The Finals gets Galaxy Estates, bot matches, and a full melee overhaul
Update 11.0.0 adds Season 11's new arena, a bot queue, and a rebuilt melee system while also changing ranked scoring, ping tools, player cards, and several weapons.

Embark Studios published Update 11.0.0 for The Finals on July 9, and Season 11 brings Galaxy Estates, bot matches, a rebuilt melee system, and a long list of balance and quality-of-life changes.
Season 11 also gives new and returning players a revised onboarding path, adjusts ranked scoring, cuts sponsor requirements, and moves familiar arenas into fresh playlists.
At the top of the list, Galaxy Estates joins the arena pool, Cashout (Bots) creates a learning space against AI, and melee now runs on stamina and precision instead of the old setup. The patch also reaches into ranked, pinging, player cards, weapons, and several bug fixes across maps, UI, audio, cosmetics, and performance.
Patch Notes
The biggest changes in 11.0.0 land in melee, ranked play, and the new arena rotation, but the patch touches almost every part of the game.
GAME UPDATE | BALANCE CHANGES
Gadgets
APS Turret
- Increased the amount of projectiles the APS can block from 5 to 6
- Increased health from 160 to 175
- The APS’s cooldown no longer regenerates while it’s deployed (similar to Guardian Turret, Healing Emitter and Hover Pad)
- Manually retrieving the APS puts it on a 5-second cooldown
- Added the ability to remotely retrieve the APS with the tablet, putting it on 15 second cooldown
- Destroying the APS puts it on a 30-second cooldown
Dev Note: The APS has been out of the meta for some time and we feel it’s in part due to how quickly it can be removed through one method or another, so we’ve added these buffs to improve its impact. The cooldown adjustments are to slightly offset that power.
Breach Charge
- Decreased the arm time when deployed from 1.5s to 1s
Dev Note: This is a small quality of life improvement to help responsiveness for the Breach Charge. When attached to a carriable, the arm time remains at 1.5s, to provide some additional defence against ‘nukes.’
Data Reshaper (accidental omission from the 10.12 patch notes)
- Added the ability to reshape Gateways to immediately disable them
Dev Note: We’ve felt for a long time that there are not enough counters to the Light’s Gateway, which somewhat devalues the Medium with their Jump Pad and Zipline. This addition is a change aimed at evening this out a little.
Hover Pad
- Increased health from 350 to 425
Dev Note: The Hover Pad has some good use cases, but its vulnerability is still hindering those from being used more frequently. This change aims to address that.
Game Modes
Cashout & Ranked Tournaments
- Updated Objective Spawning in Cashout and Ranked Tournament, making Cashout Station locations more varied and less predictable
General
Item Progression
- Increased the Item XP earn rates for a range of items, making them easier to progress. This includes:
- Specializations
- Cloaking Device
- Dematerializer
- Evasive Dash
- Healing Beam
- Mesh Shield
- Shockwave
- Winch Claw
- Gadgets
- Anti-Gravity Cube
- APS Turret
- C4
- Data Reshaper
- Defibrillator
- Dome Shield
- Explosive Mine
- Frag Grenade
- Gas Grenade
- Gas Mine
- Gateway
- Glitch Grenade
- H+ Infuser
- Healing Emitter
- Lockbolt
- Nullifier
- Proximity Sensor
- Vanishing Bomb
Dev Note: These changes are a temporary solution to even out some of the item progression in the game, to make the worst performing items less punishing. Ultimately, how we award item XP is somewhat constrained by the functions and uses of the items themselves, which makes it hard to get to a better solution in the short term, but we would like to re-work this whole system in the longer term to give a better experience. For the time being, these adjustments hopefully help a little.
Melee Weapons
Dev Note: For 11.0, given the Melee System rework, we’ve split the balance values for the melee weapons into their own section. This following section establishes the core balance changes and additions made with the rework.
