Ready Or Not Developer Confirms It Was Hacked, Source Code Stolen

Void Interactive, the developer behind the tactical first-person shooter game, Ready or Not, has confirmed that it was hacked. Fortunately, no player data or staff data was stolen.

In a statement to Kotaku, the developer blamed the hack on “critical vulnerabilities” that were discovered in TeamCity’s cloud services for build management. No sensitive information was leaked and the hackers were only able to get away with “some” source code and screenshots of its upcoming projects.

According to Insider Gaming, the hack reportedly happened in March, prior to the studio publicly revealing it, and the perpetrators made off with 4TB of data. The data was reportedly stolen in March, and apparently contained Ready or Not builds for PlayStation and Xbox consoles.

Ready or Not was released into Early Access in December 2021 and launched into 1.0 in December 2023. Its original publisher, Team17, dropped the game after it gained controversy for promising a school shooting mission. Its Steam page indicates that Void Interactive moved forward with self-publishing after losing Team17’s support.

Ready or Not has garnered mostly positive reviews, sitting at a 79% on Metacritic. However, the game has gotten some criticism lately for the 1.0 version’s gameplay changes and bugs.

Kompletter Artikel: Ready Or Not Developer Confirms It Was Hacked, Source Code Stolen



In Y9S1 and beyond, we’ll continue to update the Reputation System Beta to ensure its accuracy before any Standing Impacts go live.

This season, we’ve made several changes to the Reputation System. In this article, we’ll share more on what these changes mean and how we plan to continue improving this system.


Following the Y9S1 release, it became clear that certain aspects of the Reputation System were not working as intended. Our teams gathered and analyzed player feedback while completing internal investigations, leading us to identify issues affecting the player experience.


We found that players were receiving communication penalties at a higher rate than expected. In response to this, a decision was made to disable the voice chat and written chat penalties. These communication penalties will remain disabled until we can implement further levers to ensure that all penalties given are fair, while also providing players a clear path to improvement.

On consoles, we were made aware of another issue which led to increased voice chat reports being visible in the Reputation Center. We also found that in some cases, misconduct such as Griefing or Voice Abuse was incorrectly labeled as "Excessive" in the Reputation Centre. A fix was released addressing these on March 21st.


After season launch, we became aware of an issue affecting the speed at which Commendations would be reflected in a player’s Standing, resulting in lower Standings for many players. Commendations are now affecting Standings promptly and correctly.


With the launch of Y9S1, we implemented our latest balancing update for the Reputation System. Here we used the built-in weights and levers to better define the attainment of each Standing, aligning more closely with our intentions. The five bracket Standings were also redefined to provide more meaning to each of them.

The aim behind system balancing is to ensure that your Standing mirrors your actions. Right now, many players will find themselves in the Respectable bracket. Being in Respectable is a great place to be and should be the aim; it means you’re the core of the Siege community, you’re not detracting from others’ experiences, and you’re playing with care, making Siege enjoyable for players around you. Some players with consistent positive behavior might also enter the Esteemed and Exemplary brackets, but maintaining these can be more challenging.

Looking at the two lower brackets, falling into Disruptive doesn’t necessarily mean your behavior is always negative, but it does indicate that you’re not playing to the Siege ideals overall. With some effort, the Respectable Standing can be achieved. However, if a player finds themselves in Dishonorable, it means there are clear negative trends. In these cases, players need to adjust their behavior and remain consistent to improve their Standing and experience for the community’s benefit.


We’ve learned a lot since the Reputation System entered, in Y8S4, in its grace period and we’re continuing to integrate those learnings to ensure that the Reputation System is fair, resilient, and understandable for all players.

We are currently making progress in incorporating protections that make a player’s Standing more robust, going beyond reacting to player reports, and instead using additional factors. These improvements are directly driven by the feedback you have shared with us.

Our work continues so that we can develop further levers that will enable us to reactivate the communication penalties. We want to ensure that our system applies penalties only where necessary, and that players have a full understanding and trust in the Reputation System.


Thanks to your feedback, it’s became clear that large changes are needed in order for the Reputation System to meet the requirements that we’ve set. With this in mind, Impacts based on your Standing will be no longer be introduced in Y9S2 and will instead come in a later season. Consequently, as the Reputation System will not see its full release in the coming season, it will remain in Beta for now.

We’ll be sharing more information soon on when you can expect to see Impacts and the full release of the Reputation System. The deployment of Impacts will also be announced ahead of time so that players can be prepared. Once this feature does go live, we’ll be monitoring the system closely and listening to your feedback on the update.


The Reputation System will continue to retain its Beta status, reflecting its current form as we continue to make improvements and collect further feedback. Our priority will be to ensure that everyone is confident in the state of the Reputation System as we focus on reducing toxicity and making Siege a fun and enjoyable game for everyone.

We aim to continue to provide transparency and responsiveness around this system, and as we move forward, we want to keep hearing about your experiences. We’re always listening as we work to provide a safe community.




See the fixes here coming in Y9S1.2.


Find the download sizes for each platform below.

Ubisoft Connect: 918.5 MB
Steam: 479 MB
Xbox One: 0.77 GB
Xbox Series X: 2.1 GB
PlayStation 4: 1.44 GB
PlayStation 5: 929 MB


FIXED – Rappel breaks when used at the distance limit and then walking backward during animation.
FIXED – Incorrect default sight attachment shown for Fenrir’s SASG-12.
FIXED – Barbed wire requires more shield-melee attacks to be destroyed than intended.
FIXED – Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself.
FIXED – Aruni’s Surya Gate doesn’t deactivate for friendly Operators when placed close to stairs.
FIXED – Camera clips through player when using free-look and going prone next to a wall.
FIXED – Deimos’ DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices.
FIXED – Free-look breaks if players look right and use free-look multiple times.


FIXED – Unintended line of sight can be reached using Azami’s Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.


