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PC PS4 XONE PS5 Steam
Genre: Shooter, Racing

Crossout

Results of “What's this trial?” mini-contest

Gift for every player in honor of the 9th anniversary of Crossout!



Hello, survivors!

The 9th anniversary of Crossout is here. We are happy to congratulate each of you on the Crossout Day! And no celebration is complete without a special gift.

In honor of the game’s anniversary, we are launching a holiday pack giveaway for all players. Log into the game from May 30, 06:00 GMT to June 12, 11:59 GMT, and get a unique “Siren of the Wasteland” pack, which includes:

  • Unique armoured car blueprint: “Siren of the Wasteland”;
  • Character portrait: “Lily Harper”;
  • Unique license plate: “Number X09”;
  • Unique stickers: “Sirens of the Wasteland” (2 pcs.) and “Siren’s mark” (4 pcs.);
  • Autocannon: “AC62 Therm” (2 pcs.);
  • Cabin: “Huntsman”;
  • Engine: “Razorback”;
  • Generator: “PU-1 Charge”;
  • Radar: “Maxwell”;
  • Medium wheel: “Array” (4 pcs.);
  • A set of decorations;
  • A set of structural parts;
  • Maximum number of parts increased to 70.

Attention! You can get the pack on the garage screen by accepting your gift in the upper right corner of the screen. It will be available to all players from May 30, 06:00 GMT to June 12, 11:59 GMT.

Happy birthday, Crossout!


For more information on Crossout, follow these channels:

[Announcement] Battle for uranium



Hello! The start of the new “Ravagers Ascension” season and the rework of the energy supply and energy consumption systems are not the only things to look forward to in the upcoming major update. There is also something brand new and long-awaited coming to the Wasteland: a way to earn uranium ore outside the Clan wars!

We remind you that all the features described in this news article may be changed / improved / removed from the final version of the event.

What is the “Battle for uranium”?


“Battle for uranium” is a temporary event planned for launch in a few days after the start of the new “Ravagers Ascension” season. You’ll need to fulfill a number of conditions to participate in the event, so we thought it would be best to give you a chance to prepare, and so we are sharing the information ahead of time.

When will it be held and for how long?


The familiar “Clan confrontation” will be replaced with the “Uranium wars” for one week. This mode will completely replace the “Confrontation” for a week and will be held in the same time intervals.

What are the features and rules of the event?


The basic rules will remain the same: “4 vs 4” PvP battles in rounds that last until the first victory, and you must be a member of a clan of any level to participate. You can enter the battle as part of a group or alone. You can prepare up to 3 armoured vehicles for the battle, one of which can be selected at the beginning of the battle.

The main feature is that you raise your personal rating in the “Uranium wars” and move up the leaderboard in the same way as in the recent “Enemy in reflection” event. Depending on your final ranking, you may receive a certain amount of uranium ore. In addition to your final score, uranium ore will also be awarded for advancing to certain leagues, but the main battle will be for the places in the top league: that’s where you’ll get the biggest rewards.

During the event, you will have access to 2 variants of “Uranium wars”: battles for vehicles from 7000 to 8000 PS and battles for vehicles from 12000 to 13000 PS. We advise you to prepare your vehicles in advance: there never was such an opportunity to get uranium ore before, and you definitely shouldn’t miss it!

We will be sure to share the exact dates of the event in the upcoming patchnotes. We look forward to seeing you at our traditional update livestream next week!


For more information on Crossout, follow these channels:

[Contest] “What's this trial?”



We give you a list of in-game tasks. They are needed to complete the trial. Which one?

  • MVP
  • *weapon* mastery
  • Leader
  • Strike

Guess this trial. We’ll choose 10 random winners who guessed it right and give them 3 days of premium subscription.

Contest conditions:



  • Guess the trial we’ve riddled.
  • Indicate our in-game nickname.

Deadline for entries:



  • 9:00 UTC 30.05.2024



For more information on Crossout, follow these channels:

Results of “What's this map?” mini-contest

[Announcement] Balance changes and other changes in the new season



Hello! The new season “Ravagers Ascension” starts next week. It will bring the changes to the energy supply and energy consumption systems that we announced and tested earlier. Today we would like to consolidate all the changes that we plan to implement in the game live servers, and also announce some additional changes.

