SYNTHETIK 2 Patch Notes — February 10, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Hey everyone!
We are very glad about the positive reception of the Engineer Update!
Update 19 is a big spring cleaning update, with a heavy focus on fixes and quality of life.
🔶 Spring Cleaning
Core Fixes
Fixes varied issues with chat
Fixed issues around turrets not shooting
Fixed exploits around recycling
Fixed tutorial using difficulty modifiers
Fixed pickups not disapearing visually
Fixed negative health issue where players should have died but didn’t
Fixed issues around healing
Fixed issue with un-setting hotkeys
Fixed Power scaling not showing on buffs spawned by effects (scaling worked, but UI didn’t)
Fixed Mortar shots sometimes being visually offset
Fixed charges instantly granting another charge when used (e.g., Sabotage Package)
Fixed charge shader not flooring correctly (4 charges showing as 5)
Fixed charge recharge display not properly appearing on items
Fixed buffs from item upgrades (armor, speed bonus, ammo regen) not stacking correctly
Fixed varied Engineer related issues as described in the Engineer section
Many reported action issues were fixed
Fixed broken achievements
Fixed that trading jammed weapons made jamming unrecoverable
Fixed varied issues in end-screen
Fixed stat displays of certain power scaling stats such as variant power
Fixed clients not seeing Ping markers from the host
Fixed issues around currencies
Fixed an issue where you would gain doubled credits
Fixed explosive shots (60-stack version) targeting self as fallback for minor damage component
Fixed Laser Implosion bug
Last Defender shop opening now grants 4 seconds of invulnerability
After selecting a skill, the Class panel disappears, preventing class selection until clicking elsewhere.
Language selection: PortugueseBrazil is out of bounds for available themes; defaults to standard theme.
Fixed broken cinematic in Oilrig Hovercraft Boss
And more.
🔶 UX
Mortar Shots now have different visuals depending on the type of mortar
We added new visuals for different mortar type attacks, such as shock mortar, flame mortar, 3 different types of explosive mortars and more. This makes the enemy attack patterns visually more distinct and interesting, while also reduces confusion about friendly vs enemy attack patterns.
End-screen menu layout is now much closer to the main menu layout to reduce confusion.
Multiple minor UI improvements

🔶 Weapons
General
Lost & Found starter weapons now gain a random variant on first upgrade
Added sphere-cast for explosive ammo variants and Fireball Cannon ammo for better hit detection
Weapon Balance Changes
Industrial Breaching Cutter
Damage: 0.8 → 1.2x (+50%)
Ammo pickup: 180 → 120
Firing slowdown reduced by 25%
Rubber Grenade Launcher: Improved ejection speed
Spike Fireball Cannon: Added alt ammo – Curveball
Area Saturator: Fire rate tripled; reload speed reduced
Switched GM6 Lynx and R2000H perks
KS-23: Added feedback to ammo unlock
Flak Cannon:
Damage: 3.5 → 4.2x
Ammo reduced by 25%
Tec-9 full-auto upgrade damage reduced by 10%
Breaching variant:
Increased burst-fire delay
Fire rates increased
Scaling reduced
Deviation no longer scales
Ninata Acid Shot cooldown: 6 → 4
General Acid Tick damage: 100 → 200
Rex:
Starting ammo: 60 → 120
Pickup ammo: 70 → 80
Luck: 10% → 20%
Weapon Fixes
Fixed CR18 chance being inaccurate
Fixed ZB26 Spare Parts chance showing 33% instead of 45%
Fixed Double Barrel misleading tooltip
PPQ last-shot perk now applies only to the final shot (not last two); shield cost 150 → 100
Removed outdated cooldown from Hot Loaded
Abomination no longer has a hidden damage bonus
Fixed Ambusher incorrect check
Fixed Scavenger giving mismatched ammo types
Fixed Unstable Ammo ignoring cooldown
Improved Hot-Shot conversion scaling
Ion Quick Swap now correctly grants speed; removed ejection speed
Fixed Laser Divine Blessing affecting only laser perks
Nano Armor tooltip fixed (10 → 15)
Extra Shot buffs now grant an extra shot, not extra pellets
Ultracrit scaling adjusted
Varied other minor fixes
🔧 Attachments
Bulletstorm Trigger Assembly armor penetration: −50 → −50%
Chromatic Alloy improved
Fixed Weapon Super Recharger cooldown reduction
Auto-Loader reload amount: 5 → 3
Terror Lafette now also grants +50% projectile range
Fixed Tri-Bolt Carrier not granting extra shotgun stats
Fixed Golden Boy attachments disappearing
Commando weapon mastery changed:
From 60% free extra shot
To 60% no-ammo-cost chance
🟢 Healing Display
You can now see incoming healing very clearly, both in the HUD and on unit health-bars. This currently has a small side effect where you can see added extra health from health scaling of summons however.

