r/Marathon 1d ago

Marathon Update 1.1.5

454 Upvotes

Source: https://www.bungie.net/7/en/News/Article/marathon_update_1_1_5


General

  • Added a new experimental PVE mode, Vault Breaker.
    • Explore Cryo Archive as a crew, duo, or a solo player, taking on a progressively challenging series of vaults.
    • Grow stronger across multiple matches with progression that’s unique to Vault Breaker, and push towards the final vault and the mysterious entity within.
  • Added support to Player Voice Reporting and Voice Moderation.
    • More information available at bung.ie/voicemoderation.

Item Economy

Armory

  • Ganglion barters now have a stock limit of 3, with the exception of Hyphatic Gel.
  • Fixed an issue where Ganglion barters could reroll during unintended scenarios.
  • Adjusted some barter costs to include Rubber Salvage.

Cradle

  • The 25% reduction in Cradle progress has now been reverted.
  • New Feature: Cradle Evolution
    • Players whose Cradle has reached level 70 will see a new the option to "Evolve Cradle" below the Cradle XP bar.
    • Activating a Cradle Evolution will:
    • Increases the Cradle energy limit by 1.
    • Reset the Cradle to level 1.
    • Reset all invested energy in each track of the Cradle.
    • Grants the Cradle 1 energy per Cradle Evolution stage.
    • The Cradle can be evolved a total of 7 times.

Pursuit Upgrades

  • Fixed an issue where the MIDA capstone V upgrade's requirements were incorrectly displayed.
  • Fixed an issue where stacked upgrade nodes could become locked if the 6th capstone has not been unlocked.
  • Fixed an issue where stacked upgrade nodes could incorrectly display that an upgrade is available to purchase.

Items & Inventory

  • Added a toggle to enable or disable a free sponsored kit upon death.
  • Fixed an issue where the sell option could be displayed twice in the item tooltip.
  • Fixed an issue where some Salvage items were not displaying their usages.
  • Fixed an issue where sponsored kits would incorrectly display depleted self-revives.
  • Fixed an issue where scrap could not be converted into credits even if there was inventory space to do so.

Ranked

  • Fixed an issue where Rank points could incorrectly display as "0" in the Run Report.
  • Fixed an issue where Ranked sponsored kits would not immediately refresh on rank changes.

Map Loot

  • Fixed an issue where a UESC Cert in Algae Ponds was unable to be interacted with.
  • Fixed an issue where a container in Night Marsh Complex was unable to be interacted with.
  • Fixed an issue where a container in Night Marsh AI Uplink was clipping into the environment.
  • Fixed an issue where a player could get stuck on a container in Cryo Vault 02.

Miscellaneous

  • Fixed an issue where a user could get stuck in a kick to login loop.
  • Updated multi-select item tile visuals to be more visible.
  • Fixed an issue where selling all items in the overflow could be accidentally triggered.

Combat

Equipment

Loadout-Limited Infil Limit

  • Starting mid-season, some equipment items are marked Loadout-Limited. Only 2 Loadout-Limited items are allowed in your loadout during infil. Having too many in your loadout will cause a Crew Error when preparing for a run. Extra items beyond the limit can still be collected in-game and exfiltrated; only infil is restricted.
  • Loadout-Limited items: Bubble Shield, Chem Grenade, EMP Grenade, Flechette Grenade, Frag Grenade, Heat Grenade

Developer's Note: This new infil restriction has two purposes: reduce the efficacy of AOE grenade spam and reduce the prevalence of Bubble Shields. We think grenades are in a good place damage-wise, but feedback is clear that spam is still an issue on Cryo and that Bubble Shields are flattening high level combat.

Bubble Shield

  • Removed the player slow down on entering a Bubble Shield volume.
  • Reduced health in PVP from 560 to 400.
  • Increased health against UESC from 1680 to 2500.
  • Fixed an issue that caused explosions from grenades to not do any damage to Bubble Shields.
  • Increased the damage explosions from grenades do to Bubble Shields by 2x.

Energy Amp

  • Passive prime ability regen reduced by 40%.
  • Passive tactical/trait ability reduced by 40%.
  • Increased buff time granted by Energy Amp from 2 minutes to 3 minutes.

Effects

Invisibility

  • Invisibility will flicker off after sprinting for more than 2 seconds.
    • Note: This change affects invisibility from any source.
  • AI combatants can now hear the footsteps of Invisible players at very close range, and will now enter their search behavior when they do.

Dev Note: Invisibility is currently too powerful as a tool for completely sidestepping PvE encounters. We're taking a sizeable swing here to make it so players will need to be more intentional with their movement after activation. You'll still be able to navigate past enemies but choosing when to sprint and when to move more slowly will be more important. Alongside this change, we're increasing the uptime of Smoke Dive to help ensure that Assassin still has strong disengage tools at their disposal, and we'll continue to evaluate how Invisibility is playing moving forward.

Runner Shells

Assassin

  • Smoke Dive
    • Reduced base cooldown time from 60s to 45s.

Recon

  • Echo Pulse
    • Reduced Echo Pulse base wave count from 7 to 5.
    • Increased time between waves from 2.5s to 3s.
    • Reduced Echo Pulse base ping waypoint lifetime from 10s to 8s.