We remind you that all the changes described in this news are not final and may be changed before they are introduced into the game or may not be implemented into the game at all.

Energy supply


Cabins


Old values are shown in brackets, the new ones are shown outside brackets.

[table]
[tr]
[td]Rarity[/td]
[td]Light[/td]
[td]Medium[/td]
[td]Heavy[/td]
[/tr]
[tr]
[td]Common[/td]
[td]21 (10)[/td]
[td]20 (10)[/td]
[td]19 (9)[/td]
[/tr]
[tr]
[td]Rare[/td]
[td]22 (11)[/td]
[td]21 (11)[/td]
[td]20 (10)[/td]
[/tr]
[tr]
[td]Special[/td]
[td]23 (11)[/td]
[td]22 (11)[/td]
[td]21 (10)[/td]
[/tr]
[tr]
[td]Epic[/td]
[td]24 (12)[/td]
[td]23 (12)[/td]
[td]22 (11)[/td]
[/tr]
[tr]
[td]Legendary[/td]
[td]25 (12)[/td]
[td]24 (12)[/td]
[td]23 (11)[/td]
[/tr]
[/table]
Since “rare” and “epic” medium cabins have lost 1 energy point (0.5 in the current system), we are making additional balance changes. Most of them are related to the mass limit, so that the player would be able to replace the generator:

Wyvern



  • Tonnage increased from 3500 to 4000 kg.

Bear



  • Mass limit increased from 9000 to 9500 kg
  • Tonnage increased from 4200 to 4500 kg.
  • Power increased by 7%.

Fury



  • Mass limit increased from 8500 to 9000 kg.
  • Tonnage increased from 4000 to 4300 kg.
  • Power increased by 7%.

Quantum



  • Mass limit increased from 10000 to 11000 kg.
  • Tonnage increased from 5000 to 5500 kg.
  • Power increased by 11%.

Photon



  • Mass limit increased from 13000 to 14000 kg.
  • Tonnage increased from 5000 to 6500 kg.
  • Power increased by 8%.

Omnibox



  • Mass reduced from 2100 to 1700 kg.
  • Mass limit increased from 12500 to 13000 kg.
  • Power increased by 4%.

Favorite



  • Maximum speed increased from 80 to 83 km/h.

The Call

  • Maximum speed increased from 77 to 80 km/h.

Howl



  • Maximum speed increased from 80 to 83 km/h.
  • Tonnage increased from 4500 to 5500 kg.

Generators


The changes of the energy supplied by generators remain the same and complement the changes to cabins.

Heavy generators now give 1 energy point more than light ones (i.e. 0.5 points in terms of the game version that is currently live on servers) but their destruction causes a much more powerful explosion. These changes would hopefully make all generators a viable option; currently, the players have a favourite generator in each “light/heavy” pair and use it much more often than its counterpart. Old values are shown in brackets, the new ones are shown outside brackets.

[table]
[tr]
[td]Rarity[/td]
[td]Name[/td]
[td]Energy[/td]
[td]Explosion damage[/td]
[td]Explosion radius[/td]
[td]PS[/td]
[td]Extra[/td]
[/tr]
[tr]
[td]Rare[/td]
[td]Big G[/td]
[td]2 (1)[/td]
[td] [/td]
[td]+25%[/td]
[td]130 (150)[/td]
[td] [/td]
[/tr]
[tr]
[td]Special[/td]
[td]Ampere[/td]
[td]4 (2)[/td]
[td]-50%[/td]
[td] [/td]
[td]380 (410)[/td]
[td]Durability: 65 (45)[/td]
[/tr]
[tr]
[td] [/td]
[td]PU-1 Charge[/td]
[td]5 (2)[/td]
[td]+71%[/td]
[td]+50%[/td]
[td]475 (410)[/td]
[td]Mass: 576 (445)[/td]
[/tr]
[tr]
[td]Epic[/td]
[td]Gasgen[/td]
[td]6 (3)[/td]
[td]-54%[/td]
[td]-33%[/td]
[td]810 (870)[/td]
[td]Durability: 105 (72)[/td]
[/tr]
[tr]
[td] [/td]
[td]Bootstrap[/td]
[td]7 (3)[/td]
[td]+71%[/td]
[td]+50%[/td]
[td]945 (870)[/td]
[td]Mass: 765 (600)[/td]
[/tr]
[tr]
[td]Legendary[/td]
[td]Thor-6S[/td]
[td]8 (4)[/td]
[td]-36%[/td]
[td]-33%[/td]
[td]1600 (1600)[/td]
[td] [/td]
[/tr]
[tr]
[td] [/td]
[td]Apollo[/td]
[td]9 (4)[/td]
[td]+67%[/td]
[td] [/td]
[td]1800 (1600)[/td]
[td] [/td]
[/tr]
[tr]
[td]Relic[/td]
[td]Odin[/td]
[td]10 (5)[/td]
[td]-22%[/td]
[td]-17%[/td]
[td]3000 (3000)[/td]
[td]Mass: 715 (874)[/td]
[/tr]
[/table]
The effect that we would like to achieve is that it would be more convenient for light cabins with more energy to have a light, small and safe generator than a heavy, large and explosive one with one additional energy point. At the same time, players would also be able to comfortably install such a generator on a vehicle with a heavy cabin, bringing it closer to a light cabin in terms of energy.

