The Finals Season 10 Update Unleashed via Update 1.000.131
Embark has launched the Season 10 update for The Finals, and it brings a slew of new content for free alongside new cosmetics.
Console gamers will see the download as The Finals update 1.000.131, and this is tagged by the devs as version 1.0.00.
For the complete info on what got added today, read on.
The Finals Season 10 Update Brings New Playstyle, Weapon and More via Version 1.000.131
NEW PLAYSTYLE | THE AERIALIST
Meet the Aerialist, the newest Playstyle for the Medium Body Type! Specialized in movement manipulation and traversal play, this is the ideal pick for Contestants who like to move with tactical unpredictability and disrupt their opponents. It comes with a quiver of bolts and a bold new take on teamplay!
Learn more about the New Specialization, Weapon, and Gadget below!
NEW SPECIALIZATION | SHOCKWAVE
Conjure and throw orbs which detonate on impact, pushing players and objects away from the blast with force! Detach mines and turrets, disrupt and displace opponents, and creatively traverse the Arena with the Shockwave.
NEW WEAPON | CHIMERA-XB
Bolt down the competition with this semi-automatic crossbow, a fast and precise Weapon for the Medium Build. Designed for quick follow-up shots and reliable hip-fire accuracy, the high fire rate makes the Chimera-XB a responsive and easy-to-handle option to complement agile Playstyles. Enjoy, Aerialists!
NEW GADGET | HOVER PAD
Use this deployable platform hovering in mid-air to create temporary high ground anywhere in the Arena. Gain vertical advantages, support teammates, and create inventive traversal paths! The perfect stepping stone for creative minds.
NEW ARENA | STARLIGHT HOLLOW
Crafted by ALFA ACTA’s best engineers, enjoy sightseeing in this cozy village surrounded by fields of flowers, nestled in a forest straight out of a fairy tale. Despite the idyllic setting, this town wasn’t built for peace. Contestants will trample its flower beds, spill coins across the cobblestones, and rip it down to the foundation in both Point Break and Team Deathmatch! This quiet hamlet is ready for destruction!
Starlight Hollow was designed with the unique aspects of Point Break and TDM specifically in mind, with a narrow layout perfect for Attack and Defense phases. The Daytime and Nighttime variants each provide a different layer of charm and fantasy, providing a storied backdrop to the drama of combat.
To make it easier to experience this new location reliably, we’ve added a special button to World Tour that will guarantee you’ll play Point Break on Starlight Hollow every time! This Arena Debut will be the only place where you can experience this game mode on the new Map, otherwise, it will be in the normal rotation for TDM.
Starlight Hollow isn’t carrying the Fantasy League theme alone though!
Many Arenas have been given a magical twist. Fantasy themed decorations have been added throughout gameplay spaces and beyond. Enter the Arena through a newly enchanted intro tunnel, and keep an eye out for whimsical moments spread throughout the Maps!
NEW FEATURE | THE REWARD SHOP
Contestants returning from Season 9 may have some shiny new coins to spend at the Reward Shop! If you spent time grinding World Tour to Emerald or you placed Gold or above in Ranked Tournaments, you might have Emerald, Gold, Platinum, Diamond, or Ruby coins to spend.
Introduced in Season 9, rewards Coins will let you pick a skin for any Gadget or Weapon of your choice allowing you to show off just how many hard won battles you got through! In Season 10, you’ll be able to earn them all over again, and the road starts now!
Which Weapon or Gadget will you choose? Are you going to devastate your opponents with an Emerald AKM, or surprise them with your Ruby Proximity Sensor? How you flex is up to you now!
S10 SPONSORSHIP | ALFA ACTA
It’s time to sign! You have your pick of any Sponsor throughout the season, but you can only sign your allegiance to one at a time! The CEOs are watching your progress, so prove your loyalty or test out the competition for the better deal! The Fans you earn during a match will only go to the active Sponsor you are currently signed to, so don’t forget who you are representing in the Arena!