Dev Note: Echo Pulse is a primary contributor to undesired standoff behavior in our higher tier activities, so we're making some changes to reduce how quickly it snapshots enemy location information and the number of snapshots it provides. This should give players more time to reposition or push between pulses in combination with the changes to Energy Amp detailed above reducing its effective uptime for highly invested players. We'll be keeping an eye on this to see how it performs alongside the rest of the changes for future updates.

Thief

  • Pickpocket Drone
    • While in flashlight-enabled Zones, Pickpocket Drone now has intrinsic Darksight to help pilots navigate through dark interior spaces more easily.

Sentinel

  • Defender System
    • Fixed an issue where the Defender System was able to catch grenades while fading out at the end of its lifetime.
    • Reduced base cooldown time from 180 seconds to 150 seconds.
  • Snare Mine
    • Increased maximum detonation damage per submunition from 5 to 7 against enemy Runners.
    • Increased maximum detonation damage per submunition from 30 to 35 against enemy non-Runners.
  • Prey Tracker
    • Prey Tracker is no longer scrambled by Signal Jammer.

Dev Note: With the infil limit for grenades detailed above coming in, we wanted to give Sentinel's kit a bit more general usability to compensate. Snare Mine will be a more reliable damage tool, and Prey Tracker no longer has an easily accessible counter without downside. As with any new shell, dialing in potency will be a process that happens over time - we'll be monitoring Sentinel's performance for the rest of the season to see how things shake out.

Destroyer

  • Search and Destroy
    • Fixed an issue where sustained damage from the Biotoxic Disinjector weapon was not counting towards building rocket charges.

Rook

  • Recuperation
    • Increased heal rate from 2hp/s to 3hp/s.
    • Increased healing duration from 20s to 30s.

Dev Note: With Season 2, Rook's playstyle shifted more firmly back into scavenger territory without an arsenal of claymores and shotguns, but its ability to recover from a bad situation without reliance on healing consumables with Recuperation wasn't hitting the bar. Overall healing has been more than doubled, making Rook much less reliant on finding Patch Kits in-run. The potency of Rook's arsenal is something we're looking at season-over-season to find the right potency.

Implants

  • Updated implant iconography to better reflect each implant’s unique effects.
  • Triage Cloak
    • Now also activates when using a Mercy Kit.

Backpacks

  • Sneak Pack
    • Fixed an issue where Sneak Pack's Signal Jammer effect did not prevent claymore activations.

Miscellaneous

  • Fixed an issue where removing a player's backpack from a death bag could result in loot being deleted when the player was revived.

Weapons

D54 Battle Pistol

  • Reduced precision bonus multiplier from 1.5x to 1.38x.
    • Developer's Note: This seems like a small change but this change means the D54 Battle Pistol requires 3 precision bursts to down a Grey Shield Runner, up from 2 Bursts, and 4 bursts to down a Purple Shield Runner, up from 3 bursts.
  • Reduced damage fall range minimum and maximum across all stat tiers by 10%.
    • Maximum 100 Range stat damage falloff minimum goes from 38 meters to 34 meters.
    • Maximum 100 Range stat damage falloff maximum goes from 72 meters to 64 meters.

V22 Volt Thrower

  • Removed the 0.5s target acquisition time to better enable ambush style gameplay.
    • The visual target indicator always showed immediately but projectiles wouldn't actually track until after being on target for 0.5 seconds.
  • Increased projectile velocity speed from 56 m/s to 80 m/s.
  • Completely retuned rate of fire and firing spin down.
    • Increased max rpm from 507.3 to 540.
    • Decreased min rpm from 309.3 to 140.
    • Spin down based on heat now spins down more linearly instead of the previous behavior.

Twin Tap HBR

  • Increased base damage from 22 to 24.
  • Increased precision bonus multiplier from 1.3 to 1.4.
  • Increased the speed between rounds in a burst by 50%.
    • Retuned recoil direction to compensate.
    • Increased intensity of sim input and camera shake to compensate.
    • Decreased stability at the lower investment tiers by ~20% to compensate.
  • Fixed an issue where ADS Accuracy starting cone size did not improve with ADS Accuracy stat increases.
  • Q-Tap Regen Prestige Mod:
    • Increased the base damage from 15 to 19.
    • Increased the base rate of fire to match normal rate instead of decreasing it.
    • Developer's Note: We heard the feedback on the Prestige Mod hurting the PVP performance of this mod too much compared to the base gun. In our testing, optimal TTKs are now comparable with that of the base weapon.
    • Removed the low health requirement on the Prestige Mod healing perk:
    • Hitting 4 precision hits in rapid succession starts health regeneration.
    • Reduced the heal rate from 1.5x the speed of a Patch Kit to 0.8x the speed of a Patch Kit to compensate for the ease of use buff.
    • Added a 3 second cooldown since this perk can now be activated theoretically back to back.

KKV-9SD

  • Redistributed damage profile to lower reliance on headshots.
    • Developer's Note: KKV always had a mathematically faster optimal TTK than most weapons but it was reliant on almost entirely headshots and missing a single one would result in a massive drop in TTK. This change makes the optimal TTK remain as fast as before but it makes body shot TTK faster and the punishment of missing a single headshot much less.
  • Increased base damage to 9, up from 8.
  • Reduced precision damage scale to 1.29x, from 1.45x.

