From February 5 to 9, you asked hundreds of questions in our Discord channel and Telegram bot, and we didn’t miss a single one. Everything you asked has been collected in this article — feel free to read it and use it as a reference.
Hero Balance
Questions from Players | Answers from Developers |
| Why does every new hero feel stronger than the previous ones? | It's largely psychology and experience. A new hero brings new mechanics that players haven't encountered before, so it's harder at first to know how to counter them or what to expect. With a familiar hero, you intuitively know their strengths and weaknesses, which gives you a better chance of winning. No one has that experience with a new hero yet. Over time, as the community figures out the mechanics, the "OP" feeling usually fades. And of course, we monitor stats and feedback — if a hero genuinely turns out stronger than the norm, balance changes won't be long in coming. |
| How do you define balance? How do you know if a hero is balanced rather than too weak? | Balance is the equilibrium between a hero's strengths and weaknesses — their usefulness across different modes, maps, and tactics; how they interact with other heroes; whether the ability is useful; and whether the hero benefits the team or is more of a solo pick. Perfect balance is unachievable in a game with this many variables and combinations, which is exactly why we make balance changes — to smooth out problem areas and make every hero feel more enjoyable to play. |
| Are balance changes planned? | Yes. |
| Are old heroes being rebalanced compared to new ones (e.g., slow tanks like Leviathan, Bastion, Smog VS Alter, Scratch)? | Balance changes apply to both new and old heroes every season. The latest balance patch included significant changes to quite a few "old" characters. |
| Will the abilities and balance of old heroes be improved? | |
| Why don't you balance old heroes and just nerf new ones? Why have you been ignoring reworks of old characters for years? | |
| Will Alter be nerfed soon? | We monitor community feedback and battle statistics for every hero to determine who needs balance changes. Alter, Ramsay, Lynx, Scratch, Cyclops are no exception — if stats and feedback show that changes are needed, they won't be long in coming |
| What do you base hero rebalance decisions on? | |
| Ramsey is currently the weakest character in the game — are buffs planned soon? | |
| Will there be balance changes for Lynx? She's currently the weakest sniper. | |
| Will there be balance changes for Scratch? | |
| What's the point of Cyclops in the game? He's very weak and useless. | |
| Are there plans to change Alter's ability? | No significant changes to Alter's mechanics are planned. However, some adjustments to Alter's weapon stats, abilities, or talents may happen in the future. |
| How do you counter Alter? | Most heroes from the Force & Arms faction handle Alter well. Heroes like Graviel, Berta, Cyclops, and Levi have tools to counter him. Vi, Arnie, Dragoon, and Kwon can close the gap quickly, and their abilities allow them to deal damage to Alter even while he's invisible after reviving. Ghost and Stalker can take advantage of longer stealth. Heroes like Smog, Doc, Twinkle, Spark, and Freddy can use rockets and explosives to knock Alter out of invisibility and finish him off. SkyTech heroes have a harder time against Alter, but they also have defensive tools (force walls, mines, shields). As a sniper, Alter is strong in open spaces but vulnerable in tight areas — the key is learning to tell his decoy from the real Alter, and remembering that his blind only reduces visibility range, it doesn't stop heroes from shooting. |
| Why is Angel so weak compared to other agents? | Like all heroes, Angel has her strengths and weaknesses. She has low HP, but her shield, high damage, and mobility allow her to eliminate multiple enemies in a short amount of time. |
| Could you make Doc a little stronger? / Why don't you balance Doc? | At the moment we feel Doc doesn't need balance changes. He has a role in the game and performs it well. |
| Was Kwon's armor resistance recently changed? He feels less tanky than before. | Kwon's armor resistance hasn't changed, but in the latest balance patch we reduced his maximum HP. You can review the changes here |
| Why is every rebalance not good enough? | Strange. On Google Maps we get five stars and people say the rebalance is great. Maybe try it with a different sauce? |
| Are there plans to balance Star Pass heroes so they don't make original heroes obsolete? | New characters receive balance changes just like old ones. |
| Why doesn't Arnie start with a jump charge, but Molly does? | Arnie and Molly have different abilities. |
| Why are you afraid to nerf heroes? Balance changes often buff many characters but only nerf one or two. | Afraid? Who said that? We love it! Though the nerf itself depends on the goal. The goal (and desire) to make a hero weaker comes up less often than the goal to strengthen one. |
| Have you considered giving the SkyTech faction a small damage resistance, at least for robots? | Most SkyTech heroes already have some form of increased incoming damage resistance — either in their talents or abilities. |
| Why does the meta always stay the same? | The meta in the game directly depends on how you use your heroes, which team compositions you run, and what gear you equip them with. |
| Can Scratch's shield and Kwon's hook be made to not pass through Tess's ball? | The hook, like the energy shield, is treated as part of the character and is only cancelled if the character themselves enters the ball lightning's zone of effect. We may change this logic in the future. As for Scratch's shield — it should be cancelled upon contact with ball lightning; if it isn't, that's a bug. If it is a bug, please report it to Support. |
| Will Ramsey's rage hitbox be fixed? It passes through Satoshi's and Blot's force fields. | When Ramsey activates his rage, he creates a barrier around himself with a radius larger than the character's own. On contact with an enemy, the barrier explodes, knocking back everyone within the blast radius. So when contacting an energy wall, part of Ramsey's barrier ends up on the other side of the wall and can touch an enemy, triggering the explosion. |
| In your opinion, which character is the most overpowered? | The strongest character is the one you play best. |
| Raven sees all heroes on the map but doesn't see Molly while she's under the ground. Bug or feature? | Feature. A hero underground cannot be detected by scan abilities. |
| Can Scratch's shield mechanic be improved with a double-click system for trajectory preview? | This is a fairly significant change to the current mechanic and would require substantial development resources. We don't see a need for it at this time. |
Drones
Questions from Players | Answers from Developers |
| Is a rebalance of the drone system even planned? | We've received a lot of feedback on the drone system and will definitely take it into account for future changes. It's quite possible we'll return to another round of improvements — no specific timeline yet, but the drone topic is not closed. |
| Are there plans to change the drone system where you get punished for killing an enemy? A shot-down drone shouldn't apply toxin. | |
| Suggestion: reduce all drone HP by 20–30%, reduce the Security Protocol shield by 50%+, rework Medpro's toxin passive | |
| Is another nerf to drone damage and shield planned? | |
| When will new drones arrive? | New drones are not planned at this time. |
| Are drone skins planned? | Drone skins are not planned at this time, but we have heard this idea from players. |
Heroes' Gear and Weapon tuning
Questions from Players | Answers from Developers |
| After adding mods, will you balance HP in some way — for example, by reducing the Armor Penetration buff in Sabotage Explosive Rounds? | Some changes are possible. We recently added an Armor Resistance stat to the game, and something else may appear in the future. |
| Are there plans to add the ability to downgrade equipment level or choose which level to use? | Equipment is always applied at its maximum level — this is intentional, as each level makes it stronger. We don't plan to change this mechanic for now. |
