Changes marked with 🛠 are prototypes. These features are still in early development and may be buggy and/or missing key elements!
Patch Highlights
- Server location selection is here! 🗺️
- Solo and duo players now receive in-game performance buffs 💪
- Ancient Veil received a few map updates to keep your matches spicy 🔥
- Inventory management got a few QOL changes 🎒
- Zuraya’s free from the bug hospital! 🐛
- Our first Adventure Pass, Veil’s Dawn, begins Friday, March 14th 🎟️
First Major Content Update of Early Access
Hey Seekers! Our first major content update of Early Access is here, bringing about important changes that address solo and duo play, server location selection, in-game event updates, and more.After our first week of Early Access, we took a step back to evaluate the current standing of the player experience. We’re excited that you’re passionate about wanting a better version of our game! We’ve been building Seekers with the intentions of being approachable for players while keeping the challenging and competitive charm of extraction. So far, we haven’t been able to satisfy that first part quite yet, but we’re eager and locked in on developing a game that feels fair, smooth, and exciting for both new players and veterans alike!
As a smaller studio, we often have to make difficult decisions on what to prioritize first with our available resources, but we’re moving fast with what we have and we’re committed to making Seekers a better game. ✨ There are a TON of items on our to-do list outside of everything in this new patch, and we plan to hit 'em all ASAP to give you the best player experience.
We’re iterating based on your conversations and are focused on getting through some quicker fixes and improvements out the door first–so expect to see some hotfixes and frequent patches in the next few weeks to keep things flowing. After a while, we’ll head back into our regularly scheduled programming, aka our previous 3-week patch cadence. Thanks for your patience, and we’ll keep ya posted with future changes to come! With that, here’s everything coming in our first major update of Early Access.
⭐Buffs for Solo and Duos 🛠
We’ve always prioritized designing Seekers as a game that revolves around team gameplay, but we’ve seen a lot of you taking on the challenge of entering a match solo or in teams of two. To continue supporting the gameplay experience for non-trio Seekers, we made some improvements and enhancements to our existing solo and duo buffs.Veteran players may remember past iterations of our solo and duo XP buffs, but we wanted to further expand on this system by introducing in-game performance buffs to make solo/duo play more viable and dynamic for newer players. When queueing into a match as a solo/duo, you’ll receive permanent buffs that go into effect at the start of the match. 💪
☝️ Solo players will take on Solitude’s Strength
- 75% bonus XP when leveling up in-game
- Wound damage reduced by 60%
- Deal 25% extra damage to creatures
- Perception increase by 45
- Tenacity increase by 5%
- Bush Concealment: After standing in a bush for three seconds, you’ll remain concealed for three seconds upon exiting. Taking damage or performing actions (excluding movement) will make you visible.
✌️Duos take on Kindred Bond, with both players receiving the following buff effects:
- 25% bonus XP when leveling up in-game
- Wound damage reduced by 30%
- Deal 10% extra damage to creatures
- Perception increase by 25
- Bush Canary: After standing in a bush for three seconds, you’ll be able to place a Canary in the bush. You can only have one Canary from this buff active at a time.
Currently, these buffs are only available for players that head into a match solo or duo and do not go into effect if you are the last man standing in your trio. This is still an early prototype as we continue exploring ways to spice up the playing field to support different team dynamics. 🤺 Your feedback here is important and will help us balance these changes for incoming updates–so let us know what you think!

⭐You can now select your server location! 🛠
When you head over to your map select screen, you’ll notice that the toggle Global Matchmaking button has now been replaced by a new server select pop-up! 🌐 You can now select your preferred server location for better ping! This will hopefully squash the issue of loading into a match with high latency across the sea.While our matchmaking initially prioritizes your server preferences and optimal ping, it may switch to finding the fastest queue for you after a lengthy wait time. If you begin experiencing extensive queue times with your selected server, you can turn Global Matchmaking on to get matched quicker at the risk of experiencing high ping.
(P.S. The screenshot below shows “North America 2,” which suggests a North America 1 server, but we actually cut our North America servers down to one location to improve queue times.)