CE Tactical Sidearm

  • Improved ADS Accuracy starting cone size on the base version by ~10%.
  • Improved ADS Accuracy final cone size on base version by ~13%.

Bully SMG

  • Reduced Rodeo Mag size from 72 to 61.
  • Reduced maximum magazine size from Drum Mag from 66 to 58.
  • Reduced damage falloff at the high end and retuned damage falloff at all range stats to compensate. This results in Bully's maximum range before suffering falloff to be reduced from 40 meters to 32 meters and maximum damage falloff range to be reduced from 70 meters to 62 meters.

WSTR Combat Shotgun

  • Damage increased from 85 to 100.
  • Reduced precision bonus multiplier from 1.05x to 1.0x.
  • Increased spread by 20% across all stat tiers.
  • Reduced aim assist falloff start at the top end by 30%.
    • Retuned stat tiers to compensate.
  • Reduced aim assist falloff end at the top end by 12%.
    • Retuned stat tiers to compensate.
  • Reduced magnetism falloff by ~10%.
  • Reduced minimum damage percentage at max falloff from 20% to 10%.
  • Retuned damage falloff across all tiers:
    • 2HKO range with a grey WSTR against base shields: 3 meters.
    • 2HKO range with a grey WSTR against purple shields: 2 meters.
    • 2HKO range with a max invested WSTR against base shields: 7 meters.
    • 2HKO range with a max invested WSTR against purple shields: 4 meters.

Misriah 2442

  • Damage reduced from 140 to 110.
  • Reduced precision bonus multiplier from 1.2x to 1.0x.
  • Reduced rpm from 72 to 58.
  • Fixed an issue that caused the range stat to not modify aim assist or magnetism falloff:
    • This results in roughly a 30% buff to aim assist when at 100 range stat but roughly a 25% nerf to magnetism at 100 range stat.
  • Retuned damage falloff across all tiers:
    • 2HKO range with a grey Misriah against base shields: 10 meters (was 11 meters).
    • 2HKO range with a grey Misriah against purple shields: 9 meters (was 10 meters).
    • 2HKO range with a max investment Misriah against base shields: 14 meters (was 18 meters).
    • 2HKO range with a max investment Misriah against purple shields: 12 meters (was 16 meters).
  • Full-Auto Selector Prestige Mod
    • Reduced hipfire rpm from 72 to 58.
    • Both hipfire and ADS now fire full auto, as opposed to just hipfire.
    • In addition to previous benefits, hipfire mode massively increases movement speed with the Misriah equipped.

Volt Battery Weapons

  • Increased the amount of trickle charge generated while moving with Volt Battery weapons equipped by 4x.

Chips

Exit Buddy

  • Removed unintentional camera shake on perk activation.

Miscellaneous

  • Fixed an issue where switching weapons while mantling could store weapon charge state in some circumstances.

Contracts

  • Fixed an issue in the Mida "Expose/Extinguish" contract where one crew could expose/extinguish all the stockpiles, blocking progression for other crews.
  • Traxus “Unsanctioned Hostilities [5/5]” now supports recovering the targeted contract item from other players and will grant objective progress.

Zones

  • Fixed multiple issues involving containment, floating geometry, or loot that was inaccessible due to map geometry.
  • Added new sources of faction reputation to Cryo Archive.
  • Added additional cover near infils in Dire Marsh where infil rushing was easily exploited.
  • Exfil icons in Cryo Archive no longer use the guarded exfil map icon, and fixed an issue where waypoints did not appear on exfils until pinged on the mini map.
  • Increased the duration that icons remain on the HUD after using a Scanner in Cryo Archive.
  • Fixed an issue where incorrect audio queues were playing on UESC Network Towers on Night Marsh.
  • Fixed an issue where players could get squashed by a UESC dropship in Bioresearch.
  • Fixed an issue where DCON waypoints were leading to incorrect locations.
  • Fixed an issue where the horn on the hauler was missing an interact prompt.
  • Fixed an issue where the Anomalous Substance waypoint was not updating correctly.
  • Fixed an issue where Oni would announce that UESC Convoy was active, but the Convoy did not spawn.
  • Removed //THEN requirement from Traxus "Return on Investment 5/5" to credit all contract holders when stockpile spawns to allow contract completion by last holder of salvage on exfil.
  • Fixed issue where "IN A SINGLE RUN" was present on crew objectives in the objective HUD widget.

Stability and Graphics

  • Fixed an issue that could cause a graphics crash when closing the game.
  • Fixed a graphics crash that occurred when players were unable to enable FSR.
  • Fixed a graphics crash that occurred when the game experienced heavy loading.
  • Improved reticle visibility when playing in HDR mode.
  • The flashlight no longer appears blocky when close to a surface when anti-aliasing and variable-rate shading is active.
  • Fixed an issue causing flashing graphic artifacts on UESC shields in Night Marsh.
  • Improved Thief X-Ray performance when using an AMD GPU.
  • Fixed an issue where signing into the game on a second device would cause both devices to wait for over a minute before timing out the first device.

r/Marathon 1d ago

Marathon (2026) VAULT BREAKER // EXPERIMENTAL PVE MODE MEGATHREAD

337 Upvotes
Source: Bungie

Cryo, Uncontested.