General
- Added Stamina system. Stamina controls if a melee attack has access to its lunge component or not. When out of Stamina, attacks will not lunge. When the player has Stamina, attacks will lunge. Stamina regenerates over time or when landing Precise hits
- Added Precision system. When melee attacks that hit an enemy hit them within the ‘Precision zone’ of their swing, they will deal critical damage. Melee hits landed outside this zone deal reduced damage
Dagger
- Added Stamina and Precision
- Added Stamina regeneration time of 2s
- Primary Attack
- Replaced old damage value of 60
- Set damage for precise hits to 60
- Set base damage to 42, this damage value is used for ‘glancing blows’
- Decreased max movement speed during an attack from sprint speed to run speed
- Decreased sweep range by ~0.5m, to make it more accurately match the animation
- Increased lunge distance from 3m to 4.5m
- Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 9°
- Secondary Attack – Backstab
- Increased backstab damage multiplier from 4.26 to 4.5 to offset the decrease in Quick Melee damage
- Reduced charge up time from 0.8s to 0.65s
- Added a small pushback to opponents when hit by the secondary attack
- Increased lunge distance from 3m to 4.5m
- Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- This attack does not use Precision
Dual Blades
- Added Stamina and Precision
- Added Stamina regeneration time of 3s
- Primary Attacks
- Removed the cross-swipe attack from the end of the three-attack strike sequence, leaving two double-swipes
- Replaced old attack sequence damage values of:
- First attack – 50 x 2
- Second attack – 60 x 2
- Third attack – 100
- Set damage for precise hits to 57 x 2
- Set base damage to 39 x 2, this damage value is used for ‘glancing blows’
- Lunge distance remains at 4.5m
- Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 8°
- Secondary Functions
- Deflect
- Decreased movement speed while deflecting by 50%
- Increased damage multiplier while deflecting from 0.1 to 0.2, meaning enemies now do slightly more chip damage through Dual Blades’ deflection
- Cross Slash
- Added a new Cross Slash attack that can be executed by pressing the Primary Fire button while in the Deflect stance. This triggers a fixed distance lunge attack (no target required) followed by a cross-slash attack for high damage
- Set damage for precise hits to 140
- Set lunge distance to 5m
- Set base damage to 84, this damage value is used for ‘glancing blows’
- Added a small pushback to opponents when hit by the Cross Slash attack
- Set Precision zone angle to 8°
Quick Melee
- Decreased Quick Melee damage from 40 to 25
- Added a contextual Kick attack to Quick Melee. If a player has full Stamina and Quick Melees a target, a Kick attack will be performed that pushes the target back ~5m
- Added Stamina regeneration time of 2.5s for Kick attacks
- Added a modifier to control the knockback from Kick attacks when used on targets who are performing Hold interactions, such as stealing an objective. This reduces the knockback distance to ~1m
Dev Note: We’re very conscious of the impact Kick attacks could have on steals, so we’ll be monitoring this closely following Season 11’s launch and will adjust as we feel is needed.
Riot Shield
- Added Stamina and Precision
- Added Stamina regeneration time of 3s
- Primary Attack
- Replaced old damage value of 90
- Set damage for precise hits to 82
- Set base damage to 57, this damage value is used for ‘glancing blows’
- Decreased sweep range by 0.5m, to make it more accurately match the animation
- Increased lunge distances from 3m to 4m
- Decreased lunge target angle from 40° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 9°
- Secondary Functions
- Shield Block
- Updated the Shield’s collision when blocking to now provide full frontal protection to the user
- Decreased movement speed while blocking by 25%
- Increased reliability when blocking incoming melee attacks
- Shield Bash
- Added a new Shield Bash attack that can be executed by pressing the Primary Fire button while in the Shield Block stance. This triggers a fixed distance lunge attack (no target required, forward input required) that will knockback any opponents it strikes
- Set damage to 40
- Set lunge distance to ~3m
- Set knockback distance to ~5m
- This attack does not use Precision
Sledgehammer
- Added Stamina and Precision
- Added Stamina regeneration time of 2s
- Primary Attack
- Replaced old damage value of 100
- Set damage for precise hits to 120
- Set base damage to 90, this damage value is used for ‘glancing blows’
- Increased lunge distances from 4.5m to 5m
- Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 10°
- Secondary Attack
- Replaced old damage value of 175
- Set damage for precise hits to 200
- Set base damage to 150, this damage value is used for ‘glancing blows’
- Added a small pushback to opponents when hit by the secondary attack
