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cover-The Finals

Thursday, June 12, 2025 10:03:08 AM

Season 7 - THE DIVIDE

SEASON 7: THE DIVIDEThe Arena is split. The lines are drawn. And now it’s your turn to choose a side.CNS has hacked its way into the spotlight, and VAIIYA is stepping up to shut them down. On one side: precision, order, and machine logic. On the other: chaos, color, and glitchy determination. Their clash has fractured the Arena itself, creating a whole new map, and you’re going to need to navigate your way through the aftermath.We’ve got a new map ready for you to destroy new Gadgets that shake up every class, the boldest cosmetics, and Battle Passes that take us from past to future and suit every Contestant’s style of grind!  Whether you’re here to flex, get strategic, knock down the walls, or just make it rain coins, THE DIVIDE awaits! Let’s get into it.THE RIFT Welcome to NOZOMI/CITADEL, a stunning, destructible Arena split down the middle by The Rift. VAIIYA holds one side with towering precision. CNS claims the other with unruly, iridescent chaos. Between them is a battleground that shifts from tight corridors to wide-open mayhem. From brutal architecture to reactive nature, the Arena feels as divided as the forces fighting inside it.There’s so much to explore in its sprawling, architecturally divided footprint.  NEW GADGETSThree game-changers enter the mix:H+ Infuser | Light Friendly fire has never been so friendly! The H+ Infuser lets you heal teammates by shooting them. Precision matters. Gratitude is optional. Just be sure to aim well!
Breach Drill | Medium
It’s time you had a breakthrough! Stick the Breach Drill to any surface and it burrows through, blinds whoever’s on the other side, and then detonates. Clear the room in a flash.
Healing Emitter | Heavy
Don’t chase it. Let the healing come to you. Chuck the Healing Emitter near your squad to restore health over time. Just don’t let it roll off, or get carried away by an enemy Team.THE SPONSORS? This time around, you’ll have to choose between one of two sponsors. With CNS back in the Arena, VAIIYA has risen up to re-secure the gameshow. It’s time to pick a side, and remember, you have to live with your choice for the whole Season.  VAIIYADefending your digital frontier.VAIIYA is the Arena’s digital shield, a cybersecurity giant led by CEO Sal Scoria. With elite firewalls, neural implants, and zero tolerance for threats, they blend human precision with cold machine logic.Fight smart. Stay protected. VAIIYA has your back.CNS Seek the truth beyond the walls.CNS is a rogue collective out to expose MultiCo and rewrite the gameshow on their terms. They’ve hijacked broadcasts, corrupted systems, and made their presence impossible to ignore.They weren’t invited. They broke in.SEASON 7 BATTLE PASSES From cybernetic to cyberpunk, every reward reflects the Rift. This season has more Battle Pass options than ever before, so there’s something for everyone! PREMIUM BATTLE PASS:
Old faithful, going strong.
106 rewards, including the bonus page, 1,575 Multibucks!PREMIUM+:
Give yourself a boost!
106 rewards, including the bonus page, 1,575 Multibucks! Plus 20 levels instantly unlocked so you can hit the ground running.ULTIMATE BATTLE PASS:
The best way to go all in.
Everything the Premium Battle Pass has to offer, along with 1,000 Multibucks upfront, 25% XP boost, 20 levels unlocked, and 10 extra elite rewards! This will get you a total 2575 Multibucks and 116 Rewards to unlock! If you buy the Ultimate Battle Pass after buying Premium or Premium+, you’ll get an additional instant refund of 1150 Multibucks. FREE TRACK:
Something for everyone!