| Is a new gear coming soon? | New gear is not planned at this time. |
| Will you be revisiting the balance of weapon mods? | We regularly monitor stats and community feedback — weapon mods are no exception. Balance changes are possible in future updates if needed. |
| When will grenade and rocket stats (damage, blast radius) be added to the game? | Stats such as damage and blast radius are reflected in the ability description. |
| Is there a plan to add equipment presets? | Yes, this feature is planned, but there's no specific timeline yet. |
| When will the team healing for 4 Personal gear be fixed? It's almost useless right now. | Team healing for 4 Personal gear provides an additional 20% reduction to incoming damage — in practice this is a noticeable bonus, although there are situations where it may not always be felt during a fight. |
| Why do characters like Alter and Scratch get a larger stat boost from their personal gear at max rank compared to other heroes? | If you have specific examples with numbers, please share them via the Support team — we'll look into it. |
| Will ability levels 19 and 20 be added for characters? | Not planned at this time. |
Combat, in-game stats & controls
Questions from Players | Answers from Developers |
| Are there plans to increase TTK (time to kill)? There are too many resources for boosting damage right now. | We don't plan to globally change TTK, but we're closely monitoring damage balance. Our approach is to develop the counter-pick system so players always have a way to deal with high-damage combinations tactically, not just head-on. |
| Will there be an option to control firing with a button? | Not planned. |
| What is the gunshot noise radius in the game? | Assault: 600–1200, Shotguns: 800–1000, Machine Guns: 1000–1200, Sniper Rifles: 100–1200, SMGs: 500–600. |
| Will noise mechanics be changed? Heroes with high speed don't produce more noise. | Not planned for now. Noise currently depends on maximum movement speed, not the base stat. |
| Will there be an option to make holes for SMG users with a rocket? | Not planned at this time. |
| Will a force wall or shield absorb explosion damage? | Interesting idea! We'll think about it. |
| Will there be an option to swap grenades for regular frag, smoke, incendiary, or flashbang grenades? | Adding this feature is not in the near-term plans. |
| Can you explain what "fire spread" is? How does it affect hero weapons? | Fire spread is a parameter that shows how widely bullets deviate from the center of the crosshair when firing. The higher the value, the less accurate the weapon becomes — especially during sustained fire. The lower it is, the tighter and more accurate the shots. In the game it's shown as a red cone. |
| What does "Unknown Player" mean in the kill feed in King of the Hill? | "Unknown Player" in the kill feed means an enemy was killed with a silencer. That's why their name is hidden — the silencer doesn't reveal the shooter |
New Heroes
Questions from Players | Answers from Developers |
| How often are new heroes introduced? | A new hero appears every 3 months in the Star Pass. After it ends, the hero becomes available in chests with a chance to obtain, or can be purchased through the in-game shop. |
| Why don't you release more updates with F2P characters? | All heroes eventually become available for free — they can be found in chests. New heroes first appear in the Star Pass, and after the season ends they become available in chests with a chance to obtain. So over time, every hero is accessible to F2P players |
| Will there be a limit on the number of heroes in the game? | No limit on the number of heroes is planned — we're continuing to expand the roster. |
| Who is the new hero and what are their abilities? | We're not revealing details yet, but keep an eye on our social media and YouTube channel — you'll hear it there first! |
| Will new heroes keep coming with every season indefinitely? | For now, yes. Every Star Pass season brings a new hero, and we don't plan to stop. |
| Are there plans for new heroes with existing abilities? (e.g., a tank with a scan) | Not planned for now — we still have a huge space of entirely new mechanics and abilities we want to explore first! |
| Are new hero classes planned beyond sniper, enforcer, scout, and gunner? | New classes and factions are not planned at this time, but if we see a need for them — we'll definitely add them. In general, we're open to experimenting with mechanics and hero sizes, so time will tell! |
| Are new factions planned? | |
| Will there be a hero the size of an SMG user but not one? | |
| Is it possible to release 2 heroes per season? One from the developers, one from players through a contest. | Creating a hero is a meticulous process: concept, visuals, stats, equipment set, weapon balance, progression, interaction tuning with other abilities, and beta testing. That's why we currently release one hero per season. We're noting the community contest idea and may revisit it later. |
| Why not make a unique hero for each episode? | |
| Under what conditions would fan-made characters be added to the game? | We read all community ideas — and there are truly a lot of them, dozens of suggestions per week on Discord, Telegram bot and other sources. In one season (that's 3 months), so many concepts pile up that if we implemented each one, we'd be done sometime around 2077 — and that's not guaranteed! 😄 Each hero goes through a very long journey from prototyping to release. So we can't promise that any specific idea will make it into the game, but the community definitely inspires us. Keep suggesting — we're reading! |
| Will a hero with a flamethrower be added to the game? | We'll think about it, thanks for the idea! :) |
| Do you plan to add new heroes with interesting weapon features (bow, electric gun)? | Yes, unconventional weapons interest us too! A hero with melee weapons was in our prototype stage at some point, so the idea isn't new. But such mechanics — whether a bow, electric gun, or melee — require significantly more development time and careful balance testing: a hero with a sword needs to be both fast enough and durable enough, otherwise they simply won't work. That's why we approach such concepts carefully — but it's definitely a direction we want to explore. |
| Is it possible to add characters with melee weapons (swords, bludgeon) or melee attacks? | |
| Will there ever be a hero who can create clones? | Try Alter :) |
| Will there be a hero who grants Armor penetration to all team members? | We don't plan such a hero in the near updates, but we don't rule it out entirely — it will all depend on how that mechanic fits into the balance. |
| Do you plan to add a matchmaking mode without equipment or mods? | Such a matchmaking mode is easy to abuse — players could intentionally queue without equipment to get into weaker lobbies, which would quickly break balance for everyone else and ruin the experience for new players. That's why we don't plan to introduce this change to matchmaking. |
| Will there be a sniper for the Pyro faction? | Absolutely! |
New Game Modes
Questions from Players | Answers from Developers |
| Will a new mode be coming soon? | New modes and mechanics are something we're actively thinking about. Many of the ideas mentioned sound interesting, and some are already in our plans. We can't give specific timelines yet — developing a new mode takes time, testing, and the right moment to launch. But the community actively requesting new formats is an important signal for us. Stay tuned for announcements! |
| Are new modes like "Capture the Flag", "Hold the Briefcase", or "Dominate the Zone" planned? | |
| Will there be a duo Battle Royale or another duo mode? | |
| Can Sabotage be added to Custom Game? | |
| Are new mechanics planned for all game modes? | |
| Will more PvE content be added in the future? | |
| Are there plans to develop Custom Mode, and tournaments specifically? | None of this is in the near-term plans, but maybe someday! |
| A training room where you can develop gameplay skills? | |