⭐Ancient Veil and Storm’s Eye updates
As an extraction game, you should feel some sort of tension and thrill during your matches, and this should be especially felt as you advance from Blooming Grove to Ancient Veil and Storm’s Eye. We hear your feedback about our in-game events feeling too breezy and player encounters feeling sparse, which is starting to hinder the tension of our challenging maps.Ancient Veil and Storm’s Eye are meant to give you that high-stakes feeling throughout the match, whether it's from events or when you hear an enemy team at a nearby camp. Our goal is to keep building up more of that nail-biting tension in our advanced maps, so we’re bringing a round of updates to in-game events and key distributions that’ll help amp up the action in your matches, keeping things challenging and spicy. 🔥
Key Distribution
The number of available keys will now scale based on match size in Ancient Veil, meaning fewer teams = fewer keys. We made this adjustment to create more contention and a competitive edge to securing a key. So when you’re in a smaller match, the likelihood of you stumbling into opponent teams stays higher, and so does the thrill. 😈
In-Game Events
- Auranite Meteor and Wishing Well Surge now require a minimum number of starting teams. We made this change to keep the rewards from these higher-value events actually feel rewarding with more chances of contention. 💫
- ⭐Aura Storm now creates 2 damaging zones on both Blooming Grove and Storm’s Eye, while Ancient Veil varies between 3-6 damaging zones depending on the number of starting teams
- ⭐Arc Tether Disruption is back! AKA the Tunnel Event, where surface extractors are replaced with underground tunnel extractors. The event puts one team extractor at the center of Tunnels and one solo extractor in the outer areas. Occurs interchangeably with the Aura Storm event to keep things punchy.
- The team extractor at the center of the Tunnels now requires 3 keys, but a solo extractor also appears at various locations in the Tunnels.
- Key locations have been adjusted to reduce overlap with regular elite creature packs during the Vault event. This should make planning the route for keys feel more strategic and meaningful 🧭
- Reduced damage taken during overtime–can’t wait to see more last-minute extracts and nail-biting battles 👀
Chest Rarities
The chests with the lowest rarity in Ancient Veil have all been upgraded from Uncommon to Uncommon+ tier. There really wasn’t much reason to open Uncommon chests before, but if you’re jumping into Ancient Veil at the minimum CR threshold now, checking these chests out could land you with some sweet Rare gear! 💎✨
- A few Uncommon+ chests have been added or moved to balance out loot distributions between regions
- A few Uncommon+ chests have been upgraded to Rare
- Visuals for Epic and Epic+ chests have been elevated to the next tier
Mini-map updates
We made a few tweaks to in-game notifications that aim at helping you understand the map at a deeper level. We’ve scaled back on the amount of information you actively get so that a) you aren’t receiving a boatload of information clutter and b) you begin to develop a proficiency in navigating and understanding the map. These tweaks should help guide your strategic choices next time you’re wandering around in game. 🗺️
- Changed some in-game notifications from global announcements to local and reduced the visibility range of enemy team creature interactions by 50% to help you focus more on what’s happening nearby
- Disengaging from an enemy creature should now properly reset the enemy map icon to its default state
Stash loadout UI
- ⭐The stash capacity requirement has been moved from loadouts to ready up and embark. You can now update your loadout and socket gems into items even when your stash is full.
- ⭐Items that are equipped or in your active Seeker’s backpack/belt will no longer count toward your stash total
We also made a couple of QOL changes with the drag-and-drop inventory system when you’re messing around with your gear in both basecamp and in-game, so things should feel smoother now. 🎒
- Expanded areas of your inventory in-game where you can drop items freely. Previously, there used to be a few dead zones that wouldn’t register your item being properly dropped, but you should have a smoother experience with that interaction now!
