Spectre Divide Sept. 3 launch patch notes | All weapon adjustments, new map, and more

Welcome to the arena.

A promotional image from Spectre Divide, showing a masked figure holding a colorful pistol with a green and grey outfit.
Image via Mountaintop Studios

After plenty of time in the lab, Mountaintop Studios’ first-person tactical shooter Spectre Divide is finally celebrating its official launch. There are, however, plenty of changes that players should pay attention to in the Sept. 3 launch patch, including a new map being added to the pool.

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Spectre Divide is a unique take on the tactical first-person shooter genre, where players are thrown into a 3v3 battle, but can control two different avatars on the battlefield. By swapping from one avatar to another, you can protect two sites at once, cover your flank, or create destructive crossfire opportunities with your teammates and yourself.

If you’re jumping into the official launch from a different game or you’re a closed beta veteran, here are all of the changes headed to Spectre Divide in the Sept. 3 launch patch.

Spectre Divide Sept. 3 patch notes

A shot of Spectre Divide's newest map, Commons.
A mix of both worlds. Image via Mountaintop Studios

Besides the new map being added to Spectre Divide, there are a handful of game adjustments and improvements being shipped out for the first iteration of the game. From fixing hit registration to audio issues, matchmaking problems, and more, there are plenty of changes in store that should excite you.

New map

  • Commons is being added to the game.
  • The fourth map in the game, it will provide a good combination of long-range exterior firefights and intense, indoor close-quarter combat. Will be enabled in both casual and custom game modes, but will be added to ranked rotation when mode goes live.

Weapon balance changes

  • Buzzsaw (SMG)
    • Reduced horizontal recoil after fourth bullet.
    • Increased weapon stability when firing.
  • Whisper (SMG)
    • Increased weapon stability when firing.
  • Cyclone (Rifle)
    • Reduced horizontal recoil in mid-to-late firing stage.
    • New damage totals at 30m and above: 116 to Head, 30 to Body, 25 to Limb.
  • Drummer (Shotgun)
    • Increased fire rate from 140 to 150.
    • Decreased overheat decay delay by 0.3 seconds.
    • Increased shot threshold before overheat by one.
  • Fury (MG)
    • Easier horizontal recoil pattern in mid-to-late stages.
  • Berzerker (MG)
    • Easier horizontal recoil pattern in late stages.
  • Harpe (Sniper)
    • Lowered ADS stabilize duration from 0.35 seconds to 0.27.
  • Prototype-OP (Sniper)
    • Lowered ADS stabilize duration by 0.1 second.

Hit registration changes

  • Hit confirmation on crosshair when server confirms landed shots.
  • Increased player hitbox size.
  • Improved hit confirms and lowered weapon fire audio lag.

Movement changes

  • Lower movement penalties for multiple jumps on all weapons.
  • Weapons have specific jumping movement penalties, depending on weapon class.

There are also a ton of quality of life changes to make the game a bit smoother across multiple instances, including a Last Player Standing voice line, new key binds, new agent-specific adjustments, and more. Check out all of the changes on Spectre Divide‘s official notes, and jump into the battle today.

Author
Image of Tyler Esguerra
Tyler Esguerra
Lead League of Legends writer for Dot Esports. Forever an LCS supporter, AD carry main, with more than five years in the industry. Sometimes I like clicking heads in Call of Duty or VALORANT. Creator of the Critical Strike Podcast.