FIXED – Gameplay audio is muted during End of Round replay, end of match, and kill cams.


FIXED – Spectating doesn’t display Deimos’s ability properly when reconnecting to the match.


FIXED – Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu.
FIXED – Tutorial control guide menu pops out when toggling the ping target in Map Run.
FIXED – Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen.
FIXED – Operator portrait is displayed offset in the Loading screen of Free For All sessions.
FIXED – Deimos’ DeathMARK probe and laser don’t display team color settings.
FIXED – Operator Guide content doesn’t load properly when using the scroll bar.
FIXED – Camera shakes more than intended when entering rappel.

Kompletter Artikel: Y9S1.2 PATCH NOTES

Rainbow Six Siege | Containment Event Live Now!

Times were fun during the first Containment event. Alien parasites were infecting everything in their path and taking on the form of Rainbow Six Operators. REACT Team went from room to room blowing up nests. Carnage was everywhere.

Now years later, the Proteans have resurfaced. It’s night-time at the Consulate in Abidjan and it is time for you to pick a side. Playing as REACT Operators (Attackers), you are tasked to infiltrate the area, locate the nests and neutralize them, while playing as infected Proteans (Defenders), you must protect the nests and take down the REACT Team.

Seize this moment of fear, anxiety and dread once again. They don’t come often. 

In addition to the 22 Operators previously playable, this edition brings in Zofia and Hibana on the REACT Team, as well as infected Bandit and Mozzie on the Protean side. While Proteans can only use melee attacks, they can sustain more damage and have special abilities to swiftly move around the map

Discover the new Containment Collection and get limited-time uniforms, headgear, weapon cosmetics, and more, for Hibana, Mozzie, Zofia and Bandit. A new Containment Signature Pack will also be available with an exclusive drone, charm, and a universal weapon skin for all Operators!

In addition, returning bundles from the 2021 Containment Collection will be available once again. If you previously missed the popular Aruni Ravage bundle, now’s the time to claim it!

And don’t forget to claim your FREE Collection Pack by connecting to the game during the event to have a chance to earn legendary skins!

Will you be the one to stop the dangerous Chimera parasite… or will you allow it to spread?

Read the complete mission brief here![]

Kompletter Artikel: Rainbow Six Siege | Containment Event Live Now!



See the fixes here that are coming in Y9S1.1.


Find the download sizes for each platform below.

Ubisoft Connect: 2.2 GB
Steam: 1.9 GB
Xbox One: 2.27 GB
Xbox Series X: 2.51 GB
PlayStation 4: 2.73 GB
PlayStation 5: 2.49 GB



FIXED – Feet aren’t covered by Ballistic Shield when crouched.
FIXED – AI Bots get stuck on furniture when moving to the defuser if planted in the south east corner of 1F Bar on the Chalet map.
FIXED – Eliminations counter doesn’t update if more than 3 targets are eliminated at the same time in Map Run Target Mode.
FIXED – Wrong room marked as complete for the 4th step of Map Run on the Coastline map.
FIXED – Wrong magnification for the .44 Mag Semi-Auto.
FIXED – Players can double vault using a Deployable Shield and Azami’s Kiba Barrier to reach areas providing unintended lines of sight.


FIXED – Defenders detected outside between 2F Yellow Corridor and 2F Cafe Corridor on the Theme Park map.
FIXED – Players can vault onto a cabinet located in 2F Tea Room on the Skyscraper map.
FIXED – Defenders detected outside in 1F Main Stairs on the Border map.
FIXED – Walls clip through the rooftop in EXT Bedroom Roof on the Villa map.
FIXED – Players can navigate onto a metal box located at EXT Sailboats on the Kanal map.
FIXED – Defenders detected outside between 1F Blue Room and 1F Joint Corridor on the Theme Park map.
FIXED – Players are able to navigate onto the top of stacked barrels located at 1F Barrel Room on the Theme Park map.
FIXED – Defuser can’t be retrieved after dropping it while exiting or entering rappel stance next to a railing in EXT Terrace Balcony on the Outback map.


FIXED – Buck’s Skeleton Key doesn’t work as intended when pressing the fire key during the transition animation.
FIXED – Deimos’ DeathMARK gauge does not show the cooldown refill in caster mode.
FIXED – Deimos’ DeathMARK won’t activate right after switching targeted operators.
FIXED – Bandit’s Shock Wire persists when affected by EMP grenades.


FIXED – Reputation values are inaccurate when a player has negative tiles with actions displayed in the Reputation tab.
FIXED – Rendering issue upon viewing the main and subcategories of the Locker.
FIXED – Navigation keys have no functionality inside the intro page of the Battle Pass.
FIXED – Unintended guard break animation occurs after stepping on a fire source when using a Ballistic Shield.
FIXED – FPS drops when players quickly pass over Operators in the Operators tab.
FIXED – Various UI issues.

Kompletter Artikel: Y9S1.1 PATCH NOTES

 R6 SIEGE | Y9S1: Operation Deadly Omen

The highly anticipated Year 9 Season 1 of Rainbow Six Siege is finally here, and it is packed with thrilling updates and new features.

For the first time a villain Operator, Deimos, joins the roster. Track down your enemies with his DeathMARK flying probe which reveals both a designated target and Deimos’ locations for a set of time, or until one gets eliminated…

But that’s not all. With a focus on player protection and to ensure a fair and competitive gaming experience for all, this season brings improved anti-cheat measures, as well as ranked restrictions.

Attachments and ADS are receiving an upgrade to foster more tactical gameplay. Sights are being reorganized in four categories: iron sights, (x1), (x2.5) and (x3.5) with ADS bonuses to iron sights and (x1) sights. Other attachments are also receiving major updates, so get in the Shooting Range to try them all !

Shields have been revamped for a more balanced and immersive feel. Hip-fire is removed, and players will now be able to break through full-health barricades, melee pushback opponents, sprint, reload, trigger gadgets and free-look around, all while using their shield.