NEW TUTORIALS | THE FINALS ACADEMY
Namatama is here to help, and so is THE FINALS Academy!
Whether you’re brand new, a little rusty, or looking to improve, THE FINALS Academy will provide tips and tricks to up your game! Discover new concepts to further your understanding of the Contestants and the Arena.
If these videos help you learn the ropes and make you a better contender, you might find more like them from content creators online! Over time, we’ll be expanding on this series. Join the Official Discord to share ideas on courses that the Academy should offer next!
Season 10 is bringing many improvements to core features of THE FINALS.
QUALITY OF LIFE | MVP SCREEN & MATCH RECAP IMPROVEMENTS
The Match Recap screen has been updated with a more detailed and streamlined flow, displaying even more information to players, including an MVP screen to honor the best Contestants in the Match! Keep track of your performance and focus on your strengths!
We are also introducing a Best Score screen that will show between rounds in Cashout. This will highlight the best player for combat, support, and objective categories.
To top it off, before the regular scoreboard screen at the end of a match, the new Personal Stats & Player Performance screen will let you know where you stand. We hear that graduates of THE FINALS Academy see a big improvement…
QUALITY OF LIFE | PING WHEEL
A big area of focus for Season 10 is to improve teamplay in the game, especially for solo players who prefer not to use voice comms. To help achieve this goal we’ve made a range of significant additions and improvements to our Ping Wheel systems, in order to enable more teamplay.
The updated ping system is more responsive and reliable, making it easier to communicate information quickly during a Match. It also includes lots of additional voice lines for specific items and objectives in the world.
But wait, there’s two additional ping wheels at your disposal!
The new Comms Wheel is available to eliminated players, allowing them to message teammates while incapacitated. This includes calling for revives, informing teammates you’ll be using a Respawn Coin, or telling them to hold off on bringing you back so you can change your Loadout!
The new Equipment Status Wheel allows players to make callouts to teammates about the status of each item in their inventory by, for example, letting them know whether their RPG is available or on cooldown. Communication is key!
On top of that, we’ve added controls that make pinging more reliable, allowing players to adjust how accurate ping clicks need to be. Got a ping spammer on your team? You can mute their pings easily now!
QUALITY OF LIFE | CONTROLLER REWORK AND INPUT IMPROVEMENTS
This update gives controller players a better, more customizable, experience. By addressing long-standing input issues and adding new customization options, it makes key actions more reliable, improves input flexibility and provides greater control over aim assist and gameplay settings.
The Toggle Interactions setting allows players to act without holding down the button, keeping them free to aim, look around, and react. Similarly, the autosprint option can be triggered on customizable input thresholds.
Input buffering has been added to more key actions, making it more reliable to grab objects and interact with things like Ziplines and doors. More input hints will also be given to ensure key actions are clearly highlighted as available.
Finally, the new aim assist settings give controller players finer control over Sensitivity Reduction and Target Tracking, allowing you to tune aiming to your preferred playstyle.
RANKED TOURNAMENTS | SEASON 10 CHANGES
With World Tour progress becoming earnable via any game mode in Season 9, we’ve seen the number of players participating in Ranked Cashout increase by around 25%, which is amazing!
We want the Ranked experience to get even better, and with Season 10 we’re starting a strong push to improve Ranked Cashout over the next few seasons.
This begins with a number of big changes. In Season 10, we are adjusting the matchmaking algorithm for Ranked so that full parties of three and teams made up of solo players are separated more often when possible. While we can’t always fully separate them, especially during quieter times of day, this should significantly reduce how often these teams meet.
Additionally, we’re introducing a restriction where parties of two cannot queue for Ranked together if they are more than 10,000 RS apart. This change is to protect solo players, who often suffer when matched with a duo of high skill disparity, leaving their team under-strength for their matchmaking tier. This restriction does not apply during placement matches or for parties of three, and should only negatively impact around 5% of duo Ranked rounds.
