In this update4
Full notes
Full SHRAPNEL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Maps
- Server
- Gameplay
- Performance
- UI and audio
SHRAPNEL changes
Recon One Debrief: What We Heard, What We Fixed, and What's Next
Hey Operators,
Recon One was our first community playtest with Stockpile — and we want to give you a proper debrief.
You were the first group to go hands-on with a major content drop all at once: new Operators and abilities, a new map, and our new 4v4 objective mode, Stockpile. That's a lot of new ground to cover in a single session, which is exactly why your feedback was so valuable. We read every submission. We took notes. And a lot of what you called out is already fixed.
Here's what the data told us — and what we've been doing about it.
What Landed Well
The foundations came through clearly. Across submissions, here's where you scored us:
Visuals & Atmosphere
Stockpile Mode Fun & Team-Oriented
Sigma Abilities Feeling Impactful
Map layout, traversal options, and Operator variety all got consistent love. The consensus: Stockpile is a fast-paced mode with real momentum, and no two players approached it the same way. That's by design. There's no single correct way to play Shrapnel — your creativity is the edge. It was genuinely exciting to watch how quickly you figured that out.
What You Called Out → What We’ve Done
Hit Registration → Fixed You told us shots weren’t always landing where they should, and inconsistent TTK was the result. → We identified and resolved a server-side shot resolution issue that was interfering with bullet registration. This required a significant backend overhaul — and it’s now live. Gunplay feel is considerably more consistent.
Movement Feel → Tuning in Progress Movement felt heavier than expected. Slide and parkour transitions weren’t as fluid as they needed to be. → We’ve made strong progress on mantle and crouch animation blending to improve consistency. Run speed, acceleration, and FOV variability tied to player actions have been tuned to make movement more responsive. The game should feel lighter and more reactive — and we’re continuing to dial it in.
Weapon & Ability Balance → First Balance Pass Complete The shotgun dominated due to high short-range performance without demanding precision. Sigma Wave and Sigma Dash pulled ahead of other abilities. → We’ve completed a full weapon balance pass and are continuing to monitor live data and feedback. The goal is meaningful loadout choice — not one clear winner. Ability tuning is ongoing to ensure no single option crowds out the rest.
Readability & QoL → Improvements Rolling Out You asked for clearer ADS visibility, stronger combat feedback, and better awareness of where threats are coming from. → We’re actively refining UI clarity, feedback cues, and engagement readability so you always understand what’s happening in a fight. This is a continuing focus area as we iterate.
Map Flow & Collision → Ongoing Cleanup Navigation blockers and collision issues disrupted close matches. → We’re continuing to refine the map by removing movement blockers and smoothing traversal paths. Keep the feedback coming — it directly informs these improvements.
First-Time User Experience → Now in Development Clear objective communication from the first seconds of a match was missing. → FTUE is a priority. We’re building clearer objective onboarding both in-game (audio/visual cues) and through external content to ensure new players immediately understand how to play and win.
What We're Tackling Next
We’re keeping the pedal down, going deeper on the same priorities:
Continued weapon feel, behavior, tuning, and audio polish
ADS and Combat Visibility improvements
More movement work — slide, parkour, collision refinement
Full ability tuning pass and bug squash
Major HUD redesign for the Collect/Deposit/Secure loop: score widget, Sigma display, ability presentation
Clearer ability leveling callouts — better feedback when abilities activate, deactivate, or power up as your team deposits more Sigma
Performance optimizations and server stability
Map visibility and readability improvements
The weapon notes you submitted were especially useful — genuinely some of the most actionable feedback we received. Thank you for the support.
Fight Night in the Zone — February 25, 3–9 PM PST
Next up: Gala x $FIGHT Token Playtest Event
The next playtest is happening February 25, 3–9 PM PST, and it's built on everything you helped us identify in Recon One. This event is only accessible to those who claimed the FIGHT Revolver Skin. For all those that claimed the skin, steam keys will be delivered Tuesday evening. We may still have a few extra keys for our most dedicated community members in our Discord. As always, be sure to stay tuned into our social channels to keep up to date for future announcements.
We're lucky to have operators willing to go in early, push the edges, and tell us exactly what's broken. That's how this gets built right.
See you in the Zone.
— The SHRAPNEL Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
