RELEASE 1.0.15
The Surveyor wakes
The thing at the bottom of the raid finally fights like the last boss. Gear goes past power 10, spare parts can be raised too, your shield tells you when it is gone, and the Reach hits a good deal harder than it did.
October 2026 · Discuss on the board
The Surveyor
The floor of the Celestial Rift is a ring 40 to 75 metres out from the Surveyor. Until now it could only shoot 42 metres, so most of the ring, including where you arrive, was out of its reach. It now sees all the way round and reaches 110 metres: from the moment a fireteam sets foot on the Rift, it is in the fight.
Between its bolts it has four things it does, one at a time, and each is shown before it lands:
- The lance. A red beam finds one Warden and follows them for about a second. When it turns bright and holds still, it fires a round across the Rift that takes most of a full shield and health. Step off the line. The whole fireteam sees the beam, so a friend can call it.
- The fan. Nine rounds across its front at once, eleven later in the fight. One is easy to take; standing in front of it is not.
- The barrage. Five to seven shells lobbed high onto where a Warden is, or was. Cover is no shelter from it. Each shell is marked on the ground where it will come down.
- The quake. Walk up to it and it slams the ground for fifteen metres around. Jumping does not clear it.
It no longer flinches when it is shot, so a fireteam pouring fire into it cannot hold off its attacks. And the lower it gets, the sooner each attack comes round again.
Power past 10, and part infusion
- Armour and armour modules infuse to 15, the same cap weapons and weapon parts already had. What drops still runs 1 to 10; infusion is how you go further.
- Spare parts infuse. At Iona's bench, Infuse now has four kinds: weapons, armour, weapon parts and armour modules. A spare weapon part takes the power of a stronger part of the same family and slot, a rifle barrel for a rifle barrel. A spare module takes the power of a stronger one of its slot and channel, and keeps its own stats. The stronger one is used up, and Iona charges 100 Glim.
- Strongest first. Every infusion list puts the strongest item on top. Anything that is not the strongest of its kind is marked, with a button to raise the strongest one instead.
- Swap one part on a finished weapon for the assembly fee, with a preview of what it changes. The bench now opens on Upgrade: your main weapon, its parts, and what you own that beats them.
Every gun is what its name says
Nothing is rolled any more. Every copy of a weapon drops with the same perks, so its name tells you exactly what it does, and what you change is its parts. Exotic armour can now drop, armour makes up nearly half of what drops, and Iona's first shelf sells every common attachment. Every mission clear pays a piece of gear at the mission's level, and the raid pays three, with a chance of an exotic. Exotics are only in the raid, and its contacts can drop them on the way through.
A harder Reach
Enemies hit 75% harder than they did in 1.0.14, have 40% more health, fire 30% faster and notice you sooner. The gap between your power and the room's level now counts both ways. Under it, each level makes their hits land 20% harder, up to double, and yours do 15% less. Over it, theirs ease off and yours gain a little. Out-levelling a fight makes it fair, not trivial.
Shields you can hear
Your shield now sounds the way it does in the games this one is measured against. A hit it soaks crackles; a hit that reaches your health is a dull thud. When it breaks it pops, and a warning beep repeats for as long as it stays down, with a faint red glow pulsing at the edges of the screen and the shield bar blinking. The moment it starts to come back, a rising whine plays and the beeping stops. It works the same in the Crucible.
The Crucible
- The match goes on while you are down. In a match against constructs, dying froze the whole arena on your screen: the fallen lay there mid-volley, still flashing as if they were firing. Now everyone keeps moving, the dead fall properly, and they come back standing.
- A count to your return. The death screen says "Back at your base in 3, 2, 1".
- No music during a match. The Crucible's music opens the match and fades, so you can hear footsteps. The end keeps its win or loss sting.
Finding your way
- The map opens on the destinations, Earth and Ashen, each saying where you stand and what is open. On a phone held sideways the Reach's map is now readable and scrolls.
- Objectives keep up. The marker travels to the next objective instead of jumping, and slides round the edge of the screen instead of flipping. If a phone sleeps or the connection blinks, the game reconnects and puts the objective back.
- A mission ends at home. The end of a mission, the raid or a Nightfall says so and counts 20 seconds back to the Spire.
- No stall when the first wave arrives. Every enemy is drawn once behind the loading screen.
Your Warden, and how it sounds
- A new character screen, gear arranged round the Warden. Pointing at a piece shows a card against what you wear; a click keeps it open with its actions. Every weapon and armour icon shows its infusion progress.
- Weapons sound like their parts. The barrel is the shot, the magazine is the reload, the receiver closes it, the optic is coming up on the sights. Other Wardens' guns are heard from where they stand, quieter and duller with distance.
- A score that follows the fight. Each mission has its walk and its fight, and bosses, raid stages and holds have their own music, with a sting when something turns.