Other Ranked changes include: the replacement of Tournament Difficulty with the more accurate attributes of Tournament Skill Range and Tournament Goal, penalty forgiveness if a disconnected player reconnects late but still wins the round, and greater transparency around opposing teams’ skill ratings when exiting tournaments. We’re also updating Ranked Score (RS) calculations to make first round losses as a 1st seeded team in Bronze, Silver and Gold tiers slightly less punishing.
To improve placement matches, starting with Season 10, the initial rank compression that happens during placement matches will be less aggressive than during previous seasons. As a result, placement will now cover a wider range of possible ranks, extending up to Platinum, reducing situations where very high ranked players are matched against much lower ranked teams.
Work on Ranked will continue into S11, where among other things, we’re hoping to add a small RS bonus per match based on players’ personal performance.
SOCIAL UPDATE | VOICE CHAT & EMOTES
Substantial work has been done to improve the VOIP system. Players can now expect a more reliable experience when communicating with other players over voice chat.
We adjusted voice chat to support a new team flow, and improved the messages displayed in the chat. You should now switch fluidly between party chat in the lobby and team chat in game. Display Names should also be more consistent and show the correctly.
We’ve also improved several Social features, giving more reliable status updates for Friends and Club members, and making the recently played list much more efficient by displaying how long it’s been since the last time you played with each person.
And for an additional bit of fun, you can now emote in the main menu, solo or with friends! They will be able to see you emoting for some synchronized goodness. Enjoy!
The Finals Season 10 Balance Changes
Gadgets
Data Reshaper
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Data Reshaper can now reshape objects through Dome Shield and Mesh Shield
Dev Note: We’ve wanted to nudge up the viability of the Data Reshaper and this change, which makes the Reshaper somewhat of a hard-counter to Dome Shields, should be able to help with that.
Hover Pad
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Added the Hover Pad Gadget to the Medium archetype
Lockbolt
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Decreased cooldown from 40s to 30s
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Decreased lock duration from 8s to 7s
Dev Note: The Lockbolt has seen pretty low pick rates in recent seasons and we’d like to boost its viability. This change to cooldown should make it more desirable.
Nullifier
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Decreased cooldown from 25s to 18s
Dev Note: This change is one of three changes to Gadget cooldown rates, including the Sonar Grenade and the Thermal Bore. These are small nudges to increase the viability of these otherwise underused items.
Sonar Grenade
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Decreased cooldown from 40s to 34s
Thermal Bore
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Decreased cooldown from 35s to 25s
Game Modes
Cashout
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Introduced new spawn point selection logic in the Final Round for when a team respawns after a team wipe. This change also applies to Ranked Cashout
Dev Note: This change significantly reduces the impact players from rival teams can have on spawn point selection, preventing issues where defending teams would spread out to block various spawn points. With this change, lone defenders who are away from their teammates may find the respawning team spawning very close to them. -
Updated the logic used for spawn point selection when a player uses a coin to respawn, making the distance to teammates more consistent and reducing the frequency of longer spawn distances. This change also applies to Ranked Cashout
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Increased the amount of XP and FANS earned for completing objectives in Cashout and Ranked Cashout modes
Point Break
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Added Nozomi/Citadel to the Point Break map pool
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Updated spawn point selection in Point Break mode to better place the player near active objectives
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Attackers now earn +5 respawn coins per Grand Vault destroyed rather than +15 per phase
Dev Note: Since Point Break launched we’ve seen an increasing bias towards the Defending teams winning matches. Attacking teams can easily get stalled in an early phase, which leads to lower quality matches. The changes above allow attackers to earn small numbers of additional respawn coins at more achievable intervals, which should address the balance and lead to the attackers generally progressing further across the map. -
Decreased the starting number of respawn coins for attackers from 30 to 25, to compensate for attackers now earning coin per objective rather than per phase
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Added an in-world coin marker above attacker statues to make them easier to see and to reinforce that revives return coins to the attacking team
Quick Cash
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Updated the logic used for spawn point selection when a player uses a coin to respawn, making the distance to teammates more consistent and reducing the frequency of longer spawn distances.
