontal direction, both on the ground and in mid-air, utilising three regenerating charges. This feature is designed to ensure all players always have dynamic movement options in any situation, making combat significantly more fluid and responsive. The Dodge provides a universal, weaker version of the mobility found in specialised Cyberlimbs, which means movement limbs will be less mandatory in high-level play. The Dodge acts as an instant burst, distinct from the Roadrunner's gradual speed-up style, and can be easily chained into other moves like slides and jumps. [/p][p][/p][h3]New Cyberlimb: PainKilla Healing Drone - [/h3][p]Support players gain a powerful new tool with the introduction of our new Cyberlimb, PainKilla. This is a brand new arm that summons a Healing Drone. Once deployed, the drone scans the area and locks into position, activating an immediate Area of Effect (AoE) healing field, indicated by a green glow. All allies within this radius, including the player, gradually receive continuous health and armor restoration per second. Most critically, any knocked-down allies within the AoE will be automatically revived. The drone remains active for its set duration (e.g., 15–27 seconds depending on rarity), dramatically improving tactical support capabilities.[/p][p][/p][h3]Career Progression - [/h3][p]The game's progression and content structure are expanding significantly. Players can now earn permanent OTG Achievements, with completion granting a Badge that can be displayed on your profile card (up to three can be showcased). The Battle Pass is now Linear, guaranteeing a reward at every single level, and an 'infinite' track has been added after Level 100 for continuous rewards; the Battle Pass can now also be purchased separately from the subscription. [/p][p][/p][h3]New Content -[/h3][h3]LeBobo Content Pack[/h3][p]Stitched from bargain-bin plush and carcinogenic stuffing. The grin's painted on with toxic resin, the fur's soft in the way asbestos used to be 'soft.' Le Bobo hugs like cancer, cuddles like rot - and the only comfort he offers is knowing your blood will soak into the fabric faster than sweat.
Includes:
🧸 - Full Body Lebobo Skin
🔫 - New Partisan Variant
🕺 - Stuff that Emote and more!
- [p]Improved mid-air mantling speed and increased range. High mantle now only triggers mid-air to prevent accidental mantles.[/p]
- [p]Improved initial jetpack speed on activation to avoid stalls.[/p]
- [p]Increased jetpack overheat when ascending rapidly or spamming activation, reduced cooldown recovery speed.[/p]
- [p]Added land roll when hitting the ground too fast or just after jetpack use.[/p]
- [p]Removed fall damage, except when knocked down.[/p]
- [p]Increased unarmed movement speed (same speed as fastest weapon/attachments).[/p]
- [p]Added zipline momentum, inheriting character speed and pulling the character along while attaching, with more gradual acceleration to maximum pull speed.[/p]
- [p]Reduced extreme slide acceleration on steep slopes slightly.[/p]
- [p]Increased minimum time before slide/crouch can be cancelled.[/p]
- [p]Wall Jump now breaks glass.[/p]
- [p]Fixed sliding land roll not blocking the same actions as normal land roll.[/p]
- [p]Improved character turning animations, adding smoother apex turns and quicker fast turns for more responsive looking movement.[/p]
- [p]Added a new animation for changing orientation while running.[/p]
- [p]Added settings for min/max field of view scaling outside of aiming down sights.[/p]
- [p]Added landing camera shake for balance and feel.[/p]
- [p]Added scaling shake strength based on speed for sliding and sprinting.[/p]
- [p]Added new camera shake intensity setting for reducing non-essential shakes.[/p]
- [p]Improved character visibility at distance by increasing contrast against the environment and adding a subtle outline.[/p]
- [p]Improved melee fluidity and consistency, added slight knockback vs. unshielded or living targets.[/p]
- [p]Successful finishers now also restore all limb cooldowns.[/p]
- [p]Increased Adrenoshot self-revive time to 7s (was 6s) to make finishing enemies of a coordinated teams easier.[/p]