Welcome to our Vault Beaker Megathread!

Due to the unprecedented nature of this activity being Marathon (2026)'s first PvE only activity, we felt it was prudent to establish a megathread where runners may discuss their feelings on this unique iteration of the game in a focused manner.

Share your thoughts! What's working, what isn't? What's weird and what's wonderful.

This Megathread will be swapped out with a fresh one next week once players are a bit more familiar with the state of the mode.

Shell Game

Vault Breaker Supports, Solo, Duo, and Trio playstyles. If you want to squad up with other runners to conquer the depths of the UESC Marathon

If you would like help finding fellow runners to plunge the depths of cryo with, feel free to check out our LFG Subreddit: r/MarathonTheGame, our LFG Megathreads: Tau-Ceti Team-Ups, Or just use the thread below!

Vault Breaker Explained

To Learn how Vault Breaker Works, please either watch this overview, follow the Bungie.net link, or continue reading below.

What is a Vault Breaker?

Vault Breakers utilize hit-and-run tactics to master the secrets of the Marathon’s Cryo Archive. They travel light and target the Archive’s many vaults in search of valuable loot and deeper access throughout the deck.

Vault Breakers’ strategic deployments challenge the UESC’s jurisdiction aboard the Marathon—applying constant pressure to defend the zone against Runner incursions. They strike during “quiet” moments—while rival crews are focused on Tau Ceti IV—to keep the UESC off guard and to maneuver with more focus, free of the chaos of a contested zone.

What is the Vault Breaker Mode?

Vault Breaker offers a roguelite PvE experience inside Cryo Archive, where you’ll take on progressively tougher Vaults across multiple runs. You’ll acquire Vault Data to upgrade your special Sponsored Kit (more details below), or spend that progress on gear in the new Vault Breaker Armory that features weapons, items, and more that you can bring back to your other adventures across Tau Ceti.

Note: All items and gear found in-run are restricted from exfil except event currency and rewards will only be available during the event period, so best to prioritize room for Vault Data and of course, items essential for you to make it to exfil.

How do I "Break" a Vault?

To access Vault Breaker, you’ll need to equip the free special Sponsored Kit found in the Vault Breaker Armory tab under the Events section.

This Sponsored Kit won’t be in its final form when you first grab it. At the start, the kit is at its weakest, offering only one standard weapon along with a small amount of equipment and consumables.

Each run, you’ll earn Vault Data, a special event currency that can be spent in the Vault Breaker Armory to upgrade the special Sponsored Kit for stronger PvE runs, or to purchase items and gear that can be used outside the event.

There are two tiers of Vault Data to earn:

  • Tier 1 Vault Data can be found in Vaults and then needs to be exfilled.
    • Tier One Vault Data is also awarded for killing a UESC Commander, and that reward is granted post-run whether you successfully exfil or not.
  • Tier 2 Vault Data can only be earned from consecutive Vaults solved in the same run and then successfully exfilled. You’ll need to manage your time and routes wisely. This will be especially tough for solo Runners.

As you earn Vault Data, different upgrade paths will begin to open.

You might want to focus on weapon quality. Others may want more survivability, or they may want to get started with a wider mix of implants and cores. The path is entirely up to you.

And of course, Cradle and Faction upgrades will also be enabled for the event.

Source: Bungie

Spoils of a Broken Vault

There will be 4 unique Vault Breaker Codex challenges available that award cosmetics:

  • Profile Emblem - Opposition marker
  • Profile Background – UESC Command
  • Circuit Breaker Weapon Style – UESC Bulwark
  • Weapon Charm – USEC Control

Note: The Cryo Archive Shell Skins do not drop from Vault Breaker

Source: Bungie

The Experimental Phase

Vault Breaker is an experimental mode for Marathon, this means it is temporary and runs from Time of Posting until August 4th (Though Future PvE content has already been confirmed for Next Season), enjoy it while it lasts, we hope you have fun Runners!

Look Cool in the Cold

To celebrate this unique step in Marathon's history, we are rolling out four new user flairs!

  • Vault Breaker
A Temporary Flair that will only be selectable for the weeks VB is active, get your souvenir credit on the subreddit!
  • Achromatic Rush
This has been inarguably the most highly requested user flair in the sub's history, so why not now to make it a reality!
  • S'pht Compiler (New)
The Evil of the Archive, now in 128x128 increments!
  • S'pht Compiler (Classic)
Can't leave out the original for those classics fans!

Why are you still here?

Go try out Vault Breaker Already!!!!!


r/Marathon 5h ago

Marathon (2026) Discussion Please don't fall for the same trap twice

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1.1k Upvotes

This has always been the case. Putting aside poor upper management, Destiny was a 10 year long experiment that showed us how it is nigh impossible to please both.

Even when both groups were relatively happy with the current state of the game, it was too expensive. Marathon is already a $150m+ loss so we can't expect a huge influx of dev talent and labor to expand one part of the game without the detriment of the other.

Destiny stopped new content because no matter how healthy or successful the game was, it's still one game/income source and can't be worked on as if it's more than that, which pvp and pve both require.