The long-awaited Inventory Management Menu is making its debut! Browse through your entire collection of cosmetics and customize operators with greater ease and efficiency. From cosmetics to loadouts, managing your gear has never been more seamless.

Furthermore, Year 9 Season 1 showcases a commitment to training and improvement. The Versus AI mode receives 5 additional maps, 6 more playable operators and AI updates, while the Training Playlist receives 4 more maps as well.

Whether you’re a seasoned veteran or a newcomer to the game, there’s something for everyone in this action-packed season.

Don’t forget to check out the new Premium Battle Pass for all the exclusive rewards this season! Get 6,000 R6 Credits in value that includes: Unlocking Deimos instantly, 18 Bravo Packs, 600 R6 credits back, 10% store discount and more!

Join us as we embark on a new chapter in Rainbow Six Siege history with Year 9 Season 1: Operation Deadly Omen.

Kompletter Artikel:  R6 SIEGE | Y9S1: Operation Deadly Omen


Attention, Operators!

As the curtains rise on Year 9, we are thrilled to reveal an ambitious and action-packed roadmap for Rainbow Six Siege, including four new seasons, two new Operators, two Operator remasters, balancing changes, improved onboarding & training features, a cross-play update, a modern machine-learning Versus AI Playlist, further anti-cheat and anti-toxicity measures, and many more updates to reinforce the game as the ultimate tactical shooter experience.

Operation Deadly Omen launches the new year with the first villain Operator Deimos and his DeathMARK gadget. The season also introduces new Anti-Cheat measures, an upgrade to Attachments & ADS, revamped Shield Mechanics and a new Locker inventory system.

Season 2 will unveil the first Operator remaster with the Recruit. In addition, you will be able to explore the full release of the Reputation System, the launch of the Siege Marketplace, map filters in the Standard Playlist as well as new content in the Training Playlist.

Season 3 will introduce a new Greek Operator, as well as the badges and career system, access to the Shooting Range during matchmaking, the Siege Cup tournament, and a new versus AI mode allowing players to also play as Defenders.

To wrap up Year 9, Season 4 will launch the second remaster, this time of a fan-favorite American Operator. The season will also introduce an optional console to pc cross-play feature and further anti-cheat measures to automatically kick cheaters.

Throughout Year 9, we will continue to reinforce the foundations of Rainbow Six Siege and make sure all players get to enjoy the game at its best. We are doubling down on our efforts to combat cheating and toxicity, implementing further measures to safeguard the integrity and competitiveness of every match.

More player comfort-focused updates will also launch throughout the year to improve players’ quality of life and create a smoother experience, while meaningful balancing updates will continuously contribute to sharpen Rainbow Six Siege’s core tactical gameplay.

Watch the Year 9 Overview for more information and stay tuned for more  updates, more excitement, and more unforgettable moments. Siege Year 9 is just getting started, and the best is yet to come.

Kompletter Artikel: R6 SIEGE | YEAR 9 ROADMAP

Y9S1 Patch Notes Addendum


You can find here the updates and fixes for the Y9S1 patch.

Y9S1 Patch Size

Find the download sizes for each platform below.

  • Ubisoft Connect: 4.98 GB
  • Steam: 4.5 GB
  • Xbox One: 8 GB
  • Xbox Series X: 8.4 GB
  • PlayStation 4: 525 MB
  • PlayStation 5: 5.38GB


FIXED – Aiming down sights while holding a shield and handgun is too fast.

FIXED – Damage for Bailiff 410 decreased when laser sight is equipped.

FIXED – Missing ACOG attachment for AK-74M.

FIXED – ACOG B and ACOG C attachments offset on the UZK50GI.

FIXED – Brava’s Kludge Drone is missing the loading bar when converting devices.

FIXED – Players stuck in loading after pick phase.

FIXED – Operator with shield isn’t protected when Operator and Opponent melee attack each other at the same time.

FIXED – AI Bots attempt defuse too late if defuser is planted on whiteboard in 2F Meeting Room on the Consulate map.

FIXED – AI bots continue shooting after end of round.

FIXED – Players can’t progress if drone is destroyed by Mute’s Signal Disruptor in the Attack Tutorial.

FIXED – Friendly Fire penalties are given out during Free For All matches.

FIXED – AI bots do not relocate after being scanned if in camping positions.

FIXED – High ping players spin in place when observed by other players.

FIXED – Points awarded when destroying a surface a device is being placed on during deploy animation.

FIXED – Players are soft locked if camera isn’t destroyed before rappelling in the Attack Tutorial.

FIXED – Missing muzzle VFX on semi-automatic weapons.

FIXED – Players can double vault with a deployable shield and Azami’s Kiba Barrier.


FIXED – Bed is not recognized as part of 1F Bunks on the Lair map.

FIXED – Legs clip through walls while laying prone under desk at 2F Sewing Room of Herford Base map.

FIXED – C4 can’t be retrieved when thrown on to railings and not standing on stairs on various maps.

FIXED – AI bots fall through trap door when trying to counter-defuse at 2F Gym on the Clubhouse map.

FIXED – Unintended line of sight between gun cases at B Arsenal on the Clubhouse map.

FIXED – Unintended line of sigh through openings in the bike lift in 1F Garage on the Clubhouse map.

FIXED – Player can navigate onto the coffee machine located at 2F Waiting Room on the Theme Park map.

FIXED – Wrong compass location displayed at 1F White Stairs on the Kanal map.

FIXED – Players can navigate onto the doorway located at EXT Lift on the Lair map.

FIXED – Operator clips through the platform located at 1F Garage on the Clubhouse map.

FIXED – The bottom section of the shower isn’t bullet proof in 2F Bathroom on the Clubhouse map.

FIXED – Drone can spawn inside the wall when the player selects EXT Lift as spawn location on the Lair map.

