SPRAWL zero (Switch 2): all the updates
On this page, you will find all there is to know about the various updates for SPRAWL zero on Nintendo Switch 2.
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SPRAWL zero – Ver. ???
- Release date: TBA
- Patch notes (highlights):
Rushdown
Many players reported that Rushdown felt inconsistent or clunky to use, leading some to think the ability was flat-out broken. This created a nasty downstream issue: players stopped using Rushdown in the second half of the game, where shielded enemies become much more common. Since Rushdown instantly strips shields, ignoring it could turn the late game into a slog against bullet sponge enemies.
We heard you loud and clear and made several core changes to make Rushdown feel awesome:
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Manual Activation & Freedom of Movement: You no longer need to be moving to activate Rushdown, and you can now manually trigger a punch even without a lunge target. Less misfires, more control.
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Adrenaline Economy: Adrenaline no longer drains until Rushdown is fully charged, significantly lowering the cost to use it.
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Clarity: We’ve improved the tutorial, and added a reminder prompt in Eden clarifying that Rushdown disables shields.
Game Balance
The Rushdown adjustments naturally tied into broader balance issues in the second half of SPRAWL zero, so we didn’t stop there. From Eden onward, we’ve made extensive balance passes to dramatically smooth out the experience:
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Roster Adjustments: Shielded enemies are less dense in late-game encounters, reducing combat friction.
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Weapon Buffs: Late-game weapons across the board have received substantial buffs (e.g., Vox Dei ammo boosted to 200, Rocket Launcher damage bumped from 400 to 1000 with shield-stripping capabilities).
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Throwable Damage Scaling: Thrown weapons now deal damage based on their rarity tier, meaning you can more reliably kill enemies with thrown weapons throughout the game.
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Telegraphing & Cues: Junta Helicopters now display clear on screen lock on indicators and distinct incoming missile audio warnings.
The second half of SPRAWL zero will still test your skill, but it will feel like a fair challenge rather than an overwhelming difficulty spike.
Performance
Although performance has been widely praised across most setups, we identified key areas where lower-end hardware and specific configurations struggled.
We’ve rolled out major optimizations across the entire game:
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Particle Overhaul: Every single particle effect has been optimized with zero loss in visual quality, and in many cases, improved visual fidelity.
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Graphics Optimizations: Sky materials, breakable objects, and heavy sequence lighting have been streamlined to boost frame rates.
Gold Relics
This was one of our most requested features, and I’m super happy to announce that you can now stack all Golden Relics simultaneously!
Have fun running around with infinite Hitokiri ammo while your enemies sport oversized heads and explode into cheerful confetti, or activate any other crazy combination you want. It feels like a proper, chaotic reward for completing those tough relic challenges in New Game+.
Final Boss
A significant portion of player feedback centered on the final boss encounter. We took a hard look at the fight to make it feel much fairer, more interactive, and far less punishing when you fail:
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Fairer Attacks & Telegraphing: We slowed down the Final Boss laser attack animation speed by 20% and reduced its explosive damage by 25%. We also added clear attack notify flares and muzzle flashes for both his minigun and laser attacks.
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Better Attack Sequencing: The boss will now perform his Somatic Amber attack following Astra Dei (instead of jumping straight into a laser), and we’ve added a longer delay before he initiates new attacks.
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Interactive Mechanics: You can now use the Manus Dei to catch and throw back the massive rocks the Final Boss hurls at you. If he catches you in a grab attack, you can now mash buttons to break free in addition to the interact prompt.
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Pacing & Checkpoints: The Final Boss’ carapace now stays open during Phase 1 to keep damage windows readable. Most importantly, we’ve added opening dialogue checkpoints and new checkpoints right before the Condemned phase in each stage, so a quick mistake won’t cost you minutes of set-up time.
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Bug Fixes: Fixed critical bugs where Astra Dei projectiles phased through shields and geometry, as well as edge cases where the Final Boss would zip into the sky or walk out of the arena bounds.