26 unlocks, including the Level 96 Mythic outfit, The Devourer, and 375 Multibucks, just for playing.THE BATTLE PASTStarting in Season 7, you can unlock Legacy Battle Passes to chase iconic rewards from Seasons 1-4. Boxer outfits. TV heads. Towering samurai fits. If you missed them, now’s your chance.Legacy Passes don’t include Multibucks or Bonus Pages, but if you owned the Premium Pass back then, it’s unlocked for free. Missed a reward? Go get it. Every season, we’ll unlock the next Legacy Battle Pass!Season 1 never had a bonus page, so we added something new: a brand-new outfit just for S1 Legacy Pass holders.Bought the Captain Saucerian Set during Season 4? Don’t worry, you’ll get the S1 Legacy Pass, too.Unlock items with Show Tokens, a new currency you earn simply by playing!INTRODUCING PRACTICE RANGE CHALLENGESYou’ve seen the door in the Practice Range. Now it’s open.Step into a new set of combat trials built to sharpen your aim, test your loadouts, and push your skills against reactive dummies that hit back.Go in for a solo challenge or take your Team with you. Hone your skills and set the difficulty you prefer. TIME TO INVITE THE NEWBIESThe Arena can be an intense place for newcomers, so with Season 7 of THE FINALS we are doing multiple changes to make the onboarding just that much nicer. RECRUIT & RISEWe’re making onboarding more rewarding (and cooperative) with the Recruit and Rise program! Veteran players (Recruiters) will be able to invite newcomers (Prospects) to team up and play together. There are rewards on the line for both Recruiters and Prospects, and for every Prospect you help graduate into a Recruiter themselves, your recruiter badge upgrades!EASIER UNLOCKSSince the launch of THE FINALS we’ve added a bunch of Gadgets, Weapons, Sights and Specializations! For new players, catching up and unlocking all those loadout options can take a long time. This Season,  we’re decreasing the VR cost of all items released during Season 1 through 6 to 500 VRs. We are also increasing the VR’s earned during the first three rounds played from 2400 to 5000!It’s the perfect time to get your friends back into the game! Don’t forget to add them as your Prospect!BADGE HUNTERS REJOICE! Leveling up your badges in Quick Play and World Tour has been described as a bit brutal in Season 6, so we aim to lighten the load in Season 7 by speeding up progression in these more casual modes! 
QUALITY OF LIFE, LEVELED UP
Season 7 brings more ways to flex, progress, and party up.
Leave your signature sticker on objectives. Let Deep Shuffle, a weapon and gadget skin randomizer, remix your style. Recruit friends for shared rewards. Level up much faster in Quick Play and World Tour. And yep, console players can finally chat in-game.More tools. More style. More reasons to play. Welcome to Season 7! Let’s break it down.
For a more visually pleasing version of the patch notes, see our website.Balance Changes
Arena CarriablesGas CanisterRemoved the required instant damage to trigger, making them easier to activeGlitch BarrelDecreased health from 75 to 50Goo BarrelDecreased health from 75 to 50Decreased Goo blob health from 300 to 240Healing BarrelDecreased health from 50 to 15Removed the required instant damage to trigger, making them easier to activePowder CanisterDecreased health from 50 to 15Removed the required instant damage to trigger, making them easier to active GadgetsGeneralAdded controller aim assistance support to deployable Gadgets such as Turrets, APS, Explosive Mines etc, meaning these objects should be much less frustrating to aim at for controller usersAnti-Gravity CubeDecreased cooldown from 35s to 28sDev Note:  This small adjustment should make the Cube more appealing given its lower usage despite strong impact.