FIXED – Map is too dark in Eastern corner of 1F Closet on the Consulate map.

FIXED – Players are able to gain access to an advantageous position in 1F Map Room on the Kanal map.

FIXED – Players are able to gain access to an advantageous position in 2F Upper Arcade on the Theme Park map.

FIXED – Players are able to gain access to an advantageous position in 3F Electrical on the Favelas map.

FIXED – Players are able to gain access to the area under the purple tarp on EXT Rooftop on the Coastline map.

FIXED – Players remains stuck when entering prone between the boxes located at EXT Roof on the Lair map.

FIXED – Players remains stuck between the chair and the box located at EXT Terrace on the Villa map.

FIXED – Players remains stuck between stairway rail and the container located in EXT Lift on the Lair map.

FIXED – Defenders aren’t detected outside when exiting from Second floor balcony near 2F East Stairs on the Border map.

FIXED -Two Reinforcements are needed for the wall between 2F Fountain and 2F Main Hallway on the Border map.

FIXED – Players can get stuck on a washing machine in 1F Luggage Hold on the Plane map.

FIXED – Unintended line of sight below the railings in 2F Mezzanine on the Outback map.

FIXED – Unintended line of sight between the fridge doors in EXT Motel Balcony on the Outback map.

FIXED – Unintended line of sight between the storage door and fence in 1F Warehouse on the Nighthaven Labs map.

FIXED – Unintended line of sight between the wall and the door frame in 2F Operational on the Lair map.

FIXED – Unintended line of sight between the crates in 1F Briefing on the Lair map.

FIXED – Unintended line of sight towards 2F Pillar room on the Kafe Dostoyevsky map by vaulting on top of a shelf in 2F Reading Room.

FIXED – Unintended line of sight between the wall and bracket in 2F Statue Gallery on the Emerald plains map.

FIXED – Unintended line of sight towards EXT Parking on the Consulate map by running out from B Yellow Stairs to EXT Courtyard.

FIXED – Players can navigate on top of the kiosk in EXT Christmas Market on the Kafe Dostoyevsky map.

FIXED – Players stuck when exiting rappel next to a metal box in EXT Lobby Side on the Nighthaven Labs map.

FIXED – Players can vault inside a double bunkbed in 2F Dorms on the Outback map.

FIXED – Players can navigate to the top of a suspended cabinet in 1f Coat Check on the Kafe Dostoyevsky map.

FIXED – Players can navigate to the top of a bake tray rack in 1F Kitchen Cooking on the Kafe Dostoyevsky map.

FIXED – Fire VFX is still present on Pillars of the Tower Map after changing to being undamaged.

FIXED – Defuser can’t be picked up if it’s dropped during vault over a palm tree in EXT Unloading Zone on the Fortress map.

FIXED – Bird flock has unintended behavior on the Villa map.

FIXED – Various collision, asset, and texture issues on maps.

FIXED – Various planting and pick-up defuser issues.

FIXED – Players are unable to pickup deployable and throwable devices in various spots on various maps.


FIXED – Players can self-revive instantly if Doc has previously shot them while they are wearing Rook’s Armor Pack.

FIXED – Missing detonation timer on Flores’s RCE-Ratero Charge drone HUD.

FIXED – Previous ping still visible after scanning another set of footprints with Jackal’s Eyenox Model III.

FIXED – Missing connection status screens in match replay for Valkyrie’s Black Eye.

FIXED – Remove prompt for Lesion’s Gu Mine does not function as described while standing near a dropped defuser.

FIXED – Unusual behavior, movement and looping SFX for Flores’ RCE-Ratero Charge drone after deploying on various spots of various maps.

FIXED – Missing knife object during Caveira’s interrogation ability.

FIXED – Oryx’s Remah dash doesn’t protect him from melee attacks with a shield.

FIXED – Deimos’ DeathMARK Tracker selects a random target after initial target is eliminated.

FIXED – Deimos’ DeathMARK Tracker ping isn’t visible when Deimos is downed.

FIXED – Deimos’ DeathMARK Tracker pops in and out rapidly when Deimos cancels the marker on a Defender immediately after it’s applied.

FIXED – Deimos’ DeathMARK Tracker still applies to the target when Deimos is eliminated during the gadget’s activation.

FIXED – Tracker Intro plays for the affected target by Demos’ DeathMARK Tracker if Deimos is eliminated during the countdown phase of the round.

FIXED – Incorrect warning message displays if Deimos’ DeathMARK Tracker is activated on an Operator in an area that deactivates electronic devices.

FIXED – HUD feedback is unavailable for Deimos’ DeathMARK when no drones are available.

FIXED – Operator is visible by Deimos’ DeathMARK Tracker if Deimos is in an area that deactivates electronic devices during the countdown phase of the round.

FIXED – Missing VFX for Deimos’ DeathMARK Tracker in kill cam when Deimos is eliminated by a Defender Operator affected by his ability.

FIXED – Defender Icon missing after scanning with Jackal’s Eyenox Model III.

FIXED – Various animation issues.


FIXED – Messages aren’t converted in speech to text and text to speech.

FIXED – Windows display scale impacts in-game resolution on the Vulkan API.

FIXED – L3 behavior automatically set to sprint when modifying lean left while aiming setting to any other key and then back to default in customize controls window.

FIXED – Controller layout order for PC is different compared to other platforms.

FIXED – Chat background opacity has no effect on chat background during pick and ban phases.

FIXED – Operators hold the default weapon instead of the equipped weapon in the Operator preview.

FIXED – Text on Diegetic Panel is hard to read when close to the countertop.

FIXED – Item source sorting causes items to appear in the wrong categories under the latest category of the inventory tab.

FIXED – Headshot count and hits tracker disappear when target HP bar in the second lane disappears.

FIXED – Multiple operators’ uniforms can’t be added to favorites in the inventory tab.

FIXED – Scroll bar is missing from the headgear and uniform sections of the appearance menu.