| Will there be a 10v10 mode with infinite lives where the team with the most kills wins? | |
| Will there be more faction-related content? | |
| Will there be a story mode in the game? |
Maps
Questions from Players | Answers from Developers |
| Are new maps for Sabotage and Team Deathmatch expected soon? | Yes, we'd like to add new maps for existing modes — work on this is ongoing gradually. So don't expect a dozen maps at once, but we'll be moving in that direction step by step. |
| Will there be new seasonal maps for TDM, Battle Royale, and King of the Hill modes? | |
| Is a genuinely large map planned for Battle Royale? The mode currently feels more like a skirmish. | Our game is built around dynamic, fast-paced combat — that's part of its design. A larger map would mean a longer shrinking zone and fewer encounters, which goes against the core idea of dynamic fights. So we're not planning a large-scale map expansion for Battle Royale at this time. |
| Will new maps be as large as Team Deathmatch maps? | |
| Are there plans to add new hazards or features to Battle Royale maps (lamp posts, smoke screens)? | Yes, new map elements are something we want to develop. No specific timeline yet, but we have ideas — stay tuned for updates! |
| Can maps be made more interactive with traps or movable objects? | |
| Will there be doors that can be blown up? | |
| Will the old "Asylum" King of the Hill map be reworked? | No specific rework plans at this time, but if you have ideas or feedback about the map — share them, our level designer reads the feedback! |
| Will there be more killhouse-style maps? | If the community loves them — we'll make more :) |
| When will loot on the new Noir season map be balanced? | We're already working on it. |
| Why does a squad spawn at the start of a match with only one ammo pack between three players? | Loot is generated randomly, so this can happen sometimes. Our level designers monitor situations like this and try to fix them. |
| Can a spawn point selection be added to Team Deathmatch? | Unfortunately, adding spawn point selection to TDM won't be possible, but we're continuing to think about how to improve the mode overall. |
| Are there plans to add a small AI that would visually change the map? | We haven't planned anything like that yet. |
| Are there plans to fix spawns? Some spawn points immediately trap players between teams. | Please send this information to the support team. We will take a look. |
| Why don't you fix the spawn issue in TDM? Players die instantly when appearing near enemies. |
New Features
Questions from Players | Answers from Developers |
| Are there plans to add a preview for heroes so players can see the effect of each ability? | All of this is in our plans — no specific timeline yet, but these quality-of-life improvements are important to us. Stay tuned for updates! |
| Can we get a feature where anyone can test a new hero before buying? | |
| Will a "like a teammate" option be added? | |
| Can customizable in-game text messages and commands be added? | |
| Can a translation button for different languages be added to help with communication? | |
| Can a player block option be added? | |
| Can a betting mode be added where players compete for coins, bucks, or batteries? | Not planned at this time. Mechanics like this are easy to abuse, and protecting the system from that is extremely difficult. |
| Can a system for upgrading hero abilities beyond max level be added? | Not planned at this time. |
| Can daily missions be added to Bullet Echo? | Work is underway in this direction, but there's no specific timeline yet. |
| Can a new TDM-style mode with infinite respawns and a kill goal (40–50) be added? | We had this mode in our plans, but it's not a priority right now — we may revisit it later. |
Stats, Match Results & Replays
Questions from Players | Answers from Developers |
| Are there plans to add a battle log where you can review previous matches? | None of this is in the near-term plans, but maybe someday. |
| When will downloadable replays with multiple perspectives be available? | |
| Can you implement a gameplay recording feature for individual matches? | |
| Can assists and kills be shown in real time during a match, not just after death? | |
| Are there plans to improve player stat tracking? | Improving statistics is something we want to work on further. No specific timeline, but it's in our plans. |
| Are there plans to add post-death stats (damage received, sources, mods used by the killer)? | |
| Are there plans to add separate stats for Sabotage and TDM? | |
| More accurate per-mode statistics — is that possible? | |
| Add a system that counts kills registered after a player's death. | |
| Can more detailed stat tracking be added to player profiles? | |
| Can the hero UI be improved with a radar/chart showing stats (speed, power, aim, health)? | |
| Which hero is played the least, and which the most? | It all depends on the rating — different heroes are popular at different skill levels. For example, Bastion is commonly seen at lower ratings. There's no universal leader — the most popular hero changes depending on trophy count and level of play. |
Friends List and Chat
Questions from Players | Answers from Developers |
| Are there plans to increase the friends list limit or make it unlimited? | Expanding social features is in our plans. No specific timeline yet — stay tuned for updates! |
| Can a direct chat with friends be added without needing to join a squad? | |
| Is it possible to add private messages? | |
| Is it possible to add a "pin message" button in the syndicate chat? | No changes in this direction are planned for upcoming updates. But we see the requests and have noted them. |
| Are there plans to add emoji to group chat and syndicate chat? |
Syndicate Wars
Questions from Players | Answers from Developers |
| Can we get information about Syndicate Wars before GTA 6 comes out? | We can say for certain that we're continuing to work on developing syndicates — as soon as there's something concrete, we'll let you know right away! |
| When will Syndicate Wars arrive? | |
| What determines the order of players in the list of those who completed syndicate training? | The list is sorted by completion time — whoever completed the training earlier ranks higher. |
Matchmaking
Questions from Players | Answers from Developers |
| Why don't you match players by hero power instead of rating? | Bullet Echo is not just about hero level — it's also about the player themselves. Obviously a newcomer who just installed the game will play differently from an experienced player with 10,000 trophies who deliberately left one hero undeveloped to get into weaker lobbies. Such a system creates room for toxic behavior, ruins the game experience, and ultimately hurts balance more than it solves the problem. |
| It's very hard to play past 10,000 trophies. Are any changes planned for this? | Yes, major changes for the 10,000+ trophy range are in the plans — but it's serious work that takes time. Stay tuned for updates! |
| Can you make fair matchmaking in TDM and Sabotage, separating Divine and Immortal from lower ranks? | We plan to revisit matchmaking — both below and above 10,000 trophies. It's not a simple task and there's no specific timeline, but work is underway in this direction |
| Do you see the rank gap around 7,000–8,000 trophies as a problem (facing Stellar/Celestial players while you're Ultimate)? If so, how do you plan to solve it? | |
| Why hasn't the matchmaking algorithm changed in years? Is a matchmaking overhaul planned? | |
| Why do we see strong players in the Immortal arena? Isn't that unfair to newcomers? | |
| Is the Vault a separate mode or is its matchmaking mixed with regular Battle Royale players? | That's a secret. :) |
| Why do I get matched with players whose Power is 1.5–2x higher than mine? | Matchmaking is based on trophies, not power — so a gap in Power between players in the same match is quite possible. Stronger players simply move through the rating faster. Power is also a relative stat, and with good teamwork you can absolutely beat such opponents! |
Bots
