
Update 7.6.0 in The Finals has arrived, and it's packed with major gameplay tweaks, balance changes, and new content aiming to shake up the competitive scene. From weapon rebalancing to map updates and bug fixes, this patch offers significant adjustments that impact all classes and play styles.
Whether you are a pro or someone just getting started with the franchise, this new update will definitely refine the core user experience and keep matches fresh and fair.
Update 7.6.0 patch notes
Here's what's new in the update 7.6.0 of The Finals:

Balance Changes
Archetypes
Light
- Replaced the Grapple Hook with the Evasive Dash in the default Loadout. The Grapple Hook must now be unlocked for VRs if not already owned
- Replaced the M11 with the XP-54 in the default Loadout. The M11 must now be unlocked for VRs if not already owned
- Moved the Frag Grenade from the Reserve into the default Loadout
- Moved the Sonar Grenade from the Reserve into the default Loadout
- Moved the Flashbang from the Loadout into the Reserve in the default Loadout
- Moved the Smoke grenade from the Loadout into the Reserve in the default Loadout
Medium
- Moved the Goo Grenade from the Loadout into the Reserve in the default Loadout
- Moved the Frag Grenade from the Reserve into the Loadout in the default Loadout
- Replaced the Glitch Trap with the Explosive Mine in the default Loadout. The Glitch Trap must now be unlocked for VRs if not already owned
- Added the Compact Reflector sight to the default AKM in the default Loadout
- Added the Compact Reflector sight to the default R .357 in the default Loadout
Heavy
- Added the Compact Reflector Sight to the M60 in the default Loadout
Gadgets
Defibrillator
- Increased charge time from 0.8s to 1s Dev Note: We want to move more of the risk of reviving a player with Defibrillators onto the reviving player, not the player they revive. We think this nudge should encourage players to find a safe spot to defib more often, but we’ll monitor the impact and try other solutions if this doesn’t have the desired effect.
H+ Infuser
- VFX now use team colors, making it easier to tell who is healing who
Healing Emitter
- VFX now use team colors, making it easier to tell who is healing who
Nullifier
- Bullets will now pass through Nullified playersDev Note: This change only impacts hitscan bullet weapons for the time being, but we plan to address projectiles as well in a future update
Maps
SYS$Horizon
- Rebalanced destruction for the Campus, Workspace, and Art Gallery buildings
Mode
Cashout (World Tour and Ranked)
- Any Vaults/Cash Boxes that have not been delivered to a Cashout Station by the time overtime starts will be despawned and removed from the matchDev Note: We’ve been taking in lots of feedback related to “double stacking” two Cash Boxes in the same Cashbout Station. After doing a detailed analysis, it’s clear that the biggest frustration point is doubling the Cash Boxes during the final phase, where the total value of a single Cashout can be huge. In this scenario, the second-place team almost always loses their spot, since all three other teams are incentivized to target them. The first place wants a weaker opponent next round, while third and fourth just want to qualify. Our data shows that regardless how much cash the second place team has already secured, this doubling scenario always disproportionately affects them negatively. It often occurs during overtime as well. This change is aimed at making sure second place teams that have already secured a lot of cash are more likely to qualify, by reducing how often large stacks of cash are available in the final Cashout during overtime. This change is a test and will run from 7.6 through to 7.9, at which point its impact will be re-assessed.
Private Matches
- Added the Ranked Cashout ruleset from Ranked Tournaments to Private MatchesDev Note: There are two known issues with mode that still need to be addressed, players get four respawn tokens instead of 2 and players can also swap items from their Reserve between lives. We aim to fix both of these soon, but we didn’t want to hold back unlocking this mode while waiting for fixes.
