THE FINALS Update 11.7.0 gives Shockwave a two-second Glitch effect

28/08/2026 - 07:50

Embark Studios has released Update 11.7.0 for THE FINALS, introducing a potentially important improvement for the Medium build’s Shockwave Specialization. Enemy Contestants struck by Shockwave now receive the Glitch effect for two seconds, temporarily denying access to Gadgets and Specializations in addition to the ability’s existing displacement.

The update also continues the Deep Signal event and Orbital Hitters limited-time mode, adds the music-themed Feedback Looper Set to the Store and begins the final week of availability for The Grand Major 2025 bundles. Its technical corrections address crashes associated with the transition to Unreal Engine 5.7, an AMD FSR3 performance problem, several PlayStation 5 issues and crackling weapon audio on Xbox.

Update 11.7.0 is not a large-scale content release, but the Shockwave adjustment could have a greater effect on the live sandbox than the patch’s relatively short change list initially suggests.

Shockwave now disrupts enemy abilities for two seconds

Shockwave now applies a two-second Glitch effect to every enemy player it hits. The effect does not apply to teammates, the Medium using the ability or deployable equipment caught in the blast.

Glitched Contestants cannot use their Gadgets or Specializations for the duration of the effect. This adds a second tactical function to an ability that was originally designed around physical displacement, environmental interaction and movement manipulation.

Previously, a successful Shockwave could push an opponent away from a Cashout Station, remove them from advantageous terrain or disturb their aim and positioning. It could also manipulate objects and detach equipment such as mines and turrets from surfaces. Following the update, the same hit can prevent the affected enemy from immediately responding with an escape, shield or utility ability.

The effect lasts only two seconds, so Shockwave does not create a long period of complete ability denial. Nevertheless, THE FINALS is fast enough for a short interruption to decide a close fight, especially when the target was relying on a Specialization to survive or disengage.

Embark’s “micro stun” description needs some clarification

Embark describes the new effect as a Glitch “micro stun,” but it should not be confused with a conventional stun that completely immobilises an opponent. The Glitch effect prevents the use of Gadgets and Specializations and interferes with the affected player’s interface, but it does not inherently remove their ability to move, aim or fire their weapon.

This distinction matters when evaluating the strength of the change. A Shockwave hit does not automatically leave the opponent helpless for two seconds. The enemy can still return fire, move toward cover or attempt to win the gunfight through normal weapon damage.

What disappears is the ability to access class-specific tools during the interruption. A Light cannot immediately activate Evasive Dash to escape, a Heavy cannot depend on Mesh Shield, and other affected Contestants cannot deploy a Gadget to reverse the engagement until the short Glitch window ends.

The result is closer to a temporary ability lockout layered on top of Shockwave’s knockback than a traditional hard crowd-control effect. Calling it a full stun would overstate what Update 11.7.0 actually introduces.

Mesh Shield, Cloaking Device and Evasive Dash are the intended targets

Embark specifically identifies Mesh Shield, Cloaking Device and Evasive Dash as examples of the Specializations Shockwave should now counter.

Against a Heavy using Mesh Shield, the Medium can attempt to hit the player with Shockwave and create a brief opportunity in which the shield cannot provide its normal protection. The Heavy can still fight with a weapon, but the defensive option that would normally control the exchange is temporarily unavailable.

Cloaking Device users face a similar problem. Invisibility is intended to let Lights disengage, change angles or initiate an attack without offering a clear target. Applying Glitch at the correct moment prevents immediate access to that Specialization and gives the Medium’s team a short period in which to maintain pressure.

Evasive Dash is another logical target because it allows a Light to change position rapidly and escape an unfavourable close-range exchange. A successful Shockwave already displaces that player; the Glitch effect now prevents an instant Dash from correcting the movement.

These interactions give Mediums a direct but skill-dependent response to several strong survival tools. Shockwave still has to connect with the enemy, and its user must capitalize on a very short window. It does not passively suppress every Specialization in the surrounding area.