FIXED – The recoil pattern for shotguns is broken in the shooting records of the Shooting Range.

FIXED – Missing button indicators to navigate the Shooting Range Lane 3 Options menu tabs while using a controller.

FIXED – Wrong description for laser barrel attachment.

FIXED – Language specific characters are not shown when sorting by name on multiple localizations.

FIXED – Various Match Replay issues.

FIXED – Various UI issues.


FIXED – Countdown SFX can be heard at the end of a Free for All match.

FIXED – Incorrect voice line plays when Thermite’s Exothermic Charge if affected by Mute’s Signal Disruptor.

FIXED – Incorrect voice line plays when Fuze’s Cluster Charge is affected by Mute’s Signal Disruptor.

FIXED – Incorrect voice line plays when Hibana’s X-Kairos is affected by Mute’s Signal Disruptor.

FIXED – SFX from Bandit’s Shock Wire and Kaid’s "RTILA" Electroclaw is only heard from one side of the wall.

FIXED – Missing SFX for drone entering Mute’s Signal Disruptor.

FIXED – Various audio issues.

Follow us and share your feedback on X, Reddit, and {LINK REMOVED}Facebook.

Kompletter Artikel: Y9S1 Patch Notes Addendum

Y9S1 Designer's Notes

In this latest edition of Designer’s Notes, we’ll go into detail about the balancing changes that’ll come with the Y8S4.2 Update and give you some insight into the reasons behind them.


Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.

Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.





  • Barriers have 999hp.
  • Barriers are vulnerable to bullet damage.
  • The damage dealt to the barriers depends on the weapons’ caliber or destruction output.

Azami has reinvented the way to defend some sites and have made others viable or at least more comfortable for defenders. Her ability to reshape the map is something that has changed Siege forever. But in a lot of situations, her ability requires too much from attackers or creates unfair situations.

They can be placed in locations that are impossible to reach with melees or extremely risky to approach. Additionally, explosives as the only reliable way to counter them makes her very taxing for Attackers and limits their flexibility to pick operators with non-explosive utility. Repeatedly destroying placed barriers is tedious and frustrating for attackers, even more so if you have used explosives to deal with them.

To try and solve those problems, we tested several options that were later discarded:

– Soft: The idea was to allow bullets to go through the barrier. This turned the barriers into an indestructible soft wall, which was interesting, and fixed some nasty pixel peeks that are unchallengeable for attackers. It also mitigated the urgency to destroy them, therefore the resources required, as you could pre-fire through them to inhibit the defender from using them. But we considered that this took away too much of the Kiba Barrier’s identity.

– Lifespan: In this prototype, the barriers would only last for a specific time and then they would auto-destroy. The main problem with this version was that Attackers didn’t have any authority or a new way to deal with them besides waiting, and it wasn’t a fun interaction.

Finally, we decided that adding a new way to destroy them from a distance was the best approach, so the barriers keep their essence, and Attackers have more options. Kiba Barriers will now be vulnerable to bullets. They will take damage and get destroyed when their life is down to 0. As they are similar to walls, the damage received will be affected by the weapon caliber, so high caliber weapons, such as DMRs or LMGs, will destroy the barriers faster, while lower caliber weapons, such as Handguns or SMGs, will require more bullets.

All the other ways to destroy the barriers will remain the same, so a single explosion or 3 melee hits will also do the job. However, you can combine them, so hitting them twice and then shooting at them from a safer location is possible.

Weapon reload speed increase bonus removed.
Clears the shields’ Suppressive Fire debuff. Reduces its effect by 50% if applied while affected by Adrenal Surge.
We have removed the weapon reload bonus from the Adrenal Surge to make the bonus on the new Angled Grip more appealing. Without speeding-up the animations and with the possibility of both effects stacking, the new attachment wasn’t as impactful as we wanted.



  • New classes: Revolver, Sniper Rifle, Slug Shotgun.


  • Movement speed reduced by 10%.


  • Normalized and simplified ADS curve transitions:
  • Fast: Handguns, Revolvers, Shotguns.
  • Medium: Marksman Rifles, Sniper Rifles.
  • Slow: Machine Pistols, Submachine Guns, Assault Rifles, Light Machine Guns, Slug Shotguns.


  • Reduced ADS speed from idle/walk stances:
  • Handgun: 240ms (from 200).
  • Revolver: 240ms (from 200).
  • Machine Pistol: 380ms (from 280).
  • Submachine Gun: 460ms (from 300).
  • Assault Rifle: 520ms (from 400).
  • Light Machine Gun: 560ms (from 450).
  • Marksman Rifle: 520ms (from 400).
  • Sniper Rifle: 520ms (from 400).
  • Shotgun: 340ms (from 250).
  • Slug Shotgun: 520ms (from 400).
  • Hand Cannon: 240ms (from 200).
  • Reduced ADS speed from sprint (same proportion).
  • Launchers are also affected. The ADS Speed depends on their type of sight.

With the goal of increasing players’ options, weapon customization, and accessibility, we have taken a look at all the weapons in the game and normalized their configuration according to their class. We have cleared all the exceptions and strange mixes, such as the Commando 9 that was a mix of AR-SMG and is now 100% an AR, so everyone will know what to expect from a weapon just by checking its class but while the classes are new the gameplay hasn’t changed.

We have also taken a deeper look at the LMG class. We nerfed them significantly last year to address the LMG-meta, but now we can bring them back. Along with tweaks to specific weapons that are listed below, we are going to add a movement penalty to the whole class to compensate for their magazine capacity.

Clearing all the fundamentals has allowed us to expand on the Weapon Attachments System by adding new attachments and new types of bonuses, as you will see below.

The current speed makes peeking a corner too advantageous, entering danger should be properly judged and have risks. Therefore, we have reduced the ADS speed across all weapons. The new timings aim to reduce the strength of fast-peeking and return some advantage to holding an angle or repositioning. Additionally, we have simplified what determines the precision from hip fire to aiming down sights, leaving only 3 typologies:

-Fast: Most of the precision is gained during the initial part of the transition (antilogarithmic). You can shoot with relatively good precision during the aiming animation.
-Medium: The precision is increased at a constant pace (linear).
-Slow: Most of the precision is gained during the final part of the transition (logarithmic). During the animation, it is more likely to still miss some shots on the target because it takes longer to transition from hip fire accuracy to ADS


Category: No sight.

  • Magnification: 1.0x.
  • Added +10% ADS speed bonus.

Category: Non-magnifying.

  • Magnification: 1.0x.
  • Added +5% ADS speed bonus.

Category: Magnifying.

  • Magnification: ~2.5x.
  • Attackers’ distribution:
  • Available on every weapon.
  • Defenders’ distribution:
  • 9mm C1: Frost.
  • P10 Roni: Mozzie.
  • 9x19SVN: Tachanka.
  • ACS12: Alibi, Maestro, Azami.
  • AR-15.50: Tubarao.
  • BOSG.12.2: Vigil.
  • Mk 14 ERB: Aruni.
  • MP5K: Wamai.
  • MP5: Doc, Melusi, Rook.
  • P90: Doc, Rook.
  • TCSG12: Goyo, Kaid.
  • UMP45: Castle.
  • UZK50GI: Thorn.
  • Vector .45 ACP: Goyo.

Category: Magnifying.

  • Magnification: ~3.5x.
  • Available only on Attacking DMRs.
  • Increased middle dot size:
  • Holo A.
  • Holo C.
  • Red Dot C.
  • Magnified A.
  • Reduced middle dot size:
  • Holo B.
  • Magnified C.

A few years ago, using the sight with the highest magnification was the way to go, now the 1.5x is the default. We want sight selection to be an important decision based on your strategy for the round. So, we have reworked the entire attachment category.

First off, we have made an existing option more meaningful. The "None" sight option is now Iron Sight and has a category, No Sight. You will aim faster if you choose Iron Sights, its shape will depend on the weapon, so there is a wide variety of options to explore and test if they fit your play style.

Secondly, we have the Non-Magnifying category, which includes all the attachable sights without magnification. This is a category you already know and is where you can find the Red Dot, Holographic, and Reflex sights. This category will also have an ability, and similarly No Sight, they will increase your ADS speed but with a lower percentage as they are generally more comfortable to use. We have also detected a couple of reticles that were slightly better than the rest, so we have re-balanced them.

Finally, we have reorganized all the Magnifying scopes. There are fewer magnifications, making the choice and differences between each one more meaningful. We have kept only two, now called Magnified and Telescopic. For each scope type, you will have a few options to choose depending on which one is more comfortable for you. We have also tweaked the Magnified A and C reticles, so the options are balanced.

The Magnifying scopes’ distribution has also changed. We believe that now every sight has its pros and cons, so we can be less restrictive with their distribution:

– The Magnified will be available on every Assault Rifle, Submachine Gun, Light Machine Gun, Marksman Rifle, and Slug Shotgun in Attack.
– The Magnified will be available on every Slug Shotgun, Marksman Rifle, and in some designated Submachine Gun in Defense (listed above).
– The Telescopic will be available on every Marksman Rifle in Attack.
All the changes listed here, will create a lot of possibilities and many new scenarios. This is a new beginning for the weapon attachments system. We are happy with the current proposal, but we will monitor everything closely and continue making adjustments if needed in future patches.

  • Removed Hip Fire bonus.
  • Added +10% ADS speed bonus.
  • The Laser bonus has changed to ADS speed.

Now that we are tweaking the ADS speed across all the weapons, we didn’t want to have this bonus limited to only those with access to grips. The laser has been available on almost every weapon since Y6S3.0, so everyone can use it and benefit from its ability.

Additionally, the Laser has the downside of revealing your presence, so it made sense to pair it with one of the most aggressive bonuses.

  • Removed ADS speed bonus.
  • Added +20% weapon reload speed.
  • The "None" option is now called "Horizontal Grip".
  • Added +5% movement speed bonus.
  • Bonus reduced to +20% vertical recoil control (from +25%).

We have added a new option, the Horizontal Grip. Just as with the Iron Sight, it is a rework of the "None" grip option into a viable and meaningful choice. It will grant you extra mobility. Bear in mind that we are not making any operator move faster than they currently can, this attachment only allows you to move at the "handgun" speed but with your primary weapon, at the cost of sacrificing the other grip bonuses.

The Angled Grip has also been reworked, and now grants Weapon Reload speed, an exciting bonus for those weapons that need to reload often or have long animations.

Silencers and Extended Barrels have been more popular since their respective reworks, so we have also reduced the recoil control bonus of the Vertical Grip, making equipping them a tougher decision.

Only weapons with access to the Grips section can make use of these options. By default, they are unavailable, and you must equip the attachment to get the ability. As an example, the MP5K doesn’t have the Vertical Grip bonus, and the F2 doesn’t have the Horizontal Grip bonus.



  • Every operator equipped with a Ballistic Shield will keep it in front while sprinting.
  • An operator equipped with a Ballistic Shield can push through a barricade without having to hit them twice. Does not work from rappel.

Weapon handling:

  • The ability to hip fire has been removed.
  • Reduced accuracy during the shield unequip animation.
  • During the ADS animation with a shield, the weapon will not shoot until it is pointing forward.
  • Reduced ADS time to 0.5 seconds walking and 0.55 seconds sprinting (from 0.6 both).
  • The reload animation is performed behind the shield.
  • The reload will now be triggered automatically when the weapon runs out of bullets.


  • New defensive melee animation.
  • The melee now deals pushback and 65hp damage (from 100% DBNO).
  • New gadget throw animation from behind the shield (the animation will arrive in a later update).
  • New gadget trigger animation from behind the shield.
  • The Ballistic Shield remains equipped while escorting the Hostage.
  • Touching fire will trigger the guard break with 40% intensity (same as electricity).


*Please note: The "Freelook Throw" animation has been disabled temporarily and will be fixed in a later update. *

  • Can hold the FREE LOOK button to check your surroundings while keeping the Ballistic Shield aiming forward.
  • Can throw gadgets towards the direction you are looking.
  • The operator will be suppressed if the Ballistic Shield receives too many bullet impacts.
  • Trigger: 10 bullets.
  • Maximum intensity: 40 bullets.
  • Fall off: 7 seconds.
  • While suppressed, the operator cannot sprint.
  • While suppressed, the visibility is reduced according to the effect’s intensity.
  • Blitz
  • Fuze
  • Montagne
  • Clash (only suppressive fire)

We have reimagined the mechanics around the ballistic shields in the game. Focusing on the shield being safer to use and support orientated at range as well as more threatening in close quarters. This will allow shield ops to take ground, provide more intel and control combat engagements with greater efficiency.

This update also helps realign our ballistic shields to follow two core Siege design principles:

  1. To be lethal with a gun, you need to be vulnerable.
  2. Actions from Player’s direct input are not to be randomized. They are to be deliberate, consistent and reliable.

Removing the hip fire feature from the ballistic shields serves these principles.

Like all other weapons and equipment, it is our goal to make sure every item in our operator’s armories has a role and is viable when deployed with creative strategies and teamplay. We will be monitoring these changes and bringing more updates to our shields in the future.


PC & Console

  • Reduced first kick.
  • Reduced vertical recoil.
  • The recoil will remain stable for longer during a sustained fire burst.
  • Ram
  • Zofia

The LMG-E’s recoil is one of the hardest to control in R6, especially if the player tries to empty its magazine without releasing the trigger. We’ve seen how this weapon’s popularity and performance has decreased during the last few seasons, and that is why we want to make the recoil less challenging for players. The new Movement Speed Reduction for the LMG Class allows us to employ meaningful changes. That said, due to its huge magazine and high rate of fire, the LMG-E recoil will still be one of the hardest to control within the LMG Class.


PC & Console

  • Reduced first kick.
  • Reduced vertical recoil.
  • Reduced lateral recoil.
  • The recoil will remain stable for longer during a sustained fire burst.

  • Finka
  • Fuze

The 6P41 was one of the highest performance weapons in the game during Y7, due to the combination of great fire power and a strong operator like Finka behind it. In the last few years, we’ve released several changes that have made the weapon one of the hardest to control which consequently makes it perform below average. The addition of the Movement Speed Reduction for LMGs allows us to restore some of its former glory by setting an easier to control recoil, this should make this weapon a more balanced and appealing option for players.


PC & Console

  • Reduced first kick.
  • Reduced vertical recoil.
  • Reduced lateral recoil.
  • The recoil will remain stable for longer during a sustained fire burst.
  • Capitao
  • Attacker Recruit

Capitao’s M249 has maintained very similar performance when compared with its loadout alternative the PARA-308, but its popularity has been way lower. The inclusion of the new Movement Speed Reduction paired with updated recoil should make it easier to control, this change aims to increase the popularity of the M249, which should invite Capitao players to spend more time with his LMG.

M249 SAW

PC & Console

  • Reduced first kick.
  • Reduced lateral recoil.

The recoil will remain stable for longer during a sustained fire burst.

  • Gridlock

Gridlock’s LMG is currently in a good spot in terms of performance and pick rate when compared to its alternative the F90. The new LMG Class Movement Speed reduction could disrupt this loadout equilibrium, to avoid this we are making the M249 SAW recoil easier to control.


PC & Console

  • Reduced vertical recoil.
  • The recoil will remain stable for longer during a sustained fire burst.
  • Amaru
  • IQ

The G8A1 is the most picked and best performing weapon in Amaru’s loadout but it has remained as an under performing and under picked weapon for IQ for a long time.

The inclusion of the Speed Reduction for LMGs gives us more space to make the G8A1 recoil a little easier to control, this should ensure that this weapon retains and potentially improves its performance and appeal to players.

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Kompletter Artikel: Y9S1 Designer's Notes

Your guide to the Six Invitational 2024

With the Six Invitational 2024 fast approaching we’re excited to welcome the Rainbow Six esports community to São Paulo from February 13 to 25, where we’ll crown this season’s World Champions and reveal the new updates for Year 9 of Siege.

Here’s all you need to know about the event.


  • Groups: February 13th – 17th – not open to public
  • Playoffs – Part 1: February 19th – 21st – not open to public
  • Playoffs – Part 2: February 23rd – 25th – open to the public at the Ginásio do Ibirapuera
  • Venue: Ginásio do Ibirapuera


Here are the 20 teams qualified for the Six Invitational 2024. The following teams have secured their spot in the competition by earning points in the Global Standings through the Regional Leagues and the two Rainbow Six Majors during the season.

w7m esports (Brazil) Wolves Esports (Europe) DarkZero (North America) Team Liquid (Brazil) M80 (North America) G2 Esports (Europe) FaZe Clan (Brazil) Soniqs (North America) Spacestation Gaming (North America) Virtus.Pro (Europe) LOS (Brazil) SCARZ (Japan) BLEED ESPORTS (Asia) FURY (Asia) Geekay Esports (MENA) DPLUS KIA (South Korea) Ninjas in Pyjamas (Brazil) Team Bliss (Oceania) Team Falcons (MENA) FearX (South Korea)

The 20 teams were seeded based on their ranking in the Global Standings as follows:

Seed 1: teams ranked 1st to 4th. Seed 2: teams ranked 5th to 8th. Seed 3: teams ranked 9th to 12th. Seed 4: teams ranked 13th to 16th. Seed 5: teams ranked 17th to 20th.

For the Group Stage, teams were divided into groups of 5 teams based on this seeding. With the exception of Brazil due to having 5 representatives, teams from the same region were not allowed to be drawn into the same group as each other.


Here is the schedule of the Group Stage:

Here is the schedule for the Playoffs:


Tune in on our channels and online watch parties to see everything coming in Year 9!

Watch LIVE:

  • February 24 at 12:30 EST / 2:30 PM BRT / 6:30 PM CET for the Year 9 Season 1 reveal. Tune in on our channels for the new season reveal to redeem an exclusive charm.
  • February 25 at 01:00 PM EST / 3:00 PM BRT / 7:00 PM CET for more details on the Y9 of Rainbow Six Siege and the Blast R6 esports Season 2024.


All Twitch channels below will have Twitch Drops enabled for the Six Invitational 2024.
Please note that Stream B channels won’t be streaming the final 3 days of the event, which will be streamed on the Stream A channels.

List of channels that will stream both Group Stage and Playoffs:

English (stream A): English (stream B): English: YouTube English: TikTok Portuguese (stream A): Portuguese (stream B): Portuguese: YouTube Portuguese: TikTok German: German: YouTube Spanish: Spanish: YouTube Spanish (LATAM): Spanish (LATAM): YouTube Japanese: Japanese: YouTube French: French: YouTube Italian: Italian: YouTube Korean: Korean: YouTube Korean: CHZZK Korean: AfreecaTV


Here is the broadcast talent line-up for the event:

Ghassan "Milosh" Finge
Keltoum "Giniro" Baddaje
Robert "Manic" Munday
Iain Chambers
Jesse Chick
Jack "Fresh" Allen
Fabian "Fabian" Hällsten
Anne "FastAnne" Janssen
Ollie "XRTROIKA" Hatton
Gabriel "LaXInG" Mirelez
Davide "FoxA" Bucci
Niclas "Pengu" Mouritzen
Parker "Interro" Mackay
Tim "AceOfPyrite" Leaver
Derry "Dezachu" Holt
Emi "Fluke" Donaldson
Stijn "Hap" Hapers
Samuel "Stoax" Stewart
Michael "Guzz" Gurrie
Carter "Lynnx" Hanefeld
Jake "Zenox" Venditti
Léo "Alphama" Robine
Camille Salazar-Hadaway



The top 20 teams in the Global Standings at the end of the season will qualify for the Group Stage of the Six Invitational and be placed into four groups of five. Within each group, all teams will play each other once. The four first teams in each group will advance to the Playoffs while the last placed teams will be knocked out of the tournament.

The point attribution system is as follows:

4 points for a 2:0 win 3 points for a 2:1 win 1 point for a 1:2 loss 0 points for a 0:2 loss


16 teams will qualify for the Playoffs from the Group Stage and will face each other in a double elimination bracket. All matches will be BO3 and each team will get a second shot at redemption after their first loss. Teams qualifying for the Playoffs will be placed in the bracket based on their seeding in the Group Stage as follows:

1st placed team in each group qualifies to the 2nd round of the Playoff Upper Bracket.

The teams that will rank 2nd in each group, will qualify to the 1st round of the Playoff Upper Bracket. They will get to pick their opponent amongst the 3rd place finishers from any group other than their own. The pick order will be determined by comparing the scores of all 2nd place finishers. Among the 2nd place finishers, the team that ranks the highest chooses first, and so on. If two 2nd placed finishers are tied in number of points, they will be seeded following the tiebreaker rules outlined in the competition’s rulebook. 4th placed teams will be in the 1st round of the Playoff Lower Bracket.

The winners of each match will advance within their bracket, with the loser of a match in the Lower Bracket being eliminated from the competition.


The last six teams remaining will play in front of an audience at the Arena Ibirapuera in hopes of lifting the famous hammer. All matches will be BO3, except the Grand Final, which will be a BO5 to decide this season’s World Champions!


For the duration of Six Invitational 2023, from February 13 to 25, we are offering you a 40% discount on Pro Team Bundles and Weapon Skins purchasable directly on the Esports page of the in-game store.


Get ready for some thrilling Twitch Drops on the official R6 channels throughout the entire event! Here’s a quick breakdown of what to expect:

Group Stage: Enjoy up to 7 esports packs. Playoffs Phase 1: Grab 5 esports packs to enhance your collection. Playoffs Phase 2: Brace yourself for a generous drop of 6 esports packs.

Open these esports packs to discover cool items from the Kaid S.I.24 bundle, Amaru S.I.24 bundle, and the new S.I.24 charm. During Playoffs Phase 2, individual daily drops will include items from Frost S.I.24 bundle, along with the S.I. charms, the Y9S1 reveal Charm will drop during the Grand Final.

Chosen R6 Streamer channels will also feature Esports packs as Twitch Drops during Playoffs Phase 2. The sought-after Amaru S.I.24 Weapon skin will be available on all R6 Streamer channels on Feb 10, 11, and 12, as well as during break days on Feb 18 & 22.

Furthermore, selected R6 Streamer channels will continue to offer Esports packs as Twitch Drops after the SI. Dive into exclusive drops available on these channels for an extra layer of fun, with the Frost S.I.24 weapon skin that will be available from Feb 28th to Mar 3rd on R6 Streamer channels that co-streamed the Six Invitational 2024.

How Drops Work

Register your account by visiting and linking your Twitch account with your Ubisoft account. You will then be prompted to activate the Drops feature. Please make sure your accounts are linked before starting the stream.

Join us for the Twitch Drops excitement as R6 Siege brings you an amazing Esports experience!


Don’t miss anything about Rainbow Six Esports and the upcoming Six Invitational 2024 by following us on Twitter at @R6esports and @Rainbow6Game, Instagram, TikTok, and on our website.

Use the hashtag #SixInvitational to follow or take part in the conversation.

Kompletter Artikel: Your guide to the Six Invitational 2024