QoL & New Features
We’ve been reading through all your feature requests, and this update brings a suite of long-awaited quality-of-life additions and settings:
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Retro Mode: A brand new retro visual presentation for players looking for a classic CRT aesthetic overhaul.
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Collectibles Tracker: Easily track your missing items directly from the pause menu.
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Expanded Photomode: Added AutoFocus support with smart object detection, “FIVE” and “MAETH” borders, and automatic hiding of low health, burn, shock, and poison screen overlays while taking shots.
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Granular Gameplay Toggles: You can now toggle off Aim Assist, Hitmarkers, Crosshairs, Enemy Healthbars, or Reduce Screen Effects.
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Expanded Display & Controls: FOV slider cap increased to 140 with Viewmodel FOV controls, increased mouse sensitivity precision, SMAA support in menus, and Invert Look settings moved out of the Gamepad submenu so mouse users can access them directly.
- Patch notes:
New Features & Modes
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Retro Mode: Experience Sprawl Zero with an all-new retro visual presentation.
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Collectibles Tracker: Added a collectibles tracker directly to the pause menu.
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Photomode Enhancements:
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Added Auto-Focus support with improved object detection.
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Added “Five” and “MAETH” photo frames.
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Screen overlays (Low Health, Burn, Shock, Poison) are now hidden while in Photomode.
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Player Mechanics & Abilities
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Rushdown Mechanics:
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Rushdown no longer requires the player to be in motion to activate.
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Improved Rushdown auto-targeting logic.
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Rushdown punch can now be manually activated without requiring a target.
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Adrenaline no longer drains before Rushdown is fully charged.
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Rushdown and standard punches no longer ragdoll enemies unless the attack is fatal on contact.
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Fixed an issue where Rushdown removed the Five Plus Two relic effect.
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Fixed a weapon duplication exploit caused by activating Rushdown immediately after throwing a weapon.
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Movement & Controls:
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Sprint inputs now buffer properly to prevent unintentional stopping or failing to trigger.
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Fixed an issue where vaulting could cancel sprint, you can now reliably keep sprinting after a vault!
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Players can no longer vault while attempting to initiate a punch.
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Added a 0.3-second cooldown to landing effects and improved landing dust visuals.
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Weapon & Equipment Balance
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500 Governor: Damage increased from 400 to 600.
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Baojun MAC-X: Ammo capacity increased to 10.
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Caduceus: Damage increased from 500 to 600.
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Condemned: Minigun buffed and wind-up removed. Shotgun now deals Somatic damage and supports ADS. Added footstep audio while equipped.
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Hitokiri: Swing ammo cost reduced from 10 to 8. Weapon now correctly plays blocking animations on Burn and Shock damage and successfully blocks sniper shots.
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Justice: Drop chance increased.
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MAL.SYS.ERROR Minigun: Now fires 3 projectiles per shot.
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Mateb Deck-Steir SD: Damage increased from 400 to 600.
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Rocket Launcher: Damage increased from 400 to 1000. Rocket Launcher now strips enemy shields and has corrected ADS alignment.
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Vulcan: Burn effect increased from 10 to 20. Adjusted ammo display readout.
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Vox Dei: Ammo capacity increased to 200.
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Throwables & Explosives:
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Weapons now deal increased damage when thrown based on their rarity tier.
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Added camera masking and occlusion support for thrown weapons, reducing instances of weapons clipping into geometry.
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Explosives, Drones, or Turrets, can no longer detonate if shot while held by the player.
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General Weapon Fixes:
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Updated HUD crosshairs for Impaler and Blessed Czar.
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All weapons now properly display their ammo type.
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All weapons now display a faction icon next to their world pickup.
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Adjusted ammo display readouts for the Boar and fixed ammo counter visual clipping.
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Adjusted screen positioning for the Junta Shock Assault Rifle.
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Weapons left inside open weapon crates will no longer vanish when reloading a save.
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Fixed an issue where weapons would continuously attack during cutscenes.
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Bosses & Enemy Adjustments:
Final Boss
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Attack Patterns: Final Boss now executes his Somatic Amber attack following Astra Dei (instead of his laser attack).
