SR Patch Notes — March 17, 2026
This patch is mostly about combat feeling fairer under latency and keeping Jane Doe healing from getting out of hand when multiple anchors are stacked.
Combat
Hit registration should feel more consistent now, especially on shared melee-style hitboxes. This is mainly a responsiveness and fairness pass, not a damage rework.
Shared hitbox abilities should connect more reliably under normal latency.
Large desyncs are still clamped, so this should feel cleaner without turning into free hits through bad ping.
Jane Doe
Binding Spirit now rewards focused healing more clearly, while stacked teamwide healing gets pulled back. The goal is to keep Jane strong without letting multi-anchor setups snowball too hard.
Binding Spirit
Single-target max healing is now 85.
Per-target healing now scales by how many survivors one anchor is healing at the same time.
Multi-target per-target caps: 2 targets 65, 3 targets 70, 4 targets 40, 5 targets 35, 6 targets 30, 7 targets 25, 8+ targets 20.
Multi-Jane Scaling
When multiple Jane anchors are active, each anchor's per-target cap is reduced further.
2 Janes: roughly -5 to -10 per anchor. 3 Janes: roughly -10 to -12. 4+ Janes: roughly -12 to -15.
Each anchor gets a slight variance so stacked healing feels less uniform and less abusable.
Binding Spirit Logic
Healing totals are now tracked per Jane Doe instead of one shared total across every Jane in the round.
Those totals now clear correctly when that Jane dies or leaves.
Multi-Jane penalties now fall back automatically as extra anchors disappear.
Dev Note: the point here was to keep solo or focused Jane healing solid while toning down stacked anchor setups. If this still lands too soft or too hard, the multi-target breakpoints will probably move again.
SR Patch Notes — March 16, 2026
A cleanup-focused patch aimed at swap stability, clearer Jane Doe visuals, smoother Brickbattler weapon handling, and a few overdue client-side UI fixes.
Gameplay Fixes
Fixed survivor and killer selection paths so Testing3 works correctly.
Fixed Brickbattler test dummies getting shoved around by Piercing Dash and related stun recovery.
Fixed Rocket Launcher failing in edge cases where its usual core part was missing.
Fixed a swap bug where leaving low-HP Jane Doe could break sprint input on your next survivor.
Fixed local character setup issues that could make your own movement and ability animations fail after fast swaps.
Fixed injured sprint behavior carrying over after swapping off an injured Jane Doe.
Jane Doe
Jane's feedback was doing too much in some places and not enough in others. This pass trims noisy visuals, makes trap information cleaner for survivors, and improves owner-side clarity on Spirit Reversal.
Binding Spirit
Anchor motion was reworked. It now floats lightly and spins instead of using the old bobbing behavior.
Spin speed ramps up while healing, eases back down when healing stops, and respects a max cap.
Removed the old heal radius visual.
Entrapment
Traps now show a red fill highlight to survivors only, making them easier for Jane's team to read without giving killers extra help.
Spirit Reversal
Fixed owner-side highlight issues so unlinked casts do not clear themselves early as often.
Added a local fallback path for more reliable feedback on the casting player's screen.
Status Effects
Added a shared killer-only highlight for Stunned and Slowness using orange fill and outline.
The effect fades in and out smoothly and handles overlapping debuffs without cutting off early.
UI and Visuals
Updated the main portrait slot to use proper actor-specific portraits for Jane Doe, Brickbattler, John Doe, and aceguy22.
Fixed a portrait refresh issue when swapping from aceguy22 to John Doe.
Fixed survivor hover highlights disappearing when standing too close.
Survivor hover highlights now back off if another major highlight is already active on that character.
Brickbattler
Rocket Launcher aiming should feel more consistent now. It has a dedicated client-side aim mode instead of leaning on older shiftlock behavior.
Rocket Launcher
Now uses a modular aim system with forced custom shiftlock, cursor overrides, and ability-specific FOV zoom.
Active aim now uses a lighter ADS-style zoom.
Removed the visible shiftlock crosshair so the custom aim mode looks cleaner.
Dev Note: a lot of this patch was spent on local-client cleanup. The goal was not new power, just making swaps, highlights, and aiming stop fighting each other.
aceguy22 / Animation Sync
Fixed a local-only aceguy22 desync where the owner could lose sight of their own idle, walk, sprint, or ability animations after swaps.
Actor setup now follows the live character instance more reliably during fast swaps.
SR Patch Notes — March 13, 2026
Perk System, Jane Doe Spirit Reversal, Entrapment and Restoration fixes, Brickbattler and aceguy22 buff pass, John Doe Impale and Grab buffs, and a round of bug fixes.
Survivor Changes
Spirit Reversal's two modes are intentional — with an anchor up you're redirecting damage into team heals, which punishes killers who tunnel Jane. Without one it's a personal buffer. Wanted it to stay useful even if your anchor gets destroyed early.
Restoration was silently doing nothing in a bunch of LMS edge cases. Now it just checks each tick if there's anyone to heal and falls back to Jane if not.
