Off The Grid · June – October 2026

Road to 1.0

After two years in Early Access, Off The Grid already played like no other shooter, but there was still plenty to polish and build on. Over five months and five releases, we worked through that list. Here is what we changed, why, and how far it has carried us towards 1.0.

Where it shows

Five months of work, and it shows

Retention improvement

From one match to a habit

+7.95%
D1Next day
+20.74%
D7One week later
+34.81%
D28Four weeks later
Playtime improvement

Every session now runs longer

MonthPer player
+17.72%
DayPer player, active day
+9.83%
41.2→45.3 min
SessionAverage length
+11.1%
75.7→84.1 min
Sprinting on Roadrunners01July Update
08 July 2026July Update

Make the game run great on everyday PCs, and make every gun worth picking up.

This was our biggest performance push since Early Access began, and it went far beyond a routine optimization pass. On the PCs most of our players actually own, the toughest opponent in a match wasn’t always another player. It was the frame rate, and it hit hardest right when the action heated up. Too many guns felt alike, and an Epic cyberlimb barely stood apart from a Common one. So in July, we went back to the fundamentals and rebuilt the experience from the ground up.

  1. 01PerformanceRoadmap · June
  2. 02Weapon reworkRoadmap · June
  3. 03Attachment budgetRoadmap · June
  4. 04Cyberlimbs and Limb ToughnessBeyond roadmap
  5. 05Stay As SquadRoadmap · June
  6. 06Grid RunnerContent
42 → 164 FPS on the same RTX 2060
01Roadmap · June · FPS uplift

Performance: a new floor to build 1.0 on

Behind the change

About one in five gaming PCs on Steam runs an RTX 30-series card, and older 20-series and GTX cards are still widely used. In May and June, our players on 20-series cards averaged 41–44 FPS, while those on GTX cards stayed below 30. For a shooter built around flying, sliding, and fast-paced combat across a dense city, that simply wasn’t good enough.

Before bringing even more content to the game, we focused on building a stronger foundation for 1.0: higher average frame rates, smoother gameplay, and significantly fewer FPS drops when the action gets intense.

How it landed
up to3×FPS on RTX 20-series
+30–60%FPS on RTX 30-series
+30%FPS on RTX 40-series and above
up to2×FPS on M4 Macs
The reworked guns in action
02Roadmap · June · Weapon rework

Weapon rework: every weapon built around a role

Behind the change

Too many guns felt the same in your hands, and on paper, they nearly were. Unless you were fine-tuning your loadout down to the smallest detail, almost any weapon would do. There wasn’t much reason to have a favorite gun, or one you’d think twice about picking up. We wanted every gun to have a clear identity of its own, so we went through the whole arsenal. Assault rifles and SMGs needed it most: that is where guns blurred together worst. Each one now has its own kick, its own rhythm and a quirk you’d recognise with your eyes closed. Fire a single magazine and you know what you’re holding.

We also rebuilt how shooting itself feels: the new Dynamic Recoil splits the kick between the camera and the crosshair, so you feel the weight of the gun and every shot pushing back in your hands.

How it landed
+92%Core players who fell in love with one gun
78%Core players who left their old main to explore new guns
Spending the attachment budget
03Roadmap · June · Weapon rework

Attachment budget: build the gun the way you play

Behind the change

A gun’s rarity used to decide how many attachments it could carry, so you filled every slot, and every build of the same gun looked alike. Now each rarity gets a points budget, and every attachment has a price. Pile on cheap parts or blow it all on one or two premium ones. The slot count no longer decides your build; your playstyle does. And a budget only works if you can see what you are buying, so we rebuilt the weapon stats from the ground up. Vague bars gave way to a clear list of the numbers that matter, in real units, down to ADS time in seconds, and every part shows what it changes, before and after: recoil pattern, accuracy spread, damage falloff over range.

How it landed
×2.8Unique attachment builds
1.6 → 2.5Attachments on an average custom gun
+30%Weapon loadout edits per week
Common vs Epic, side by side
04Beyond the roadmap

Cyberlimbs and Limb Toughness: rarity that matters

Behind the change

Calling in an Epic limb cost several times more than a Common one, yet in a fight it did much the same job. Rarity mostly meant a shorter cooldown, and our fights are fast: you use an ability once, and by the time it is ready again, someone is dead or has backed off. So why pay for it? We wanted rarity to be worth its price. We rebalanced every limb by rarity, and the new Limb Toughness system gives each limb extra health that grows with rarity, so a higher-tier limb is the one you can rely on when a fight gets rough.