Overwatch fell for the same trap and it almost killed the game too. Tens of millions and years of dev time wasted on a (admittedly much worse than bungie) PvE mode that brought about a content drought. Had marvel rivals been on the scene earlier, it could have killed the game then and there. Another inverse example is apex which outright removed their more pvp heavy arena mode.

Tldr; the suggestions I'm seeing for marathon as a hub for all sorts of game modes, from extraction to pve to pvp arena and so on will not work because it's too labor intensive to upkeep everything at the same time


r/Marathon 7h ago

Marathon (2026) Shotsinii's Animations and art are Great

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1.1k Upvotes

Make sure to look him up and appreciate his work I watch his art and animations over and over it's really cool


r/Marathon 2h ago

Marathon (2026) yummy data blobs

304 Upvotes

ouuuuuuughhhh.... so full....


r/Marathon 3h ago

Marathon (2026) Discussion New license agreement

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378 Upvotes

I know it's the norm nowadays but seeing this and the class action waiver at the end of the agreement, I can't shake the feeling they're covering their back in case the game is unexpectedly shutdown. I hope this just basic legal stuff as I'm no expert and hope the game gets to have a long life and the love it deserves

Edit : thanks for the reassuring replies about it being normal for all the games as I suspected, was just a bit surprised by a new agreement today, I can peacefully get back to vault breaker


r/Marathon 5h ago

Fan Art/Fan Creation I liked Cryo so much, I made it IRL! [giveaway]

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318 Upvotes

I’ve been working on this creation for a while now, and I’m excited to finally show it off!

To celebrate the launch of a new way to play Cryo, I’d like to give away a CYRO themed bag charm to a lucky commenter! To enter, just leave a comment.

I’ll randomly select a winner three days after this post goes live and reply directly to the winning comment from this account only: u/rameneater_haun.
I will never ask for payment of any kind. Shipping details will be arranged privately through DMs after the winner is chosen!

I make Cryo and faction-themed bag charms in small batches and wanted to share them with the community. Thanks for checking them out! If you're interested in them, you can also check out my Etsy shop "R3DGameEssentials" - I'm running a little summer sale over there!

A huge thanks for r/marathon's mod team for allowing me to run alittle giveaway and a massive shoutout to all the inspirational artists and team over at bungie for creating such a fantastic world.

Thanks so much for checking out my creation, and try not to lose everything at the lose-everything factory, runners.


r/Marathon 9h ago

Marathon (2026) Discussion Vault Breaker is a Great and a solid base to build on for Future

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609 Upvotes

Played Vault Breaker a bit from yesterday and honestly been liking it a lot. I like how agressive the PvE enemies are, the increase in enemy density is good. The push for doing 2 to 3 Vaults back to back is really fun and I bet will get easier as I get more T2 upgrades for the Free Kit (I am yet to do the compiler). I am gonna play more to get that Cryo 6 key for normal Cryo.

The bones for a great mode are here but it is not really that deep which is understandable as this is an experimental mode that Bungie likely developed last minute. For me the most intersting part of the mode is tbe upgradable Free kit, it is a really cool idea that could be built upon for upgrading parts of the kit with your items.

I think this mode can be expanded to other maps such as Night Marash and Outpost. Maybe moving from key room to key room with some added mechanics. I do hope Bungie sticks with this mode to expand and improve it as it has a really soild foundation for a good Roguelite mode.


r/Marathon 6h ago

Fan Art/Fan Creation My art of marathon

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229 Upvotes

Hi everyone, sorry for the inconvenience. I'm here to offer my services as an artist. I'm a big fan of Marathon and wanted to share my projects.


r/Marathon 5h ago

Media Post WSTR buff official video

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148 Upvotes

r/Marathon 3h ago

Marathon 2: Durandal (1995) If Bungie just marketed NuMarathon like the old games, they'd already have one morbillion players

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99 Upvotes

r/Marathon 3h ago

Marathon (2026) Feedback The new PVE mode is a good idea but needs tuning. Fast. (a personal POV and well intended feedback)

90 Upvotes

Before the skills issues thing. Let me get this out of the way:

I have done compiler kills on every character. I have all titles in the game apart from the new one (7 resets will take a while) and I was Pinnacle 1 on season 1 and will likely be Pinnacle 1 this season again. I am not the best player of the game by any extent of the imagination but I think I am among the people in this game who would not be called a beginner or even an intermediate level player. Also, I have already done everything there is to do in the new mode yesterday, including killing the compiler.

Now on to the PVE mode:

The game is great but...

We need more people playing the game.

Barrier to enter is too high.

We need to expand the appeal of the game so people can play on a ladder to get to the hardest ways of playing the game, feel more comfortable, and also so they can enjoy the game a bit without constantly losing.

There are likely thousands of ideas that could be implemented to achieve those goals. Bungie chose one.

Enter Vault Breaker.

I love the idea. Honestly. It won't be a silver bullet, but it is a step in the right direction. However, that stuff needs tuning.

My main takeaway is that it is way too hard and in a boring way. You will likely not be able to kill the compiler unless you split throughout the map and find batteries alone and do some of the vaults in duos or solo. My team is fairly ok at the game and if we were struggling to do it, i bet there will be a lot of others (the people this thing should be actually aimed at, findin the content way way too hard).