- Increased lunge distances from 4.5m to 5m
- Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 10°
Spear
- Added Stamina and Precision
- Added Stamina regeneration time of 3s
- Primary Attack
- Removed first attack from the three-attack animation sequence, going down to two and making the weapon more responsive
- Removed old scaling attack damage sequence of 65, 80 then 90 damage
- Set damage for precise hits to 74
- Set base damage to 55, this damage value is used for ‘glancing blows’
- Decreased lunge distance from 7.5m to 5m
- Decreased lunge target angle from 30° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 8°
- Secondary Attack
- Removed old spin attack that did 100 damage per spin, for three spins, over 2.66s
- Add new spin attack sequence that does three spins
- Set damage as:
- First spin – 75
- Second spin – 100
- Third spin – 126
- Set spin durations as:
- First spin – 0.8s
- Second spin – 0.75s
- Third spin – 1.1s
- Setup Spin Attack such that each spin requires stamina to perform
- Setup Spin Attack such that when a spin hits an opponent, stamina is immediately regenerated. If the player is already holding the Spin Attack button or presses it again, this allows the second or third spin to immediately trigger
- Spin Attack will now end after a single spin attack if the player fails to trigger the next attack or has no Stamina with which to trigger it
- Set Spin Attack Precision zone angle to 0 (it does not use Precision)
Sword
- Added Stamina and Precision
- Added Stamina regeneration time of 2s
- Primary Attack
- Replaced old damage value of 88
- Set damage for precise hits to 110
- Set base damage to 71, this damage value is used for ‘glancing blows’
- Updated the primary attack sweep to make it more accurately match the animation
- Increased lunge distances from 3m to 4.25m
- Decreased lunge target angle from 25° to 20°, meaning players need to be more precise with their aim to get the benefits of the lunge
- Set Precision zone angle to 9°
- Secondary Attack
- Lunge attack now requires Stamina to achieve the maximum range
- Lunge distance with stamina increased from ~9m to ~10m
- Lunge distance without stamina set to ~5m
- Decreased rotation clamping on the lunge attack by increasing the forward clamp angle from 40° to 110°
Specializations
Cloaking Device
- Decreased the minimum cloak duration from ~13s to ~11s
- Switched energy consumption from linear to discrete:
- Energy is now consumed at the minimum possible rate when moving slower than run speed, e.g. the player can maintain maximum cloak uptime while stationary or crouched moving. Previously this rate of energy consumption only occurred when stationary
- Energy is now consumed at the maximum possible rate when moving at or above run speed. Previously this rate of energy consumption only occurred when sprinting
Dev Note: We understand that a lot of players find Cloaking to be frustrating and a little oppressive and we feel part of that is how easily it can be used at speed. Our intent with stealth was never for it to be super effective on the move, but rather more impactful when moving slower, supporting a more ‘hide and seek’ playstyle. These changes are a nudge a bit further in that direction.
Evasive Dash
- Decreased the number of charges from 3 to 2
- Decreased the cooldown from 7.5s to 6.5s
Dev Note: Testing of Evasive Dash having just two chargers in the run up to and during Respec Order, as well as the positive feedback it received from the community, has convinced us this adjustment to Evasive Dash is warranted, despite Lights not having Respec Order’s additional 25 HP. This change reduced a lot of player frustration and in practical terms Lights still played relatively similar to before with the reduced cooldown. Evasive Dash has been a strong outlier among Light Specializations for a long time, with high utility coming from its three dashes and we think overall these changes move the overall balance of the game to a better place.
Winch Claw
- Decreased minimum stun duration on the victim from 0.25s to 0.1s
- Decreased the duration the victim is locked in place and prevented from moving when they reach the destination from 0.15s to 0.1s
- Decreased how soon the user can act after grabbing a player with Winch Claw from 0.25s to 0.1s, allowing them to act sooner
Dev Note: The Winch Claw is intended to be a gap-closing displacement tool, but it has been a bit too effective as a kill-tool when it’s used at closer ranges to mini-stun opponents in place. These changes should reduce the advantage players get when using the Winch in this way.
Weapons
.50 Akimbo
- Increased damage from 44 to 46
Dev Note: Despite some players swearing by the Akimbos, they’re generally one of the least used and a slightly under-performing weapon for Heavies. We feel this buff will nudge up their desirability and viability.