- [p]Removed hold breath, compensated with reduced sway.[/p]
- [p]Improved character hit reaction animations.[/p]
- [p]Weapon swap now cancels and blocks armor kit use.[/p]
- [p]Improved aiming animation stability while turning.[/p]
- [p]Reworked reload animations to maintain aim direction and improve grip.[/p]
- [p]All interactions and finishers can be buffered by holding the button while moving into range.[/p]
- [p]Faster limb attachment/swap animations.[/p]
- [p]Added syringe drop animation to teammate revive.[/p]
- [p]Blocked detaching the last limb (prevents accidental suicide).[/p]
- [p]The ADS camera has been pulled back slightly in third-person ADS to provide more peripheral vision in combat situations.[/p]
- [p]Fixed some vertical offsets with Third Person ADS cameras when Scopes were attached to weapons.[/p]
- [p]Horizontal Recoil increase is now +40% (was +60%)[/p]
- [p]Vertical Recoil increase is now +50% (was +70%)[/p]
- [p]Horizontal Recoil reduction is now -25% (was -30%)[/p]
- [p]Vertical Recoil reduction is now -15% (was -20%)[/p]
- [p]Weapons used by Teardrop NPCs (such as the Nuestros Diablos faction) are now rebalanced and should result in more consistent damage between different weapons.[/p]
- [p]Nuestro Diablo" NPCs' accuracy has been increased[/p]
- [p]Damage increased to 86 (was 75)[/p]
- [p]Base Spread slightly reduced[/p]
- [p]RPM reduced to 340 (was 380)[/p]
- [p]Base Damage increased to 49 (was 38)[/p]
- [p]Headshot Multiplier reduced to 1.3x (was 1.5x)[/p]
- [p]ADS Time reduced by 20% to fix an accuracy issue when scoping in quickly.[/p]
- [p]Increased vertical recoil by 6%[/p]
- [p]Damage Range bonus reduced to +10% (was +15%)[/p]
- [p]Now works as a companion, constantly follows the player, and automatically attacks targets within its line of sight.[/p]
- [p]Improved detectability and wallmarking.[/p]
- [p]Auto-destroyed if a second drone is spawned from the same limb.[/p]
- [p]Dodge is now blocked inside the projectile area.[/p]
- [p]Enabled linking between teammates’ mines.[/p]
- [p]Reduced charges and tweaked cooldowns.[/p]
- [p]Players can now swap weapons while grapple pulling.[/p]
- [p]Basic melee attacks now damage the player through the shield.[/p]
- [p]Adjusted Slamfist dash distance based on vertical angle.[/p]
- [p]Clone now copies the direction of the player’s movement.[/p]
- [p]New visualization for friendly characters.[/p]
- [p]Increased Charge Count to 3 for Rare Limb.[/p]
- [p]Increase Mirror Lifespan to 12s for Epic Limb.[/p]
- [p]Decreased cooldowns by 3s for all rarities.[/p]
- [p]Now gradually accelerates and decelerates speed on use.[/p]
- [p]Reworked cooldown after reaching zero percentage.[/p]
- [p]Allows activation while mantling.[/p]
- [p]Cancels during jetpack and no longer cancels from the slide.[/p]
- [p]Stops acceleration during slide/dodge/shooting/aiming/reloading.[/p]
- [p]Now can be ignited by any explosion from limb abilities, causing it to detonate and provide extra damage.[/p]
- [p]New arm that summons drone that repair armour and heals HP of its owner and allies in radius, and also revives them if they are knocked down.[/p]
- [p]Trip Mine, Bouncebomber, Thumpers, Phosphorous Dart and Javelina no longer do explosion damage to the owner and teammates.[/p]
- [p]Allowed Sprint and Roadrunners for aiming cyberlimbs.[/p]
- [p]Performing a melee attack cancels active cyberlimbs.[/p]
- [p]Loot: In game-currency (RIP) loot drops have been adjusted and overall drop more often and higher amounts, the smallest support container always drops currency[/p]
- [p]Inventory: Lowered default inventory capacity and amounts added by backpacks, all but one backpack now grant the same capacity increase.[/p]
- [p]Added new Hoarder's Backpack for carrying the most amounts of armor kits and ammunition.[/p]
- [p]Removed the common basic backpack from the game.[/p]
- [p]Cost: Balanced loadout item costs; attachments are now more expensive, but backpacks are cheaper.[/p]
- [p]Zone damage increases the longer players are in it, this effect slowly cools off after leaving the zone.[/p]
