The Nullpoint Abyss Update
This is the biggest update since launch: a new endless endgame zone, a world boss, a new tier of chase items, over 20 new mythic abilities, Steam leaderboards, 13 new achievements, a full balance pass, and a very long list of fixes, including the end of the drag crash. Your saves are untouched, and everything retroactive applies automatically.
New Zone: The Nullpoint Abyss
- A new endless endgame zone. Unlock it by clearing Ironfall at Corruption Level 10.
- Corruption has no ceiling here. Full-clear the map and extract to descend one level deeper. Dying never pushes you back, and you can LOCK your depth at any time (or type a depth straight into the gauge).
- Enemies and loot scale forever: the deeper you go, the harder it hits and the better it drops. Enemy count grows with depth too.
- 6 new enemy types, plus The Nullpoint Herald: a rare mini-boss that spawns loaded with every jackpot at once.
- 11 elite affixes on abyss enemies: bruisers like JUGGERNAUT, RAVAGER and TEMPO, and gold jackpot elites: GILDED (triple loot), HOARDER (mythic artifacts) and LOADED (a fortune in cash, complete with a banknote rain).
- New raid filter: Clear Hostiles First. Kill everything before looting. Midas now applies to POI loot, so kill-stacking before you loot finally pays off.
- ABILITY ORDER: in the Abyss, crowd-control casts chain in the order you choose, and everything else auto-casts on cooldown. Your augment skills join the system too, so openers stop wasting cooldowns on an already-dead enemy.
- The world map, deploy screen and raid HUD get a full Abyss look, with depth stats on the extraction summary.
The Underlord
- Every 100 depth levels earns you a claim: summon THE UNDERLORD from the Abyss panel.
- It guards the rarest loot in the game: Abyssal head relics, the Abyssal Container, Infinity Fragments and the Null Reliquary. Deeper claims mean better odds.
Abyss Fragments & The Null Injector
- A new item family: Abyss Fragments. Carry them in your raid inventory for passive power. The full roster: Pulse (+damage to abyss enemies), Lens (+loot rarity), Ward (a shield at raid start), Magnet (+module drops), Barter (+sell prices), Anchor (+stun resistance), Dampener (damage reduction above the cap), Siphon (a higher leech cap), Momentum (faster extraction and searching), and Thread (+1 revive per abyss raid).
- The rarest ones break rules: Focus and Resonance push a specific augment past its level cap, and Prime raises ALL your augments at once.
- ABYSS TECH at the Tech Terminal: forge Null Injectors from your tech modules and corrupt a fragment. 70% destroys it; the rest twists it: downsides, upsides, or rare over-cap affixes. High risk, no refunds.
- Fragments are protected chase items: automation never touches them, selling always asks (and tells you it always will), and if your stash is full they go to Gunsmith recovery instead of being lost.
- Optional fragment insurance exists. It is not cheap.
Infinity Fragments & The Null Reliquary
- Six Infinity Fragments, each a unique permanent power. Second copies do nothing: one is all you ever need, and one is all you will ever see. They roll on flat ultra-rare odds that no loot bonus can touch.
- The six: Space (Blink Hunter: teleport-hunt enemies at raid start), Power (+100% damage and +5 headshot multiplier), Reality (raid start: 5 enemies get snapped from existence), Time (2x raid speed), Soul (feeds on abyss kills: +0.001% damage per kill, forever) and Vital (feeds on abyss kills: +0.001% max HP per kill, forever).
- The NULL RELIQUARY: a new relic-slot item with six sockets. Each socketed stone climbs a ladder of damage, HP and headshot bonuses, and at 6/6, ABYSS RESONANCE awakens: every abyss kill grows your damage and HP, forever.
- The Reliquary and Infinity Fragments in it survive death.
- Finding one of these plays a reveal you will not miss. Reality-delete kills got their own dust-snap moment too.
Signal Leaderboard
- New leaderboard panel, always visible on the hub: ABYSS DEPTH, INSANITY LAYER and UNDERLORD KILLS.
- Global top 25, the ranks around you, and a Friends view.
- 13 new achievements to hunt alongside them: depth milestones, The Underlord, fragments, and the rarest finds in the Abyss.