Energy consumption


Firstly, we would like to note that the PS of all “common” and “epic” weapons and modules has slightly decreased in the new system. This is due to the fact that the PS of weapons and modules is equal to the product of the rarity factor times the consumed energy. The factors of these parts were not divisible by 2 and therefore were rounded down.

The PS values of some parts that don’t consume energy were also changed. Old values are shown in brackets, the new ones are shown outside brackets.

  1. “Fuel barrel”, “Car jack”, “Radio”, “RS-1 Ruby” — 40 (65).
  2. “Fuel tank”, “Contact 2M”, “Rift 2M”, “TS-1 Horizon” — 65 (115).
  3. “Hardcore” — 95 (157).
  4. “RD-2 Keen” — 135 (216).
  5. “FHT-3 Flock” — 200 (375).
  6. “Rune-1” — 190 (206).
  7. “RN Seal”, “Shiver”, “KA-2 Flywheel” — 270 (400).

Weapons


In order for the new system to have as little impact as possible on players’ current armoured vehicles, we have dropped almost all weapon changes and will only modify their energy consumption if needed as part of the regular balance changes. The energy consumption of all weapons will be multiplied by 2. The exceptions are some auxiliary weapons, for which we have reduced their energy consumption, and a number of melee weapons that are too efficient:

Enlightenment



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 275 to 135.

Barrier



  • Now consumes 3 points of energy instead of 4.
  • PS reduced from 550 to 405.

Acari



  • Now consumes 7 points of energy instead of 8.
  • PS reduced from 1100 to 945.

Yongwang



  • Perk’s bonus for energy spent on modules is now reduced from 12 to 6%.

Borer



  • Now consumes 5 points of energy instead of 4.
  • PS increased from 260 to 325.

Buzzsaw



  • Now consumes 5 points of energy instead of 4.
  • PS increased from 380 to 475.

“Lacerator” and “Mauler”



  • Now consume 7 points of energy instead of 6.
  • PS increased from 825 to 945.
Comment: “Borer”, “Buzzsaw”, “Lacerator” and “Mauler” consume too little energy, so vehicles that use them are usually built for low PS levels and have too high efficiency on those levels. The change should weaken armoured vehicles with these weapons by forcing players to uninstall some modules or install a generator and increase the PS levels they play on.

Modules


Similar to weapons, we doubled the energy consumption of all modules (except for the ones listed below). We decided not to tie energy consumption to rarity, which we tested last time, and implemented only those changes that we consider really necessary:

“Dun horse” and “Razorback”



  • Now consume 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
Comment: starting from 4000 PS, “special” engines are used much less often than “epic” ones and are usually just placed into storage without any use.

Oculus



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
Comment: unfortunately, players don’t use this module at all.

KA-1 Discharger



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 190 to 95.
  • Efficiency reduced from 15 to 10%.
Comment: this recharge booster is practically never used in comparison with the “Flywheel”, even at low PS. On the live game servers, both modules are too close in their parameters and models, making the “Discharger” virtually useless. The changes should increase its relevance at low PS.

Yeti



  • Now consumes 3 points of energy instead of 2.
  • PS increased from 400 to 600.
  • Invisibility reserve increased from 30 to 45 sec.
  • Bonus from invisibility reserve reduced from 15 to 10% (i.e. it still adds 5 sec.).
  • Bonus to the invisibility reserve from “Rune-1” reduced from 50 to 25%.
Comment: a very effective stealth module with unique mechanics different from the “Chameleons”, making it not so much an extension of them but an alternative to them. We don’t want to weaken its performance, but we think it’s fair to raise its energy consumption and make it less dependent on the “Rune-1”.