Questions from Players | Answers from Developers |
| Why are the bots in the game so overpowered? | Bots may seem strong stat-wise, but they have obvious weaknesses — they're poor at teamwork and don't use abilities. That's their main vulnerability! |
| When will the number of bots in matchmaking decrease? | The number of bots in a match isn't fixed — it dynamically depends on several factors. The main one is the online player count in your region at the time of matchmaking. The more real players in the queue, the fewer bots end up in the lobby. If you play outside peak hours, the system simply can't find enough live players at the right level and fills the empty spots with bots so you don't wait too long. Rating also plays a role: at lower levels, the main goal for a newcomer is to learn the game, get a feel for their hero, and understand positioning and maps. Bots help ease into that in a calmer environment, though real players are there too. At higher ratings the picture is different — there are enough players with 10,000+ trophies to fill lobbies without bots, so you'll encounter them far less often there. In short, the best way to play with live players is to play during peak hours for your region and increase your rating. |
| Up to how many trophies will there be bots? |
User Interface (UI) and Background Image
Questions from Players | Answers from Developers |
| Can manual UI customization be added so players can reposition control elements? | This is technically not possible right now, but we know players want this feature — it's in our backlog. We're continuing to improve the game's technical foundation, and in the future this may become a reality. |
| If you leave a match early, the stats only show your own placement. Why can't I see players who died before me? | This is a limitation of the technical implementation — when you leave a match early, the system only records your team's current placement, while the results of other players haven't been determined yet. In solo modes like King of the Hill it's similar: if you're eliminated 8th, 9th and 10th place aren't shown yet. We're aware of this and plan to change it when we get to reworking the stats screen and end-of-match screens. |
| Why doesn't the "Collect All Rewards" button collect everything? I still see more rewards afterward. | The "Collect All" button works differently depending on the context. For example, on the Star Pass screen it sequentially collects all available rewards. Inside a chest it skips the opening animation for that specific chest — but if the rewards inside contain multiple chests, each one still needs to be opened individually. |
| Are there plans to introduce a player activity status? ("In Game", "In Lobby", "Browsing Shop", etc.) | Not planned at this time, but it's an interesting idea. |
| Will it be possible to view all syndicate members and how much glory they've earned before joining? | |
| How can I see what equipment syndicate members are using? | Go to the profile of any syndicate member — you can see the equipment on their favorite hero there. Equipment on other heroes isn't available to view yet, but you can always ask directly in the syndicate chat :) |
| Are there plans to allow changing the background behind the character on the main screen? | We update the main screen background ourselves from time to time — usually as part of seasonal events and updates. Personal background customization is not in the plans at this time. |
| Are there plans to add a zoom level limit or setting? Objects become too small, especially when playing as snipers. | We'll look into this — thanks for bringing it up. |
Sound
Questions from Players | Answers from Developers |
| Can a sound be added for invitations? | Sound is a broad area, and none of these points are in the near-term plans. But all requests have been noted. |
| Will character voice acting ever be added? | |
| Will unique sounds be added for unique skins in the game menu? | |
| Are there plans to add a new soundtrack to the game? | |
| Can the volume of item pickups and ally footsteps be reduced? They're too loud through headphones. | Please write to Support with a detailed description of the issue. We'll look into what's going on. |
Report System
Questions from Players | Answers from Developers |
| Why is there no button to report a player or username? | The report system is something we'd like to improve in the future. While there's no in-game button yet, complaints about players can be submitted through Support — they'll help sort it out. |
| How do I report someone for harassment? A player is insulting others in chat and then leaving the group. |
Star Pass
Questions from Players | Answers from Developers |
| Will there be a free Star Pass? | A free reward track already exists! Both the Star Pass and Echo Path have a fully free path that requires neither payment nor watching ads. |
| Will we be able to buy the Star Pass through the web shop? | There's a good chance that purchasing the Star Pass outside of the game will be possible in the future. |
| There aren't enough rewards in the Premium Star Pass. Can you improve it? | The rewards in the Premium Star Pass were significantly increased in the High Noon season and will remain at that level for some time. |
Resources and Rewards
Questions from Players | Answers from Developers |
| Are there plans to make Coils more accessible and easier to obtain? | Compared to when the Weapon Mods feature launched, there are now significantly more different sources where you can find Coils. In the future, the number of such sources will only grow. |
| Is it possible to include Coils in Contract rewards? | In Contracts you can earn Cryptochips, and with those you can buy Coil bundles in the Contract shop. So a path to Coils through Contracts already exists — it just takes two steps. |
| Can you add an ad-watching option to get free Coils? | This distribution method for Coils may appear in the future, but there are no plans for it in the near term. |
| Will Coils appear on Bravery Road? | Bravery Road is getting significant updates — both in mechanics and rewards. Coils are on the list of what the team is considering as a possible addition. We can't promise for certain just yet. |
| Are there plans for Joker Cards for equipment? | It's an interesting idea, and given the constantly growing number of heroes, this type of equipment upgrade may appear in the future. |
| What about new Joker Cards for leveling characters beyond Divine? | Character progression after Divine currently continues through Bravery Road. As for new Joker Cards — there are no such plans at the moment, but we always monitor how players interact with progression and take your wishes into account for future decisions. |
| Can chests be opened with a higher chance of getting cards for a specific hero? | Chests currently work without selecting a specific hero, but you can obtain targeted cards through other means — specific hero cards appear periodically in shop sections, and Joker Cards can be invested into any hero you choose. |
| Can more levels that reward players with Bucks be added? | We're not currently planning to change the amount of Bucks in level-up rewards — it's balanced against other sources in the game. Beyond levels, Bucks can be obtained through in-game events and social activities. |
| Why are the Trophy Road rewards so terrible? | Trophy Road is designed as a basic reward system accessible to everyone without additional conditions, so its rewards are more modest than other sources — events, contracts, Star Pass, etc. |
| Will all players receive a bunch of Bucks for the game's 6th Anniversary? | Big activities are planned for the 6th anniversary — both in-game and on social media. We won't spoil anything, but keep an eye on the news 😉 |
| Will a free epic skin be given on the birthday? | |
| How do I get the "Dynasty" legendary avatar? | The "Dynasty" avatar is unlocked automatically when you obtain the unique skin "Dynasty Twinkle". |
| Will locked emotes be available in the future? | Locked emotes can't be purchased directly, but they periodically appear as rewards in events and activities. We're working on making this system more transparent — so it's clear where and when you can obtain a specific emote. |
