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Halo Infinite

March Playlist Update

When Operation: Blue Team comes to Halo Infinite next week, it’ll include a hefty playlist update. We’ll be consolidating some things for Match Composer and adding some new experiences that we think you’ll be pleased with as well. Let’s get into things!





Match Composer



As Halo Infinite has evolved, the Infinite team has worked hard to bring a ton of new experiences to the game: Husky Raid, Fiesta Castle Wars, Action Sack, Firefight, Infection, BTB Sentry Defense, and so many more. As a result, there are now a whole lotta options for you to choose from in the Match Composer. (The options are not quite infinite but pretty close!) We’ve monitored the data and seen what is being selected or searched for most often and we’ve been closely evaluating the health of the various playlists.



At the same time, we’ve also heard your feedback that some of the current Match Composer lists are a bit confusing and not as coherent as they could be. With this in mind, and with spring on the horizon, we’re taking this opportunity to do a bit of spring cleaning: specifically tightening up and re-arranging part of the Match Composer.



Q&A With the Infinite Team



There’s a lot coming with this update so we sat down with the Infinite team and chatted a bit about the upcoming changes.

What are the ultimate goals for playlist health overall?

The ultimate goal for all playlists is striking a balance between low match times and solid match quality with the least amount of skill discrepancy between the two teams as possible. We want players to go into matches to have fun and get in those matches fast so trying to balance the two is always a delicate dance.

With Match Composer, players have more freedom and flexibility to choose how they play Halo matchmaking than ever before. We’re seeing players take advantage of that across the board which we love to see. The downside to the Match Composer, however, is that it’s entirely possible to choose too narrow of a search resulting in really long search times to find a match.


What are some ways you go about ensuring players can get those “good matches” of short queues and teams with low skill discrepancy?

We started by looking at all the playlists available to players today in the Match Composer and there are a lot! There are nine social playlists with over 100 modes across the various lists…28 in Rumble Pit alone. Even within a single playlist, there are many, many different ways for players to “silo” (aka create a search so narrow that the time to match is very long) themselves via their search parameters. We also took a look at the options across different playlists and have heard your feedback of, “This doesn’t make sense here, it should be over there.”

The goal with this update is to reduce the number of silos by working to group like content with like. When we look at Action Sack, we agree that that’s the logical home for some of the more wacky or party modes just like we agree that “Arena Objective” is probably not the best home for Team Snipers.




How do you identify the problem areas and how do you know where to focus your efforts when working on things?

So our first stop when it comes to checking playlist health/data is the analytics team. We can see what silos players are choosing, how popular a specific silo is (or isn’t), and we can see that across each playlist. So from Quick Play to Action Sack, we can see what modes players are gravitating towards versus what isn’t resonating as well.

If we look at Rumble Pit as an example (remember it has 28 separate modes in the playlist itself!), here are the top 5 most searched modes (note: these are all FFA variants):
  • Community Shotty Snipes
  • Fiesta Slayer
  • Ninja Slayer
  • Shotty Snipes
  • Slayer

From the information we gather based on your selections and playtime, we can see that players in Rumble Pit prefer the more “serious” game modes available to them so moving ones that feel out of place, such as FFA Purple Reign and Kong Slayer, to a more appropriate playlist, like Action Sack, just makes a lot of sense.

We’ve also observed that when players are wanting to play Shotty Snipers, for example, they select both versions available – Shotty Snipers and Community Shotty Snipers. To help limit the silos available, we’re combining the Community modes with the studio modes into one.




Another good example to look at is Quick Play. There’s currently 20 different modes in the playlist and with the top modes being:
  • Fiesta
  • Husky Raid
  • Super Fiesta
  • Super Husky Raid
  • Team Slayer

The silos at the bottom are incredibly narrow and aren’t resulting in many matches as a whole in their current state. We recognize those are fun and unique modes so we’re looking to move them to other playlists where they will hopefully be more thematically fitting.


You have been putting out a lot of new playlists recently. Is there anything fun you can tease about what’s coming?

We’ve been really working hard on the combination of new and refreshed experiences to bring to the game. We don’t want to spoil what’s on the horizon but we do have a few exciting modes coming soon! Maybe as soon as Tuesday…




A huge thank you to the team for all their hard work!

We’re looking for ward to what’s coming next but, in the meantime, here’s a breakdown of what you can find in the various playlists after next week’s update.



Quick Play


  • Super Husky Raid CTF
  • Super Fiesta: Slayer
  • Husky Raid CTF
  • Fiesta Slayer
  • Arena: Team Slayer
  • Arena: Slayer
  • Tactical Slayer & Community Tactical Slayer
  • VIP
  • Team Snipers & Community Team Snipers
  • CTF
  • CTF Neutral Flag
  • Oddball
  • King of the Hill
  • Strongholds
  • Assault: Neutral Bomb
  • Assault: One Bomb

Arena Social


We’ve renamed “Arena Objective” to “Arena Social” to be more representative of the experiences provided in the playlist.
  • One Flag CTF
  • Elimination
  • Attrition
  • Vampire Oddball
  • Extraction
  • Land Grab & Community Land Grab
  • Slayholds
  • Legacy Slayer
  • Legacy CTF
  • Legacy KOTH
  • Legacy Oddball
  • One Shot Slayer
  • Rock ‘n’ Repulsor
  • Escalation
  • Fiesta CTF

Big Team Battle





  • Slayer
  • Fiesta Slayer
  • Heavies Slayer
  • CTF
  • Fiesta CTF
  • Heavies CTF
  • Total Control
  • Fiesta Total Control
  • Team Snipers
  • One Flag CTF
  • Sentry Defense

Rumble Pit


  • Fiesta FFA Slayer
  • FFA Shotty Snipers & Community Shotty Snipers
  • FFA Slayer & Community Slayer
  • FFA Ninja Slayer
  • FFA Super Escalation Slayer
  • Escalation Slayer
  • Rock ‘n’ Repulsors
  • Ninjanaut
  • Juggernaut
  • FFA Headhunter
  • Vampire oddball
  • Fiesta FFA KOTH
  • FFA Oddball & Community Oddball
  • FFA KOTH & Community FFA KOTH
  • FFA Rocket Oddball
  • FFA Elimination & FFA Community Elimination

Squad Battle


  • Squad Slayer
  • CTF 3 Capture
  • One Flag CTF
  • KOTH
  • Assault: One Bomb
  • Assault: Neutral Bomb
  • Castle Wars

Action Sack


  • Speedball
  • Goose Halo
  • Duckhunt
  • Maze Craze
  • Infection: Arena
  • Infection: Alpha Zombies
  • FFA Kong Slayer
  • FFA Purple Reign

Team Doubles





  • CTF & Community CTF
  • Slayer & Community Slayer
  • KOTH & Community KOTH


As always, we’ll be monitoring feedback as this rolls out and keeping a close eye on the changes. In the meantime, we’ll see you on the battlefield!