What I would suggest:

• Bring back the armor lockers. Having not a single armor locker on Cryo and starting with only the Magnum and the Volt AR is just a pretty boring experience. It would be nice to have the chance to get better weapons throughout the map. And the main challenge with the compiler is actually having decent weapons to do damage during the damage phase.

• Add the yellow weapons to the vaults they belong to, like in normal cryo. This is a chance for people to have fun with weapons they might have a hard time getting in PvP mode. Remember, the game is about having fun; let's help people have fun. It is not a hard concept to grasp. Plus, you won't keep the guns when you leave anyway. No one is harmed by this.

• Either make it so it is 2 vaults and then compiler rather than 3 vaults and then compiler, or make it truly random. Doing all those vaults over and over for little reward is not very fun; give people a chance to get a lucky run. The compiler gives people nothing other than the same stuff you get on the other vaults; why gate it so hard?

• Allow people to further better their initial kit all the way up to a gold kit. I play with full golden kits most of the time when playing pvp and that is so fun, let people have that fun, ungate that fun from the at least on PVE, give them a path to that fun. This will also give the mode more longevity and something to grind for, upgrading your gear all the way up to gold.

• Add a better version of the vault tokens that you can only get from the compiler and that you need for the highest tier of upgrades. Make doing the compiler more than once worth it. Otherwise, you do it once for the codex, then grind tokens for rewards at the shop and never try the compiler again. Use those tokens to gate better rewards at the armory as well. So there is a clear progression ladder.

• Add more cosmetic rewards. (This could come later, but there needs to be more to grind towards)

• This is a HUGE one. Make the keys not templates. It is an absurd idea that the golden key is a cryo template and you get this in a mode where people are supposed to go to get respite from the carnage of PvP cryo. A huge part of the current templates are all going to end up in the hands of good PvP players who will kill other people trying to do their template "quests".

These are just some top-of-the-head thoughts. I would really want to see the game succeed. I love the game. And the PVE is a great idea. However, it needs real tuning. As it is , for veteran players it is a 3-day activity that will quickly lose its appeal, and for the casual or beginner player it is a hard experience that will be fun at first and will end up in frustration and feel ultimately unrewarding.

Love you, bungie. Keep on believing.


r/Marathon 8h ago

Question Interested player here, is it worth buying Marathon mostly to try out the new PvE mode?

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202 Upvotes

I love PvE shooters and I’m a fan of Destiny. I’m not terribly excited about pvp, however, which is why I haven’t grabbed Marathon. This new PvE mode looks really great and I’m thinking about buying this game mostly for this mode.


r/Marathon 5h ago

Marathon (2026) Discussion Vault breakers is super fun but i wish the vaults gave you more gold weapons so you can actually have fun trying them on bots :<

122 Upvotes

r/Marathon 1h ago

Marathon (2026) Discussion To the people complaining about vault breaker difficulty

Upvotes

I keep seeing post about how vault breaker is to difficult and its impossible to kill the boss.

The mode has only been out for a day and your trying to rush the boss. We have 2 weeks of this.

You start with just a gray shields and no backpack. You need to build your kit with store upgrades to make the fights easier. The amount of enemies are the same as standard cryo, it just that you don't have your most meta gear.

I know most of equipment drops and spawns have been reduced but you can still find good loot boxs in the same places every time.

You have 35 minutes to do at least one vault you don't need to rush around the map. There are no other players to rush you, slow down plan your route bots don't regularly spawn in hallways.


r/Marathon 6h ago

Marathon (2026) Feedback Vaultbreaker is FUN and has shown that HIGH STAKES hard PVE Extraction can be a draw.

119 Upvotes

Even though the rush of completing a vault while facing real player threats isn't there, it's surprisingly well replaced by the pressure of trying to complete all three vaults in a single run.

To me, this mode feels like proof of concept that a true PvE extraction mode could work—one where you bring in gear you've earned and have a real chance of losing it. I want the kind of difficulty that forces me to actually play well, or risk losing my entire loadout. I want to be able to risk my gold-tier gear against challenging AI, but only if the bots are difficult enough that extraction never feels guaranteed.

The key is that there should be no free kits in this mode. Every loadout should come from your traditional Marathon runs, giving every deployment meaningful risk and reward.

I think a mode like this would appeal to both a broader audience that enjoys PvE experiences and the core extraction shooter community that wants high-stakes gameplay.


r/Marathon 6h ago

Marathon (2026) Shittiest experience to date

116 Upvotes

Loaded into outpost with a free kit, got matched some 300+ level people with Vidmaster or Gilded titles and whatnot, no mics. First game of the evening that went well for, we killed a team, did convoy, opened pinwheel, red key room - where I got a Flight Control encrypted key for the first time ever. I ping the room excited, but moments later I got unfortunately got clumsily downed by a claymore.

My wonderful teammates decided to not rez me, pick the key off of my body, left me dead and went to open the room themselves because "that's what I get for greeding the pinnacle room". (?) Am I supposed to wait like an idiot until everything is looted because I'm on a free kit? That key was literally the only thing I picked up from there and I'm sure there was plenty of goop for everyone in key room.

What a miserable experience. You guys fucking suck.


r/Marathon 5h ago

Marathon (2026) Discussion If intentional, why is this so ugly?