How it landed
+10%Increase in core players combining budget and premium cyberlimbs in their loadouts

Randomly matched players who choose to stay together, % by month

0510 1.63.26.27.07.17.3 MayJunJulAugSepOct
Solo players who squadded up after a match
05Roadmap · June · Squads

Stay As Squad: keep the squad you just met

Behind the change

In any squad shooter, a team that works together is one of the main reasons people keep coming back: shared plans, covered flanks, teammates who know each other’s moves. But plenty of our players drop in without a premade squad, so we wanted to make it easy to find people you click with. Now keeping a good squad together takes one click, wherever you are when the match ends.

How it landed
×4.6Randomly matched players who choose to stay together
Grid Runner
Grid Runner key art
06Content · pack

Grid Runner

Behind the change

Summer kicked off a couple of weeks before the big update. Grid Runner brought a look built for speed: sleek, loud and made for players who never touch the ground for long, with cosmetics to match.

Also in this release
Faster matchesA quicker zone, simpler HEX extraction, rarer top-tier loot.
New sky and lightingLook up: Teardrop is warmer, brighter and more alive.
Climbing and vaultingCrates, railings and car hoods no longer stop a run: vault them and keep moving.
Sharper HUDCrisper above 1080p; the crosshair shows where shots land.
02Proximity chat
04 August 2026Proximity chat

Let the other squad hear you.

OTG’s best stories happen between squads. An enemy begging for mercy after a knockdown, a chase through the sky, a team arguing behind a wall. With squad-only voice, none of that reached anyone else.

  1. 01Proximity voice and Kill LinkRoadmap · July
Proximity chat in action, by @meatportgg
A run-in captured by @Oodaboogah
And another one from @Oodaboogah
01Roadmap · July · Proximity chat

Proximity voice and Kill Link

Behind the change

We wanted the moments between squads to be heard. Proximity voice lets anyone nearby hear you, so strangers bargain, taunt and team up in the middle of a match. Kill Link opens a line to the player you just took down, so the last word after a fight is yours. These are exactly the moments creators clip.

How it landed

Proximity chat became a genre of its own. Players love turning a run-in with another squad into a little improv show, and creators went further, building whole competitions around the best moments between squads.

Bulwark in a firefight03August Update
27 August 2026August Update

Fights that reward a plan.

Movement is what makes Off The Grid feel like nothing else, and it has always been both our pride and our headache. For two years we held it back with nerfs and made-up restrictions, and fights still went to whoever had the fastest hands rather than the sharper read.

August changed the approach: movement is now a resource to manage, comebacks are earned, mistakes get punished. And on top of that, a marketplace that finally works like one.

  1. 01Movement and pace reworkBeyond roadmap
  2. 02Redeployment tokensBeyond roadmap
  3. 03Combat HUD and feedbackRoadmap · August
  4. 04Unlimited view distanceBeyond roadmap
  5. 05New shooting rangeBeyond roadmap
  6. 06Marketplace 2.0Roadmap · July
  7. 07Bulwark and VanguardContent
The new movement in action
01Beyond the roadmap

Movement and pace rework: a new pace for every fight

Behind the change

Players loved OTG’s movement, but it came wrapped in rules that made little sense: jetpack heat that stayed high while you drifted in the air or rode a zipline, and a dash we kept nerfing with one artificial cooldown after another. Instead of tuning numbers back and forth, we rebuilt movement around one heat system for the dash and the jetpack, removed the artificial limits, and smoothed the transitions between jump, slide, wall jump and dash so they flow into each other. Movement finally follows rules that make sense, and because it all draws on one heat pool, it can run out.

Time-to-kill changed with it. Keeping your sights on someone is the hardest thing a shooter asks of you, and with our movement it felt like chasing a hummingbird. You could do everything right, take the angle and open fire first, and still watch your target dance out of the crosshair, catch their breath and come back to finish you. We cut time-to-kill so a tactical edge actually pays off, and made accuracy depend on how you move.

Grabbing a fallen teammate’s token
Bringing them back at a terminal
02Beyond the roadmap

Redeployment tokens: comebacks your squad earns

Behind the change

Late in a match, a squad with cash to burn turned death into a revolving door: down, back, down, back, from anywhere on the map. Taking someone out was little more than a speed bump, and the smartest move was to sit on your cash rather than fight. Now a fallen player drops a token where they died, and the squad has to go and get it. That keeps squads together and opens up real tactics: take a player down, then hold their spot in your sights while their team comes for the token. And if a token expires or ends up somewhere no one can reach, cash still buys a way back, so nobody is left waiting forever.