Omamori



  • Now consumes 3 points of energy instead of 2.

Comment: as with the “Yeti”, it’s a very efficient module with mechanics different from its predecessor.

B-1 Aviator



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 85 to 40.
  • Boost reduced by 30%.
  • Now gives 3% bonus to damage with the “Cockpit” perk.

Blastoff



  • Now consumes 2 points of energy.
  • Boost increased by 21%.
  • Now gives 10% bonus to damage with the “Cockpit” perk.

Hermes



  • Now consumes 3 points of energy instead of 2.
  • PS increased from 275 to 405.
  • Boost increased by 56%.
  • Now gives 25% bonus to damage with the “Cockpit” perk.
  • Durability increased from 129 to 172 pts.
Comment: we implemented an energy consumption progression for boosters and further widened the gap in acceleration efficiency, as “Hermes” is too big and quite difficult to mount on a car in large numbers, and “Aviator” is much less likely to be used at low PS than the rare “Blastoff”.

“Argus” and “Interceptor”



  • Now consume 1 point of energy instead of 2.
  • PS reduced from 275 to 135.
Comment: both modules are rarely used and utilized only in overly specific circumstances.

R-1 Breeze



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 85 to 40.

R-2 Chill



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 130 to 65.
  • Efficiency reduced from 50 to 40% (for shotguns, from 29 to 23%).

RN Seal



  • Now consumes 2 points of energy.
  • Efficiency increased from 70 to 80% (for shotguns, from 38 to 44%).

CS Taymyr



  • Now consumes 1 point of energy instead of 2.
  • PS reduced from 130 to 65.
  • Efficiency reduced from 60 to 40%.

Additional balance changes


Large wheel



  • Durability increased from 220 to 275 pts.

Landing gear



  • Durability increased from 110 to 130 pts.

Camber



  • Durability increased from 135 to 175 pts.

Lunar IV



  • Durability increased from 125 to 155 pts.

Array



  • Durability increased from 200 to 245 pts.

APC wheel



  • Durability increased from 215 to 230 pts.

Twin wheel



  • Durability increased from 235 to 295 pts.
Comment: the changes are in addition to the recent wheel PS changes. They should increase their survivability and relevance at low PS.

Sabbath



  • Perk stacking delay increased from 0.3 to 0.5 sec.
Comment: the efficiency of the wheels’ perk was too high against rapid-fire weapons, because the maximum bonus is gained in a too short period of time.

Meat Grinder



  • Added additional weld points.
  • Added resistances to thermal and cryogenic damage (25%).
Comment: the new weld points will allow for more variety in auger builds, and the addition of resistances will increase the survivability at medium PS levels.

Incinerator



  • Fire puddle damage reduced from 5 to 2.5 pts.
  • Parts heating rate reduced from 20% per second to 5% per second.
  • Projectile blast damage increased from 30 to 120 pts.
  • Added parts heating from the projectile explosion (25%).
Comment: This weapon is too effective for a support weapon due to extremely fast parts heating over a large area. The changes are to increase the importance of direct hits, while reducing its efficiency as a support weapon for allies.

Jotun



  • Projectile blast damage increased from 60 to 150 pts.
  • Added parts freezing from the projectile explosion (25%).
Comment: the weapon’s efficiency is still quite low. As with the “Incinerator”, the change strongly encourages direct projectile hits on the enemy.

Cerberus



  • Damage of the built-in melee weapon reduced from 32 to 20 pts.
  • Reduced the length of the damage zone. Built-in weapon now can’t deal damage through parts that are 1 structural cell thick.

Tusk



  • Removed the permanent bonus to ram damage. Now ram damage increases only from the perk.
  • Ram damage resistance reduced from 75 to 60%.
Comment: the average damage per minute done directly by the “Cerberus” and “Tusk” cabins exceeds that of many weapons. We believe that cabins should not be that efficient at dealing damage, as their built-in weapons cannot be destroyed and do not consume energy.

“MG13 Equalizer” and “MG14 Arbiter”



  • Fully charged perk now doesn’t reset immediately, but gradually reduces over 2.45 sec.