| Are more rare skins planned as rewards in Arcade mode? | Yes. |
| Can the chances of getting items and skins in spinners be increased? | Yes, in some spinners you can spend additional Coins or Batteries to increase the chance on the desired slot. Such spinners appear periodically and are more often available to high-progress players. |
| Where do you get drone blueprints? | The main sources of drone blueprints are: Echo Path, packs in Sabotage and Contracts, and special spinners in the exclusive shop section. Some of these sources unlock as you advance through leagues — so the higher your progress, the more blueprints you'll come across. |
Events
Questions from Players | Answers from Developers |
| Will there be a skin festival soon? | Skin festivals happen every month, so you won't have to wait long! |
| Zombie Arcade is the worst mode. It's boring and lowers your stats. Are there plans to rework it? | Yes, a rework of Zombie Arcade is planned, and the first changes will be coming very soon. We hear and take into account the feedback on this mode. |
| Are changes planned for Mimic Hunt? Suggestion: make it a separate mode so it doesn't affect regular BR and KOTH gameplay. | A separate mode for mimics is not planned — the more modes running simultaneously, the harder it hits matchmaking and the more bots appear in matches instead of real players. But we plan to add more modifier events for existing modes — this will diversify gameplay without splitting the player base. |
| Will an updated version of the "Special Operation" event return? | Press F to pay respect! "Special Operation" in its previous form won't return, but we're taking the experience from that event into account when developing new ones. Lots of new and exciting things are ahead! |
| Will "Team Deathmatch" become a permanent mode like Battle Royale and King of the Hill? | There are no such plans at this time. |
| Will Contracts become completely free to participate in? | Contracts are completely free to participate in. |
Shop Updates
Questions from Players | Answers from Developers |
| When will the skins in the "Veteran" skin chest be updated? | An update to the Stylish Sale inventory is already in the near-term plans — more current skins and cosmetic items will appear there soon. |
| Stylish Sales used to be restocked faster. What happened? | |
| Suggestion: exchange Cubes and Plugins for skins | A direct exchange of one resource for another is not currently planned, but the topic of endgame economy for players who have everything maxed out is on the team's radar. There are already ways to use surplus resources, and more options will be available in the future. |
| Will there be an option to spend Coins on other resources, such as Nuts? | |
| I have too many Batteries and don't know what to spend them on. Can you add special Battery offers? | A familiar situation for many players with maxed-out heroes. Surplus Batteries can currently be used in special spinners in the shop — they increase the chance of getting valuable items. But we understand this isn't enough, and in the future we plan to add new ways to spend Batteries. |
| Can Coins be converted into Bucks, even at a high exchange rate? | No, such a conversion is not planned. High-progress players accumulate Coins significantly faster, and the ability to exchange them for Bucks would create a serious imbalance. Bucks can be obtained through in-game events and social activities. |
| When will the skins in the "Veteran" skin chest be updated? | An update to the Stylish Sale is already in the near-term plans — more current skins and cosmetic items will appear there soon. |
| Stylish Sales used to be restocked faster. What happened? | |
| Can the Syndicate shop refresh time be reduced? | The refresh time is currently tied to the Vault event cycle and syndicate progress, so simply speeding it up isn't straightforward — it would affect the balance for players at different stages. No changes are planned for now, but if we see the current timer isn't working for most players, we'll reconsider. |
Bravery road
Questions from Players | Answers from Developers |
| Will there be changes to Bravery Road? It should be longer with bigger rewards. | Major changes to Bravery Road are planned — both in terms of game mechanics and the rewards available for progression. |
| Can the 20 Personal Gear reward be made fairer by allowing you to choose which hero to upgrade? | |
| Will you ever give all newcomers who reach 10,000 trophies a free upgrade to Divine? | No. Trophies and hero upgrades are two separate progression paths. A player can reach 10,000 trophies while being at different stages of hero development. Automatically upgrading to Divine at a trophy threshold would devalue the effort of those who upgraded their heroes on their own to reach that point. |
Chests & Roulette
Questions from Players | Answers from Developers |
| Suggestion: add skins, stickers, graffiti, drone resources, or Coils as rewards from Battle Chests. | Battle Chests are specifically designed for basic progression — cards, coins, cubes. Skins, stickers, Coils, and drone resources belong to other systems and are available through events, the shop, contracts, and other activities. Mixing everything into one source is risky for balance, but we're noting the idea to expand drops. |
| Is the roulette truly random? It seems like there's a pattern. | Yes, the spinner is completely random. There are no patterns in it, but with a small number of attempts the brain tends to find patterns even where none exist. The exact odds for each item can always be viewed by pressing the "i" button on the spinner screen. |
| There are no skin chests available — what do I do? | If a skin chest isn't showing — it means you've already obtained all the skins available in it. It hides automatically so you don't spend resources on duplicates. As soon as a skin you don't yet have appears in the chest, it will become available again. |
Obtaining New Heroes
Questions from Players | Answers from Developers |
| When do characters start dropping? | Right from the very start of the game! :) |
| What are the chances of getting a character? | The chance depends on the rarity of the character — the lower the rarity, the higher the chance. The game also has a "bad luck protection" system: with each chest opened without receiving a new hero, the chance of one dropping increases. So sooner or later, all characters will be obtained. |
| Will a gacha system be added as late-game content? | A separate new gacha system is not planned. Essentially, the role of gacha in the game is already filled by Skull, Battle, and Premium chests — their contents grow alongside the player's league progress. But overall, late-game content is a topic the team continues to work on. |
Monetization and Web Store
Questions from Players | Answers from Developers |
| Why don't you make the game more F2P? | Bullet Echo is a completely free-to-play game. There is no content locked behind a paywall — all heroes and items are accessible to every player without spending money. Some new characters are temporarily available only for purchase upon release, but over time they open up for everyone. Spending money speeds up progress but doesn't grant permanent exclusives. We're constantly expanding free and ad-based reward sources, and will continue to do so. Purchases from those who choose to support the game go toward team salaries, software, and tools — everything behind the scenes that directly impacts the quality of updates that all players receive. Every player matters to us — F2P players fill matches, create content, and keep the community alive. Our goal is to make the game fun regardless of whether you spend money or not. |
| Fix pay-to-win. Our time is money too. | |
| Why do you treat this game as a cash cow and remove any F2P offerings? | We definitely don't see the game as a "cash cow" — as we mentioned above, all heroes and items are available for free, there is no paywalled content. Removing F2P offerings is absurd — we don't do that. |