Incoming damage: before / after
Aiming: before / after
03Roadmap · August · HUD and feedback

Combat HUD and feedback: threats you can read

Behind the change

Too many deaths came out of nowhere: players went down without knowing where the shots came from or how bad the hit was. We rebuilt the combat HUD so you can read a threat at a glance: which direction is dangerous, how hard you were hit, and what your teammates have left to get back into the fight.

We also rebuilt how a fight sounds: hits, headshots and kills now each have their own distinct cue, so you can tell how a fight is going without looking at a single number.

Spotting players from a crane, at any range
04Beyond the roadmap

Unlimited view distance: no more disappearing players beyond 200 meters

Behind the change

OTG is built around vertical combat. From the top of a crane, you can see half of Teardrop. Yet beyond 200 meters, other players simply disappeared, making those epic long-range shots impossible. Every rooftop offered opportunities for combat that the game couldn’t fully deliver.

The biggest challenge was performance. Removing the visibility limit earlier would have come at a significant cost to frame rates and overall gameplay quality. We needed to get performance where it needed to be first, before pushing the boundaries of what’s possible.

Now, if you can spot them, you can hit them at any distance. We’ve removed the previous visibility limit, opening up new possibilities for long-range combat across Teardrop. We initially rolled out this feature as an experiment, closely monitoring its impact on performance.

The new shooting range in action
05Beyond the roadmap

New shooting range: a whole map to practice on

Behind the change

We used to have two separate shooting ranges, one for weapons and one for cyberlimbs, both confined to small indoor spaces. You could practice your recoil patterns, but not your jetpack bursts, grapple swings, or vaults over ledges. And in OTG, movement is just as important as shooting.

So we built a whole map with the range at its heart: racks of guns and limbs and firing lanes indoors, with open island all around to take any build into the air.

And it won’t stay a practice ground for long. Next, it opens up to custom matches, and after that, who knows, it may find its way into the main game.

Marketplace 2.0 in action
Filtering the catalog
Every item in close-up
06Roadmap · July · Marketplace 2.0

Marketplace 2.0: built like a real market

Behind the change

The old marketplace worked like a catalog at a warehouse counter: it only helped if you already knew the exact item to ask for. There was no window to browse and no stumbling onto a deal you didn’t know you wanted. We rebuilt it as a storefront you can wander through: browse and filter what’s on offer, with every item taking center stage in a large, detailed preview. Trading finally became fun.

How it landed
+17%Players selling
+9%Players buying
+7%Trades per active player
+51%GUN spent on purchases
Vanguard trailer
Three Vanguard skins
The three Vanguard hunters
Bulwark skin
The Bulwark set
07Content · Battle Pass and pack

Bulwark and Vanguard: a full military kit drop

Behind the change

A new way to fight deserved a new uniform. The August update came with a full military kit drop: the armored Bulwark set for those who hold the line, and three Vanguard hunters waiting in the Battle Pass.

Also in this release
Lobby refreshAppearance, play, social and settings, all rebuilt to feel like one place.
Post-match progressWatch your challenges, achievements and campaign progress tick up after every match.
Faster loginA huge inventory no longer means a long wait to get in.
Smarter NPCsAn NPC with a sniper rifle no longer fights like one with a shotgun.
Iron Canopy04Iron Canopy
01 October 2026Iron Canopy

A new hunter in the jungle, and a first flight for every new player.

Flying is the one thing no other shooter has. New players used to meet it for the first time mid-match. Now it is the first thing they learn.

  1. 01Iron CanopyContent
  2. 02New tutorialRoadmap · August
Iron Canopy trailer
01Content · pack

Iron Canopy

Behind the change

A jungle hunter set, built around the sniper fantasy. One shot, one hunt, one survivor.

A new player’s first flight
02Roadmap · August · New onboarding

New tutorial: learn to fly first

Behind the change

Flying is what OTG is built around, and the game only clicks once you start using the sky in every fight. Yet new players brought their habits from other shooters. They flew once, on the drop, and spent the rest of the match on foot as if it were any other battle royale. We wanted them to arrive at their first fight already moving the way OTG is meant to be played: in the air first, then on the ground, then in combat.

How it landed
up to+40%More flying by new players in their first real match
Kestrel anti-cheat

Detect the human,
not the hack.

05October Update
09 October 2026October Update

Our own anti-cheat joins the fight.

Two years in, we put an anti-cheat of our own into the game. In OTG, what you earn has real value, so it has to be earned fairly, and the protection we had was not always enough. Around Kestrel came a pile of quality-of-life fixes players had been waiting for, and a little something for the anniversary.