APS TurretDecreased the health consumed per projectile to 20%, meaning a full health APS can now block 5 projectiles instead of 4Dev Note: APS Turret usage has gradually dropped over time, as players have found more reliable ways to counter it. This adjustment aims to give the APS a little more power and hopefully make it slightly more useful to players.FlashbangIncreased view angle falloff, reducing effects when looking awayDecreased the radial check from 3m to 1m, meaning players will be much less likely to be flashed when looking away from a FlashbangDev Note: These changes hopefully make the Flashbang less punishing for players who actively countered it by looking away from it. It should also reduce some of the Flashbang spam that can occur in TDM mode. Goo GrenadeDecreased the size of the goo wall from 2x6 to 2x5Decreased goo blob health from 300 to 240Dev Note: For a while now Goo Grenades have been creeping up in usage in the majority of modes and skill tiers, with usage now on par with other Gadgets and disproportionately higher than some. This higher rate of ‘goo spam’ has also been frustrating for a lot of players due to how easy it can sometimes make Cashout steals. In the ‘attack and defend’ dynamics of Cashout and Quick Cash modes, it’s important to us that defenders can slow the progress of attacking teams, so we don’t want to reduce the power of goo too much, but we believe these changes will tone down its power slightly, allowing well-prepared players to better counter goo. Gravity VortexDecreased cooldown from 24s to 20sGame ModesCashout (Ranked Tournaments)Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning playersIncreased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction or a Ranked Score penalty if their party matches the team sizeDev Note: The current 210 second reconnect window exists to reduce how often players have a bad experience due to a random teammate disconnecting. In the case where the teammate isn’t a random player but an invited party member, and your party makes up the whole team, it makes less sense to have such a restrictive window to prevent griefing. We hope this change makes the reconnect window a little more forgiving for parties.   Updated the Ranked Score penalty system. The player who first abandons a match will take a fixed Ranked Score penalty, any players who subsequently leave will not receive a Ranked Score penalty, only a Ranked Score update based on their final match placement  Dev Note: The goal of this change is to try and reduce some of the negative impact of teammates disconnecting and not returning. Introduced Ranked Score penalty reduction system. Any Ranked Score reductions applied for a player getting eliminated from a tournament will be reduced by ~30% if their team had a player abandon the match. This rule is not applied if the missing player was in your party, to avoid exploits. Dev Note: This is another change aimed at reducing the negative consequences of teammates disconnecting in ranked matches. To avoid exploits and loss evasion, this rule only applies to players who were matchmade together, not players in parties where a party member abandoned the game.  Cashout (World Tour)Decreased the size of various spawn negation zones, making slightly more respawn locations eligible for use when respawning playersIncreased the reconnect window for disconnected players who are in parties of three, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team sizeIncreased the size of the World Tour map pool to include all maps for the whole season, rather than our previous weekly rotationsDev Note: Over time, we’ve come to believe that limiting the size of the World Tour map pool and rotating it weekly isn’t giving World Tour players the best possible experience or variety, so we’ve decided to enable the whole map pool at all times, just like in Ranked Tournaments. Terminal AttackIncreased the reconnect window for disconnected players who are in parties of five, from 210 seconds to match end. This means players have until the end of a match to reconnect without taking a matchmaking sanction if their party matches the team sizeProgression PointsQuick Play PointsIncreased the Points earned for finishing first in Quick Cash from 8 to 10Increased the Points earned for finishing second in Quick Cash from 5 to 6Increased the Points earned for finishing third in Quick Cash from 4 to 5Increased the Points earned for winning matches in Power Shift, Terminal Attack or TDM modes from 8 to 10Increased the Points earned for losing matches in Power Shift, Terminal Attack or TDM modes from 4 to 5Dev Note: We’ve heard your feedback on how the grind for both Quick Play Rank and World Tour Rank feels a little too long. These changes should make the journey to Gold 1 quite a bit shorter, while still making it an achievement to reach that rank. VRsDecreased the VR cost of all items released during Seasons 1 through Season 6 to 500 VRsSet the VR cost for items released in Season 7 to 2,200Increased the amount of VRs new players receive after completing three rounds from 2,400 to 5,000Dev Note: For some time now, players bringing their friends into THE FINALS have been telling us they struggle to get into the game because the range of items they can use or unlock early on is quite limited. These changes in VR costs and the amount of VRs unlocked by new players should speed up that process a lot and hopefully make it easier for new players to get into the game.   Win PointsIncreased the number of Win Points earned for losing in the first round of World Tour matches from 0 to 2Dev Note: As mentioned above, we’ve heard your feedback on how difficult you feel it is to reach the Emerald tiers in World Tour, and that you don’t feel rewarded for your time when you lose a first round match. This addition, although it looks small, guarantees two Win Points for every match played, speeding up the journey to Emerald by around 25% for the average player. Specializations Goo GunDecreased goo blob health from 300 to 240Weapons 