Deployables are deliberately excluded from the new Glitch effect

Update 11.7.0 states that Shockwave’s Glitch does not affect deployables. This prevents the ability from replacing dedicated anti-gadget options such as the Glitch Grenade.

A Shockwave can still push objects and detach mines or turrets through its existing physical behaviour, but the newly added status effect is reserved for enemy Contestants. Players should not expect it to shut down every Guardian Turret, mine or other powered object caught in the blast.

That limitation is important for keeping the ability’s role focused. Without it, Shockwave could displace players, provide personal movement, manipulate Arena objects, interrupt enemy Specializations and disable an entire defensive setup with the same activation.

The separation also creates a tactical choice. Shockwave is now better at disrupting the Contestant operating behind a defensive position, while other equipment remains necessary when the deployables themselves are the main problem.

The change expands Shockwave beyond its Aerialist origins

Shockwave entered THE FINALS in Season 10 as the defining Specialization of the Medium Aerialist playstyle. Its original purpose was to manipulate momentum by launching players and objects away from the point of impact.

That design produced several possible uses. Contestants could displace enemies, clear space around an objective, throw loose objects across the Arena or use the resulting force as part of their own traversal. Embark also promoted interactions capable of detaching mines and turrets from their positions.

Shockwave could be combined with movement tools such as the Jump Pad to produce especially large launches. Embark briefly restricted the maximum height of that combination during Season 10 before reverting the limitation in Update 10.6.0, concluding that the original reduction had been too aggressive.

This history shows that Shockwave was already a mechanically versatile Specialization. Its problem was not necessarily a lack of possible applications, but the difficulty of converting those applications into consistent value during ordinary matches.

Update 11.7.0 gives every direct hit a clearer combat reward. Even when the knockback does not throw an opponent from a platform or create a dramatic environmental elimination, the two-second Glitch can still support the following gunfight.

Embark says Shockwave was the least-used Medium Specialization

According to the developer note accompanying the patch, Shockwave had become the least-used option among the Medium Specializations. Embark believes it can provide greater survivability for the class while functioning as a skill-based answer to powerful enemy abilities.

Low usage does not automatically prove that a Specialization is weak. Shockwave asks players to understand momentum, Arena geometry, projectile placement and the positioning of both teammates and enemies. More direct options can naturally attract a larger audience even when the technical alternative has a high ceiling.

The new Glitch effect reduces the amount of exceptional circumstances required for Shockwave to feel productive. The user no longer needs to knock an opponent from the map or engineer a complex movement combination to justify the selection. Temporarily disabling an escape or defensive Specialization is a repeatable benefit that applies across multiple modes.

Whether that is enough to increase its selection rate will depend on consistency. If Shockwave remains difficult to land during close-range fights, the additional effect may mostly reward players who were already proficient with it. If the hit is reliable, it could become a much more common part of Medium loadouts.

Two seconds can be decisive in coordinated team fights

The Glitch duration appears short in isolation, but coordinated teams can exploit it more effectively than individual players. A Medium can use Shockwave to open a brief attack window while both teammates concentrate fire on the displaced and temporarily restricted target.

A Heavy denied access to Mesh Shield for two seconds may be forced to expose itself during the most dangerous part of the engagement. A Light unable to Dash or Cloak may have to fight from the position chosen by the Shockwave impact rather than the one it intended to occupy.

The effect should also be useful around objectives. Temporarily denying access to movement or defensive Specializations can make it easier to remove a Contestant from a Cashout Station, interrupt a push or prevent an immediate re-entry after displacement.

Because the Glitch ignores friendly players and the user, Shockwave can be deployed during crowded team fights without disabling allied equipment or abilities. That gives it a cleaner coordination profile than effects that require teammates to avoid their area.