  1. 01KestrelRoadmap · September
  2. 02First ban waveRoadmap · September
  3. 03Quality of lifeBeyond roadmap
  4. 04Anniversary eventContent · event
09 OCTKestrel goes liveOn every server, nothing to install
12 days
21 OCTFirst official ban waveScripts, remaps and aim assist
Launch to first ban wave
01Roadmap · September · AI anti-cheat

Kestrel: our own anti-cheat, switched on

Behind the change

In OTG, the gear you earn lives on-chain, and thanks to GUNZ it carries real-world value. A cheater doesn’t just ruin a match; they walk away with value honest players fought for, and chip away at the economy everyone plays in.

Cheat makers are riding the AI wave too. Over the summer, blatant aimbots gave way to scripts that play almost like a human and hop between throwaway accounts. The commercial anti-cheat we relied on couldn’t always keep up, and a smarter opponent called for a smarter answer. So we built our own.

After more than six months of work by some of our best engineers, Kestrel went live: an AI anti-cheat that runs entirely on our servers and learns how real people play. Before it ever judged a stranger, it went to school with the best players in our community. Their matches set its bar for real talent, so it can tell a great player from a great script. There is nothing to install, and it spent its first days watching before it acted.

And it won’t stay ours alone. We’ve already started offering Kestrel to other studios, turning an investment in our own game into technology the wider industry can use.

What the first wave caught

Macro and recoil scriptsInput remappingAim assistanceExploits, 6%
First-wave bans by type
Creator post on X about Kestrel with 5.8 million views
@meatportgg on X, 5.8M views
02Roadmap · September · AI anti-cheat

First ban wave: banned by how they play

Behind the change

Kestrel doesn’t care about a player’s score; it watches how they move and aim. It recognizes the same cheater coming back on a new account or device, and penalties scale from a 7-day quarantine to a permanent ban.

Before the first wave went out, the team watched the flagged matches one by one, pausing and replaying the shady moments until we were sure Kestrel was getting it right. Those two weeks left us with tired eyes and a very clear idea of what cheating in OTG looks like.

How it landed
15B+Gameplay data segments Kestrel learned from
5.8MViews on one creator’s post about Kestrel
Scope glint in action
A whole pile decoded at once
The extraction beam in action
03Beyond the roadmap

Quality of life: a long-overdue clean-up

Behind the change

Every live game collects a list of small annoyances, and the anniversary felt like the right moment to clear ours.

Scope glint. Once players stayed visible at any range, a sniper on a rooftop could see the whole city while nobody could see them. A glint on long-range scopes gives the other side a fair chance to spot the threat.

Bulk HEX decode. Our core players finish every session with a pile of HEXes, and opening them one by one turned into a chore that ate the time they came to play. Now the whole pile cracks open in one go, and it’s straight back to the fight.

Extraction beam. Extracting a HEX is the loudest moment of a match, yet from a few blocks away it was easy to miss. Now the antenna throws a beam into the sky for as long as the extraction runs, and the pulse racing up it works as a progress bar anyone can read: the squad holding the antenna sees how long it still has to hold out, and everyone nearby sees where the prize is leaving the city and how much time is left to take it.

New players. The new tutorial was only the start. We kept polishing the first hours after it, so the road from the first flight to the first win feels smoother at every step.

Turrets. They used to cut players down without warning. A laser sight and a warning sound now tell you that you’re in their line of fire before they open up.

2 years Off The Grid
Two years Off The Grid
Anniversary 2026 set: mask, vest, shirt, pants and jetpack
The anniversary set
Anniversary AR03 skin
The anniversary weapon skin
04Content · live event

Anniversary event: two years Off The Grid

Behind the change

Two years of Early Access has been a wild ride, and we didn’t want to mark it alone. So we threw a small party in the game: a reward for every day you dropped in, and an anniversary set and weapon skin to remember the trip by.

How it landed
26.2kMarketplace trades in anniversary week, a record: the party got loud
GUNZ Roadmap 2026 · June → October

The scorecard

11/14Roadmap commitments shipped, 2 of them in part
+10Big features shipped beyond the roadmap
11Content drops, live and community events
3Commitments we didn’t deliver

One square per item: the 14 roadmap commitments (half-filled: shipped in part), then 10 features beyond the roadmap, then 11 content drops, live and community events.