GeneralRebalanced the environmental damage values across multiple weapons to make them slightly more consistent when damaging and destroying props. This does not boost their damage values against buildings 93RIncreased magazine size from 21 to 24 CerberusDecreased damage per pellet from 10 to 9, reducing a full shot’s damage from 110 to 99Dev Note: We’ve received a lot of negative feedback about the Cerberus more recently and its potential for very high burst damage at close range. We really want the Medium to have solid close range weapon options, but our data backs up the over-effectiveness of the Cerberus at close range, so this nudge to its damage will hopefully bring it more in line with other Medium weapons usage and effectiveness. KS-23Increased environmental damage from 700 to 1000, meaning it takes one less shot to fracture wall segmentsDev Note: This change is part of our recent steps to increase the viability of the KS-23 while retaining its unique character as a weapon. LH1Increased damage from 40 to 42Dev Note: After our last round of changes to the LH1 the usage and effectiveness rates of the weapon dropped off a cliff, making it close to the worst Light weapon in the game. We believe this buff should address this issue and move the weapon back into a more viable tier for the Light, without going back to its previous overwhelming state.  M134 MinigunIncreased environmental damage from 25 to 30, meaning the Minigun can now more reliably remove three wall segments per full magazineSledgehammerDecreased the damage of primary attacks from 115 to 100Decreased the damage of secondary attacks from 200 to 154Dev Note: The Sledghammer has gradually become one of the most effective weapons in the game across World Tour, Quick Cash, Ranked and Power Shift, both in win rates but also efficacy metrics such as eliminations and damage done per round, to the point that it’s essentially now a top three overall weapon. This has occurred at almost all skill tiers as well. This growth in effectiveness has also come with increased rates of negative sentiment from players on the receiving end of the Sledghammer, who feel they can never compete against it at close range. It has also led to the Sledgehammer having win rates far above the target level for a balanced item.
We want to address this status and feedback, but we’re also keen to ensure melee is viable in THE FINALS, so we’re cautious about changing the weapon too drastically. While the size of these damage changes initially looks quite large, they are very targeted. For the most part, they don’t change the number of ‘hits to kill’ in most cases, with only one or two match-ups being affected. They do, however, reduce the number of possible attack combinations that can be combined with quick melee attacks to get kills in fewer hits, for example a primary attack plus a quick melee versus a Light.Following these changes, Quick Melee as a combo with the Sledgehammer should now be a sub-optimal approach, compared to simply using the Sledge’s primary and secondary attacks. As always, we’ll monitor the impact of these changes once live and adjust if necessary.   Content and Bug Fixes
AnimationFixed an issue where characters sometimes looked broken when picking up items while inspecting their weaponFixed animations not looking great in third person when exiting laddersFixed an animation issue where you could sometimes see into" your lower body” when vaulting over objectsFixed an issue with camera shake and animation being over the top when firing the Tracking DartFixed an issue with Throwing Knives that could get stuck in the charged animation after swapping items Audio Improved randomization of music playlists to prefer songs from the latest seasonDev note: This is to ensure players who use a custom music playlist also get a fresh intro to the Season 7 Soundtrack. This can be changed by editing your playerlist preferences. Reprioritized all sounds in the game Dev note This is one of the biggest things we’ve done to combat culling sounds, such as footsteps, which could occur when too many sounds happen at once. We’ve gone through all of the sounds in the game and reprioritized them. This should ensure that when too many sounds are playing, the lower priority sounds are culled first.Ensured that all gestures are only audible for players at an appropriate distanceFixed the audience countdown to react properly to going into overtimeDialogue lines added for late-game steals, and stealing Cashouts backImproved tracking of used voice-over lines to increase variation between game