Ranked Cashout
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Removed ‘Tournament Difficulty’ stat from the tournament screen
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Added ‘Tournament Skill Range’ stat to the tournament screen. This displays the overall skill difference between the best and worst teams in the tournament
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Added the ‘Tournament Goal’ stat to the tournament screen. This displays the expected finishing position of the player’s team in the tournament, based on their seeding and skill rating
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Updated how previous seasons’ skill ratings are used to help seed players’ new ratings during placement matches. This should decrease the frequency with which Platinum and Diamond players face Gold and below players early in the season
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Introduced a restriction for parties of two who are more than 10,000 RS apart in their current ranking, who will no longer be able to queue together for Ranked. This is to prevent solo players ending up on teams with very wide rank disparity between members. This does not affect parties of three
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Updated Ranked Score (RS) calculations for matches, making first round losses for 1st seeded teams in Bronze, Silver and Gold tiers slightly less punishing
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Introduced disconnect penalty forgiveness for players who reconnect to Ranked matches after the reconnect window has expired, but then proceed to win the round
Dev Note: As these longer disconnects do not result in the team losing, it’s not fair to punish these players.
Team Deathmatch
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Added Starlight Hollow to the TDM map pool
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Temporarily removed the ALFA ACTA P.E.A.C.E. Center map from the map pool due to a bug, it will be back soon
Specializations
Cloaking Device
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Increased minimum cloaked duration from 11s to 13s
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Increased maximum cloaked duration from 27s to 29s
Dev Note: We’ve felt that for some time now Lights have been forced towards Evasive Dash usage as the main approach to Light play and we’d like the Cloaking Device and Grappling Hook to see more usage. This increase in up-time is a small nudge to help the Cloaking device out.
Dematerializer
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Increased cooldown from 10s to 20s
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Increased ammo count from 2 to 3
Dev Note: In recent seasons the Dematerializer has seen quite a drop in usage compared to the Healing Beam, in a large part because of the ammo reduction we made in Season 8. This increase in cooldown should be enough to throttle the Dematerializer to the point that we can increase the ammo back to three without major issues. This hopefully makes this Specialization more viable compared to the Healing Beam.
Evasive Dash
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Increased cooldown from 6.5s to 7.5s
Dev Note: Evasive Dash remains the most loved Light Specialization, but also a common cause of frustration for many players, especially new Contestants who find Lights very daunting to play against. This is a small adjustment to try to diminish the negative impacts of Dash, without damaging its viability for Light players.
Grappling Hook
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Decreased Grappling Hook cooldown from 8s to 7s
Dev Note: This is a very small buff to Grapple Hook, aimed at making it more appealing compared to Evasive Dash.
Guardian Turret
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Increased patrol rotation speed from 30 degrees per second to 40 degrees per second
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Decreased turret vision angle from 45 degrees to 40 degrees
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Increased damage from 5 to 6
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Decreased fire rate from 450 RPM to 400 RPM
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Decreased setup wait time from 4s to 3.5s
Dev Note: With the introduction of the Shockwave Specialization we’re looking to see a more evenly distributed selection rate of Medium Specializations. The Turret needs some help to achieve this, but we don’t want to return to Turrets being as frustrating as they have been in the past. We feel these small adjustments to the Turret help get it to the right place.
Shockwave
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Added the Shockwave Specialization to the Medium archetype
Weapons
AKM
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Increased magazine size from 32 to 34
Dev Note: This adjustment hopefully makes the AKM more comparable in impact to the Medium’s other Assault Rifles.