- In the basecamp, removing items from your backpack required you to place it directly into your stash–but you can now ‘drop’ your items anywhere on your screen and it’ll land in your stash automatically! 🪄
Character and terrain interactions
We made a few minor changes to how your character interacts with the environment design, particularly with collision against walls and Lily’s Ice Pillar ability. This addresses a bug report that one of you submitted where her Ice Pillar began despawning but still blocked character movement. There are a few other reasons behind this change that I can’t tell you juuuust yet, but we’ll get to that in a future content update. 👀⭐Seeker Corner - Updates and Tuning
Welcome to the Seeker update corner, where we’re discharging Zuraya from her bug ~ZURAYA’S GETTING DISCHARGED FROM THE BUG HOSPITAL 🐛🏥
It’s finally time for Zuraya’s kit fixes! Thanks for all of the reports and eyes on her bugged abilities. Here’s the rundown of her refreshed kit:Palm Strike - [Q]
- Fixed an issue where Palm Strike would not apply gameplay effects if you were moving while casting it
- Increased Palm Strike effect range to match aiming indicator
Evade - [E]
- Fixed an issue where sometimes Hurricane Kick (second cast of E) would not be granted
- Fixed an issue where sometimes Hurricane Kick (second cast of E) would not dash
Gogumo
Bog Party - Passive
- Reduced healing from 5% to 2.5%. We felt that his ability to sustain himself during fights was too tanky with how easy it was to trigger his passive, so we scaled his healing back a bit to balance out his engagements
- Passive now applies while ulting
Helpful Nudge - [RMB]
- Increased the base damage of his punch from 150 to 200
- Physical attack scaler increased from 10% to 20%
Tongue Tie - [E]
- Increased projectile speed, making Gogumo’s tongue travel faster towards your target
- Increased pull speed, so your enemies will come flying to you faster 🪰
- Increased Tongue Tie range, allowing you to grab targets from a further distance
Belly Barrage - [R]
- Belly Barrage no longer slows by default
Strix
Apex Predator - Passive
- Decreased the duration of how long enemies would get damaged for during Hunter’s Mark from 5 to 2.5 seconds
Leaden String - [E]
- Reduced the bonus damage of a precision shot on one of his E rank-ups from 225% to 175%
Rynn
Annularity - [RMB]
- Made some adjustments to timing animations of his RMB to help you smoothly chain it with your basic LMB attack
Pale Embrace - [Q]
- Shield no longer decays over time, staying at full health while it’s still active. Having a decaying shield never really felt good, so we fixed this up 🛡️
- Movement speed now lasts for 2 seconds instead of the full duration of the ability’s active time. It used to be 7.5 seconds, which was way longer than initially intended, and we found that it made for some insanely OP movement starts
Lily
Freeze Ray - [RMB]
- Fixed an issue where movement would cancel her RMB’s activation, so you won’t end up cancelling the ability anymore if you were pressing W when you first activated the ability
Tallis
Clarity of Mind - [R]
- Fixed an issue where movement would accidentally cancel his ult activation, similar to Lily’s RMB fix
UI/UX Updates
- ⭐Updated copy in How-to screen to up to date, accurate game information
- ⭐Updated the prompt text for the high CR creature in New Player Realm to indicate that it isn’t necessarily meant to be defeated
- Updated the Resources Collected screen in match report to properly show the resources you actually collected in that match instead of all the resources of that type you currently have
- Updated quite a few typos across multiple Seeker abilities and item descriptions–thanks for all you eagle-eyed bug hunters pointing these out!
- Added a few missing pathways on the maps to make navigation clearer. There are still some hidden paths to find, so don’t worry!
- Movement speed will now properly update on the Loadout screen. No more having to do math or load into a match to see how much you go zoom zoom ⚡
Bug Fixes
- ⭐Keybinds will now persist through relaunching your client. No more having to reset your settings every time you log in! ⌨️
- ⭐Fixed a bug where the Wishing Well would throw its rewards back into itself & occasionally eat more items than it needed
- ⭐Fixed a bug where the Seeker Swiftness event caused Seekers to lose access to their abilities
- Turns out there was a problem with how Seekers Swiftness event was interacting with other sources of cooldown reduction
- Minions summoned by bosses have been reduced from 585-615 CR down to around 450 CR
- We’re not sure how these little guys managed to get stronger, but they were a biiiit too tanky…
- Fixed a bug where you would be pushed out of bounds if you stood on a bridge while it was being raised
- Fixed a bug where looting gear was sometimes causing it to lose stats, making the item worse when it was picked up
- Fixed a bug with Seeker Mastery that would show 0000/0000 progress. You should now see your actual Seeker Mastery XP and the amount of XP needed to reach the next level when you hover over the progress bar!
Changed files in this update