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Telegraphing & Audio: Added attack notify flares and muzzle flash to minigun and laser attacks.
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Phase Adjustments: Final Boss carapace now remains open during Phase 1. Added a longer delay before the Final Boss begins a new attack after casting Astra Dei.
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Laser Balancing: Laser animation speed reduced by 20%; explosive damage reduced by 25%.
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Manus Dei Interaction: Players can now catch/grab the rock the Final Boss throws using the Manus Dei. Fixed an issue where the rock attack exploded prematurely.
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Grab Attack QTE: Players can now mash buttons to break out of the Final Boss’ grab attack in addition to using the interact prompt.
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Arena & Checkpoints: Prevented Final Boss from walking into out-of-bounds areas. Added checkpoints midway through opening dialogue and before Condemned in each phase.
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Bug Fixes: Fixed an issue where Astra Dei projectiles phased through geometry and shields. Fixed Silas and other enemies zipping into the sky.
Enemy Adjustments
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Umibozu Variants:
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Heavy Trooper (Machine Gun) and Oni Squad (Shotgun) variants no longer carry shields.
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Heavy Trooper (Leigong) and Oni Squad (Taiko) updated to Elite White Troopers.
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Junta Units:
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Helicopter rockets now feature on-screen indicators and incoming warning audio.
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Dogs now explode when set on fire. Blood effects removed from dogs, mechs, and spidertanks; dogs no longer gib.
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Turrets and Drones are now invulnerable while held. Turrets are now properly Z axis aware.
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Player collision with the Junta Spidertank corrected.
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Ninjas & Executioners:
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Improved anti-teleport logic to prevent Ninjas from teleporting behind walls.
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Kinshin Executioners can no longer backflip through walls.
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Heavy Ninjas now hold their weapons correctly by the hilt.
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Phalanx:
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Reduced sprint speed.
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Fixed audio falloff range on the pull attack.
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Phalanx now screams when set on fire.
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Hierophants: Removed lens flares from faces; fixed an issue where targeting lasers failed to render.
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General AI Fixes:
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Ragdolled enemies now die instantly when fully burned or clipping inside objects, preventing them from getting back up.
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Fixed an issue causing enemies to “slide” when taking damage after being ignited.
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Fixed issue where enemies could stand on top of the player.
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Fixed background AI remaining active and degrading performance.
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Campaign & Level Design:
MAETH
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Added checkpoints after the intro sequence and after the first battery sequence.
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Improved lightmaps, visual effects, and battery slot VFX.
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Relocated a PDA collectible for better pacing.
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Fixed texture alignment and dream sequence collision issues.
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Improved signposting during the second battery sequence.
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Fixed an issue where players could kill the grunt.
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Fixed slow turret spawn visibility issues when moving quickly.
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Fixed flashlight rendering artifacts in the temple section.
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Fixed Colossus attacking out of shock and slipping out of traps.
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Fixed an issue where Six would fail to appear for the betrayal scene.
Eden
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Reworked the Canal midpoint fight encounter.
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Adjusted enemy roster distributions between New Game (NG) and New Game Plus (NG+).
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Added a Rushdown reminder prompt clarifying that it disables shields.
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Made railings in the warehouse encounter mantleable.
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Added a new platform visual indicator for the skylift.
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Fixed a battery softlock issue
Adusta Terra
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Fixed poison clearing prematurely upon entering the subway.
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Fixed gas re-enabling during the first sewer puzzle.
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Reduced enemy congestion in select encounters.
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Added additional return checkpoints and fixed a jam spot.
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New York Minute mode now correctly pauses while riding the subway car.
Acrophobia
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Fixed inconsistent Gravity Glove targeting on the bridge.
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Improved placement of teleport volumes and fixed a bad teleport respawn point.
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Relocated a sniper to prevent floating when the bridge is destroyed.
The Spire
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Added a set of pipes to facilitate backtracking (includes proper metal footstep audio).