93R
- Decreased damage from 25 to 24
- Increased ammo count from 21 to 27
Dev Note: Since its last buff, the 93R has been a very strong outlier compared to all other Light weapons, by a considerable margin. We believe this power comes from the damage additions we made in 10.3, when a buff was warranted but took the weapon to its current state. At the time we went from 24 bullets to 21 to try and offset the impact of the 25 damage, but that has proven not to have worked. So with this change we’re looking back to the changes we made in 10.3 and taking a different path, we’re returning to its old pre-10.3 damage, reverting the ammo change, then buffing the ammo count instead.
FCAR
- Decreased fire rate from 540RPM to 530RPM
Dev Note: Our previous buff to the FCAR pushed it well above most other Medium weapons in performance metrics, making it a significant outlier. This change is ‘splitting the difference’ on our last buff and its prior state to try and get the FCAR to a more balanced spot.
KS-23
- Increased damage from 100 to 110
- Decreased damage falloff multiplier from 0.7 to 0.64, meaning the weapon now does slightly less damage at range
Dev Note: While the KS has good utility, it still lags on a bunch of performance metrics compared to the Heavies many better combat focused options and we want to close that gap a little. The falloff multiplier change is to retain the same damage at distance despite the damage buff.
M134 Minigun
- Decreased dispersion in all aim states by 10%
- Decreased how aggressively dispersion scales-up when the player is moving the camera around quickly
- Increased environmental damage from 30 to 35
Dev Note: We’d really like the Minigun to have its chance to shine in the meta and we feel this change will bump up its effectiveness enough to allow that to happen.
Model 1887
- Increased pellet damage from 12 to 13
Dev Note: The Model’s viability has struggled for some time now, and we’d really like to see it find its place in the meta, we think this damage boost will help it get here.
Pike-556
- Increased headshot damage multiplier from 1.5 to 1.75
Dev Note: The Pike has been something of a problem child, constantly bouncing between just too under-powered and being fairly over-powered. We’ve generally been reluctant to do more than a couple of tiers of headshot multipliers as we feel granular headshot multipliers frequently make the overall combat system seem inconsistent for players, but in this case we’ve decided to add a 1.75 multiplier to try and bump up the Pike’s power without stepping into over-powered territory again.
GAME UPDATE | BALANCE CHANGES
Animation
- Improved the firing animation for the Tracking Dart to make using it feel more impactful
- Fixed a visual issue where parts of the Contestant’s body could be visible when turning quickly while vaulting
- Improved ladder climbing visuals with smoother exits, better animation blending, and hiding Weapons while climbing
- Fixed an issue where an arm could appear twisted when switching spectator targets during interactions
- Fixed an issue where Charge ‘n’ Slam did not interrupt melee swings
- Smoothed a brief animation transition when firing and canceling a Vault action
- Smoothed a brief animation snap when interacting with doors and buttons
- Fixed a bug where characters could appear in a T-pose while firing or when swapping Gadgets
- Fixed an issue where arms could appear contorted when performing a hold interaction while aiming down sights and crouch-walking
- Fixed an animation jitter that could occur when strafing quickly
- Fixed an animation issue where a shoulder could appear while lunging and sliding simultaneously while using the Sword
- Fixed an issue where the animation sometimes failed to play when opening a Vault
- Updated the animation for the first Dual Blades attack to better match the action from both first and third-person perspective
- Fixed a visual flicker on the Defibrillator when sliding
- Fixed an extra prop appearing when doing an empty reload on the KS-23 while the ‘Breach & Enter’ skin is equipped
- Fixed an issue where the Healing Beam animation could disappear when crouching and standing repeatedly while firing
- Fixed an animation transition issue when inspecting Weapon and using a Zipline
- Fixed a hand distortion that could occur when interrupting a reload with Shockwave
Audio
- Fixed an issue where automatic Weapons could play a single-shot sound on the final bullet
- Fixed and polished commentator dialogue during comeback moments and team wipe events
- Added voice callouts when pinging Carriables to improve team communication
- Corrected some foley materials for some existing outfit items
- Fixed an issue where Matchmaking music could start when entering the Main Menu
- Added missing inspect animation sound effects for the Balisong Dagger skin
- Fixed some missing destruction sounds in Las Vegas
