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Steam News9 July 20261mo ago

Update

Bug fixes Fix for explosive far damage being negatively affected by Hardware 5 bonus.

Full notes

Full Out of Action update

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

What changed

4 fixes5 additions6 changes1 removal
  • Fixes
  • Balance
  • UI and audio
  • Gameplay
fixedFix for explosive far damage being negatively affected by Hardware 5 bonus.
fixedFix for Overclocked self damage not counting as actual damage (can now actually die from it and it also correctly removes any bonus defense).
fixedFix for Desync+ Shock damage counting as direct.
fixedFix for various tooltips.
changedPrimed passives. Final layer of the Matrix. Values stack per item within the prime chains (75% cap), higher value applies if item in used in loadout. WIP, everything subject to change:
changedBody Shell: 12-24% reduced direct damage received while knocked down. Augment: 2-4% aux power used restored to max vitals and defense. Weapon: 8-16% increased lunge speed, duration, and bonus damage. Device: 8-16% of missing vitals restored on enhancement device use.

Out of Action changes

fixedFix for explosive far damage being negatively affected by Hardware 5 bonus.
fixedFix for Overclocked self damage not counting as actual damage (can now actually die from it and it also correctly removes any bonus defense).
fixedFix for Desync+ Shock damage counting as direct.
fixedFix for various tooltips.
changedPrimed passives. Final layer of the Matrix. Values stack per item within the prime chains (75% cap), higher value applies if item in used in loadout. WIP, everything subject to change:

Bug fixes

  • Fix for explosive far damage being negatively affected by Hardware 5 bonus.

  • Fix for Overclocked self damage not counting as actual damage (can now actually die from it and it also correctly removes any bonus defense).

  • Fix for Desync+ Shock damage counting as direct.

  • Fix for various tooltips.

Changes and additions

  • Primed passives. Final layer of the Matrix. Values stack per item within the prime chains (75% cap), higher value applies if item in used in loadout. WIP, everything subject to change:

  • Body

    • Shell12-24% reduced direct damage received while knocked down.
    • Augment: 2-4% aux power used restored to max vitals and defense.

    • Weapon8-16% increased lunge speed, duration, and bonus damage.
    • Device: 8-16% of missing vitals restored on enhancement device use.

  • Tech

    • Augment: 2-4% of active defense regeneration applies to vitals.

    • Attachment2-4% increased Core duration while firearm equipped.
    • Device8-16% reduced active device cooldowns on manual Core activation.
  • Hardware

    • Augment8-16% reduced direct damage received while reloading or using primary Stim.
    • Weapon8-16% reduced speed penalty of holstered weapons.
    • Attachment2-4% increased firearm velocity.
    • Device8-16% reduced explosive damage dealt to self and allies.
  • UI barebones for now, cumulative values are shown on the Matrix as primes are placed, will use currently selected loadout for the additional bonuses

  • Primed asset points cap from 6 > 10, maximum of 5 can be used per foundation.

  • Resourceful can now deconstruct heads.

  • Headhunter (and Resourceful) can now carry heads as normal by tapping interact. Holding interact will consume on pickup (tap and hold if already carrying).

  • Fists can now lunge, but no longer build combo points.

  • Professional increased quick melee damage from 100 > 50%.

  • Bleed / Burn threshold from 0 > 0.5.

  • Body 1 reworded / changed from50% reduce max vitals and defense damage received > Max vitals and defense can no longer be reduced below 25%.
  • Icarus hipfire spread from 2.0 > 2.5.

  • Added Lunge and Leap maneuver states (Leap to be used later).

Source

Steam News / 9 July 2026

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