Spirit Reversal NEW
New active ability. 22s cooldown, 2s duration.
With anchor: 40% of damage taken is converted into healing split across all bound survivors.
Without anchor: 50% of damage taken is restored directly to Jane.
Jane glows purple while active.
Binding Spirit
Healing is now capped at 90 HP per survivor per round across all anchors.
Restoration
Now heals Jane directly at 3 HP/s when no other survivors are around. Works properly in Last Man Standing.
Entrapment
Fixed a bug where placing a trap could accidentally lock your other abilities.
Fixed traps being blocked even when you had charges available.
Killer Changes
16 damage with a 2s bleed on an 18s cooldown was just too weak. Reverting some of the March 9 nerfs here.
Impale
Damage: 16 → 25.
Bleed Duration: 2s → 3s.
Grab
Damage: 12 → 18.
Now applies Slowness level 2 for 1.5s on hit.
Miss Endlag: 0.65s → 1.0s.
Codamental Breakdown
Projectile spread rebalanced. Front density reduced, rear coverage significantly increased. 4 additional rear projectiles added (12 total).
After all the nerfs Accelerant ended up in a pretty bad spot. 50s cooldown for a short burst that wasn't much faster than sprinting felt really punishing. Brought the numbers back up to make it worth slotting.
Accelerant
Cooldown: 50s → 28s.
Startup Delay: 1.4s → 0.8s.
Movement Speed: 48 → 65 u/s.
Bug Fixes
Fixed stun multiplier not being cleaned up after Last Man Standing triggered, permanently disabling sprint.
Fixed Slash animation playing twice for all players.
Fixed inventory interaction conflicting with Custom Shift Lock state.
Fixed performance points not converting to Bloodlust correctly.
Fixed highest Bloodlust player not being selected as killer.
Perk System
Perks are earned mid-match by accumulating Performance Points (PP) — awarded for impactful plays like landing abilities, parrying attacks, and dealing damage.
At each PP threshold you're presented with two options and pick one. Perks are small advantages — they reward skilled play without deciding the outcome on their own.
Perks reset at the start of each new match.
Perks are not a confirmed feature. This is an early test to see if they fit the game and add something meaningful — they may not make it out of testing. PP thresholds (currently 15 and 25) are also WIP; different characters will have thresholds tuned to how much PP they naturally earn.

Level 1 — Choose One
Packed Fuel Rocket speed increased by 7%.
Quick Rack Rocket Launcher cooldown reduced by 8%.

Level 2 — Choose One
Shockwave Core Rocket blast radius increased by 8%.
Concussive Mix Rocket stun duration increased by 0.25s.
Level 1 — Choose One
Steady Thread Binding Spirit anchor health increased by 8%.
Quick Sigil Entrapment movement lock and charge regen are slightly faster.
Level 2 — Choose One
Soothing Current Binding Spirit total healing increased by 7%.
Siphon Thread Entrapment lifesteal amount increased by 12%.

Level 1 — Choose One
Snap Launch Accelerant startup delay reduced by 10%.
Long Stride Accelerant duration increased by 8%.
Level 2 — Choose One
Kinetic Shaft Chronos Spear travels 7% faster.
Light Frame Chronos Spear cooldown reduced by 8%, with 8% less damage.
Level 1 — Choose One
Frenzy Stride John Doe attack windups are slightly faster.
Blood Scent Impale travels slightly faster and applies slightly longer bleed.

Level 2 — Choose One
Nightmare Pressure All John Doe ability cooldowns reduced by 5%.
Executioner's Mark Ability hits apply a brief 0.2s slow.
System
Hitbox System
Hitbox system rewritten. All active hitboxes now share one loop instead of each running separately, improving performance.
Sweep accuracy now scales with actual velocity for better hit detection at high speeds.
Added per-frame deduplication to prevent the same hit from registering twice.
SR Patch Notes — March 12, 2026
Brickbattler tuning, Jane Doe anchor HP reduction, stun diminishing returns, and major bug fixes.
Major Bug Fixes
Knocked out a bunch of bugs this patch. More stability fixes coming.
Stun Diminishing Returns (Not Final)
This is experimental. Numbers will probably change after playtesting. The goal is to stop killers from getting chain-stunned repeatedly without making stun useless.
Survivor Changes
Rocket Launcher
Fixed rocket unintentionally affecting teammates — rocket now passes through survivors entirely.
Projectile Speed: 90 → 130 u/s.
Piercing Dash
Hitbox size: 4×4×4 → 8×5×6. Adjusted position so it lines up properly with the dash.
Miss penalty slowness: 3s → 1s.
System Changes
Stun Diminishing Returns NOT FINAL
Each consecutive stun within a 20-second window adds 5 seconds to the killer's post-stun immunity duration.
1st stun → 10s immunity · 2nd → 15s · 3rd → 20s · caps at 30s.
Window resets if no stun lands within 20 seconds.