🔶 Items
High Power changed from −200 shield to −10% max health, Power 80>60%
Disc of Justicia no longer stuns players
Kernel Shop cost: 2500 → 2000
Heat Ray:
Damage tick range: 6 → 10 m
Burn & slow range: 6 → 7 m
Fixed Stasis Sphere using outdated healing logic
Invulnerability: 0.5 → 1s
Ignition Core can now ignite itself
Psionic Catalyst range: infinite → 20 m
Thunderstorm Uplink ranges improved
Guardian duration: 20 → 30s, cooldown 70 → 80
Ghost Spawner ghost duration: ~20 → ~10s
🧬 Classes
Machine Hunter
Snappy now has melee repel, dealing damage and stunning melee attackers
Synergy reloads 1 shot on HVAP / HEAT usage
Recon Sniper
New starter healing item: Life-Ripper Shots
Early game more dynamic; reinforces sniper fantasy
Target Laser hold time for guaranteed crit reduced
🔶 Engineer
Engineer perks are out of testing; level requirements enabled
Fixed Overdrive Station not being clickable
Improved sentry targeting and ranges
Improved Spider Mine explosion trigger range
Greatly improved range of area denial system
Improved cone of surge 3 area denial system
Fixed area denial system not using 3 charges
Overclocking now grants:
50% damage reduction for 1.25s (summons survive longer)
Repair Kit doubles this effect
Summon health loss reworked:
Uses damage instead of negative regeneration (more debuggable)
Faster decay offset by damage reduction
Unidentified Potion:
Negative effects now work again
Stat upgrade chance reduced
No longer always heals
Economy Booster: 300 → 200 credits
Fixed multi-overclock only working on summons and not on yourself
New Engineer Evolution: Ability Shuffle
Fixed Turret Shuffle spawning multiple turrets instead of rerolling
Gambling Kit:
Higher chance for Epic / Legendary weapons
Max recycle stacks capped at 25 (prevents infinite scaling)
Fixed Mortar firing without cooldown and clearing content instantly
Fixed Surge exceeding 3 and causing issues
Fixed Economy Booster exceeding 3 Surge
Suspicious SSeth Beholder:
Duration: 30 → 20s
Evil check interval: 4 → 3s
Spider Mines cooldown: 30 → 22s
Fixed currency validation issues (Missile Drone)
Fixed Metal Storm not correctly checking the cool-down
🔶 Entities
Added a concept of Squad formation for entities
This is currently in testing but already in use for mil-grade attack drones as example. Entities forming around a squad leader try to stay in one of multitude of switchable formations.
We now standardized the de-spawning to no longer use negative health regeneration which was technically quite "un-safe". The base summon durations might have increased a bit to compensate but the destruction phases are now more quick, to prevent massive amount of summons but most notably prevent too many damage packets being sent from constant damage ticks.
Varied item summons now properly de-spawn after a time which did not have proper duration set
Up next: Our priority right now will stay on stability, UX and polish. Additionally we are working on the new arctic-alternative, and a new boss fight.
Stay tuned!
Team FFG