Cyclone



  • Fully charged perk now doesn’t reset immediately, but gradually reduces over 1.5 sec.
Comment: the changes to the miniguns and “Cyclone” are primarily aimed at increasing the comfort of using these weapons.

Retcher



  • Rotation speed increased by 67%.
Comment: the rotation speed of “Retcher” was too low and is now equal to that of its predecessors (“Thresher” and “GL-55 Impulse”).

Skadi



  • The speed of the perk’s negative effect increased by 57%.
  • Parts freezing speed increased by 47%.
Commentary: low efficiency of the frost cannon. Negative effects from the perk and freezing mechanics accumulated too slowly, so they were of little use.

Scorpion



  • The rate of projectile’s damage loss as parts are penetrated reduced by 12%.
  • Rotation speed increased by 60%.
  • Spread increase while turning reduced by 25%.
Comment: changing the damage loss rate should enhance the perk of the “Scorpion”, which is poorly realized in the current game version. Changing the rotation speed and spread increase while turning should improve the experience of playing unpopular wheeled and tracked vehicles armed with the “Scorpion”.

Co-driver “Phobos”



  • The “Nitrous oxide system” skill now increases the speed of the armoured vehicle by 5% instead of by 5 km/h.
Comment: the skill is too strong in relation to other passive co-driver skills. It gives a bonus to speed that does not depend on the characteristics of the vehicle itself, which is especially efficient when used with slow cabins.

Ram damage mechanics



  • Reduced the influence of speed on ram damage and its penetration depth.
Comment: we’ve implemented additional minor changes to the settings of the new ram damage mechanics after collecting statistics from live servers.

For now, these are all the balance changes that are planned to be implemented in the new season next week. We would like to remind you that up until the time of the update’s release, certain changes may or may not make it into the game. Another interesting announcement related to the new update is coming this week. Stay tuned!


For more information on Crossout, follow these channels:

Mini Contest “What's this map?”



Find the location where we’ve done this screenshot. Tell us the map’s name and coordinates of the location. We’ll choose 10 random winners who guessed them right and give them 3 days of premium subscription.

Contest conditions:



  • Locate the place on the attached image and guess the map and coordinates of the place.
  • Send an entry to this channel according to the template below.

Deadline for entries:



  • May 28, 09:00 GMT



For more information on Crossout, follow these channels:

[Developer blog] New ravaging season in Crossout. Part 3



Part 1
Part 2

Welcome to the final part of the developer blog on the new season! Today we will showcase the new Ravagers weapons and take a look at the rest of the new structural parts.

We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. This applies not only to information about possible unique features of new parts, but also to the appearance of the parts themselves.

Rocket revolver



No one could have expected such a combo from the Ravagers! Just imagine: the familiar projectiles that fly on a parabolic trajectory… one after another, an endless barrage of small deadly rockets! That is the gist of the new weapon.

The weapon rotates quickly, has comfortable aiming angles and good form factor. The revolver’s cylinder contains 20 projectiles that can be shot one by one or as a long continuous volley. And you may be sure that its rate of fire will also be a pleasant surprise.

After shooting all 20 projectiles, the weapon reloads and is again ready to blast the enemies with a flurry of explosions. The ammunition is limited: you will only get a few cylinders of rockets, but this drawback is easily offset by installing an ammo pack.

The weapon’s perk is aimed at prolonging the depletion of ammo. Precise shots are generously rewarded: destroying a certain number of enemy parts with the revolver will restore some of the projectiles to the cylinder that is currently in use.

You may think, “This weapon has to have a weak point!” And you would be right. You must shoot very precisely in order to stay in battle and restore the ammo in the cylinder that you’re using. Otherwise, you will have to spend quite a long time to reload.

New energy weapon



A real aesthetic feast for all the fans of the Ravagers! Just look at this intimidating device!

You really have to pay special attention to the mechanics of this weapon. When fired, it releases a flat energy projectile that has its own durability and is able to take incoming damage. The projectile flies in a straight trajectory exactly to the point where you aimed it. As the projectile passes through the enemy, it deals damage to all parts it touches and flies on until it does the maximum possible damage or is destroyed, at which point it explodes.