Operation: Blue Team

Operation: Blue Team runs from March 11 through April 8.



It brings a free 20-tier Operation Pass containing Kelly-087's HERMES-class Mjolnir armor, and you can unlock the Wintergeist armor coating by upgrading to the Premium Pass.




Welcome to Blue Team, Spartan.

Assault

Defend your base – Assault arrives in Halo Infinite! First introduced in Halo 2, this mode is the reverse of Capture the Flag. Rather than getting into your opponent’s base and stealing their flag, you’re sneaking into their base with a bomb, attempting to plant it. It’s totally identical, just in reverse.



Bomb Armed


Assault comes in multiple flavors and the two being introduced with Operation: Frontlines are:
  • One Bomb
  • Neutral Bomb

Some of you might be wondering… “What’s the difference?” Thank you for asking!



Neutral Bomb starts with the bomb in a neutral position on the map (usually the middle) and each team fights for control of the bomb. Once you have the explosive in your possession, your objective is to infiltrate the enemy base and plant it.

One Bomb is a one-sided objective mode that alternates with each team taking turns being on offense and defense. If you’re on offense, the bomb will spawn in your zone and it’s up to your team to mount the assault on the enemy’s base. If you are on defense, your goal is preventing that bomb from being planted in your area.

Those of you that played Halo 2/3 know that One Bomb on Zanzibar/Last Resort was the classic One Bomb experience. So classic that we’ve got not just 4v4 Assault available, but also Squad Battle Assault pitting 8v8 in the battle of the bomb! After all, Assault is not only a really great 4v4 objective mode, it also plays very well in larger teams.



The 4v4 Battlegrounds



Some of these maps should tickle the nostalgia bone. You can bookmark the modes here:

…and then grab the maps below!


Neutral Bomb Maps



Absolution


Credits: Anvil Prime 52
Bookmark



A mashup with some familiar Halo 2 (Sanctuary) and Halo 3 (Guardian) map feels, you’ll feel like you’re right at home on Delta Halo.

Aquarius


Bookmark



The grass isn’t always greener but the hydroponics sure make the scenery nice and verdant.

Catalyst


Bookmark



One misstep could be the catalyst you need to swing the outcome in your favor.

Fortress


Credits: MikRips, Ethan Hibbs
Bookmark



The battle for the castle will happen on this map with a beautiful vista to take in as you watch for the bomb.

Origin


Credits: HilmMike
Bookmark



If you’re thinking, “Hey this looks a lot like Coliseum from Halo 5!” then you’ll be pleased to know that this is, in fact, Coliseum from Halo 5!

Serenity


Credits: UneeQ, Mr Greencastle, MikRips
Bookmark



Find inner peace on this sanctuary.



One Bomb Maps



Curfew


Credits: Sikamikanico, Whos Blaze
Bookmark



Keep it clean on this ODST inspired map. That means tidying up any shards left behind after the bomb explodes.

Forest


Bookmark



Pack your sandwich lunch and don’t get lost on your way to grandmother’s house the enemy’s base.

High Ground


Credits: UneeQ, Mr Greencastle, Azwilko1997, Artifice7285
Bookmark



The classic Halo 3 One Bomb experience returns. Stand your ground and don’t let the enemy into the base! After all, you do have the high ground.

Launch Site


Bookmark



It’s the final countdown…but will it be a victory or a failure to launch? That’ll depend on you and your fireteam.

Recharge


Bookmark



Looking for a break? You won’t find it here. Be prepared, the fighting is sure to be (hydro)electric.



Squad Battle(Grounds)



Grab the modes and then your favorite maps!

Neutral Bomb Maps



Harvest


Credits: Scrubulba, Tiiiiiiim 7, MikRips, LudoHT, Mr IncrediJON, Handsome Huber, lackhoves
Bookmark



You reap what you sow in the great harvest of assault.

Rats Nest


Credits: MastermetaleX
Bookmark



Another classic throwback map with many different ways to get the bomb into the enemy’s base. Are you going to convoy it in vehicles? Run it in on foot? So many options, so little time.

Rendezvous


Credits: THE SLAMMERSS, h8yse
Bookmark



You, your teammates, the bomb, and a rendezvous with destiny.

Timberland Evolved


Credits: D0ctorSmurf, Virus11010, Micheal B 2K8, Mr IncrediJON, MikRips, Okom1, Darth Draius
Bookmark



Keep your eyes peeled for Spartans advancing through the forest. Was that a player or just a branch…?

One Bomb Maps


Kusini Bay


Credits: Mr Kwatz
Bookmark



High Ground is to 4v4 One Bomb as Kusini Bay (aka Zanzibar aka Last Resort) is to 8v8 One Bomb – classic and iconic.

Refuge


Credits: Cousin Tim, InfiniteForges, NightAvenger01, Micheal B 2K8
Bookmark



Is there anything you can’t play on Refuge? One Bomb joins the pantheon of other modes playable on this map.




One other housekeeping note is that the Infection playlist is being added to Action Sack and Castle Wars is being added to Squad Battle. Both will be available via Match Composer so fear not, you can still find and play your favorite modes.

And with that, it’s time to return the bomb to the enemy. Good luck.

Operation: Frontlines

Operation: Frontlines runs from February 4 through March 11!



Featuring the return of Assault, the new Fuel Rod SPNKr weapon, new customization, and a new Operation Pass, there’s plenty to do – so stay tactical!

2025 Spring Update

The Spring Update for Halo Infinite is on its way!



When Operation: Frontlines kicks off the Spring Update at the start of February, you’ll be getting your hands on a new weapon (a new take on an old favorite), an overhauled and expanded premium Operation Pass with four unique sets of armor to acquire, the return of the fan-favorite Assault mode, balance updates, and much more.



Updates & Operations



As a reminder, Halo Infinite has a new update format.

At the end of last year, we released the Winter Update from November 2024 through January 2025, which included Operation: Great Journey (November), Operation: Snowbound (December), and Operation: Brute Force (January).

The 2025 Spring Update for Halo Infinite has the same format—three new Operations are on the way, starting with Operation: Frontlines on February 4.