- Fixed an issue where the Riff Wrecker Sledgehammer skin’s inspect sound effect was cut off
- Fixed Charge ‘n’ Slam voice lines not playing when used immediately after respawning with a Coin during a revive
Cosmetic
- Fixed an issue where certain robes and capes could clip through the Contestant after returning to the Main Menu after a Match
- Fixed visual issues causing some cosmetics to display incorrectly on certain AMD GPUs
- VAIIYA Filter, Smoke-Out Mask, The Fumigator, and the Lethal Love Mask are now no longer compatible with Hedge Hunter Anorak due to the severe clipping with the net. You can still use the Overburn Mask with it. This is so we can have better compatibility in the future
- Fixed an issue where the ‘Thalyn Touch’ gesture’s butterfly prop could persist or stack and remain visible during gameplay
- Fixed Emote holograms on sprays appearing partially invisible
- Fixed an issue where face paint could disappear during matches when using the Synapse Coreframe or Termiframe Chassis upper body item
- Added Ruby, Emerald, Diamond, and Platinum skins for the Chimera-XB and Hover Pad
- Fixed decal placement on the League Gold Hover Pad skin
- Fixed visual artifacts on the ‘Ironwind Grind’ P90 skin when viewed against Arena barriers
- Added pose selection to player card customization, including equipping poses and updated 3D previews
- Added Level 15 progression skins across Weapons and Gadgets
Gadgets
Lockbolt
- Fixed an issue where the Lockbolt Launcher’s projectile, if attached to a dematerialized surface, would not be destroyed when the surface rematerialized
Game Modes
- Added Las Vegas Stadium to the Point Break map pool
- Added Monaco to the Team Deathmatch map pool
Gameplay
General
- Fixed an issue where the respawn marker and other gameplay-critical objects could become invisible at distance
- Fixed an issue where the winning team’s stage walk after the final match could be skipped, jumping straight to the MVP sequence
Dematerializer
- Fixed an issue where using the Dematerializer on elevator doors could detach Gadgets placed inside the elevator
Ping
- Added ping voting so teammates can agree on pings. A ping marker will now show up to two ‘votes’, indicating at least two players have confirmed the ping
Maps
General
- Fixed an issue where doors sometimes opened without playing their animation
Practice Range
- Added Dragon Banner Trophy to Practice Range trophy room
- Fixed an issue where entering multiple times via the Academy menu could spawn you out of bounds, causing an endless fall
Seoul
- Fixed an issue where Contestants could get stuck on an antenna when climbing near the skybridge
SYS$HORIZON
- Fixed a collision issue that allowed shots to pass through a building ledge and damage opponents behind it
MONACO
- Removed an out-of-place billboard in the forest area.
FANGWAI CITY
- Fixed misplaced escalator glass on top of the city transfer station roof, which you could get stuck on
Performance
- Increased texture pool size on PS5 Pro to better support higher texture detail without displacing other textures
- Improved startup time on Xbox consoles, reducing long black-screen delays during launch
Social
- Fixed the friend list so it adds new platform friends automatically in-game
- Fixed inconsistencies between ‘Show as Offline’ and party privacy: enabling Show as Offline now correctly disables Open to Join and Open to Friends and shows the same status to all party members
- Party size now displays correctly and consistently for all members, including when multiple players join at the same time
Clubs
- Fixed an issue where repeatedly pressing Reset Filters in Join a Club caused the clubs list to refresh continuously
- Resolved an issue where placeholder text could appear in Clubs notifications and on the Club Wall
Private Match
- Fixed an issue where leaving a Private Match could still show team text chat messages from that previous session
Specializations
Charge ‘n’ Slam
- Improved the Charge ‘n’ Slam specialization’s ability to break floors consistently
Winch Claw
- Fixed an issue where shots would not always register on players while they were being pulled by the Winch
- Improved Winch Claw hit registration on fast-moving objects (like thrown barrels)
- Fixed an issue where Winch Claw hits could be corrected to misses under network packet loss, improving hit reliability
UI
- Added a Reticle Size slider to the Interface settings screen. This allows players to customize the size of their scope, red dot, holographic, or other sight attachment reticles in ADS
- Added a counting animation to the end-of-round Ranked Score breakdown for clearer post-match updates
- Fixed the black bars on screen edges during the Collection Event screen when in a party of five
- Fixed an issue where the text cursor would jump to the end when editing the middle of a name (such as a Outfit name)
