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Steam News23 October 20258mo ago

Gadgets in NCORE: Arsenal of the future. Part 2

Read part 1 for the overview, ways of obtaining the gadgets, and the main usage mechanics. Balance and limits We deliberately limit players to one gadget at a time.

In this update2

Full notes

Full NCORE update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition6 changes0 removals
  • Balance
  • Gameplay
changedBalance and limitsWe deliberately limit players to one gadget at a time. This decision is driven by several reasons:
changedBalance and limitsBalance – unlimited gadget use without cooldowns would give players a significant advantage (e.g., a “grasshopper” constantly using rocket boots or stacking barricades would be near unstoppable).
changedBalance and limitsSpecialization – each team member should fulfill their role rather than be a universal soldier. The developers want players to interact more and assist each other. This improves teamwork efficiency in both PvP and PvE battles.
changedBalance and limitsPreventing overpowering combos – some gadget combinations in the hands of a single player could disrupt the game’s dynamics. Our motto is “One gadget per player!”
changedBalance and limitsIn the future, gadgets may be split into “lethal” and “support” categories, allowing players to take one of each type. While this idea is still under discussion, we look forward to further tests and your feedback on gadgets, which will help the dev team test their hypotheses.
addedThe future of gadgets in NCOREOverall, we’re satisfied with the current variety but don’t plan to stop there. Future updates may introduce new gadgets, alternative mechanics, and other changes. The developers intend to rely on player feedback and statistical data from playtests.

NCORE changes

changedWe deliberately limit players to one gadget at a time. This decision is driven by several reasons:
changedBalance – unlimited gadget use without cooldowns would give players a significant advantage (e.g., a “grasshopper” constantly using rocket boots or stacking barricades would be near unstoppable).
changedSpecialization – each team member should fulfill their role rather than be a universal soldier. The developers want players to interact more and assist each other. This improves teamwork efficiency in both PvP and PvE battles.
changedPreventing overpowering combos – some gadget combinations in the hands of a single player could disrupt the game’s dynamics. Our motto is “One gadget per player!”
changedIn the future, gadgets may be split into “lethal” and “support” categories, allowing players to take one of each type. While this idea is still under discussion, we look forward to further tests and your feedback on gadgets, which will help the dev team test their hypotheses.
  • Read part 1 for the overview, ways of obtaining the gadgets, and the main usage mechanics.

Balance and limits

We deliberately limit players to one gadget at a time. This decision is driven by several reasons:

  • Balance – unlimited gadget use without cooldowns would give players a significant advantage (e.g., a “grasshopper” constantly using rocket boots or stacking barricades would be near unstoppable).

  • Specialization – each team member should fulfill their role rather than be a universal soldier. The developers want players to interact more and assist each other. This improves teamwork efficiency in both PvP and PvE battles.

  • Preventing overpowering combos – some gadget combinations in the hands of a single player could disrupt the game’s dynamics. Our motto is “One gadget per player!”

In the future, gadgets may be split into “lethal” and “support” categories, allowing players to take one of each type. While this idea is still under discussion, we look forward to further tests and your feedback on gadgets, which will help the dev team test their hypotheses.

The future of gadgets in NCORE

Overall, we’re satisfied with the current variety but don’t plan to stop there. Future updates may introduce new gadgets, alternative mechanics, and other changes. The developers intend to rely on player feedback and statistical data from playtests.

Gadgets in NCORE aren’t just auxiliary tools — they are a full-fledged part of tactical gameplay. Their variety, mechanics, and balance create dynamic and intense battles where every player can find their style and develop strategies. Given future plans, the NCORE arsenal will only expand, making the game even deeper and more engaging.

If you’ve already played NCORE, share your thoughts on the current gadget lineup. What did you like, and what would you improve? And if you haven’t played yet, tell us which games you think really nailed gadget design?

Source

Steam News / 23 October 2025

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