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97 Upvotes

This doesn't match the UI design at all, and it bothers me an unreasonable amount. Is it a bug? Is it intentional? Who knows, who cares, but please round those corners a bit before I impale myself on them.


r/Marathon 4h ago

Marathon (2026) Discussion When Vault Breaker is over, I really hope it drives more player engagement & inspires a new player base in normal Cryo Archive

78 Upvotes

Love it or hate it, the addition of Vault Breaker is a huge step in the right direction for the game. I've always said the first step of improving in Cryo is 100% map knowledge. Players teetering on the fence about it due to it's high difficulty can safely learn and get more comfortable here. I'm hoping Bungie hit two birds with one stone (PVE mode and a disguised tutorial, in a sense) with this new mode.

The best, most memorable games I have ever played in Marathon are getting someone multiple subroutines for the first time or successfully ex-filing with players that didn't believe in themselves due to the high skill ceiling and difficulty. I remember meeting a dude in an Outpost game we queued on accident. Said hey man, we're leaving in 5 minutes but you wanna run Cryo with us? Decided to do a 6 key and got him his subroutine on his 2nd game of Cryo ever. Remember #thatswhatitsallabout!


r/Marathon 6h ago

Marathon (2026) Vault Breaker Tips - We just cleared Compiler! - WiP

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100 Upvotes

Some VB tips, still in progress, would love to get feedback/suggestions from folks.

This is a really cool mode, and the high speed coordinated rushing feels really great. Cool game mode. The feeling on learning minute details, rushing around, seperating to go faster, and getting better every run feels great in a classic Rogue-like way.

It feels like the initial reveal trailer tbh. I'm excited to see what they do next.

Shoutout to the folks at Bungie, minor quality of life fixes here are great. The step by step instructions are good for newbies. Larger bat icons, and **being able to exact ping bats from the map* is huge. So huge, that I think this mode would be substantially less fun without that QoL fix.

Edit: No, you do not get the Cryo skin for completing VB Compiler.

Compiler is much harder than you'd initially expect. You need to be very well coordinated as a team of individuals who each understand every step towards the finish line. I think it's in a great place diifculty wise. Hard, a worthy challenge with triumph in victory, but not unapproachable.

That said, we did it as an LFG crew from The Official Discord so it's not out of reach to most folks.

**Upgrades**

Early on, go ham, learn the map, have fun. Focus on T2 Data.

In general: get backpack upgrades ASAP, then meds and shields. The anti-virus can be good to make use of key 06 on runs, but you can always get anti out of the armory and on tranquility warden, with it often enough dropping elsewhere.

The starting bats and tags are huge. You can then rotate side to side instead of going central after the spawn monitor, and that's a great way to get more monitors, and scan for bats.

Get the creds for Vaults 4 and 5 first, they are the ideal for Compiler. But. You'll have all the upgrades in not too many runs. You can spread who has which vault bypass in a given team.

**Comp**

2x Destroyer / 1x Triage is my strong recommendation for Compiler, but it's not *needed* for 3Vault. Honestly, all of the shells except Sentinel are viable in 3Vault runs.

**Strats**

Learning the map is the most important thing.

Get used to sending part of your team to open vaults or grab items, and letting other folks float around and get batteries. Its a good way to save time.

The in-Vault exfil summon always goes to the same place. So we started going to it early while running around and just dropping all of our data from our bags in the floor. We'd then pick it up as we left, to leave with our bags being like 100% data.

I don't recommend spending a lot of time on batteries before you hit Security Level 3. The scans get much bigger.

All bats now show up when you get close, but scanned bats, can be selected on the map, and exactly pinged, cross-map. Making them very easy to find.

You'll start to learn the monitor locations in vaults quickly, team up and call, the out for speed.

Try to deactivate the red field in Labs as quick as possible.

For a serious Compiler run, ideally you want Vaults 01 - 05 - 04 - 07. It's way less bats, less coolant, and less travel time wasted. But, that's just random. I only recommend resetting for Key01 when you are explicitly going for Compiler and don't care about Data at all.

Destroyer should look to get a Volt SMG to tap fire to get rockets off with low ammo use.

Important for Compiler: You really need to check all Blue rarity ammo boxes, cabinet loot chests, warden bodies, and armory for bubbles and ESPECIALLY EMPs they make the Compiler do-able.

For The Compiler itself, have one person get comfortable aggro-controlling him around the end pillars and taking out its bubble blasts. While two other rush symbols. Have ad clear call if a bubble blast escapes towards an ally, or if they need someone to take boss aggro while they heal. Make sure to rush symbols as soon as you get in, calling out which symbol you're both doing. Try to enter the third symbol while the compiler is away from the center. I recommend walking backwards away from him.

Open your third vault as fast as possible, and use the time sequencing DNA to get the bats for 07. You should have a huge scan radius by then.

I also recommend not fixating on data when making a serious attempt at Compiler. You will need as much health / ammo / EMPs / bubbles as you can hold.

You do not get the Cryo skin for VB Compiler. The triumph is based on the Ganglion, and there are none on offer here. The Compiler itself had a gold bag, and the Sec5 room was empty. VB Compiler may be intense enough to qualify for the skin. Maybe not. Idk. But the triumph is worded like VB Compiler should count, even if it's based on Ganglion in reality.