Specializations
Healing Beam
- VFX now use team colors, making it easier to tell who is healing who
Weapons
Dagger
- Primary Attack
- Increased the outer width of the hit sweeps by ~40%, so that it better matches the weapon’s animation
- Decreased the inner width of the hit sweep nearest to the camera, to prevent the it hitting objects just outside the player’s field of view, making the weapon slightly more reliable
- Increased the duration of the hit sweep from 0.07s to 0.1s, making the weapon more reliable
Dual Blades
- Increased the hit sweep range by ~40cm, to bring it more in line with other melee weapons
- Increased the hit sweep height by ~5cm, making the weapon more reliable
- Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable
KS-23
- Converted the KS-23 from a projectile weapon to a hybrid hitscan-projectile weapon
- KS-23 shots will be hitscan up to 25m, making it more reliable at closer ranges
- KS-23 shots will be projectiles after 25m, making it less likely to be used to snipe at longer ranges
- KS-23 projectile velocity reduced from 300m/s to 280m/sDev Note: This new approach to the KS-23 should make it more reliable at the close-to-medium ranges it is intended for
Riot Shield
- Updated the Riot Shield’s hit sweeps to make them slightly more reliable and to better match the attack animations
- Increased the hit sweep range by ~50cm, to bring it more in line with other melee weapons
- Increased the lifetime of the hit sweep from 0.04s to 0.12s, making the weapon more reliable
- Increased the outer width of the hit sweeps by ~70%, so that it better matches the weapon’s animation
- Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable
- Decreased the attack duration from 0.9s to 0.81s, effectively increasing the attack speed of the weapon by 10%
Sledgehammer
- Primary Attack
- Increased the outer width of the primary attack’s hit sweeps by ~80%, so that it better matches the weapon’s animation
- Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable
Spear
- Decreased the inner width of the hit sweep nearest to the camera, to prevent the Spear hitting objects just outside the player’s field of view, making the weapon slightly more reliable
Sword
- Primary Attack
- Increased damage from 74 to 88
- Increased the attack duration from 0.55s to 0.6s, slightly slowing the primary attack speed
- Increased the hit sweep height by ~5cm, making the weapon more reliable
- Decreased the inner width of the hit sweep nearest to the camera, to prevent it hitting objects just outside the player’s field of view, making the weapon slightly more reliable
- Slightly modified the hit sweeps to better align with the animations
- Secondary Attack
- Increased damage from 105 to 120
- Decreased the attack duration from 1s to 0.75s, increasing the secondary attack speed of the weapon
- Introduced rotation clamping to the Sword’s secondary lunge attack, preventing players from swinging 360 degrees while travelling. During the lunge, the Sword wielder is now clamped to a 40 degree forward angleDev Note: The lack of constraint on the Sword’s lunge led to players often feeling they were hit unexpectedly when a player lunged them. This constraint makes the attack’s behavior more intuitive, allowing us to add back some of the Sword’s power that we’d previously reduced to address issues like the high rotation during lunges.
- Increased the speed of the lunge from 1500 to 1750
- Increased the range of the lunge from 5.5m to 7m
- Introduced a new system to control stacking effect of Evasive Dash momentum together with Lunge (aka "Super Dash"), and reduced the stacking. Together with the high lunge speed, this now results in an average “Super Dash” distance of 17-20m, up from a range of 16-19mDev Note: It’s taken us some time to implement new code to handle the unintended momentum exploit that was the “super dash.” In the interim, we nerfed the Sword lunge distance to reduce the maximum range a “super dash” could achieve, which was around 24m. With this new system in place and allowing us to control inherited momentum better, the lunge range has been buffed again as have some of the damage values.