| When will everything from the in-game shop be available on the website? | Fully transferring the in-game shop to the website technically isn't possible — the web shop works differently. But we're working on expanding the available offerings there. |
| When will the VIP subscription and ad-free pass be available on the website? | The ad-free pass is in the plans for the web shop. As for the VIP subscription — unfortunately, it can't be duplicated on the site. Technically it's tied to Google/Apple payment systems and only works through them. |
Marketing & Advertising
Questions from Players | Answers from Developers |
| Why aren't you focused on player acquisition? | Absurd! We absolutely are. We acquire new players every single day. The work itself, obvious as it may sound, happens outside the game. Thousands of new players install the game every day, and many of them stay and keep playing. The team constantly makes sure that every part of the acquisition process works as flawlessly as currently possible. |
| Why don't you make better ads for the game? | "Better" is, after all, a subjective judgment. We monitor how each ad performs. Every ad goes through analysis: if something didn't work, we figure out why and take note; if something worked well, we study what specifically landed and apply those insights going forward. It's a continuous cycle of testing and improvement. Creating an ad that appeals to absolutely everyone is impossible. |
| Why are some ads created using AI? | The team that creates the videos sometimes uses assistive tools to simplify part of the work and cut down time spent on routine steps. These tools help avoid hours of monotonous manual work and bring materials to a finished result faster. The logic is simple: we use smartphones instead of landlines, and lighters instead of striking flint to start a fire. Video production is no different. It's an assistant that speeds up the process, not a replacement for people — final decisions and quality control always remain with the team. |
Skins, Tombstones, Sprays, Stickers
Questions from Players | Answers from Developers |
| Why did you decide to add muscles to Molly? Originally she didn't have an athletic build. | Molly is an active fighter, and we wanted to emphasize that through her visuals. Many variants were created during character development, and the current look ultimately combined elements from several concepts. A slight emphasis on athleticism is a natural extension of her character. |
| When will new skins for Vi and Slayer be added? | Work is already in full swing! We won't spoil anything, but keep an eye on announcements — something interesting is in the works for them. |
| When will the new Scratch skin that won the Echo Art contest appear? | Coming soon — in the season after Noir. |
| Are unique skins planned for every character? | That's our goal, but the hero roster keeps growing, so the process will take time. New unique skins are added every season — we'll get to everyone gradually. |
| Will a unique skin be added for Lynx? | |
| Will there be a graphics improvement in 2026? | Visual work is ongoing continuously — we're rethinking old skins and icons, applying the experience accumulated over 5+ years of the project, and updating interfaces to make them not only more beautiful but more intuitive. So yes, you'll definitely see improvements in 2026. |
| Will there be new, visually beautiful heroes in full gear? | A hero's visuals are always closely tied to their abilities, personality, and overall concept — so "full gear" will appear if it fits organically with a specific character's image. As for beautiful heroes — all our heroes are beautiful! 😄 |
| Do you intentionally design revealing looks for female characters, or does it just happen? | Our main goal is variety. The game features both fully armored characters and more revealing looks — we experiment with different styles so every player can find something they like. |
| Will the game keep turning into a COD Mobile clone with pink guns and big-chested girls? | We experiment with different visual season themes — from gritty fantasy to vibrant summer concepts — to keep the game feeling fresh and varied. It's important to us to show characters in different roles without losing their recognizable personalities. Eye-catching skins are part of the palette, not a change of direction. |
| Why do you support toxicity in the community by adding humiliating tombstones, stickers, and sprays? | We don't see these elements as "tools for toxicity". Tombstones were conceived as a way to play up eliminating an opponent differently — making it heroic, serious, or ironic. It's a form of self-expression. But we hear the feedback, and if the community sees this as a problem, we're prepared to reconsider our approach to this type of content. |
Icons
Questions from Players | Answers from Developers |
| When will the character face icons in the match results table finally get high resolution? | In the profile update we already increased the resolution of these icons several times over. If they still look small on some screens (such as leaderboards), that's a limitation of the UI element size itself, not the image quality. |
| Can allied heroes/skins be displayed in the lobby instead of just icons? | Yes, this is in the plans! And the implementation will be far more expansive and exciting than you might expect 😉 |
Visuals in specific places
Questions from Players | Answers from Developers |
| Will the Syndicate shop visuals be reworked? | The Syndicate shop visuals are currently unified with the main shop for ease of navigation. A rework is not planned, but if you have specific suggestions for improvement — share them, we're open to feedback. |
| Can buffs, debuffs, and activated passives be made more visible in the game? | This is a delicate balance. On one hand, it's important to understand what's happening to your character; on the other, we don't want to overload the screen with "visual noise". We're looking for the right balance so that important effects are instantly readable without interfering with gameplay. |
Animation
Question from Player | Answer from Developers |
| Does ZeptoLab use Adobe Animate for animations? | ZeptoLab does use this software, but in Bullet Echo we work with different tools. |
Community and localization
Questions from Players | Answers from Developers |
| When will the next Echo Art contest be held? | This year! No exact dates yet, but stay tuned for news! |
| Where will you post lore after the lore channel was removed from Discord? | The Discord lore channel consisted mostly of fan-made stories that are no longer consistent with our official narrative. The lore of some characters can be found in our FAQ |
| How do you become a YouTuber for the game and earn money? | You need to actively publish varied and engaging content on YouTube. All the details, including requirements and how to apply, can be found here |
| Will Ukrainian localization be added? | We consider languages based on requests from players and the size of the active audience — that's exactly how Polish was added, for example. Ukrainian hasn't yet reached a critical mass of requests, but we track all of them. If the situation changes, we'll definitely revisit this. |
| Does the team read all feedback? If not, how is it filtered? | We try to read as much as possible! The community team collects feedback from all channels — social media, the Telegram bot, Discord, store reviews, and Support — and passes it on to the rest of the team. We also have an automated feedback collection and analysis system, so colleagues can quickly dive into a topic in a couple of clicks. Reading absolutely everything is difficult, but topics that come up frequently definitely get on our radar. This AMA session is one such way to hear you directly — so keep writing! |
Accounts & Support
Questions from Players | Answers from Developers |
| I tried to recover my account through the bot, but it's not possible after May 2024. Why? | Short answer: for technical reasons. Long answer: for technical reasons related to accounts. We're currently working on enabling more detailed account searches, and we hope to improve this system. |