SR Patch Notes — March 9, 2026
Balance changes across Jane Doe and John Doe, Impale reliability fixes, Codamental Breakdown and Grab adjustments.
Survivor Changes
Base Movement
Walk Speed: 11 → 12.
Sprint Speed: 25.5 → 26.5.
Binding Spirit
Heal Duration: 10s → 7s.
Target Cooldown: 7.5s → 6s.
Entrapment
Lifesteal Amount: 10 → 15.
Lifesteal Duration: 5s → 6s.
Accelerant
Movement Speed: 55 → 48 u/s.
Duration: 2.5s → 2.0s.
Cooldown: 40s → 50s.
Startup Delay: 1.2s → 1.4s.
Killer Changes
Slash
Hitbox Delay: 0.01s → 0.015s.
Impale
Direct damage: 22 → 16.
Bleed Duration: 3s → 2s.
Hitbox size increased: 5×4×5 → 5.5×4.25×5.5.
Hitbox now grows slightly as the projectile travels further. Short range stays tight, longer range is more forgiving.
Hitbox registers faster on hit: 0.02s → 0.01s.
Codamental Breakdown
Damage per projectile: 13 → 10 → 15.
Projectile count: 14 → 10.
Cooldown: 5s → 30s.
Impale
Bleed tick damage (Level 1): 5 → 3.
Bleed now stops ticking at 20 HP — bleed can no longer kill
survivors.
Grab
Damage: 10 → 12.
Miss Endlag: 1.0s → 0.65s.
Bug Fixes
Impale
Fixed spike spawning behind or to the side of John Doe on cast.
Fixed spike occasionally launching at the wrong angle.
Scoring
Ability Score Points
Chrono Spears (aceguy22): 4 points per hit.
Slipstream Parry (aceguy22): 3 points per successful parry.
Impale (John Doe): 5 points on direct hit.
Grab (John Doe): 6 points on successful grab.
Codamental Breakdown (John Doe): 5 points per projectile hit.
UI & Metadata
Cooldown Display
Fixed cooldown timers showing wrong values in UI. Impale: 18s, Codamental Breakdown: 30s, Grab: 20s.
Core Fixes
Animation System
Fixed a major animation loading issue causing random animation failures
and console errors.
Improved overall animation reliability — actions are less likely to break
during gameplay.
Added broader anti-loop safeguards so attack animations do not get stuck
repeating, including from other players' perspective.
Stun & Movement
Fixed cases where players could stay stuck and unable to move after stun
ended.
Restored proper stun end behavior so stun exits feel consistent.
Added stronger cleanup on stun finish to prevent leftover movement lock
states.
Slash
Fixed slash animation looping issues.
Adjusted slash timing so the animation does not end too early.
Walk/movement animations now recover correctly after slash/attack
actions.
Updated related attack animations to prevent lingering action
states.
Chronos Spears
Fixed errors that could break Chronos Spears in live matches.
Fixed cases where Chronos Spears sometimes failed to fire.
Prevented Chronos Spears action animation from looping
incorrectly.
UX & Spectate
Spectate UI
Fixed spectate display so watched target info updates correctly.
Survivor spectate labeling now shows correctly instead of only displaying
killer-focused text.
Camera & Cursor
Reverted unwanted Rocket Launcher and Chronos Spears crosshair /
mouse-lock / FOV behavior.
Removed permission-error-causing mouse lock edits.
Updated shiftlock cursor to use custom image asset.
SR Patch Notes — March 8, 2026
Jane Doe balance tuning, killer stun protection, round stability fixes, and hardened cutscene loading.
Survivor Changes
Entrapment
Lifesteal increased from 10 → 20.
Binding Spirit
Anchor now displays a visual radius.
Added a 1.15s delay to leaving and re-entering Binding Spirit.
Gameplay Fixes
Killer Stun Protection
When a killer is stunned, they now receive a ForceField for 10
seconds.
Damage and hitboxes now properly respect the stun shield window.
Round Stability
Survivors are now created properly during round setup, preventing instant
round resets after intro.
Fixed cases where rounds were ending instantly and restarting
intermission.
Spawn Safety
Added a spawn height offset to reduce under-map spawns.
Cutscene Fixes
Intro Cutscene Loading
Fixed crashes that could occur during intro cutscene loading.
Added safe fallback when required cutscene parts are missing.
If cutscene setup fails, round flow now continues safely instead of
breaking.
SR Patch Notes — March 7, 2026
Critical ability bug fixes and knockback tuning.
Survivor Changes
Restoration
Fixed Restoration not properly registering and activating on use.
Rocket Launcher
KillerKnockbackForce reduced from 60 → 45.
KillerKnockbackDuration reduced from 0.35 → 0.25.
Killer Changes
Grab
Fixed Grab being broken and not functioning correctly.
Impale
Fixed Impale not applying damage on hit.
Removed lifesteal on Impale.
KnockbackForce reduced from 25 → 18.
KnockbackDuration reduced from 0.25 → 0.18.
System
Fixed spectate GUI persisting on screen after the round had already started.