sessionsFirst elimination of the round announcement now has a chance of June mentioning the team nameEnsured that June's Practice Range introduction only plays once per userChanged the pitch of the Dummy voice effect depending on the player's (or bot's) archetype. Also enables this voice effect for players wearing the Dashboard Smirk FaceIncreased the volume of the commentators' end-of-round voice over linesScotty will sometimes answer June with a team-specific mention after first team wipe announcementAdded the correct drop sounds for discarded props when previewing Emote animations ControllerAim Assist - Added camera magnetism and aim snapping for Deployables ContractsYou are no longer able to advance melee multi kill achievements by eliminating party membersYou are no longer able to advance burning achievements by eliminating party membersDestroying Sonar Grenades now counts toward destroying enemy placeablesPlayers can now successfully earn the “Pressure Prize" achievement for hitting a target with a Gas CanisterFixed Club Contracts and levels that were broken in a previous update Cosmetics & CustomizationFixed an issue causing 'Stream Circuit' skins to lose their glow when viewed from a distanceThe Fuelborn JAcket will no longer clip with clavicle items, pets and upper body items anymoreImproved the Live Rounds crossbody item so the bullets and the belt move togetherFixed Buccaneer Bandolier clipping into shoulder when equipped with a EmblemFixed an issue that sometimes caused in-game gameplay effects to be applied on Player CardsFixed an issue that sometimes caused black outlines around characters on Player CardsTweaked texture streaming for capturing Player Cards. Blurry textures shouldn't happen often nowFixed an issue that sometimes caused Player Cards to appear empty in Private Matches with SpectatorsAdded Deep Shuffle, an option to randomize equipment to select randomly from the collection of owned skins Added Signature Sticker to the customization options - Contestants can now automatically attach a Sticker to a Cashbox and Cashout Station when a Vault is opened or when a Cashout is startedFixed a flicker that could occur when switching between customizations in the Appearance screen The Punktuator jacket, Golden Coil Jacket, and ISEUL-T Lifestyle Coat wont clip with Crossbody items anymoreFixed Gateway particle effects disappearing in the Loadout screen Animations tabUpgrade the rarity of the Handheld Heropack, Spudnik CL40 skin, Loop-De-Doom Lewis Gun skin, and Ray Gun 51 V9S skin to better reflect their Mythic statusFixed Visual glitches with the golden details on the Emerald Prime Lewis Gun skinUnique skin particle effects now remain after being revived with a DefibrillatorFixed issue where characters equipped with the Multi-Mood Mask, Lustroflux Mask, Affection Display, and Critical Hit Mask would clip into the camera during respawn DynamismDestructionDealing damage to the environmental objects like walls/floors/ceilings/pillars etc. will now show damage in the form of cracks appearing. The intensity of the cracks is based on the remaining health of the environmental object.Glitch MineFixed a bug which would cause the Glitch Mine to have extended range GadgetsFlashbangFixed an issue where Flashbangs would not show hitmarkers on successful hitsGlitch MineFixed a bug which would cause the Glitch Mine to have extended range
Game ModesFix an edge case where the incorrect Team would advance in the event of a draw Reimplemented the numerical and linear teamwipe respawn counter in the top left UIFixed issue where Quick Melee and Specialization would sometimes not work in the Practice RangeFixing issue where we could have multiple Vaults spawn with only one Cashout Station in the map
GameplayFixed an issue where backfilling players would use faulty spawnpoints on first spawnAdjusted the size of the hit indicator slightly during repeated hitsFix interactions failing prematurely when the player's head was very close to the ceiling, this could interrupt stealing Cashouts for example Fixed an issue where changing accessibility options would not instantly reflect correct color on target dummiesFixed an issue where firing a Weapon directly after vaulting would sometimes not produce correct hits on other playersFixed an issue where setting “Aiming Inner Deadzone" to 0 would enable Aim Assist while not moving or aiming Fixed an issue where contestants could fly by placing a Turret on a Carriable and standing on it
MapsGeneralAdjusted the health of various cover and traversal assets to make them more consistent and appropriate for their size/materialAdded scaling for long player names on billboardsFix for walls on moving platforms showing the wrong mesh when viewed from a distanceMonaco Fixed issue where unbreakable wall segments could be missingMonaco - Cashout tutorialFixed ground collision where players were able to get stuckPractice RangeUpdated the character showcase to show new seasonal content
Performance & StabilityFixed our most common client crashesOptimized the animation runtime, should lead to better performance, especially on lower end platforms
Private MatchesAdded the ability to promote another player to become a private lobby adminAdded support to change Game Mode in private lobbies without needing to remake the lobby