Shipped from the roadmap · 11

  • Complete
  • FPS uplift08 JULUp to 3× on older PCs, plus Mac and consoles
  • Weapon rework08 JULEvery gun with its own feel, attachments on a budget
  • Squad rework08 JULStay As Squad in one click
  • Proximity chat04 AUGProximity voice and Kill Link
  • Marketplace 2.027 AUGA storefront you can browse
  • HUD updates27 AUGThreats you can read at a glance
  • Visual and audio feedback27 AUGDamage direction, hit and headshot sounds
  • New onboarding01 OCTFlight first
  • AI anti-cheat09 OCTKestrel, alongside EAC; first ban wave on 21 October
  • Partially complete
  • OpenSea page redesignPLANNED JUNWe’ve completed the first phase of OpenSea improvements, removing outdated categories and filters and resolving minor GUN–WGUN conversion issues.

    The remaining categorization overhaul required additional time due to the recent chain upgrade and is now scheduled for completion in November, bringing item categories closer to the in-game structure for a smoother trading experience.
  • Ranked System ReloadPLANNED OCTSummer League gave competitive play its first run, and it was a hit. The full reload only gets one first impression, so we’re saving it for the right moment

Beyond the roadmap · 10

  • Gameplay
  • Movement and pace reworkAUG
  • Unlimited view distanceAUG
  • Cyberlimb rework and Limb ToughnessJUL
  • Redeployment tokensAUG
  • Smarter NPCsAUG
  • Scope glintOCT
  • Game and lobby
  • New sky and lightingJUL
  • New shooting range mapAUG
  • Bulk HEX decodeOCT
  • Post-match progressAUG

Content and events · 11

  • Content drops
  • Grid Runner pack25 JUNSkin, Vulture upgrade path, cosmetics
  • Bulwark pack27 AUGFull-body skin and Rampart LMG skin
  • Vanguard Battle Pass27 AUGNullface, SwampJaw, Dunewalker
  • Iron Canopy pack01 OCTJungle hunter set and sniper skin
  • Live events
  • OTG Summer League17 JUL – 06 SEPFive weekends of ranked play, Grand Finale on 5–6 September
  • Two-year anniversary09 OCTDaily login rewards, set and weapon skin
  • Community events
  • Storm Casuals12 SEP · 17 OCTCommunity solo and trio customs
  • Rising Stars19 SEP – 10 OCTFour rounds of community tournaments
  • RIPz Trios20 SEPFour-game trios cup
  • Contenders04 · 18 OCTTwo community tournament days
  • UnderDogs09 · 31 OCTCommunity cup series

Needs a little more love · 3

We wish this list were shorter. Everything we built beyond the roadmap had a price, and a live game doesn’t always let you pick when to pay it: when the game needed something now, we reshuffled our plans to answer. These three didn’t make it, and that’s on us. Each of them is back on the table, and we’ll tell you where it lands.

  • Legendary WeaponsPLANNED JULA legendary is a promise that it stays rare and worth chasing. Our economy can’t keep that promise yet, so they wait in the vault until it can
  • Mainnet migrationPLANNED SEPMainnet is a door that only opens one way, and we want to get it right. By combining the full release of Off The Grid 1.0, the final phase of game polish, and a massive global marketing push, we aim to maximize adoption by bringing new player base across different platforms into the GUNZ ecosystem and unlocking its full functionality at scale.
  • Map expansion, new biomesPLANNED OCTWe poured our effort into Teardrop instead: fixing what was broken and getting it ready for PvE at launch. And we shipped a whole new map, the shooting range, which we’ll keep growing

What’s coming next: OTG 1.0

Early AccessFull release

Off The Grid leaves Early Access. Two years of growing up in public, and now it’s ready to stand on its own.

Launch campaign

Turning the marketing volume all the way up

Our biggest marketing push yet, building all the way to 1.0
Release window
27 Dec – 15 Jan
Over the holidays, into the new year
Sneak peek

1.0 is still on the workbench, but we couldn’t resist lifting the cover.

Here’s a first look at the biggest things coming with it.

The GUNZ logo

Mainnet migration

Bringing new OTG community members to GUNZ Mainnet. Everything you own moves with you, including serial numbers, onto the chain where your items are truly yours to own and trade.

Loadout crate with limbs and weapons

A completely new loadout system

Built to the rhythm of OTG, so it pulls you into the game’s pace instead of holding you at the door.

A wall of skinned weapons

Weapon cosmetics rework

Customization that used to stay behind locked doors is opening up, so every gun can finally wear your style.

A trophy full of loot crates, raised by cyberlimbs

Platform achievement system

Achievements now unlock on every platform you play OTG on, so your best moments leave a mark.

Concept art: an overgrown observatory district on Teardrop

A dynamic Teardrop

The island stops sitting still: more to see, more to play with, every match.

Two gang NPCs opening fire with rifles

PvE upgrades

The Goblin drone and loot zones hit 2.0, new vaults wait to be cracked, and turrets and NPCs come back reworked.