| I'm planning to buy a new phone — will my progress be saved? | If your profile was saved via Google Play Games (Android) or iCloud (iOS) on the old device, it can be restored on the new device on your own. Simply sign in with the same Google/Apple account that was used on the old device. |
| How do I restore my profile? | Click here |
| I got banned — where should I write? | The most common reasons for bans can be read here — If you're sure no violations occurred and your profile was banned "for some reason", you can write to Support via the web form or by email at [email protected]. They'll look into the reason your account was blocked. |
| Why was I given a 3-day ban? | |
| Can you make a promo code for my friend's birthday? | No, but happy birthday to them! Wishing them happiness and good health! |
| When will the next promo code be? | Somewhere between the moment you're reading this and when it gets published. |
| Can you gift me Ramsay? | Ramsay says he belongs only to himself. Sorry! |
Lore-related Questions
Questions from Players | Answers from Developers |
| Who are the leaders of the SkyTech Megacorp and Renegades factions? | Of course, it could be █████████ and █████, or perhaps Mr. ████████ with ███████████. But maybe not. |
| Why does Ramsay have implants on his back? | Why on his back, or why does he have them at all? On his back — because that's where the most vital organs are! As for why he has them — that's a secret, for now. |
| Is Doc mentally okay? | Well, technically yes — but only partly. According to the lore, by day Doc is an ordinary medical university student. By evening he goes out hunting for "volunteers" for his medical experiments. Whether that counts as normal — you decide. |
| What was the turning point for Twinkle? | Twinkle was a genius from childhood — she absorbed knowledge faster than anyone around her. But at some point, "knowing everything" became too heavy a burden and it broke her mentally — she realized that chaos and destruction brought her far more pleasure than any knowledge ever could. That's how a quiet genius became the Twinkle we know today — unpredictable, explosive, and completely unhinged. |
| Is Kwon comfortable talking about his boy band career? | Of course. He talks about it in Korean, and no one in the Renegades speaks Korean. |
| Will there be lore in the Bullet Echo universe? It would be interesting to learn more about the heroes and the world. | New heroes already have lore. Starting around 2024, we've been giving each new character their own story and personality — for example, Graviel is an overconfident general's son, and Scratch is a cat who became the result of LifeInc corporation experiments. They have backstories, motivations, and a place in the game's universe. As for older heroes — many of them still lack a developed history, and that's something we'd like to fix. The game's universe deserves deeper development — faction lore, individual character stories, the world itself. We want to approach this properly, not rush it. But to be honest — don't expect it in the near-term updates. Our focus is elsewhere right now, but large-scale lore work is something we want to get to in the future. |
| Do the characters have lore? | |
| Is there lore for the Noir season? | Lore is currently being written for new heroes, not for seasons. Any season is first and foremost a visual theme that sets the mood through the seasonal map and skins added with it. Perhaps in the future, as we develop the universe more deeply, seasons will be able to tell their own stories — but for now the focus is on characters. |
| Is it true that Alter is a representation of the main character from Fight Club? | No. Spoiler warning for the film below! In Fight Club, Tyler is the main character's alter ego, existing in the same body as him. In Bullet Echo it's different: Alter had a twin brother who died, and the brother's hologram is not an illusion in his head — it's a real projection created by his device, and other characters can see it too. |
Collabs
Question from Player | Answer from Developers |
| When will there be collaborations? | We're actually preparing something on that front! Keep an eye on our social media — we'll definitely share the news. |
Plans & Ideas
Questions from Players | Answers from Developers |
| Will there be a "Military Season"? | Not planned in the near future, and here's why: in Bullet Echo we view characters from above, and releasing 12 skins in a unified military style would make them look too similar to each other in combat. On top of that, the military theme is already partially covered by the Force & Arms and SkyTech Megacorp factions with their military and cyberpunk skins. So we'll be adding cool military looks selectively rather than as an entire season — that way they'll stand out more. |
| Under what conditions would fan-made seasons be added to the game? | A few months ago, we ran a community vote on social media and through in-game news, asking which season players would like to see next. We’ve been preparing the winning season for quite some time, and it will be released as the next one after the Noir season. |
| Does the game have a roadmap? Can we see it? | A roadmap exists, but it's internal. Due to the size of our team and the nature of development, we can't always guarantee that what's planned will release exactly on schedule — so we don't share it publicly to avoid making promises we might not be able to keep. We share news about upcoming plans in update announcements — stay tuned, that's where you'll find the latest! |
| What new game modes can we expect in 2026? | We won't reveal details just yet, but 2026 will definitely not go without new modes. Keep an eye on announcements — we're preparing something interesting! |
| Will there be any major global updates? | Every update is already a significant effort: new heroes, modes, seasons with skins, game features, balance changes. Meta updates are also a big deal — even if they don't look like it visually, they change the gameplay experience for everyone. We'll continue developing the game on all fronts. If you have specific wishes — write to us, we're always happy to receive feedback |
| When will we finally get the updates that are actually needed? Every update you add things nobody asked for. | The game has a large audience with different needs, and what's a long-awaited feature for one player may be unimportant to another. We prioritize based on feedback, gameplay data, and development strategy, trying to account for the interests of as many players as possible. Some things take more development time than they appear to — the fact that they're not in the game yet doesn't mean we don't know about them. If you have specific wishes — share them, we read everything. |
| Will gamepad/controller support be added? | We currently have no plans to add controller support. |
Game Servers
Questions from Players | Answers from Developers |
| Are there plans to improve server stability? | If you're experiencing stability issues — write to Support and we'll work through each specific case. |
| Why do the servers lag so much? | |
| Will there ever be a server in Africa? | We have very few players from that region, so we haven't planned for it at this time. |
Cheating & Emulators
Questions from Players | Answers from Developers |
| Some players use modded apps for auto-aim. How do you plan to deal with this? | The game has an anti-cheat system that detects and punishes cheaters. In one of the recent updates, significant work was done to improve it, and we can already say the system is working well. That said, we're not stopping there — the protection will keep getting stronger. |
| When will the cheater problem be resolved? | |
| Will playing on PC be banned, or will it remain allowed? | Bullet Echo is a mobile game available only through the App Store and Google Play. There is no PC version. If someone is playing on PC — they're playing through an emulator. We don't support gameplay through emulators, as they can cause many performance and stability issues. We don't have the technical ability to block emulators, but we don't recommend using them. |
PC version
Questions from Players | Answers from Developers |