- Fixed an issue where the star rating could appear twice on the Personal Performance tab after rapidly switching tabs at the end of a Match
- Fixed an issue where equipping a bundle didn’t mark the outfit as equipped properly
- Fixed the virtual keyboard not working when reporting a player on Steam Deck or Big Picture
- Fixed an issue where some Contestants could appear invisible on the tournament intro screen
- Added an option to hide the ping interaction prompt on compact ping markers in Settings
- Fixed an issue where the Final Star name in the Personal Performance tab could disappear after quickly switching tabs at the end of a round
- Fixed an issue where the star rating could overlap the MVP text on the end-of-round screen when quickly switching between tabs
- Updated the Academy screen layout and visuals, with the view now focused on your current stage
- Updated settings menu subtab layout to be horizontal instead of vertical
- Moved gyro settings to controller settings subtab and separated controller settings into two subtabs: General and Bindings
- Added a contextual response system, so certain actions will now offer contextual reply prompts, such as ‘Thanks’ or ‘Hype’
- Updated currency tooltips to show proper descriptions for Show Tokens, Playstyle Tokens, VRs, and Multibucks in the top bar
- Updated Melee Weapon stats in the Weapon overview: angles now display with the degree symbol and labels are updated for Critical hit angle, Critical hit bonus, Stamina recovery time, and Attack lunge distance
- Updated ping wheel visuals and refined several ping icons for improved clarity
- Fixed bug where inspecting item progression rewards could incorrectly show the multidevice/specialization card instead
- Added a melee crosshair preview in Settings to visualize melee crosshair and precision marker adjustments while editing those options
- Fixed the Ruby rank rewards preview to display two Diamond coins as intended
- Polished in-game UI text and translations across multiple languages
- Fixed an issue where outfit previews in the Battle Pass briefly showed your current outfit in a pose before the correct outfit loaded
- Improved the transition from item to character preview in the Battle Pass
- Improved mouse selection on radial wheels (equipment and emote wheels) for faster, more accurate choices
- Added new melee HUD options under Settings > Gameplay > Interface with the ability to toggle precision markers with opacity and length sliders, choose when the stamina bar is shown, toggle the lunge indicator, and set Melee Crosshair Look to match ranged or use a custom center dot
- Dev note: Melee Crosshair is set to off by default.
- Added an indicator in the HUD for the Gateway, making it easier to track the distance covered since the first Gateway was placed
- Added a tutorial video for Point Break to the Game Modes tab in the Academy screen
- Fixed an issue for controller that made it difficult to navigate Leaderboards opened from the World Tour schedule
- Improved image quality for the PC launcher splash screen
- Fixed an issue where the HUD could remain in a partial spectating state after respawning during Practice Range challenges. Updated the tutorial flow to correctly enter the gameplay cashout state
VFX
Gas
- Improved visibility of gas clouds in low-light areas to make hazards easier to spot
Kyoto
- Fixed missing water impact effects
ARN-220
- Fixed an issue where the ARN-220 would sometimes not display shell ejection effects when firing
Weapons
CL-40
- Fixed an exploit that could make the CL-40 fire faster than intended
General
- Weapon Attachment scopes now have more accurate reticles, and should behave more consistently between different monitor resolutions
- Fixed a bug which could cause firing audio and animations to get out of sync
- Fixed the KS-23 not playing a firing animation when canceling a reload by firing
Riot Shield
- Lowered the third-person shielding stance for the Riot Shield
- Made the Riot Shield collision match the visuals more closely for more reliable protection
- Reduced FOV shift when raising the Riot Shield and polished first-person poses and attack animations
Anti-Cheat
Updates from the Anti-Cheat team.
Heading into GALAXY MASTERS, the detection upgrades we rolled out over Seasons 9 and 10 have settled in nicely, and our models are operating with the confidence we spent those seasons building.
This season, we’ll continue to build on those systems, accumulating data over time. We’re still watching, still tuning, still adding new detections with conservative thresholds as we build trust in them.
The cheating landscape never sits still, and neither do we. As always, keep sending in player reports with as much detail as you can. We can’t always reply, but we always read them, and they genuinely help.
/ Magnum
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The Finals
Developed by Embark Studios




