Updates

Playtest 2 — December 2025

Official MasangSoft changelog from the second global Steam playtest.

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Second global playtest patch notes

MasangSoft ran GunZ: The Duel’s second global playtest from December 11–14, 2025 (PST) on Steam. Unlike the smaller closed waves earlier in the year, this test opened to a broader audience through Steam request access and limited newsletter key drops.

The team published a comprehensive update log highlighting technical, combat, and quality-of-life improvements driven by Medal.tv clips, Discord feedback, and in-game reports from the first closed test. This page preserves that changelog in wiki form with context for K-Style and competitive players.

Test window and access

  • Dates: December 11, 2025 (Thu) 6:00 PM – December 14, 2025 (Sun) 6:00 PM PST
  • Access: Steam store page request access; random newsletter keys for subscribers
  • Focus: Core mechanic refinements after first closed test feedback

See also the beta tracker for invite patterns and the later Steam PvP Fest playtest.

Technical enhancements

These changes directly affect how movement and aim feel online:

  • Improved tick rate — smoother hit registration for rifle taps and Slash Shot trades
  • Adjustable FOV slider — critical for mouse camera tuning without third-party tools
  • Anti-lead configuration (0–100) — lets regions tune projectile feel; document your setting before ranked grind
  • Smoother network performance — fewer rubber-band moments during Wall Cancel chains

Competitive players should re-baseline sensitivity after FOV changes — a five-degree shift alters Butterfly arc perception on Arena.

Combat and UI updates

Readability improvements for fast duels:

  • Multi-kill indicators and sounds — clearer streak feedback in Deathmatch
  • Toggleable enemy outlines — accessibility vs. competitive clarity debate; test both in Training Room
  • HP bar color adjustments — easier tracking during sword trails
  • Camera lock removed during wall running — major win for wall climbing and vertical Mansion routes

The wall-run camera unlock confirms MasangSoft treats advanced movement as core identity, not a bug to patch out.

System and quality of life

Lobby and social friction reductions:

  • Relaxed room start conditions — matches can begin without every player pressing ready
  • Improved AFK detection — fewer idle players blocking clan scrims
  • Better chat and shop interfaces — faster consumable buys before Quest runs

Quest pugs benefit from relaxed starts when one player is configuring loadouts.

Bug fixes

Stability items that affected trust in the first test:

  • HP/AP display errors corrected
  • Scoreboard inconsistencies resolved
  • Map clipping issues fixed on remaster collision meshes

Report new clipping on maps hub pages so we can annotate known safe K-Style routes.

Additional tweaks

Smaller but player-visible changes:

  • Combat UI centering option
  • 20 ms mouse wheel delay adjustment
  • Practice weapons added for Training Room drills
  • Ring equipment UI relocated

The mouse wheel delay tweak matters for weapon swap chains in advanced K-Style — update your combo reference notes if swap timing feels different.

What this meant for K-Style

None of the listed changes removed animation cancels. The wall-run camera unlock and tick-rate work help technical players. FOV and anti-lead sliders add variables — clans should publish recommended defaults alongside keybindings.

Use this changelog as baseline when comparing fourth beta feel and launch candidate builds.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Did playtest 2 wipe player progress?

Assume yes for all betas unless MasangSoft states otherwise. Tests validate systems, not permanent ranks.

Where did these patch notes come from?

MasangSoft's official second playtest announcement via Games Press, summarized here with wiki context links.

Will FOV settings carry to launch?

Likely yes — FOV slider appeared in a public playtest build, signaling intent for the remaster launch.