| When will Bullet Echo come to PC? Will there be crossplay? | In March 2025 we ran a "quiet" marketing test which showed that potential new players aren't currently interested in Bullet Echo on Steam. We'd love to see the game on PC ourselves — there are many PC gamers at ZeptoLab! At this time there are no active plans to launch on Steam, but we're monitoring the situation. If audience interest grows, that will definitely influence our decision to reconsider. |
| How would the PC version differ from the mobile version? |
General Questions
Questions from Players | Answers from Developers |
| Is the development focus shifting toward the Indian market? | We had no plans to focus on specific markets. Our focus is on the global version first and foremost. |
| You've clearly put a lot of effort into the game. Has it paid off and have you achieved what you set out to do? | A philosophical question! We love the project that came together and the community that supports it. But there are still a huge number of ideas, and we're bringing them to life as fast as we possibly can. We want to keep developing and improving the game for many years to come — so the best is still ahead. |
| Why does the game improve at a snail's pace? | It all depends on perspective — for some, updates roughly once a month is slow; for others, it's fast enough. We understand the desire to see changes sooner, but Bullet Echo is made by a team of around 30 people, and every update goes through a full development cycle — from idea to release. We work as fast as our current resources allow. |
| Why do updates take so long? Are there plans to release content faster? | |
| Tell us what a typical workday looks like for a developer. | It's different for everyone! A typical developer's day starts with a team call where everyone syncs up on current tasks. From there it depends on the specialization: programmers write and debug code, game designers balance mechanics, artists work on visuals, analysts dig into data, and the community manager reads your messages in the official chats. In the second half of the day there are often playtests and reviews — that's when the whole team looks at what's been built and honestly discusses what could be better. The game you play is built out of days just like these. |
| Does Kitsune Lynx wear underwear? | All our characters take their personal hygiene and comfort seriously, even in the heat of battle! 😉 |
| What's the cheat code for infinite ammo? | WANRLTW |
| Why am I still playing this game? | For the same reason we're answering this question! |
| What's your favorite meme? | Screaming chicken on tree. |
| How did Om Nom end up in the game? | He bribed us (with candies) and we added him. |
| How are you doing now? | Even better, thanks! How about you? |
| What character inspired Freddie's creation? | Freddie is one of the starter heroes, and when creating him we wanted to capture the image of a madman playing with fire. The idea was for his abilities to revolve around setting things ablaze. There was no specific source of inspiration — it was more of a collective image of a chaotic pyromaniac. |
| What character inspired Molly's creation? | There were no specific mechanical references — Molly was born out of a brainstorm. One day someone pitched the idea of a character who digs underground and moves through it, and her concept grew from that idea. |
| Can a "cat lover" medal be added for interacting with Lynx? | It's a cute idea, but then we'd have to make medals for interacting with every hero — Scratch, and all the others, feline and otherwise. That's already a whole system! But we're noting the idea :) |
Bugs, Connection Issue & Ping
Questions from Players | Answers from Developers |
| Why don't you find bugs and fix them quickly? | Short answer: We find bugs. We fix them quickly — or as fast as humanly possible. Fixing every bug is like drinking all the water in the ocean. Possible? Well, you could try. Long answer: Fixing absolutely every bug is impossible — and that applies not just to Bullet Echo, but to any software product. Every update adds new features, heroes, and mechanics — and every change to the code can potentially create a new bug, even if everything was thoroughly tested. That's the normal reality of development. Only a small and insignificant percentage of the issues that could theoretically reach players actually do. As for speed — not all bugs are equal. Critical issues that break gameplay we try to fix as fast as possible, usually within a day. Other bugs are less noticeable or only appear "once in a blue moon" — they're on our list too, but with lower priority. Some bugs also look simple on the surface but require serious changes under the hood, and fixing one can easily create new bugs that didn't exist before. We continuously work on game stability and fix bugs in every update. If you encounter a specific bug — write to Support, it helps us find and prioritize issues faster. |
| When will all bugs be fixed? | |
| Alice and Ghost get stuck in wall corners when running. | If you notice specific spots where a character gets stuck where they shouldn't — write to Support with details and we'll look into it. |
| Shouldn't the drone be displayed at the top of the profile, not at the bottom? | More of a matter of taste and design, but if it bothers you — let us know. |
| Will "ghost shots" ever be fixed? | Send a video to Support — we'll do our best to investigate. |
| Are there plans to fix the bug where a hero stops responding to the joystick and spins in place? | |
| Kills in TDM aren't counted in record stats — when will this be fixed? | It's in the plans, but we can't give a timeline just yet. |
| Can the high latency/ping issues be fixed? They make matches unfair. | In most cases, high latency is not related to the game itself but to external factors. Most commonly it's the quality of your internet connection or provider, an incorrectly selected region in the game settings, or the absence of servers near your location — the farther the server, the higher the latency. It's also worth considering your playing conditions. Mobile internet while in transit constantly switches between cell towers, causing ping spikes. Playing in crowded places — malls, stadiums, the metro — also affects connection quality, as hundreds of people around you are simultaneously loading the same tower. We don't forbid playing in these situations, but it's worth knowing it directly affects connection quality in ways we can't influence from our end. The first thing to check is whether the correct region is selected in settings. We also recommend playing over a stable internet connection whenever possible. |
| Can serious bugs like heroes getting stuck in walls or invisible hitboxes be fixed? | There's a good chance this is a connection issue. Write to Support and we'll do our best to investigate |
| Can the issue with choppy game audio when using a microphone be fixed? | |
| Can "sticky walls" be fixed? | This is a tricky bug as it's directly tied to the player's connection quality. We're aware of it, but it's difficult work. |
| Is a global fix planned to make the 2D game run more smoothly? | The game doesn't need a "global fix for smooth performance." We have analytics data and FPS metrics from different devices. Smooth performance is guaranteed on mid-range and powerful devices, and less smooth on older ones. Try lowering the graphics settings or upgrading to a more powerful device — that will definitely help. That said, we're not standing still — performance optimization remains on our radar and improvements ship with every update. |
| Why do ads not work for some players even though they work for others in the same region? | Ad delivery depends not only on region but on many individual device-side factors. Privacy settings, use of a VPN or private DNS, ad blockers, and ISP specifics can all affect whether a particular device receives ads or not. Sometimes ad networks simply don't have a suitable ad for a specific user at that moment. If you're experiencing this issue — try restarting the game, checking your privacy settings, and making sure no ad blockers are active. |