Here’s how the update format works: Since the first Operation is paired with the launch of an Update (in this case, the 2025 Spring Update kicks off with Operation: Frontlines), it will contain a larger offering of content. This is where you can expect a Spartan-sized delivery of things like a new sandbox weapon, new modes, and so on, while the next two Operations will offer smaller updates.

So, what upcoming Operations have you got to look forward to in the Spring Update?
  • Operation: Frontlines (February 4)
  • Operation: Blue Team (March 11)
  • Operation: Forerunner (April 8)

And then, looking even further ahead, once Operation: Forerunner wraps up, we’ll have the next “seasonal” release with the Halo Infinite Summer Update and three new Operations. We’ll have more details to share on what that entails at a later date.


New Weapon: Fuel Rod SPNKr





It’s not just old Covenant technology that the Banished ravenously repurpose and reforge into their own tools of domination, but the UNSC’s as well.

Introducing the Fuel Rod SPNKr, a rocket launcher that has been heavily modified by the Banished and fires Venezian-repackaged fuel rod munitions.

The Fuel Rod SPNKr works great against vehicles—its six-shot magazine makes it effective against a wide range of targets.

You will be able to find the Fuel Rod SPNKr as a power weapon on maps, but if you want to get to grips with this new take on a Covenant classic you can jump into the Academy’s Training mode—or spawn it in Forge for some custom games.

As noted in the above section, the first Operation in each major Update offers heftier additions like new sandbox weapons. As we look ahead, we can indeed confirm that the Mutilator—a Banished-themed shotgun—is actively being worked on by the team and is targeting the Summer Update.



Operation Pass



Halo Infinite’s Operation Pass is evolving.

We have been listening to and tracking community feedback about Halo Infinite’s Operation releases over the last year, as we are looking to improve this experience for players.

Thus far, each Operation Pass has offered 20 tiers of rewards, typically including a themed set of armor, additional customization elements (such as emblems), Spartan Points to spend in The Exchange, and bonus items for those who purchase the Pass.

This year, we want to expand our offering to players, so here’s what you can expect to see when Operation: Frontlines arrives on February 4.

Free Operation Pass



For those enjoying the free Operation Passes each month, that experience will remain largely unchanged.

Playing Halo Infinite during the active window of the Operation lets you unlock 20 reward tiers as you complete matches and earn XP. However, if you’re unable to finish all or part of it during the month, the free customization content will be available to acquire with Spartan Points (earned simply by completing matches) via The Exchange as part of Infinite’s next major update (the Summer Update in this specific case).

Play during the month when an Operation is live and mop up all the customization items in the free Pass, or seek them out at your leisure when they hit The Exchange later down the line.



Premium Operation Pass



The Premium Operation Pass is receiving an extensive overhaul, including an increase in size, bringing greater value for players who decide to upgrade.

This expanded pass will be available in the first Operation of each Update. The second and third Operations will offer the traditional 20-tier Operation Pass offering.

The Premium Pass supports the usual perks: It makes the Operation Pass durable (it will not expire), offers bonus XP during the Operation’s live window, and provides an extra Challenge slot while your Pass is equipped.

But where previous Operation Passes have featured one armor set—one particular “look” for your Spartan—the new incarnation of this Premium Pass will now offer four full armor sets. These will be unlocked as you progress through 50 tiers of rewards.

The price of the Premium Operation Pass has been slightly adjusted for this offering, providing the following options:
  • 1,000 Credits: The Operation Pass is durable, offers bonus XP, provides an extra Challenge slot, and immediately gives you multiple bonus items. Provides the ability to earn four full armor sets.
  • 2,500 Credits: All of the above, and instantly unlocks the first 20 levels out of 50.

Players must purchase Premium Passes during the time the Operation is live, as it will not be available for purchase once that month-long window has closed. If you miss out on purchasing any Premium Operation Pass going forward but want the armor it offered, you will be able to find it in the Shop during the next seasonal update (and at an adjusted price).

But the best value really does come with the Operation Pass. For just 1,000 Credits, you will gain the ability to earn FOUR full armor sets—one free, three premium. As noted, the free armor will flow into The Exchange, while the other three armor sets will later return in the Shop. So you’ll definitely want to make sure you grab all four armor sets while the Premium Pass is available as you will secure them early for a steep discount before they enter the Shop.

Obviously, these are some significant changes to the format, and we are eager to continue listening to feedback from players as you get your hands on Operation: Frontlines and this updated experience. Let us know what you think!

Secure the Premium Pass for access to all 50 tiers and instantly unlock the BR75A2 Hammer weapon model for the BR75 Battle Rifle, Xenothreat weapon coating, Sequence Assembly weapon charm, and Pattern Seeker visor.



Mode: Assault



The Assault mode—a fan-favorite since Halo 2—is en route to Halo Infinite!



Each team defends their bomb site as they battle over a neutral bomb in the center of the map, aiming to escort the intrepid and heroic bomb carrier to the enemy base to arm and detonate it.

Of course, Assault is a mode that comes with multiple variants as well. When it arrives with the Spring Update, you’ll be able to play both Neutral Bomb and One Bomb.

The bombastic action will be available in both 4v4 and Squad Battle’s 8v8 modes. So, if you’ve been jonesing for some One Bomb on High Ground or Kusini Bay, the wait ends soon.

For more information, be sure to check out the Assault Playlist Blog when it launches next Tuesday.



Sandbox Updates


Weapons



Heatwave

Previously, the vertical fire on the Heatwave was set in a custom position providing a consistent close to long range damage output making this a deadly shotgun-like weapon from all ranges. To address player feedback about the Heatwave being too effective at longer ranges, we’ve made changes to how its projectiles behave while using its vertical shot.

In addition to a slightly slower rate of fire for the weapon all-up, the vertical fire projectiles will now slowly spread out as they travel further distances. This spread now matches the characteristics of the horizontal fire, helping to reduce its performance at range.
  • Distribution Function: Custom Position >> Custom Direction
  • Rounds per second: 1.54 >> 1.34

Stalker Rifle

The Stalker Rifle has been emerging as an extremely powerful weapon in Arena gameplay, especially after the Bandit’s rate-of-fire was decreased. To keep the Stalker Rifle’s power in check relative to the Bandit, it will also be getting a rate-of-fire decrease.

The Stalker Rifle should still be an important on-map pickup, but it shouldn’t feel like a one-sided fight when going up against it anymore.
  • Rounds per second: 2.3 >> 2.2

Disruptor

The Disruptor, which is part of the Pistol class of weapons, has been overperforming outside of its intended range, much like previous iterations of the Mk50 Sidekick. The damage output at close range feels like it’s in a good place, but its ability to deal that damage at mid-to-long range—specifically against enemy Spartans at those distances—was proving to be too much.