- [p]Overhauled respawn loadouts for Extraction Royale game mode[/p]
- [p]Added loot progression through the match. Players will have higher chances for finding lower-tier loot at match start and higher-tier loot at match end.[/p]
- [p]Added High Tier loot Zones at the start of the match.[/p]
- [p]Kills now grant 350 RIP[/p]
- [p]Added cooldown for manual redeployments.[/p]
- [p]Increased deployment speed.[/p]
- [p]Match rewards adjusted.[/p]
- [p]Increased GUN rewards in Daily Challenges.[/p]
- [p]Adjusted decoding costs.[/p]
- [p]Introduced listing fees on the marketplace. The fee is returned to the seller on a successful sale and OTG Pro subscribers will have reduced fees.[/p]
- [p]Daily rewards for subscribers.[/p]
- [p]Implemented HDR Audio, making overall loudness dynamically adjust to the loudest sound present.[/p]
- [p]Added spatialization presets to improve 3D audio effects.[/p]
- [p]Increased enemy movement audio (e.g. footsteps, jetpacks) compared to teammates[/p]
- [p]Added wind noise when enemies move at high speed (e.g. falling, jetpack, Roadrunners)[/p]
- [p]Added new voiceover phrases to Loadout Ladder.[/p]
- [p]Added Player Profile images to Escape and Endgame Menus.[/p]
- [p]Moved squad and kill count from under the minimap.[/p]
- [p]Improved default controller + keyboard bindings (may reset some inputs, please check your settings).[/p]
- [p]Fixed knockdown markers on minimap.[/p]
- [p]Added consistency to Cyberlimbs panel indicators.[/p]
- [p]Fixed viewpoint markers to avoid overlaps and appear more clearly.[/p]
- [p]Fixed an issue that displayed your own team on enemy Recon when in spectator mode.[/p]
- [p]Fixed a display issue when selecting attachments in the loadout menu.[/p]
- [p]Fixed an issue where player level wasn’t updating in real time on your Display Badge.[/p]
- [p]Fixed incorrect voice lines when target is killed by another team.[/p]
- [p]Fixed no Cobra announcements on Combat DJ start.[/p]
- [p]Fixed an issue where Camera remained on teammates corpse if they had a redeploy backpack equipped.[/p]
- [p]Fixed Camera positions when a player performs a finisher.[/p]
- [p]Fixed Camera Position when being grappled from high ground.[/p]
- [p]Fixed Camera positioning when legless near an exploding Bouncebomb.[/p]
- [p]Fixed an issue where you would get squad wiped when a player was being revived by adreno shot.[/p]
- [p]Fixed an issue where it displayed “switching player” upon respawning.[/p]
- [p]Fixed interaction prompts with ziplines and redeploy terminals when having no arms.[/p]
- [p]Fixed bad locations and container behaviour for Supply Run.[/p]
- [p]Fixed misleading reward info for Corporate Sabotage.[/p]
- [p]Fixed Sky Navigator rewards for teams of 2.[/p]
- [p]Removed unneeded loot containers from Deathmatch.[/p]
- [p]Fixed an issue where Cyberlimb charges were not accurately updating according to their cooldown timers.[/p]
- [p]Fixed an issue where Kinetic Shield would display incorrect damage taken if Shield was equipped on the other arm.[/p]
- [p]Fixed an issue where Roadrunners would not deactivate correctly on climbing.[/p]
- [p]Fixed an issue where the Ripper would pass the Kinetic Shield and still cut off limb when from a certain angle.[/p]
- [p]Fixed an issue where the leg attach animation was longer than the leg swapping animation.[/p]
- [p]Fixed Thumper usability when Buzzkillas were deployed in the area.[/p]
- [p]Fixed an issue where Paralyser would stop displaying boxes when leaving and returning to an area.[/p]
- [p]Fixed an issue where the knife would detach from character in the melee animation.[/p]
- [p]Fixed an issue that made sliding appear less smooth on start.[/p]
- [p]Fixed Pierser Mouse reload animations.[/p]
- [p]Fixed weapon ADS animations when standing close to objects.[/p]
- [p]Fixed an issue where the limbs would fly in the air when opening a crate.[/p]
- [p]Fixed an issue where previous appearance options appeared on appearance screen when exiting.[/p]
- [p]Fixed an issue where character’s arms displayed incorrectly when returning to main menu.[/p]
- [p]Fixed a garbage texture issue in Stork City.[/p]
- [p]Fixed a tree in Marshlands.[/p]