RenderingFixed an issue with ambient lighting on hairFixed an issue that caused some saved windowed resolutions to not  on startup if DPI scaling was enabled in WindowsFixed an issue causing lack of sky light-reflection in interiors and shaded areasFixed an issue where Mines and C4s were not visible from afar on low Quality Settings
SettingsPlayers are now able to change their Player numbers through the Settings menuUpdated the credits screen with a new lookMoved the respawn key binding to the gameplay category
SocialFixed an issue related to sending invites to friends through third party platformsText chat now defaults to the team channel when you enter the gameParty Chat option in-game is removed if you are not playing in a partyFixed an issue where quick key presses in chat windows could unintentionally toggle voice chat on/offFixed incorrect time stamps on club feed 
SpectatorAdd a bespoke spectator HUD featuring health bars for all teams and a more compact inventory widget Team overview can now be customized and toggled on and off while spectatingFixed the spectator being unable to move when reconnecting during a pauseGamepad bindings - Changed input for recent point of interest from \ to \ to avoid overlapping inputsFixed issue where the settings menu couldn't be closed while the match was pausedFixed some of the spectator keybinds not working with gamepad
UIFix that the tournament outro screen would not show waiting for more players when going to the next matchWill no longer show elimination text for friendly eliminations (they are still shown in the kill feed)Fixed an issue where some UI elements were missing right before a match startedRemaining ammo now blinks when low, instead of changing to a solid red colorUpdated scoreboard animations to be more visibleFixed two issues where the end of round scoreboard in the top left corner would display incorrect order and or scoreDummy health and name should now always show up in the Practice RangeFixed the in-game HUD showing for a brief second before gameplay startsFixed sorting for Standard Issue weapon skins and AnimationsFixed an issue where in-game UI elements would sometimes be drawn on top of each other when they shouldn'tFixed issues where the the Practice Range would announce every Dummy that respawned and players not within your area  Fixed issue where the league rank up screen could be closed with Escape resulting in an empty screenFixed issues where the players of different Practice ranges would show up as a message joining the practice rangeFixed an issue where players received a “cloaked a teammate" score when using cloak on themselvesFixed the ongoing Cashout amount sometimes overlapping in the top left scoreboard.Fixed the boot screen to not be on top when launching the game
WeaponsGeneral Moved most of the game's automatic weapons over to a new underlying weapon systemDev Note: This new system should mean issues like the “I can't shoot” or “I can't ADS” bugs should be a thing of the past. As Season 7 progresses, we'll also be moving shotguns, lever action, pump action and bolt action items over to this system as well.As a new system, we're expecting there might be some discrepancies that will need addressing. If you do find any issues, please report them to help us perfect this system ASAP. You can no longer backstab inanimate objects, only Contestants
Weapon SightsCB-01 RepeaterFixed an issue where the default iron sight had more magnification than intendedCB-01 Repeater can now equip the Reflector Sight Compact Reflector SightRebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54, CB-01 Repeater and R .357 which had higher zoom values Reflector SightDecreased magnification from High to Medium (1.5X -> 1.25X) Adder Reflex SightRebalance to ensure this sight has the same magnification on all guns, Low (1X).  Holographic SightRebalance to ensure this sight has the same magnification on all guns, Low (1X). This change affects the XP-54 and CB-01 Repeater who had higher zoom values A message from our Anti-Cheat Team:
Dear Players,Please join me on a small journey where we talk about cheaters in THE FINALS. As any competitive multiplayer game, cheaters exist in our game as well. The community has asked for more transparency in our communication and we are going to try to give you more information going forward, starting now in Season 7. At the same time it’s a tricky subject where saying too much, too little or nothing at all, will affect perception in ways not always predictable and sensible. Fair play and the integrity of our players have always been a top priority at Embark. With THE FINALS heading towards its first major at Dreamhack 2025 with a $100,000 prize pool, the stakes are even higher. The cheat landscape is ever evolving, from simple scripts and applications to more advanced kernel-drivers, physical hardware and AI. This requires innovative solutions from Anti-Cheat and the team is working hard to build a safe environment where you can trust that you and your opponents play on equal and fair terms. More on this in future posts.You might be wondering how you can help. Please continue to use the in-game reporting feature with as many details as possible. In addition to this please continue sending feedback. We are not always able to reply, but we always listen./Chim