To minimize the effectiveness at long ranges against Spartans, the bloom properties are getting an update. It’s also important to note that while we wanted to reduce its impact on Spartans at range, it’s critical that the weapon retains its ability to EMP vehicles over long distances in larger battlefields.

When the update launches, the Disruptor will take longer to have its bloom reset and have increased error angles, resulting in less impact on smaller targets at range.

On Ranked maps, the Disruptor will also have its initial ammo reduced to ensure its total kill potential can remain in check.
  • Min error angle
  • (Low) 0.125 >> 0.2
  • (High) 0.125 >> 0.35
  • Max error angle
    • (Low) 0.35 >> 0.35
    • (High) 0.8 >> 1
  • Lower bound deceleration time: 0 >> 0.56
  • Upper bound deceleration time: 0.365 >> 0.43
  • Reduced starting ammo amount on Ranked maps: 12 | 36 >> 12 | 12



    CQ248 Bulldog

    Similar to the Stalker Rifle, the Bulldog also had started to emerge as an extremely impactful weapon after the Bandit’s rate-of-fire reduction. To ensure players have a more balanced fight when going up against the Bulldog, its rate-of-fire will be slowing down slightly, and its headshot multiplier will be removed. These adjustments should help the Bulldog’s power better align with the rest of the sandbox.
    • Rounds per second: 1.67 >> 1.55
    • Headshot damage multiplier on health: 2 >> 0

    Shock Rifle

    The Shock Rifle has demonstrated greater effectiveness at longer ranges than anticipated when used in hip fire. To encourage zooming in for long-range engagements, the range at which aim magnetism kicks in will be brought in a bit. Since no-scoping was also proving to be a little too easy at high-skill levels, the auto-aim angles have been adjusted to make each shot more skillful when firing from the hip.
    • Reduced autoaim angle: 0.5 >> 0.2
    • Reduced magnetism angle: 3 >> 2
    • Reduced magnetism range: 25 >> 20
    • Reduced magnetism falloff range: 14 >> 12

    MA40 AR

    In a previous update, the MA40 AR received a tuning pass that adjusted its bloom properties. While it increased the consistency of the weapon at full bloom, we heard the feedback that it bloomed out too quickly, with many stating that they missed its accuracy on the first few shots. In response to that feedback, we’ll be bringing those initial shots back to their previous state.

    To help balance out the feel of this initial buff, the AR’s max bloom state when going fully-auto will be expanded more and its headshot multiplier will be removed.
    • Initial accuracy improved
      • Lower bound deceleration time: 0.3 >> 0.22
      • Deceleration time: 0.24 >> 0.17
    • Maximum error angle
      • (Low): 0.25 >> 0.25
      • (High): 1.3 >> 2.1
    • Headshot damage multiplier on health: 2.55 >> 0
    • Reduced starting ammo amount on Ranked maps: 36 | 108 >> 36 | 36


    Grenades



    Frag Grenade Physics

    Frag Grenade Physics

    The “bounciness” of Frag Grenades has been increased, allowing players to make creative, skillful plays. This will bring the bounce physics a little more in line with previous titles, while also reducing instances of grenades feeling stuck to the ground or not having successful bounces.
    • Perpendicular friction (between 90-80 degrees): 0.825 >> 0.78
    • Perpendicular friction (between 50-80 degrees): 0.8 >> 0.78
    • Perpendicular friction (between 20-50 degrees): 0.75 >> 0.72

    Grenade Cast Time

    Halo Infinite’s grenade cast time—aka the time it takes for a player to throw a grenade and reset—was the fastest in the franchise by a pretty large margin.

    For example, here are some average rates (grenades per second) from previous games:
    • Halo: CE: 1.07
    • Halo 2: 1.13
    • Halo 3: 1.07
    • Halo: Reach: 0.99
    • Halo 4: 0.89
    • Halo Infinite (before): 0.79

    While grenades are a key element of Halo gameplay, we felt that the ability to throw multiple grenades at such a rapid rate or throw a grenade and then shoot quickly after was having a negative effect on the core combat loop.

    To help improve the feel of the Halo combat dance, we’ll be bringing the grenade throw rate more in line with previous titles. This should both reduce the feeling of “grenade spam” and increase the intentionality of each grenade thrown.
    • Halo Infinite (updated): 0.92

    Movement



    Strafe Acceleration

    It’s happening!

    Strafe acceleration values are being updated to improve the feel of gameplay engagements across the board. This adjustment will help address community feedback on topics such as jiggle-peeking behind cover and reduce instances of opponents changing directions at seemingly unnatural speeds when strafing.

    The adjustment to these strafe scalars should bring the overall “feel” of Halo Infinite’s combat even more in line with previous Halo titles.
    • Acceleration strafe scalar: 1 >> 0.78
    • Acceleration forward scalar: 1 >> 0.78



    Ranked Updates


    New Ranked Map & Ranked Map Refresh



    A new map has arrived in Ranked!

    Origin
    Credits: Karmaplex, DarkMaiming, HiImMike



    A fan-favorite returns as Origin, a remake of Coliseum from Halo 5: Guardians makes its way into Halo Infinite’s Ranked playlists. Remade in Forge, you’ll get to see the map with Halo Infinite’s Forerunner aesthetics.

    Origin will be playable in Ranked Arena, Ranked Slayer, and Ranked Doubles when Operation: Frontlines drops. It will also appear in regular matchmaking playlists as well.

    New Mode



    We’re excited to add a new mode to Ranked: Assault! The legacy game mode is just how you remember it—plant the bomb in the enemy team’s base to score a point. Ranked Arena will feature Assault:Neutral Bomb Ranked on both Aquarius and Fortress. The score to win is 3 points.

    New Ranked Rotational Playlist – Ranked Squad Battle



    Feeling in the mood for some competitive action but with a larger number of players, more spacious maps, and wider sandbox variety? Ranked Squad Battle will be your next destination!

    Get the squad ready, it’s gonna get sweaty—8v8, Bandit Evo starts, and a variety of modes to compete on, including our new mode Assault.

    Assault will be available in Ranked Squad Battle in two forms: Neutral Bomb and One Bomb! Assault: One Bomb Ranked makes its debut on two iconic maps: Kusini Bay and Refuge, remakes of Halo 2’s Zanzibar and Headlong respectively.