Content and Bug Fixes
Animation
- Fixed a broken third person animation that could occur when reloading an empty CL-40
- Fixed an issue where players could end up stuck in a corpse pose
Characters
- Fixed an issue where certain lower body cosmetics could cause very thin legs on the character when combined with low heels
- Improved appearance of Chromatique Dress for the Heavy contestants
- Fixed an issue where the Wise Wing Jumper would float when jumping and crouching
- Fixed Medium and Light builds looking overly muscular when equipping a custom outfit using heavy muscular body types
Controller
- Fixed an issue where the text chat menu would sometimes not open when using a controller
Gadgets
Barricade
- Ruby Barricade skin now correctly references Season 6 instead of Season 5
Game Modes
Cashout (World Tour and Ranked Tournaments)
- Fixed an issue where players could incorrectly receive an abandon penalty, even when it appeared safe to leave due to a teammate never connecting to the match
Private Matches
- Enabled Super Cashball for the duration of the event
Gameplay
- Speculative fix for an issue where players could sometimes end up in the wrong body when revived
Maps
General
- Fixed an issue where pre-placed Ziplines in maps could become partially invisible
- Adjusted the health values of various open and closed fences, so they are more appropriate and consistent
- Fixed a small number of lighting issues
Bernal
- Fixed ladders and ziplines not having appropriate sponsor colors
Kyoto
- Fixed an issue where Arena Carriables could be thrown through paper walls without breaking them
- Made various texture optimizations to help performance
- Fixed a number of small collision issues, to hopefully improve player movement
Las Vegas Stadium:
- Fixed a bug that triggered the “Hackout” Game Show Event outside of the World Tour event
Monaco
- Fixed a collision issue that allowed players to get underneath the ground mesh in Monaco
- Fixed a zipline in the park hovering above the ground
Skyway Stadium
- Slightly adjusted the aircon vent path on the inner side of the Medical Center so they don't break when the wall next to them is dematerialized
Rendering
- NVIDIA DLSS 4 Transformer model now uses the newer “K" preset instead of "J"
- Updated DLSS version from 4.0.0 to 4.0.2
Settings
- Fixed an issue on the Settings screen where the Push to Talk button would not be correctly shown the first time the player loads the screen
Specializations
- Improved the hit detection of the Winch Claw when using it while interacting with a Zipline
UI
- Fix Sprays overlapping with UI in customization screen when previewing
- Fixed rarity display issue for the Off the Grid and Silent March outfits in the Sponsorship menu
- Fixed gamepad navigation sometimes breaking when backing out of the Contestant menu
- Fixed gamepad navigation sometimes getting stuck in Style and Appearance customization menus
- Fixed an issue where Quickplay Points could be missing from the end of round progression screens after a match
- Fixed an issue where previously earned Recruit & Rise rewards could appear in the end of round summary
- Fixed issue where the respawn timer could continue to count down after the team disconnected
- Made improvements to player card rendering when viewed in-match
- Fixed an issue where character particle effects could remain visible after navigating to the Career screen
- Fixed an issue where props used during emotes would not drop to the floor correctly in the Contestant screen
VFX
- Improved the visibility of the firework VFX in the Fourth of Mayhem RPG Skin to match the intensity of Rocket Resolution RPG Skin
Weapons
- Melee attacks will no longer move the player towards targets that are currently invulnerable
- Increased the rarity to Epic, and introduced animated effects to the Buffer Overflow Weapon skins! Thanks for all of the support on Twitch!
Security
With update 7.3, we mentioned changes coming to our anti-cheat systems, and a few questions popped up in response. So we thought we’d take this update to give you a bit more information:
Kernel-Level Anti-Cheat Isn’t New
Easy Anti-Cheat is a kernel-level program, and it’s been implemented in THE FINALS since early betas. However, we’re currently testing additional anti-cheat tools to collect feedback on what’s best for the game long-term. There’s no set timeline here, but we’re obviously cautious not to disrupt the game while testing and planning.
Modern cheats use advanced methods, including external hardware and AI, that target the game from the outside in ways that are hard to detect. To effectively protect the experience for fair players, we need anti-cheat tools that can see what’s interacting with the game process directly on the player’s computer.
We understand privacy concerns. Our anti-cheat is focused solely on identifying threats to the game. We do not collect information about your personal files, nor do we monitor unrelated activity.
Steam Deck and Proton Support
We noticed the concern about Linux following our last update. We’re testing everything across all platforms, and have made it very clear to our partners that Proton and Steam Deck are important to our development plans. While we don’t officially support Steam Deck due to our required dependence on Proton Experimental, we are committed to ensuring compatibility, and we work with external partners to fix issues before we ship a patch. The experience of every player is important to us. Despite many factors, we are still dedicated to supporting it because we know it matters. However, general Wine support is not tested, and native Linux support is not planned.
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