The main constraint is timing. Activating Shockwave too early may allow the Glitch to expire before meaningful damage follows, while using it after the enemy has already committed a defensive ability could provide less value depending on how that interaction resolves. Teams must treat it as the beginning of an attack rather than an isolated interruption.

The buff also creates a legitimate power-creep concern

Shockwave now combines displacement, object manipulation, traversal utility and ability denial. Adding another function to an already flexible Specialization carries some risk, even if its previous usage was low.

The most important question is whether the two-second Glitch supplements Shockwave’s intended movement identity or begins to overshadow dedicated disruption equipment. The exclusion of deployables helps preserve some separation, but direct ability denial remains highly valuable against several popular Specializations.

Its reliance on player accuracy is the principal counterbalance. Shockwave does not automatically affect every opponent in an engagement, and failing to connect wastes the opportunity. The user must also react quickly enough to exploit the brief status effect.

If the change substantially increases usage without making the Specialization oppressive, it will have achieved Embark’s stated objective. If Shockwave becomes a universal Medium selection because it covers too many situations simultaneously, its displacement strength or Glitch functionality may require further adjustment.

The patch does not alter Shockwave’s damage, physical force, capacity or cooldown, so the live impact will come entirely from the additional utility attached to successful hits.

Deep Signal enters its final week

The Deep Signal event remains active, giving Contestants another week to complete daily contracts and earn tickets for the ENGIMO-sponsored reward wheel.

Players can obtain as many as three tickets per day. Each ticket provides another spin of the wheel, which contains more than 20 potential rewards.

Landing on a duplicate converts that position into a Golden Ticket. The next time the wheel lands on that space, the Golden Ticket guarantees a reward that the player does not already own. This system does not eliminate duplicate spins immediately, but it prevents repeated results from remaining permanently unproductive.

With only one week left, players who want to complete the wheel should prioritize the daily contracts. Missing several days directly reduces the number of free spins available before the event closes.

Update 11.7.0 does not add another reward pool or reset existing progress. It continues the event introduced in the previous weekly update and serves as a reminder that its remaining participation window is limited.

Orbital Hitters keeps the Arena fight in space

Orbital Hitters is also continuing for another week. The limited-time mode adapts the earlier Heavy Hitters formula to an ENGIMO-sponsored space setting.

Sledgehammers return as the central weapon, with Contestants using impact and environmental tools to launch opponents away from safe ground. Positioning and momentum are more important than a conventional exchange of ranged fire, as an opponent can be removed from the fight by being knocked from the Arena.

The mode also creates an appropriate environment for experimenting with force-based mechanics. Although Shockwave belongs to the Medium build and Orbital Hitters uses its own specialised format, both pieces of the update reflect THE FINALS’ broader emphasis on displacement and physics-driven combat.

There is no newly announced extension in Update 11.7.0. Embark states that a week remains, making this the final opportunity window for players who have not yet completed the associated event activity.

The Feedback Looper Set brings rock performance to the Store

The new Feedback Looper Set provides the cosmetic focus of the update. Its presentation is built around an Arena guitarist dressed in leather and shades, with Embark jokingly promoting the update under the heading “Guitar pick included.”

The set continues the game’s tendency to frame Store cosmetics as part of its fictional entertainment programme. Rather than separating the outfit from the game-show identity, the accompanying promotion presents the Contestant as the performer occupying the Arena’s spotlight.

Embark’s written notes do not provide a complete item-by-item inventory or pricing breakdown for the set. Those details should therefore be checked directly in the in-game Store rather than inferred from the promotional artwork or trailer.

The Grand Major 2025 Store bundles are also entering their final week. Players interested in the esports-themed packs will need to obtain them before they leave the current Store rotation, although Update 11.7.0 does not publish a precise removal hour.

Unreal Engine 5.7 crash fixes address the cost of the recent upgrade

Embark recently upgraded THE FINALS to Unreal Engine 5.7, a substantial underlying technology change for a game that depends heavily on destruction, physics, visual effects and networked environmental simulation.