Mythic Gear & Modules
- Rigs and backpacks can now roll mythic affixes and abilities, and the ability pool grew by 20+ across armor, helmets and containers: Chrono Harness, Golden Harvest, Plunder Core, Golden Thread, Cache Breaker (instant insanity caches), Deep Stash, Compression Weave, Loot Beacon, Threat Scanner, Kinetic Harness, Stim Loop, Padded Straps, Overdrive Loop, Aegis Shell, Lifeline, Salvage Matrix, Field Medic, Escape Artist, Bounty Chip, Atlas Frame, Tireless Servos and Deadlock.
- Mythic gear can now be sold. Every path asks for confirmation; automation only touches mythics if you explicitly set Max Rarity to Mythic, and Protect Rarity now has a Mythic option.
- Module cap: a grid runs at most 2 active copies of the same module (extras go inert; nothing is deleted and combos are unaffected). Corner Stabilizer becomes 90×4 so all four corners matter; Pulse Emitter caps at 1 (a second copy never did anything).
- New Supply fillers with no grid limit (Scrap Plating, Vital Mesh, Slag Cell), bought with insanity to fill empty cells.
- Element choice: if your grid mixes elemental modules, FIRE/COLD/LIGHTNING buttons appear above the grid and let you pick which element your weapon deals. (Before, the last module silently won.)
- CLEAR ALL MODULES button, modules now also drop from abyss enemies, and MYTHIC CACHE odds went from 0.5% to 2%.
- Modules now stack as counts instead of filling your inventory, and the noisy module pickup popup is gone.
New: In-Raid Ability Bar
- A minimal chip bar above the escape button shows your augment skills and mythic openers with live radial cooldowns, cast flashes and use counts on hover.
- Drag it anywhere, hide it entirely; your choice sticks.
Balance: The Abyss Rules
- Your normal-campaign numbers are untouched. Overpowered augments are suppressed only inside the Abyss, and the augment page has a NORMAL/ABYSS switch so you can see both values.
- Abyss-only guards: Crimson Gaze goes on a 15s cooldown, per-CL mastery bonuses (Corrupted Rounds, Frequency Tuning) lock in at their CL10 value, and openers like Turret and Orbital deal depth-safe percent damage.
- In return, the Phantom Strike corruption mechanic (random enemy hits that ignore armor and evasion) does not exist in the Abyss. It stays as-is on normal maps.
Balance: Global
- Mythic ability rework: instant-kill procs (Fatal Error, One-Tap) became %-max-HP hits, Berserker caps at +50%, Reality Delete deletes 1 enemy, Doom Clock pulses twice per raid, Bit Rot and Nano Swarm are steady DoTs, Malware is +20% (boss +10%), Midas stacks rarity-upgrade chance per kill, Overclock stacks fire rate, Data Vampire stacks +2% damage per kill. New HUD badges show your kill-stacks ramping.
- One revive per raid, from any source. (Unless you have the new +1 revive fragment)
- Life steal became Leech Rate: every source now grants % of max HP per second, so stacking sources finally matters. Cap 20%/s (Abyss 5%/s).
- Cooldown Reduction is now real: it used to be a dead stat that applied to nothing. It now reduces your augment skill cooldowns, capped at 40%. Fusion Power Cell was rebalanced around it.
- Micro Rocket rework: flat damage (dead at endgame) became 50% of your player damage per rocket.
- Headshot chance from handling: new formula, 1% per 10 handling, capped at 40% (handling keeps mattering deep into endgame). Precision Servos now also grants damage.
- Dodge & speed passes: dodge sources were trimmed so the 75% cap (Abyss 50%) is reached by combining augments, not by one; Blur now feeds the same dodge pool; movement speed left the augments that had no business having it, and Grav-Drive is the speed augment.
- Damage reduction is one additive pool with a hard cap of 50% (Abyss 30%), and Danger Sense / Last Stand were folded into it.
- Mythic Aegis: 80% damage reduction was a mistake. It is 10% now, everywhere, including old items.
- Small global buffs: Hydraulic's 5th-hit bonus damage now actually works, Thermal Oculus and Synapse Accelerator scavenging went up, Berserker set's attack speed and Ghost set's first-strike damage now really apply.