**Bugs**

Vault 6's bypass upgrade is bugged atm. If you have the skip code for 06, and don't open Secret Lab **the DNA will not spawn inside 06**. We have tested this, and can consistently replicate. To be clear, the 06 bypass works great, but it cannot be relied on for a Compiler run. You can absolutely still get Data.


r/Marathon 16h ago

Marathon (2026) Shell menu now shows a different art when a specific skin is equipped

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672 Upvotes

r/Marathon 4h ago

Marathon (2026) Discussion PSA don't attempt Unsanctioned Hostilities 4/5 right now

60 Upvotes

I can't include too much detail because the UESC drones that run this sub keep removing my post.

But if you attempt to complete this contract you and everyone you hold dear (your squad) will lose everything you love (your mizys).

It happened to me twice - precisely when you pick up the Unsent Missives in Command Wing (usually after you've wiped the lobby and acquired a bunch of loot) it seems to crash your entire squad.

We were helping a friend with this quest and only noticed the correlation because it happened twice in a row.

No option to reconnect. Lost some pretty good kits. Now these Sekiguchi automatons are trying to prevent me from spreading the word.

Do not attempt this contract.

Hopefully this message reaches someone else before it's too late.


r/Marathon 7h ago

Humor New recruit is a bit odd...

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90 Upvotes

Based off a drawing i made on a post showing the pinwheel launcher lol


r/Marathon 12h ago

Marathon (2026) Feedback Vault Breaker is the most fun I've had in Marathon since launch. Bungie, please extend it or, better yet, make it permanent.

201 Upvotes

I've never been much for PvP - I'm okay at it, but far from what I'd call proficient or anything. I'm able to just about get by in most PvP games. But as Marathon's gone on, and the game's skill ceiling got higher, I found myself more and more out-competed as players of equal or worse PvP skill than I am began dropping out. This, naturally, led to me starting to feel discouraged. It's been talked about to the point of exhaustion here and it's not really the point of this post anyway.

I don't know yet whether I just needed a break from the normal game modes or what, but Vault Breakers as of right now feels more fun than anything I've done in this game so far. The roguelike feel of it, the puzzles, the opportunity to play in and explore a map that I was always getting rolled in before, it's all perfect. The difficulty of the bots feels just right, challenging without being insurmountable. My team and I haven't yet managed to make it to the Compiler but we're all very excited and motivated to get there, more so than we have been for anything in this game in a while. We were a little bummed that we can neither take gear in nor bring anything out, but it makes total sense as to why and it doesn't feel too oppressive, so we can't really bring ourselves to gripe over that too much.

So I guess this is all to say, thanks Bungie for making it and doing a great job with it, and if I can add my voice to those who have been asking for it to be extended or made permanent, then count me in. I'll certainly be playing it for the entire two weeks it's planned to be here, at the very least.


r/Marathon 10h ago

Marathon (2026) Discussion Vault Breaker is the Perfect Template for a PvE Marathon Future.

129 Upvotes

Tl;dr: Marathon has the opportunity to be the next best Rogue-like, and the first FPS of the genre made with significant scale. It’s a perfect pair to an extraction shooter due to their perhaps less than obvious similarities.

Background and context: I’ve played quite a lot of Destiny, Marathon, and relevant to this post, rogue-likes, which are my favorite genre.

As I’ve been playing vault breaker and comparing it to some of my favorite rogue-likes of recent memory, a thought occurred to me: Extraction shooters and rogue-likes are 2 sides of the same coin. I think they offer essentially the same incentives, long term gameplay loops, and emotional impact on the gamer.

They both are games that can be extremely punishing. They both focus on knowledge, experience, and fast dopamine hits as reward centers. They both offer broadly some meta progression that makes the next run just a little bit easier. Maybe my affinity with rogue-likes and their “ok just one more run” identity is what has drawn me to marathon so deeply.

This is where vault breaker comes in. Is it a good roguelike? Not really, but that’s only because it’s completely barebones as an experience. The potential is huge, both from a gameplay perspective AND a commercial perspective. I’m not sure what the PvE plans are for season 3, but a more fleshed out roguelike experience could be the key to significant commercial success where the only issue I foresee is how to share loot/progression between the 2 modes.

Some of the most popular and acclaimed games of this decade are rogue-likes: Returnal/Saros, Slay the Spire 1/2, Balatro, Risk of Rain 2, and that’s just those released since 2020. Hell, a rogue-like won GOTY and its sequel is even better (Hades 1/2). These games have sold millions of copies despite having barebones stories (if any), barebones budgets, and only procedurally generated level design. We’ve also seen FPS rogue-likes find mild success in Deadzone Rogue. (Super fun for 10-15 hours if you’re looking for something quick btw)

So what’s my overall point? That a Rogue-like experience is the PERFECT pairing to an extraction shooter for those looking for a PvE experience while maintaining what I believe is the studios wider vision for the game and its niche. It strikes a very hot iron, feels similar in its reward centers, and has the potential to be more robust and interesting than all of the wildly successful rogue-like endeavors this decade. I hope Bungie leans into this and differentiates Marathon from destiny in tone and gameplay experience, because as we all agree, the potential is unbelievable.