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Fixed geometry spots where players could get jammed between pipes and catwalks.
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Fixed flashlight toggle issues near relic fragments and ungrounded exit lift lockdowns.
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Improved navigation markers, circuit breaker hint light, and Undercity descent sequencing.
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Fixed collision issues in Spire Tunnels and prevented enemies from pathing through closed doors.
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Fixed New York Minute failing to resume past the big descent.
Domination
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NCO Technicians have refurbished faulty circuit breakers in the region.
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Fixed enemy navigation paths and early NG+ enemy spawns.
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Added New York Minute time pickups to the drone encounter.
The Graveyard
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Added a pity timer to the final encounter.
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Fixed an issue causing enemies to stay passive during the final fight.
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Fixed an NG+ enemy becoming rooted in place.
Other Levels
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Amet: Added flashlight toggling in dark areas of interest. Improved music transitions.
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Buried: Added a new secret weapon crate and an extra encounter on NG+.
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From Kingdom to Crown: Delayed Imago reinforcements when destroying crucibles. Fixed a quest scripting error caused by sequence breaking.
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God’s Light: Rebalanced enemy spawns across NG and NG+. A shadowed figure now watches your every move.
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Hospital: Fixed injured civilians shifting off their beds.
Relics & Game Modes
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New York Minute:
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Minimum timer capped at 20 seconds upon reaching checkpoints.
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Increased time awarded per kill from 3.5s to 5.0s.
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Relic System & NG+:
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All Golden Relics can now be activated simultaneously.
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Fixed an issue where Relics remained active after disabling NG+ in the profile.
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Fixed the Relic system incorrectly disabling NG+.
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Fixed Hitokiri Golden Relic preventing movement in level E1M1; hidden ammo counter on the variant.
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Oneshot Relics now properly scale Burn and Shock damage.
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Fixed incorrect ammo count display when using the Spartan Relic.
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Settings, UI & Quality of Life
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Settings & Controls:
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Added gameplay toggles: Disable Aim Assist, Hide Hitmarkers, Hide Crosshair, Hide Enemy Healthbars, Reduce Screen Effects.
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“Hide HUD” option no longer mistakenly hides the crosshairs.
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Invert Look/Input settings moved out of the Gamepad submenu so mouse users can access them directly.
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Increased mouse sensitivity slider precision.
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UI & Localization:
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Added fallback logic for unlock screens failing to dismiss.
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Fixed mouse cursor drifting outside the active game window on death or cutscene events.
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Fixed mission briefing objectives extending off-screen in 4:3 aspect ratios.
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Fixed Russian text truncation on the cutscene skip prompt.
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Fixed missing font glyphs in Portuguese and Spanish.
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Updated pickup icon for the Nuclear Arming Key.
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The death menu input prompt now dynamically updates when swapping input devices.
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Display friendly project and Unreal Engine versions on the pause screen.
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Visuals, Audio & Performance
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Performance:
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Substantial performance optimizations across all systems.
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Particle effects optimized globally; converted impact effects to GPU particles.
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Optimized sky materials and improved Namazu particle performance.
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Optimized performance in the Betrayal sequence, God’s Light Church, and breakable objects.
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Reduced center-screen visual clutter when FIVE is under the effects of MAETH.
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Audio:
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Increased audio radius for collectible ambient sounds.
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Improved Katana enemy impact sounds.
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Added Helicopter Missile warning sounds and adjusted falloff ranges.
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Adjusted Thermal Saw impact audio and reduced its ambient volume.
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Fixed Club music filter shutting off upon re-entering the area.
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Batteries & Mechanics:
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Battery sockets now accept batteries even while held by the player.
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Added visual effects when batteries are destroyed.
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Fixed a crash bug related to battery sockets.
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Fixed teleport failures when no teleport zone is active.
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- Additional notes: none
- Source: MAETH (Steam)
How to download updates for SPRAWL zero on Nintendo Switch 2?
To download the updates for SPRAWL zero, you have three options:
- let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off
If not…
- try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;
OR
- select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.
To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.