    Ranked Map Updates



    With a new Ranked season incoming, it’s time again for a sandbox refresh to our Ranked maps. Below, you will find the changes we’ve made to sandbox items and their locations on Ranked Arena maps.

    Aquarius
    • Camo replacing Overshield top middle
    • Threat seeker replaced the plasma grenades on Hydro

    Emyprean
    • Assault Rifle and Commando Rifle swap locations
    • Plasma Pistol moved to Alley
    • Repulsor moved to Terminal
    • Overshield moved to Underpass

    Forbidden
    • Battle Rifles to the front of Bases
    • Thrust replaced the Threat seeker at Big Door

    Live Fire
    • Battle Rifle added to Turbine

    Recharge
    • Shock Rifle has been placed on a power weapon pad to align with the properties of Solitude

    Solitude
    • Commando Rifle replaced Bandit at Bottom Mid
    • Added Battle Rifle to Blue Ramp

    Streets
    • Bulldog replaced with a Sidekick at Commercial District

    Additionally, to keep the experience fresh and address points of feedback we’ve received from Ranked players, we are adding some new geometry to a few of the maps. Specifically, we’ve added new jumps to some of our core maps in Ranked to improve map flow and create new routes for players. These new jump routes will only be available on the “Ranked” versions of Aquarius, Forbidden, Recharge, and Streets. Stay tuned for more details on these.

    Matchmaking Rank Reset



    It’s that time again. All Ranked playlists will have ranks resetting with the release of Operation: Frontlines!

    New playlists, new map, new modes, new sandbox balances, map pool changes and more. There are a lot of changes coming to Ranked and there is no better time to start fresh and jump in. We’ll see you out there. Good luck, Spartans!





    Forge Updates



    The Fuel Rod SPNKr and Bomb object have been added to Forge as objects which should allow for some explosive opportunities to create new experiences.

    In addition to these new sandbox objects, Forge will also be getting some improvements to better support mode creation. These additions should unlock more power—and add more polish—to modes across the board, all while helping to bridge the gap between Forge and our internal tools.
    • Increased Nav Marker functionality for fine-tuned control, including when a player takes damage, is sprinting, or is in another player’s line of sight
    • Added the ability to Set Object Team for multiple generic objectives, with more on the way
    • Improved control of Generic Objective objects when entering Kill Volumes
    • Enhanced physics controls for objects through Set Object Physics Mode (Normal, Zero Gravity, and Fixed)
    • Inclusion of Damage Source Object input pin allows for better kill attribution by selecting a player to be the source on the Apply Damage node
      For a more detailed look at these Forge additions, be sure to read the Patch Notes on February 4!



      That’s a wrap on our overview for the 2025 Spring Update in Halo Infinite.

      We’re incredibly excited for you to get hands-on with all the new offerings, so keep sending your feedback our way. We’ll catch you on February 4 when Operation: Frontlines arrives!
  • Action Sack

    No preamble, you’ve waited long enough…Welcome to Action Sack, where weird ‘n’ wild warfare brings mayhem and madness in a myriad of modes!





    Rules of Engagement



    Action Sack is the playlist where the rules are a little less clear per mode because it’s not as straightforward as “First to 50 wins.” This playlist is made up of several different Free-For-All minigames that will leave you laughing. Baptism by fire is the best way to learn!



    Maps & Modes



    Without any further ado, let’s check out what fun we’ll be having!

    Duck Hunt


    Credits: MikRips
    Bookmarks: Map | Mode



    The goal is to get from point A to point B without losing your hat to the sniper in the middle of the ring. Dodge, duck, dip, dive, and dodge your way to the end!



    Goose Hunt


    Credits: ArturBloodshot
    Bookmarks: Map | Mode



    This deceptively easy mode has you driving a Mongoose along a narrow path that curves around in a large circle. The catch? You’re going to be dodging SPNKr rounds from the player that is “it” so don’t fall off the edge. Get on your Mongoose and ride!



    Hex-A-Gone


    Credits: unsorted guy
    Bookmarks: Map | Mode



    If you’ve played a certain popular free-for-all game where the goal is to avoid falling over, then you’ve likely played Hex-A-Gone before. As you walk across each tile, it’ll fall so hop from tile to tile, avoid falling to the next level as long as you can. Think “the floor is lava” style.



    Maze Craze


    Bookmarks: Map | Mode



    It’s a maze so you’re bound to get turned around and lost but that’s okay. There is no prize or goal at the center…you’re just avoiding the Spartan with the Gravity Hammer and trying to be the last one standing.



    Speedball


    Bookmarks: Map | Mode



    On your marks…get set…go! Rush the Oddball in the middle of the field while evading all the rockets and hammers around you. Hold the ball to score points…but speedily. Gotta go fast!



    It’s crazy chaos and fantastic fun for all. Grab your friends and jump into Action Sack today!

    Quack for me.

    Castle Wars

    When it was introduced to matchmaking in Halo 5, Castle Wars quickly became a fan favorite. The large-scale assault on the enemy’s base to grab the flag led to high-risk, high reward plays that kept us all coming back for more.



    And that’s why we’re excited to see Castle Wars added to Halo Infinite!



    The Base-ics



    It’s an amped up version of 8v8 Capture the Flag that necessitates your team breaking through the defenses of the opponent’s heavily fortified castles.



    Grab their flag and make your way back to your base to score while dodging the oncoming horde of enemy Spartans.

    Everyone is equipped with an Energy Sword and a Grappleshot. As a bonus, you can use your Grapple while holding the Flag, so beware the sneaky fly-bys.



    My Kingdom for a Castle



    You can’t have Castle Wars without the castles, so let’s check out the fortresses you’ll be assaulting! Also, huge thank you to erickyboo for creating the mode and one or two of the maps.



    Gothic


    Credits: erickyboo
    Bookmark



    Pointed arches? Check. Verticality? Check. Flying buttresses? Check. Definitely Gothic in nature.



    Harvesters


    Credits: erickyboo
    Bookmark



    As long as it doesn’t take you five long years to steal the enemy flag…



    Gondolas


    Credits: erickyboo
    Bookmark



    Just you, your weapon, and fifteen others out for a leisurely jaunt on the gondolas.



    Yosai


    Credits: erickyboo
    Bookmark



    Find your inner Zen before the chaos of battle ensues.



    Sunken


    Credits: erickyboo, BizzyBum, goobot
    Bookmark



    Whatever you do, remember that Spartans can’t swim, so don’t jump off the edge.



    Promenade


    Credits: erickyboo
    Bookmark



    You’ll be dancing in and out of the beams of the neon moon down the Promenade.



    Nadair


    Credits: DISTORTED JAKAL, LudoHT
    Bookmark



    This fortress is everything you’d expect a medieval castle to be.



    Jarok Bridge


    Credits: Halo Studios
    Bookmark



    Some bridges are meant to be burnt.




    That’s that! So remember, charge ahead, battle through the defenders, make your way through the castle, grab the Flag, and get back to your base to score.

    Bye bye, Spartans, have fun storming the castles!

    Operation: Brute Force

    Featuring two new playlists and a free 20-tier Operation Pass, Operation: Brute Force rounds out the Winter Update.



    You’ll have from January 7 through February 4 to unlock new customization and complete your free pass!





    Halo: Whispers from the Pyre

    May 2560. As the Master Chief cuts a brutal swath through the ranks of the Banished, a Sangheili studymaster and his Kig-Yar companion seek to uncover the secrets of Zeta Halo’s mysterious ring totems.








    Halo: Whispers From the Pyre is available here, on Halo Waypoint, as a free PDF, and in audiobook format on YouTube.



    Historian's Note



    Halo: Whispers from the Pyre takes place at the end of May 2560—immediately following the death of War Chief Escharum at the hands of the Master Chief on Zeta Halo.




    “It is our great burden, is it not? To guide the preservation of the galaxy—even to the ends of erasing it.

    Weapons of last resort, built by my makers many millennia ago to starve out the great parasite. This ring is but one of seven. Designed to preserve life, designed to destroy it.

    One of seven.

    But, this ring is… different.

    Reforged from the remains of an earlier effort, it possesses abilities not shared by its siblings. This ring has… many secrets, some even worth dying for.

    Many in my place would see this charge as a burden. Custodian of one of the galaxy’s greatest marvels—and greatest perils. I admit, I often found myself feeling out of place with others like me.

    The monitors of the other installations seemed to share similar perspectives and experiences amongst each other, but I’ve always been an outcast among them—by both design, and by birthright.

    A different type of caretaker for a very different type of ring.

    While zero-seven’s integral place within the Array is most unquestionable, its history and original composition allow for far more… direct applications. Applications invoked in order to uphold the Mantle… or betray it.”




    The voice of Despondent Pyre, the elusive monitor of Installation 07, faded.

    Studymaster Ciar ‘Yaham retracted his semi-circular datapad and clacked his mandibles in satisfaction as he scrutinized the great stone ring artifact that lay before him. Wisps of mist-like blue energy would typically indicate it had clusters of fragmented data to access, wherein ghostly voices from the past would slough off their digital embalmment to offer a fractured testimony. But this particular arcane curio had now fallen dark and silent.

    “Though this artifact appears to have been accessed recently, it still bore latent datastreams that we were able to extract.” Studymaster ‘Yaham turned to Dahk’rah, a Kig-Yar Skirmisher of a group known as the Mind Talon with whom he had found himself partnered in their joint efforts to uncover the many ancient secrets of Zeta Halo.

    “More from monitor,” Dahk’rah said, running a hand through her plume of red feathers. “Curious mention of Oth Koronn’s past. Reforged, unique abilities and applications… Great prestige for us if we find!”

    ‘Yaham nodded in agreement. Installation 07—designated “Oth Koronn” by the Banished and “Zeta Halo” by the Forerunners—had a fascinating history that they had only just scratched the surface of. Finding that history was one matter, but the process of interrogation and interpretation of data was another thing entirely.

    The Sangheili studymaster found that he was developing a fondness for Dahk’rah’s company of late. He had come to understand that, like many Kig-Yar, she possessed a great drive for profit, but rather than seeking abundance in riches, “profit” for Dahk’rah meant accumulating knowledge. In the days of the Covenant, that had been largely the singular domain of the San’Shyuum, but within the Banished it was just one way of many that anybody could make themselves useful.

    The mystery of the stone ring totems was something that they had discovered within a lunar cycle of occupying Oth Koronn, and both Studymaster ‘Yaham and Dahk’rah were determined to be the first to discover the truth of these strange artifacts. It had taken little work to convince Battle Officer Zeretus to establish a dedicated research outpost in the local area.

    ‘Yaham’s gaze swept across the vast landscape of the ring. From his position, standing near the summit of an alpine mountain which had been split in two by the Tyrant’s recent rending of the ring, he and Dahk’rah had an excellent line of sight over many nearby landmarks.

    To the north, the ring’s vista revealed an ocean of stars. Whenever the studymaster had looked into that abyss, attempting to trace the division between the dark of space and the azure sky, he had been moved to dizziness. At the farthest end of those suspended columns lay the Silent Auditorium—the site of the Tyrant’s immolation—which was still slowly reforming.

    Immediately north-east was a beacon tower that he had visited several day-cycles ago, where his correspondence with Dahk’rah had enabled him to translate excerpts of Despondent Pyre’s data. From there, the winding roads traveled eastward where rising stacks of hexagonal pillars—the building blocks of the installation’s artificial landscape—lead up to the outpost he had come to call home.

    “No response from Annex Ridge,” Dahk’rah squawked, having apparently attempted to contact the outpost through her native link while the studymaster surveyed the horizon.

    “That is… concerning,” ‘Yaham said. Indeed, this whole sector felt emptier than it was supposed to be. Despite the supply crates strewn around the vicinity of the ring-shaped artifact, no allied Banished forces had been here to meet them.

    “Have done all we can here. Should return to Annex Ridge, see progress on artifacts there.”

    With nothing left to avail them in this location, the studymaster and Skirmisher began their descent of the mountain. Further to the north, the towering form of an inactive reformation spire loomed over another fractured “island” where three Gorespike anti-air platforms lay in ruin. What exactly had happened to them, neither he nor the Skirmisher knew, but it seemed that the remnants of the UNSC were suddenly growing bolder in their retaliatory strikes.

    ‘Yaham pushed the feeling of concern to the back of his mind. For what also hung in the sky above were several dreadnoughts, including Ghost of Malkadyr, which sat directly above their current position. Under the leadership of War Chief Escharum, the Banished owned this area of Oth Koronn.

    As the dirt track road delivered them to the bottom of the mountain, they were met by the welcome sight of half-a-dozen Jiralhanae warriors accompanying a half-laden war-skiff.

    “Brothers,” ‘Yaham called out, unable to deny a feeling of relief at seeing them. “Greetings to you all. I am Studymaster Ciar ‘Yaham of Annex Ridge, and this is my fellow researcher Dahk’rah of the Mind Talons.”

    “Well met, Studymaster,” one of the Jiralhanae stepped forwards. “I am Evocus. Have you been ordered to redeploy with us too?”

    “We… have not,” the Sangheili fumbled a response to the unexpected query. “Forgive me, Dahk’rah and I have been out of contact for several day-cycles now. What news is there?”

    The Jiralhanae shifted uncomfortably. “You have not heard?”

    ‘Yaham and Dahk’rah exchanged puzzled looks.

    “The House of Reckoning has fallen. War Chief Escharum is dead, killed by the Demon.”

    The studymaster splayed his mandibles, unable to comprehend the enormity of what he had just heard and its vast implications.

    It was said that Atriox had perished to eliminate the Tyrant, the human artificial intelligence who had sought to rule the galaxy and destroyed Doisac to make an example of Atriox’s defiance. In his place, it was Escharum who continued to serve the warmaster’s will and carry his legacy.

    Both of them? Gone?

    There would be consequences for the Banished. Of that, he had no doubt.

    “The loss of the war chief is felt by us all,” ‘Yaham placed a hand on Evocus’s shoulder. “He was daskalo to us all.”

    “It is said that he died well,” Evocus spoke with greater resolve. “For a Jiralhanae, that is all that matters.”

    “Our people have that much in common.” ‘Yaham bowed his head. “We were about to return to Annex Ridge. The secrets we have been excavating from the ring may prove vital to our continued dominion over this installation.”

    “Beware, Studymaster. UNSC forces have retaken many of their nearby operating bases, and Riven Gate is no longer under our firm control. I do not know what has become of Annex Ridge, but our enemies will undoubtedly seek to claim your bounty of knowledge. Do not be surprised if the Demon has laid waste to that as well.”

    “Join us,” Dahk’rah spoke up. “Annex Ridge must hold.”

    “Our orders come from Horatius himself. We are to redeploy to the Silent Auditorium immediately.” As Evocus spoke, the unmistakable blare of a Phantom’s horn sounded over the hills. “We cannot come with you, but we can give you an opportunity to get back to Annex Ridge with speed.”

    Evocus gestured to the war-skiff. They would no longer need it.

    “Glory and spoils to your clan,” Dahk’rah beat a fist to her armored chest.

    “May we meet again in victory,” ‘Yaham concluded, but as he met Evocus’s gaze it was clear that they both recognized the platitude. Where these Jiralhanae were going, they would most certainly not meet again—not in this life.

    Studymaster ‘Yaham took up the driver’s seat of the war-skiff and Dahk’rah entered the front-facing plasma cannon. The transport’s suspension tracks lifted off the ground and the vehicle sped forwards, following the dirt track road.

    Neither he nor his companion looked back as the Jiralhanae boarded their Phantom and were ferried away.

    “Strange to see,” Dahk’rah broke the contemplative silence between them. “Sangheili and Jiralhanae getting along.”

    She was quite right. During their time in the Covenant, the Jiralhanae had quickly became rivals to the Sangheili. Many of their kind—even Atriox himself—had been used on the front line as mountainous walls of flesh and muscle thrown at the humans’ defensive garrisons, often on the orders of their Sangheili commanders. Spurred by their newfound zealotry, having been lifted from the ashes of endless civil war on their homeworld Doisac, many gladly went to their deaths with the promise of divine transcendence through their service to the Great Journey.

    Seeking to better understand his strange allies, the studymaster had pored over records aboard many Banished dreadnoughts, which had themselves become not just engines of war but also cultural and historical preserves. His findings had been illuminating. Younger generations had eagerly embraced the Covenant and its faith, disenfranchised by clan conflicts and weary of misuse by their pack leaders in their fights over territory already spoiled by older wars.

    Upon learning this, seeing the pattern of how history had so quickly been repeated, the studymaster understood precisely why such animosity towards the Sangheili had come to be.

    But then, there were elders like Escharum, who were skeptical of the Prophets’ promises, and laid the foundation for all that the Banished represented today. From the spark of Atriox’s rebellion against the Covenant, a fragile coalition of scavengers and mercenaries had been consolidated into a true confederacy. The Banished inspired loyalty in all who sought to break their chains, and Atriox held neither grudge nor prejudice against any who pledged service—even if that absolution wasn’t always reflected within the ranks.

    “Indeed,” ‘Yaham agreed, realizing his mind was wandering again. “But our peoples have much in common. That, at least, is what the Banished has helped us to see, now that our days of servitude to the Covenant at last lie behind us.”

    The studymaster turned the war-skiff to the right as they reached a fork in the road marked by a communications pylon. These devices were known to relay inane messages from an Unggoy known as Glibnub, and it was with some unspoken relief that ‘Yaham saw the humans had evidently laid waste to it.

    A stack of Forerunner foundation material lay ahead, atop which sat a UNSC forward operating base.

    Evocus had warned them that UNSC forces may occupy this area, but as the war-skiff cruised past the base it appeared to be empty. This made sense to the studymaster as, tactically, it was poorly placed for any kind of assault. If the humans were to strike, it would undoubtedly be from their base which lay on higher ground, closer to Annex Ridge—though, they would have to get past the fearsome Mgalekgolo of the Hordeworms of Svir to do so.

    Turning the war-skiff to the left, ‘Yaham continued on for a handful of centals before parking the vehicle on an exposed cluster of Forerunner stacks. As they disembarked, they found the gates to Annex Ridge’s elevator open and its lower structures appeared to be vacant.

    The pair immediately boarded the ground floor elevator and instructed it to ascend. Its movement was slower than ‘Yaham would have liked, but he took the moment to keep his mind focused.

    As they reached the top, they were immediately struck by the scene of devastation that awaited them.

    Banished corpses of all species were strewn across the upper level, pools of blood had dried into dark stains upon the mud. Perhaps the most macabre element was that some of the bodies appeared to be partially submerged into the ground, as if the Halo’s environmental systems were already spurring the soil to grow over them—reclaiming the bodies, making them part of the ring itself.

    At the far end of the outpost, a siege-hauler transport holding two stone ring artifacts lay in ruin next to a ruptured fuel silo that still burned with crackling fire.

    “If what Evocus said is true,” Studymaster ‘Yaham exhaled as he and the Skirmisher ran towards the craft on its landing pad, “then this was perpetrated by one Spartan…”

    “All it takes.” Dahk’rah concluded for him matter-of-factly.

    “Then it seems Evocus was correct and we must be swift,” ‘Yaham said, resolve and purpose filling his voice. “We do not know how much time we have before they turn their attentions back to this location—its secrets are no doubt just as valuable to their kind as they are to us.”

    They finally turned their attention to the lower pit of the outpost, where they were relieved to see that one of the circular stone fragments they had recovered appeared to be intact and was still held in place by anchor cables.

    Even better, it appeared to be active.

    Within its circumference, pale blue light seemed to vibrate, emanating a soft singing sound—clusters of data ready to spill forth and coalesce into… something.

    “Perhaps the presence of the Demon activated the artifact,” ‘Yaham speculated. “These totems are known to respond in more peculiar ways to their kind.”

    “Siphon data now,” Dahk’rah spoke with urgency. “No time to waste.”

    They jumped into the pit arena and marched up to the machinery that had been connected to the ring totem. Clamps were attached to the lower sides of the ring, which ran under metal grated floors with many wires and cables connected to a computer console which displayed a holograph of the artifact.

    The Banished had grown quite adept at exploiting exotic alien technology, extracting power as feedstock to fuel their own devices. This, however, was a different matter altogether. These data clusters were far more esoteric, yet they had been imbued into many structures and constructs on Oth Koronn.

    “I am rerouting all remaining power from the outpost to the artifact dock,” ‘Yaham input a series of commands on the console, temporarily shutting down everything from nearby lights to the kinetic launcher and interior base machinery.

    Annex Ridge went dark, leaving the studymaster and the Skirmisher to simply await the power transfer’s completion.

    Night began to fall as the nearest sun passed beneath Oth Koronn’s fractured horizon. The blue veil of the sky rolled back as the abyss of stars below painted a dark canvas, illuminated by a yellowish glow that lined the farthest edges of the installation’s shattered landscape.

    The data clusters began to “pour” forth from the ring totem and settled as a thin mist on the ground.

    First, a form took shape in the center of the stone ring—the installation’s monitor, Despondent Pyre. Then, she spoke.



    “As much as this ring is a weapon, it is also a refuge. So many species have come to call this place home. Delightful forms of life that would have otherwise perished and remained forgotten after the firing of the Array. Many such lives have looked upon these horizons—and in times much more harrowing than these.

    These ancient totems have made appropriate canvases on which to record some of this somber history. The Tudejsa fashioned them long ago in reverence—or perhaps remorse—of the unknowable structure that they themselves called home.

    But their peoples’ story is only one echo among many.

    These relics and the frail memories which accompany them are nearly all that remain of their kind.”


    The studymaster extended a long finger on his zygodactyl hand and pressed a button on the console. Instantly, the monitor’s hologram froze in place, hanging motionless amidst the swirling eddies of scattered particles.

    “It seems this place has been home to many. They speak of creatures I do not recognize,” ‘Yaham’s voice was low and filled with both wonder and trepidation, his mandibles moved uncertainly as he mouthed the unfamiliar word Tudejsa. “I cannot help but wonder what became of them all.”

    “Long-dead… or long buried,” Dahk’rah offered in response. “Many doors still shut. Still hiding their secrets.”

    “And no way of knowing which doors offer riches or ruin,” the studymaster pondered the Kig-Yar’s words, simultaneously wearied and invigorated by the danger of the unknown. He sighed before reactivating the artifact, prompting Despondent Pyre’s voice to resume.

    “A shining beacon. A whitewashed tomb. A hushed casket. A palace of pain. This ring is a monument to so many of my makers’ sins.

    Like all empires, great care has always been taken to obfuscate the whole truth. Records partitioned, testimonies curated, victories accentuated.

    The greatest fear of the Forerunners was neither progeny nor plague—it was powerlessness. And it could not be tolerated.”


    The playback froze again and ‘Yaham’s focus snapped toward his companion.

    “What do you see?” the Sangheili asked. He knew the Skirmisher well enough that she would not interrupt the gathering of knowledge such as this without reason.

    “These words hold great weight—great value. But hurry we must,” Dahk’rah spoke in a rushed tone and pointed into the distance, “or no chance will we have to claim them.”

    It took a moment for the studymaster to catch what she was pointing at, reminding him of the old adage that Sangheili vision would always be second-rate to even a blind Kig-Yar.

    ‘Yaham climbed out of the pit and extracted a vyspar from his armor, a small monocular device that allowed him to see what had caught Dahk’rah’s attention. The UNSC forces had regrouped at a forward operating base that sat on higher ground, located closer to Annex Ridge. Perhaps a dozen human soldiers were stationed there, escorting a Warthog with both a passenger and gunner, and they appeared to be moving in the outpost’s direction.

    Searching below for any sign of Myriad and their forces, the studymaster’s vyspar caught only empty terrain. It appeared that the Demon truly had swept through and annihilated the defenses and infrastructure of the Banished in short order—a clear warning to whoever would succeed War Chief Escharum that there was a hidden cost to victory; the risk that it would breed complacency and sloth in the ranks.

    “It appears our time has run out then,” ‘Yaham’s voice was bathed in bitterness, that they should come so close to so much, only to have their curiosity curtailed at the threshold of understanding. “I will pull down what little data we can with the time we have left. Let us find a new place to take refuge and reckon with what we have heard.”

    The Kig-Yar set immediately to the task at hand, decoupling data sieves and transcription harnesses as the studymaster secured what they could salvage from the artifact.

    As the pair quickly made their exit from Annex Ridge, the studymaster pondered what the ancient words truly meant. This talk of grave sins, of fear, of progeny and powerlessness… all recorded by unmarked tombstones standing in silence—an admission to past transgressions, but no confession as to what they were.

    The notion of truth seemed to be changing more with every waking moment, and he was grateful for the glimpse into the galaxy’s perilous past. By dipping into the deep wells of its history, what wisdom might help light the way to secure their future?




    “Of what service is guilt? To whom are we inevitably accountable? Is one sin greater than another? Is a lie of omission softer than outright perversion of the truth?

    Are my crimes greater than Mendicant Bias, or the Master Builder? What of the Didact himself?

    Is there a difference between orders given, or orders followed?

    My burden is impossible to understand.

    The harm. The history. The weight this ring carries. The gravity of its deeds.

    They were made silent. Should I make myself the same to atone?

    Am I a watchtower? Or a warden?”

    Community Playdate

    Get ready to snowball into some festive fun ❄️



    Join us tomorrow at 11am PT for our final Community Playdate of 2024 as we dive into the Snowball Fight playlist.

    Earn your Unicorn of Ice rewards and celebrate the season 🦄

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