- A few skills gained cooldowns everywhere (Phase Striders, Chameleon Mesh, Adrenaline Gland): permanent stun-lock was not a build, it was a bug with extra steps.
- All the new caps are visible on your character sheet: Damage Reduction, Dodge Chance, Leech Rate, Cooldown Reduction and Auto-Dodge got proper rows and tooltips.
- Echo Points: defeating all 70 wardens now grants +13 bonus EP: the full skill tree (83 EP) is genuinely reachable. Retroactive: if you already cleared them all, the bonus is waiting.
Quality of Life
- Item dragging was rebuilt on a new input system. This kills a rare crash for good, removes the drag stutter, and adds long-requested touches: the scroll wheel works mid-drag, R rotates the item while you hold it (preview and placement highlight update live), and you get a proper grab cursor.
- Insanity: multi-buy for caches (1/3/5/10/MAX), sticky wallet while scrolling, one badge per buff with ×count and hour-long timers, rebirth costs show exactly what is missing in red, panels stack by last use, and numbers format cleanly deep into the endgame.
- Drop notifications: prototype/mythic popups are gone (they flooded the screen in the Abyss). Rare chase drops share one clean window, and the new NOTABLE LOOT panel on extraction lists your best finds.
- Item Recovery: rarest items first, chase items always reach recovery even on stash overflow, and the list keeps your scroll position.
- Shotgun slide animation no longer stalls the fight (1s down to 0.35s).
- Stun indicators and buff badges got bigger and readable.
- Quest completions now show special rewards, and auto-complete finds quest items in your containers, not just the stash.
- Windowed mode preference persists across restarts.
- Rotated items straighten out when equipped, so they come back to your stash upright instead of sideways.
- The final story visit no longer replays on every load. When the time comes, you can return to it from Ripperdoc's quests whenever you are ready. A long-standing progression dead-end for a few endgame saves now fixes itself automatically. And for those who made a certain choice... someone may have an offer for you.
Fixes
- Fixed area kills freezing combat.
- Fixed melee attack speed not applying: fast melee weapons now actually swing fast.
- Fixed medkits refusing to work in raids for characters with bonus HP (an old one, and a bad one).
- Fixed pause not actually pausing your cooldowns, and delayed hits (Crimson Gaze, rockets, bursts, Orbital) landing during pause or the escape minigame.
- Fixed Nano Swarm stacking itself into multiple ticks over long fights.
- Fixed revives sometimes bringing you back at 0 HP.
- Fixed container weight bonuses double-counting (Titanium Exoframe, Voidloader).
- Fixed max-HP display drift when entering and leaving the Abyss.
- Fixed Overload keystone stacking forever on weapons without an element.
- Fixed the overnight insanity memory leak (multi-gigabyte after AFK nights).
- Fixed the skill tree getting heavier the more points you spend, and the multi-second freeze when toggling refund mode or refunding a node. Both are instant now.
- Fixed the mythic module list stuttering while scrolling, and a tooltip flicker on Hollow Crown.
- Fixed blink teleport edge cases (combat-start positioning, stale positions, Chop Chop pull point).
- Fixed overlapping damage floaters, a stun-indicator race between chained CCs, and warden clears counting twice in rare flows.
- Fixed SIGNAL HARVEST COMPLETE being unobtainable, and achievements now trigger outside raid start too.
- Fixed context menus clamping wrong near screen edges, duplicate notification spam, and dozens of smaller issues found during Abyss testing.
Localization: 简体中文
- A massive Simplified Chinese pass: the full tutorial and mentor flow, every augment description, daily contracts, quest lines, the character sheet, and all of the new Abyss content. Roughly 600 new entries. If you ever hit an untranslated quest, it is fixed.
- Player-reported translation bugs are in too: medkit descriptions now correctly say how much HP they restore, and the mastery shop, code vault stat lines and item stat labels are fully translated.
What's Next
Community translation kit, Russian language support and module merging are on the roadmap. Almost everything in this patch started as one of your reports. Please join our Discord and keep them coming: UNHUMAN Discord