And yes, the projectile may be destroyed by the enemy while in flight, or at least its maximum damage may be reduced. The more damage is dealt to the flying projectile, the less total damage it can do. But in order to do this, the enemy must have superb reaction and attention: the speed of the projectile is not lightning fast, but it is still impressive.

This weapon can be useful both for teamwork and in battles with random allies and opponents: all you have to do is pick the right moment and surprise a cluster of enemies with a ravaging attack.

So what are possible drawbacks to this powerful Ravagers weapon? Firstly, its size. The weapon is quite large and irregular. It may be quite difficult to defend it. And secondly, its energy consumption. This weapon consumes a lot of energy. A LOT of energy. It’s a new addition to the energy-hungry family of “Kaiju”, “Avalanche” and “Thyrsus”.

New structural parts





This blog entry concludes the series of posts about the new season, and you can learn about all the new rewards from our traditional stream before the update, which is scheduled for early June. See you then!


For more information on Crossout, follow these channels:

Crossout: Crossout Day



We invite you to celebrate the 9th anniversary of our favourite game! Together we will participate in the “Mad chase”, fight each other during the “Crossout Day”, receive gifts and earn all the rewards. Let’s go!



Mad chase


Attention! The event will be available from May 23 to May 29 inclusive!
[expand type=details]

  • “Mad chase” is a PvE mode for 4 players.
  • The goal is to stop the moving trucks before they leave the location.
  • Be careful: the trucks are well-equipped and armed; they move quickly and are guarded by heavily armed raiders.
  • To win, you have to destroy one or both trucks.
  • If the team could not stop any of the trucks, it counts as a defeat.
  • The battle takes place on the modified “Cursed mines” map.
  • Only vehicles from the “Armoured car” slot can participate in the battle.
  • For each battle, the player gets batteries as a reward.

Special challenges and rewards


Throughout the event, you will have access to a chain of 3 daily challenges:

  • Play the mode. Reward: “Military reserve” container.
  • Score 2000 points in the mode. Reward: “Stickers package” container. You may get new stickers “Dead hand” and “Sawed-off shotgun” from the container.
  • Deal 10000 damage to enemies in the mode. Reward: “Paints package” container. You may get a new paint “To Valhalla!” from the container.

Gift


During the event, a special gift will be available to everyone, which contains:

  • “Rogue” portrait.
  • Unique profile background.
  • Unique profile logo.

To receive the gift, you need to log in to the game during the event and click on the “Incoming gift!” message on the right side of the garage screen.



Crossout Day


Attention! The event will be available from May 30 to June 12 inclusive!
[expand type=details]
This year, we have updated the beloved “Crossout Day” brawl:

  • “Crossout Day” is a confrontation in the spirit of the “Free for All” brawl, where the player has no allies. Everyone around you is an enemy that needs to be destroyed; the more you take out, the better!
  • You can play the mode as part of a group of up to 4 people, but all players in the group will be enemies to each other.
  • The battle takes place on the maps “Sand harbour” and “Abandoned town”.
  • Players take part in the battle on preset vehicles, which can be extremely unusual. All armoured vehicles used in battle are the creations of our players and partners.
  • The brawl has respawns.
  • The resource (scrap metal) is rewarded in accordance with your placement. The amount of scrap metal obtained decreases if you place lower.
  • At the beginning of the battle and during each respawn, you can choose a vehicle to continue the battle: there will always be 3 random blueprints to choose from.
  • Points are awarded for the destruction of opponents and parts of enemy vehicles. Points for the destruction of the enemy also sum with the points for all the parts of their armoured vehicle at the time of destruction.

Special challenges and rewards


Throughout the event, you will have access to a chain of 2 daily challenges:

  • Complete 2 battles in the “Crossout Day” brawl. Reward: 80 Engineer badges.
  • Destroy or help destroy 30 enemies in the “Crossout Day” brawl. Reward: “Holiday essentials” container.

Crossout Anniversary Gift


During the “Crossout Day” event, each player will be able to receive a unique pack as a gift. Be sure to stop by the party to get your gift!

Special workbench with upgraded parts


During the “Crossout Day” event, you will have access to a special workbench where you can produce upgraded parts with pre-determined upgrades.

Every day, from May 30 to June 4, new offers will appear on the workbench: don’t miss them!