Chimera-XB
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Added the Chimera-XB semi-automatic crossbow to the Medium archetype
CL 40
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Increased max damage from 100 to 105
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Increased self-damage multiplier from 1.35 to 1.4
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Decreased damage modifier at the edge of the inner blast radius from 90% to 75%
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Increased damage modifier at the edge of the outer blast radius from 0% to 10%
Dev Note: The CL-40’s effectiveness is not great compared to many other Medium weapons. We know facing the CL is frustrating for some players, so we want to be careful with how much we buff it, but these changes are needed to increase its viability. The aim is to incentivize more direct hits with the CL-40, rather than less accurate splash damage shots.
FCAR
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Increased fire rate from 520 RPM to 540 RPM
Dev Note: After our last round of changes to the FCAR, many players felt we’d nerfed the weapon. This is largely due to a TTK table that was shared in the community and, while that table was accurate, how TTK, DPS and other metrics are calculated can sometimes be misleading when it comes to item efficacy. Various ways of calculating these stats can over-simplify what actually happens during a firefight, and will often discount metrics such as accuracy, headshot percentage, damage fall-off, etc. Sometimes certain elements of weapon functionality, such as reload frequency per kill are ignored. This is why, for all changes we make, we also monitor real-world performance of the items once they go live, tracking how they actually perform across tens of thousands of rounds. In the case of the 9.7 changes, we did see the FCAR’s overall performance and pick rate actually increase based on the changes we made, but not quite as much as we had hoped. This change to RPM will hopefully push the weapon a bit further, but may overstep the mark, so once again we’ll monitor and adjust as needed.
M134 Minigun
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Increased magazine size from 250 to 300
Dev Note: This is a small buff to the Minigun to increase its viability.
M26 Matter
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Decreased pellet pattern radius by approximately 10%, making the weapon more accurate
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Increased environmental damage per pellet from 5 to 9 (total from 55 to 99)
Dev Note: The Matter has been under-picked for quite some time and performs worse than many other Light weapons, so we’re boosting its accuracy slightly to make it a more desirable choice.
MGL-32
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Decreased damage modifier at the edge of the inner blast radius from 100% to 90%
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Increased damage modifier at the edge of the outer blast radius from 0% to 12%
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Increased the inner blast radius from 1.84m to 2m
Dev Note: I want to go immediately on the record here and say, this is not the MGL-32 re-work we promised some time ago, but rather some small quality of life changes. When it comes to that re-work, it’s worth sharing an update on where we see the MGL being right now. It is a very viable weapon on certain maps, for example Fortune Stadium and Nozomi/Citadel, where there are lots of interior encounters. When combined with items such as the Lockbolt and Proximity Sensors it can also be highly effective, but it still has one major drawback: when an opponent gets within 10m, you have almost no options to fight back effectively. This is the main issue we’d like to address, not making the MGL hyper-effective at those ranges, but at least making it possible to have some very close-range defense. That is where we’ll focus when we do the re-work. It is our hope though to try to tackle this in the next couple of seasons.
Pike 556
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Updated the weapon’s recoil pattern to make it slightly less erratic and smoother to use
Dev Note: These changes hopefully make the Pike a little easier to use and a slightly more viable choice compared to other Medium weapons.
SH1900
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Decreased damage per pellet from 13 to 12 per pellet (total from 195 to 180)
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Updated pellet pattern to have it give a more consistent distribution
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Decreased pellet pattern radius by approximately 10%, making the weapon more accurate
Dev Note: These changes lower the power of the SH1900, while making it slightly more viable at a longer range, which should be a quality of life increase for the weapon.
SR-84
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Decreased the air drag on the projectile from 0.4 to 0.08, allowing bullets to retain more velocity
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Decreased initial projectile velocity from 260m/s to 240m/s
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Decreased gravity multiplier on the projectile from 0.6 to 0.55
Dev Note: We feel the SR-84 really struggles in a lot of cases right now, so these changes are aimed to increase its reliability and effectiveness. We have considered returning the weapon to be fully hit-scan, but are holding off on such a change for now as we know previous versions of the hit-scan SR-84 caused a lot of frustration in modes like Power Shift.
For the gameplay bug changes and other adjustments made, read the complete patch notes.
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