Update 11.7.0 fixes several crashes introduced during that transition. The notes do not identify every individual crash scenario, but the acknowledgement confirms that the engine migration caused new stability problems requiring follow-up work.

Engine upgrades can provide long-term rendering, development and performance benefits, but they also change low-level systems on which an established game depends. Even when normal gameplay appears unchanged, alterations to asset handling, drivers, memory behaviour and platform-specific code can generate regressions.

This patch should improve the immediate experience, but the broad wording suggests Embark may continue monitoring stability rather than treating every issue associated with Unreal Engine 5.7 as completely resolved.

PlayStation 5 receives two targeted stability corrections

On PlayStation 5, Embark has fixed an occasional crash and an issue that repeatedly requested user input through the save dialog during the game’s first launch.

The repeated dialog was not a balance or gameplay problem, but it affected the first experience of opening the client. Correcting it removes unnecessary friction for new or returning PS5 players installing the current version.

The additional crash fix is described only as occasional, without a documented trigger. Players experiencing other reproducible PS5 crashes should not assume that every platform problem has necessarily been addressed by this one entry.

PC players no longer need to remove inpoutx64.sys

Update 11.7.0 resolves a crash associated with the Windows driver file inpoutx64.sys. Players previously affected by the conflict had been required to uninstall the file to launch or play THE FINALS.

Embark says that workaround is no longer necessary because the underlying crash has been fixed. This is a meaningful correction for players using software or hardware configurations that rely on the driver, as manually removing a system-level component is not an ideal prerequisite for running a game.

The update also fixes a performance degradation issue affecting AMD FSR3. Embark does not provide benchmark figures or specify which combinations of resolution, hardware and graphics settings experienced the problem, so the size of the improvement may vary between systems.

Players who previously disabled FSR3 because performance worsened should retest the option after installing the update. The patch confirms that a degradation problem was corrected, but it does not guarantee that FSR3 will deliver the same result across every PC configuration.

Xbox weapon audio and Private Match visibility are improved

Xbox players receive a fix for weapon audio that could intermittently produce crackling. Audio reliability is particularly important in THE FINALS, where weapon fire provides information about nearby opponents, engagement distance and the direction of ongoing fights.

Private Matches have also received a spectator-interface adjustment. The salmon-coloured team previously shown to players occupying spectator slots has been replaced by green.

The standard spectator colours in Private Matches are now orange, pink, purple and green. This has no direct effect on the balance of a match, but it gives organisers and viewers a clearer, more conventional four-team colour arrangement.

The change is especially relevant for community competitions, broadcasts and organised scrims, where immediately distinguishing teams matters more than it does during casual play.

Update 11.7.0 is small, but Shockwave could change the Medium meta

Most of Update 11.7.0 is dedicated to continuing existing events, rotating Store content and repairing technical problems. Shockwave is the only direct balance change, but it is significant enough to influence how Medium players approach several common matchups.

The Specialization retains its original identity as a movement and displacement tool while gaining a dependable reward for hitting enemy Contestants. The Glitch window is short, excludes deployables and does not completely stun the target, preventing the change from functioning as unrestricted crowd control.

At the same time, denying Mesh Shield, Cloaking Device or Evasive Dash at the correct moment can determine whether an opponent survives. Shockwave now provides mobility, environmental manipulation and a direct answer to enemy survival tools in the same loadout slot.

The decisive issue is whether that versatility compensates for the skill required to use it or pushes the Specialization beyond its intended role. Embark’s live data identified a usage problem; Update 11.7.0 is a clear attempt to solve it without simply increasing damage or knockback force.

Deep Signal and Orbital Hitters give players another week of event progression, while the engine, platform and performance fixes address more immediate technical frustrations. For most Contestants, however, the patch’s lasting consequence will be discovered the first time a well-placed Shockwave removes their escape option for two crucial seconds.

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