New event “Omega Protocol”



Attention! The event will be available from May 23 to June 19 inclusive!
[expand type=details]

  • Event levels and their corresponding rewards will be unlocked as you complete special missions and earn event experience points.
  • Event experience points are needed to unlock levels and receive rewards.
  • As part of this event, you will receive new challenges: 1 main and 1 additional challenge.
  • New challenges appear every day. All incomplete challenges accumulate.
  • Basic event rewards are available to all players. These include:

    • Coupons for factions’ workbenches;
    • 50 in-game coins;
    • A number of stickers;
    • “Outcast’s stash” container with a CK of your choice;
    • “Scout’s container” with a random legendary, epic or special part.
    • Resource containers;
    • “Fog headlights” decor;
    • Access to the rotor blueprints for armoured aircraft;
    • Engineer badges.
  • All additional rewards (marked with an icon of a lock on a blue background) are available only to those who purchased the “Omega Protocol” pack (regular or deluxe edition). Purchasing the deluxe edition immediately unlocks the next 10 levels and all the rewards of the already unlocked levels.
  • Purchasing the pack gives you access to:

    • Certain already produced parts;
    • Recipes for the production of certain upgraded parts on the event workbench;
    • Additional in-game coins;
    • 3 paints, a number of stickers and the “Incubator” decor;
    • Storage expansion;
    • For each subsequent level, starting from 41, you will receive 120 in-game coins as a reward.

Attention! The “Omega Protocol” packs will be available on all platforms from May 23 (10:00 UTC on consoles) to June 19 inclusive!




  • A number of locations have been optimized and added to battles involving armoured aircraft. The images of these locations have also been updated:

    • Sinto City;
    • Marble quarry.
    • Improved images of the “East quarter” and “Air harbour” maps.



Game center



  • Added the ability to enable / disable the participation of armoured vehicles or armoured aircraft in the mode to the settings (the “Blueprints” tab).
  • To avoid accidental deletion, a confirmation window has been added before you can delete a custom brawl.




  • Updated the sound of the rotation of the “Jotun” weapon.
  • Changed the sound of the explosion of wheel drones.
  • Improved the balance of sounds towards greater comfort when playing.
  • Improved sound settings towards better clarity and clearness of the mix.




  • Added the option to enable automatic detection for the game’s graphic settings. To do this, in the “Graphics” settings tab, you need to run the “Autodetect settings” test and wait for its completion.




  • Fixed a bug where you could get stuck in the wires when falling into the pit on the “Ravagers foothold” map.
  • Fixed a bug with incorrect camera positioning in a number of situations on the “Terminal-45” map.
  • Fixed a bug where receiving the patch “Rocket launcher mastery 6” was not counted towards the progress of the patch collecting challenges.
  • Fixed a bug that led to a noticeable decrease in the frame rate when shooting “Spark III” and “Flash I” at the Syndicate garage.
  • Fixed a bug when water disappeared on the “Ship graveyard” map in the “Patrol” and “Back on patrol” modes.
  • Improved a number of in-game texts and icons.



For more information on Crossout, follow these channels:

Treacherous Wasteland: places with highest destruction counts



Hello, survivors!

Once again, let’s have a look at the thermal maps that show the places where your armored vehicles get destroyed most frequently in the fierce battles in the Wasteland. This time, we’ll analyze the “Powerplant”, “Orbital station” and “Volcano” maps.

Only real players are marked on the heat maps with no power point limits.

The “Powerplant” map and the hollow of death



This is a very tight and linear map with high overall density of destruction. But there is one spot that stands out: the hollow in the middle of the map. We don’t recommend venturing there. Too many survivors have already perished in that valley of death.

The “Orbital station” map and the wise strategy



Say what you like, but looking at the thermal activity on the “Orbital station” map leaves no doubt: this place forces players to think strategically. Sure, cars get destroyed a bit more often in the lower part of the location, but overall, the thermal activity is still distributed across the map in a fairly balanced way.

The “Volcano” map and the perilous pits



Upon examining the map closely, you can see some crossed out areas that players can’t access. Keep in mind that the “Volcano” map is a rather dangerous place because of the high chance of falling into the abyss. You can see that players are actively taking advantage of this opportunity. If you or your allies are trying to push the enemy off, remember: it’s safer to stay away from the pit edges. And use ramps at your own risk!

That is all for now. We have many more interesting thermal maps that we will share with you next time. Good luck in battles!


For more information on Crossout, follow these channels: