STALCRAFT: X Patch Notes (22nd July 2026)
Coliseum arrives as a full team-based PvP overhaul, replacing Subdivision Battles with 4 teams of 3 fighting for battery control and squad eliminations.

Coliseum is here, and it's a proper reimagining of how STALCRAFT handles squad combat. This new 4v4v4v4 team-based PvP mode ditches the old Subdivision format entirely, replacing it with class-locked gameplay where your armour choice determines whether you're an Assault trooper, Operative, or Support player. Each class gets passive abilities plus a choice of two specialization trees with three active abilities each. Locked in before the match starts, no swapping mid-round.
The mode itself revolves around battery capture and installation charging across four rounds. Teams earn points for holding installations, eliminating squads, and securing kills, but a full squad wipe actually costs you points. Fair Fight mode lets you test the waters with preset loadouts on equal footing, while Free Play uses your own gear. Ranked launches later.
Beyond Coliseum, the patch tackles some friction points in existing systems. Vampirism and reload-on-kill now scale with your damage contribution rather than kill credit alone. You need at least 20% of the damage in the last 3 seconds to qualify. Respawn invulnerability has been tightened to only protect you inside your spawn zone, and the Guide now includes item comparison tools. The full patch, including all Operations adjustments and the new Ten Breadcrumbs quest, is below.
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ TweakContents
- New mode: Coliseum
- Operations adjustments
- Session Battles changes
- Guide
- Balance adjustments
- Other changes and fixes
New mode: Coliseum
Coliseum — new team-based PvP mode featuring 4 teams of 3 players each. Your objective is to capture batteries, charge installations and eliminate enemy squads using your class’s unique abilities.
In this mode, there are three classes (based on the Operations concept). The class is assigned automatically depending on the equipped armour:
- Assault — combat armour;
- Operative — combo armour;
- Support — scientist armour.
Each class has a passive ability and a set of active abilities that depend on the specialization selected before the match.
Before the match starts, equip armour of the desired class and choose one of two available specializations. Each specialization includes 3 unique active abilities. This choice cannot be changed during the match, and passive abilities remain fixed for each class.
To win, your team must earn the highest number of points across four rounds. Points are awarded for capturing the battery, charging the installation, getting kills, and eliminating enemy squads. Be careful: a full squad wipe will deduct a part of your team’s accumulated points.
How to start playing?
Select the Coliseum mode in Session Battles. To access this mode, you need Bar level 3.
The Coliseum mode has replaced Subdivision Battles, so access to Clan Wars is now available through the Subdivision section.
After selecting your class and specialization, you can choose from two game modes:
- Free play
- Fair fight
Free play — is a match played with your own gear.
Fair fight — is a preset loadout mode designed to let players try the mode on equal gear.
| Assault | Operative | Support |
|---|---|---|
Legionnaire Heavy Armored Suit | +10
| Scythian-4 Armored Suit | +10
| Uranus Jumpsuit | +10
|
Choose the mode you’re interested in and press the Play button to start matchmaking.
Please note: Ranked mode will be launched later. We will announce its release additionally.
How to play?
At the start of the match, four teams spawn in different parts of the map.
- Rift activation. The process takes 20 seconds. The team that initiates the capture immediately receives 500 points.
- Battery Delivery. When the timer ends, a battery appears from the rift. Pick it up and deliver it to the installation.
Note: a player carrying the battery cannot shoot or use abilities that require interaction with equipment.
- Protection of the installation. The charging process lasts 2 minutes. During this time, prevent enemies from taking control. The squad holding the installation at the end of the process receives the full score.
Interaction with the environment
Special charges are scattered across the map. They can be picked up and thrown at enemies or shot to trigger them remotely. Any action performed while holding a weapon will simply throw the charge without activating it.
Med Barrel
Blast Barrel
Smoke Barrel
Gravity Barrel
Speed Barrel
Destructible objects are also placed throughout the map, creating additional space for maneuvering. A sledgehammer is the most effective tool for destroying walls and ceilings, while standard windows can be broken with a knife strike or a shot.
Updated first-aid kit
In Coliseum mode, healing mechanics have been changed: first-aid kits now feature a full-use animation, different from the standard game behavior.
A first-aid kit can be used when your HP is below 100%. Once it reaches 100%, it stops automatically.
Match Rewards
At the end of the match you receive session battle rewards: Spartak reputation, combat tokens, and placement rewards. Regardless of the match outcome, the durability of equipment and artifacts in your loadout will be reduced.
Quest Ten Breadcrumbs
Phil asks you to help investigate a strange signal that appeared on Forge-11. He believes it may be the key to another Area, but it remains unknown what discoveries this investigation will lead to.
The quest becomes available after gaining access to the Wild North and completing the following quests: In the Nameless Deep for Rise, Point of No Return for Mercenaries, Vodovorot for Frontier, and Leviathan for Covenant.
Operations adjustments
General changes
- Fixed numerous minor environment issues that disrupted the logic of completing Operations.
- Changed the mechanics of Quasi-Destructors. The item is now used to unbound a module so it can be sold at auction.
- Quasi-destructors are no longer needed to remove modules.
- Clearance level no longer increases if the Operation timer requirement is not met. Previously, it increased when completing an Operation at a higher clearance level even if the timer ran out.
- Added a brief incoming damage reduction effect after recovering from a critical wound.
- Fixed incorrect class icon display in the squad interface.
- Removed the Medical Locker collision.
The Big Clean Up
- When restarting the stage in the Photon Generator Power Supply objective, the initial enemy waves will now respawn.
Focus
- Fixed incorrect work of Provocation ability during Laser Incision stage.
- Expanded the safe zone in Anomaly Escort and Storm stages.
Sea of Exclusion
- Decoration and symbol randomization now occurs every session (previously once per week).
- Fixed incorrect Provocation ability behaviour during Battleship, Assault on the Cruiser and Tech stages.
- Expanded the safe zone in Tech stage.
- Added a delay before Murmur Puppeteer summons drones for the first time.
Session Battles changes
Vampirism and reload on kill rework
Killing enemies no longer affects health restoration or weapon reload. These characteristics now depend on your share of damage dealt to the target.
Only damage dealt within the last 3 seconds counts. Players must contribute at least 20% of the damage to be included in the calculation. This mechanic is disabled on Collapse and Transit maps.
Kill credit in stats
If a player deals more than 75% of a target’s total health as damage within the last 3 seconds, but another player finishes the target, it will count as an “assist equal to a kill.” In this case, the player receives +1 kill in their stats and number of points equal to the base kill score multiplied by their damage percentage.
Example: if a player deals 87% damage and the base kill reward is 100 points, they will receive 87 points labeled ““assist equal to a kill,” along with the defeated player’s icon.
Invulnerability changes
After respawning, a player is invulnerable only while inside their spawn region. This invulnerability has no timer and lasts until the first action that cancels it.
Invulnerability is removed when:
- firing a weapon;
- throwing a grenade;
- dealing damage to another player (including melee);
- leaving the spawn region.
Once removed, invulnerability does not return upon re-entering the spawn region. It is granted again only after the next respawn.
Guide
Items comparison
You can now compare items directly in the Guide.
To do this, add the items you need to the comparison from the Codex by pressing E.
After that, click the corresponding button in the top-right corner of the interface. The number on it shows how many items you’ve added to the comparison.
Table features:
- The table takes the equipment modification level into account
- The table accounts for attachments that can be equipped on weapons
- You can customize which stats are displayed in the table, or enable the “Differences only“ filter. In this mode, the table hides stats that have identical values across all selected items.
Create your own top lists by rearranging items within the table.
Other Guide fixes
- Added new articles about Coliseum mode.
- Added pictures to some popular articles.
- Compatible weapons for attachments are now displayed correctly.
- You can now configure Codex notifications separately so you don’t miss newly unlocked materials.
- Articles are now marked as “Unread” only if a notification has been received.
Balance adjustments
Artefact changes
| Polyhedron | Damage required to trigger it: 90 → 100 |
|---|---|
| Comment | A 90-damage threshold made the artefact trigger from certain assault rifles and machine guns with high per-shot damage (especially when using high-tier anomalous modules), which unintentionally reduced their effectiveness.
Protection against sniper rifles remains unchanged, but the artefact will no longer interfere with automatic weapons. |
Weapon changes
| AK-308 (A) | • Damage: 41.5 → 40.8
|
|---|---|
| АК-308 | • Damage: 39.8 → 39.1 |
| Rune (A) | • Damage: 43.3 → 42.7 |
| Rune | • Damage: 39.7 → 39.2 |
| Comment | The AK-308 and Rune were too powerful. They outperformed their counterparts by about 15% in kill/death ratios and were extremely popular. This effectiveness made other weapons less competitive, which is why these models were weakened. |
| PTRD-M and PTRD-M (A) | • Stamina consumption when holding your breath: x1 → x2
•Slightly increased the slowdown of the shooter after firing |
|---|---|
| PzB 38 | • Limb damage: 1 → 0.9
|
| Comment | The PzB 38 and PTRD-M demonstrated exceptional effectiveness in subdivison tournaments, comparable to that of the Gauss Rifle, while remaining Master-tier weapons. The effectiveness of headshots has remained almost unchanged, but hits to the body (especially from the PzB 38) will now deal significantly less damage: the armour plate will fully absorb the damage rather than ignoring 99% of it. |
| FN SCAR-H (A) | • Damage: 46 → 47 |
|---|---|
| FN SCAR-H | • Damage: 44.2 → 45.1 |
| HK417 (A) | • Damage: 45 → 45.2 |
| HK417 | • Damage: 43.3 → 43.4 |
| MK47 Mutant | • Damage: 44.2 → 44.5 |
| АК-15 | • Damage: 47 → 47.3 |
| SIG MPX | • Maximum damage distance: 9 → 10 |
| All Desert Eagles | • Basic stabilization has been improved by 10% |
| M60 | • Damage: 50.5 → 50.7 |
| ASh-12 | • Damage: 50.9 → 51.0
|
| Comment | Standard adjustments for weapons that are less effective. |
Armour changes
| Jacket | • Bullet resistance: 5 → 10 |
|---|
Other balance adjustments
| Apogee Optical Sight | Expanded the range of weapons on which sights can be installed. |
|---|
Other changes and fixes
- Within the next few days we will issue compensation for Triumphs. It will be provided to players who changed their nickname over the past year and their Triumph progress wasnot transferred to the new name. The compensation will be delivered via an in-game system message to the in-game mail.
- Added animations for placing anomalous devices, tents, stashes, and other in-game objects. The visuals of the animations will be further improved.
- Renamed Colosseum session battle map to Transit.
- Returned the Bar reputation level 3 requirement to allow entry into Session Battles.
- Fixed a bug that caused attachments in preview to extend beyond the screen and become inaccessible when there were a large number of them. A fixed width of 5 cells is now set, and scrolling has been added for items that don't fit in the list.
For example, if an underbarrel grenade launcher is equipped in the primary slot, you can activate it by pressing the primary weapon key (default: 1) twice.
Added paint patterns for old motifs
| Suit | Motifs available for painting |
|---|---|
| Albatross Heavy Assault Armored Exoskeleton | Archangel, Forged in Battle, Marathoner, Mechatronics, Reborn, Special Machinery, Oasis Guardian |
| Albatross Infiltrator Exoarmor | Archangel, Forged in Battle, Liquidator, Marathoner, Mechatronics, Reborn, Steel Hunter |
| Albatross Scout Armored Exoarmor | Supersonic |
| Altyn Armored Suit | Liquidator |
| AH-3 Seeker Suit | Liquidator |
| RAPS AH-5 Pilgrim | Liquidator, Magma Warrior |
| RAPS AH-6 Nomad | Forged in Battle, Marathoner, Reborn |
| Centurion Armored Suit | Forged in Battle, Marathoner, Reborn |
| Khors Group Tank | Reborn |
| Khors Group Scout | Reborn |
| Samson Exoarmor | Magma Warrior |
| Hector Exoarmor | III-B, Anarchist, Archangel, Burst of Color, Forged in Battle, Outlaw, Torturer, Legend, Leshy, Magma Warrior, Marathoner, PEACE, Modification 47, Forsaken, Reborn, Half-life, Steel Hunter, Full Metal |
| Hoplite Armored Suit | Liquidator |
| Gorka-3 Suit | Liquidator |
| Altyn-T | Liquidator |
| Hounds Exoarmor | Supersonic |
| CD-3b Armored Suit | Outlaw |
| Magnet Jumpsuit | Forged in Battle, Liquidator, Marathoner, Reborn, Steel Hunter |
| Trump Exoskeleton | Magma Warrior |
| Worn Mule | Forged in Battle, Marathoner, Reborn |
| Nord Group Guard | Reborn |
| Nord Group Guardian | Forged in Battle, Marathoner, Reborn, Special Machinery |
| Rigel Exoarmor | Forged in Battle, Outlaw, Rune Master, Marathoner, PEACE, Reborn, Steel Hunter |
| Saturn Jumpsuit | Forged in Battle, Marathoner, Reborn |
| Uranus Jumpsuit | Liquidator, Mercury |
| Fog Hunter Heavy Armored Suit | Forged in Battle, Marathoner, Reborn |
| SBA TANK | Hell Rider, Mark V, Archangel, BULLDOZER, Sinner, Forged in Battle, Marathoner, PEACE, Odin, Reborn, Steel Hunter |
| Tonga Jumpsuit | Forged in Battle, Marathoner, Reborn, Steel Hunter |
| Aurora Jumpsuit | Outlaw |
| JD ZIVCAS 2A Exoarmor | Archangel, Sinner, Forged in Battle, Outlaw, Lancelot, Liquidator, Magma Warrior, Marathoner, Reborn, Prototype, Steel Hunter |
| Beast Slayer Exoarmor | Forged in Battle, Marathoner, Reborn |
| CCA-Zephyr | Added leaf coloring |
Sources
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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