The Summer Games update landed in Forsaken on August 29, 2026, and alongside the event track, skins, and the new Randomizer mode, it carries a balance pass that changes how a normal round plays out. Generators take longer and pay less, Last Man Standing now periodically reveals both players, and several characters got hitbox, speed, and reward tweaks.
Quick answer: Generator objectives are bigger and worth less (XP 15 → 8, money 5 → 2, Malice 0.5 → 0.25), but every other Survivor XP source is doubled and every Survivor Malice event pays an extra 0.25 Malice. In LMS, the Killer and Survivor are highlighted to each other for 3 seconds every 10 seconds.
Generator puzzle and reward changes
Generators are the biggest structural change in the patch. Each puzzle grid is larger, and there are more of them per generator, so a single machine takes noticeably longer to finish than it did before the update. At the same time, the payout for completing one was cut across XP, money, and Malice.
| Generator value | Before | After |
|---|---|---|
| Puzzle size | 6 | 7 |
| Total puzzles | 4 | 5 |
| XP reward | 15 | 8 |
| Money reward | 5 | 2 |
| Malice reward | 0.5 | 0.25 |
The lost progression is handed back elsewhere. All Survivor XP gains are increased by 2x, and every Survivor Malice reward event now grants an additional 0.25 Malice. In practice, that shifts earnings away from sitting on generators and toward the rest of what a Survivor does in a round, such as healing, saving teammates, and stunning the Killer.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →LMS radar pulse and match-wide rules
Last Man Standing no longer ends in long stalemates. Once the endgame starts, the Killer and the final Survivor are highlighted to each other for 3 seconds every 10 seconds, working like a sonar pulse that repeats until someone wins. Both sides get the same information, so hiding in a corner only buys you until the next ping.
Killers also got a defensive tweak. They now receive a window of invincibility after being stunned, which stops stun chains from immediately erasing the rest of an ability’s damage. The same balancing block adjusts the undetectable status and the stamina indicators shown during a chase.

Two Time and Dusekkar survivor changes
Two Time’s Sacrificial Dagger gets its base stab lunge back, and the hitbox length is increased by 1 stud, so stabs connect from slightly further out and no longer require you to be glued to the Killer. Crouch was buffed as well, with the maximum speed boost raised from 35% to 40%. The trade-off is a slowness penalty when a stab misses, so trading blindly is punished harder than before.

Dusekkar comes out of the patch as one of the clearer winners. The shield can now be applied to a Survivor being held by Azure’s Vines, which turns a previously guaranteed hit into a save. Both of Dusekkar’s main jobs also pay better in Malice.
| Dusekkar action | New reward |
|---|---|
| Spawn Protection fully preventing a Survivor’s death | 1 Malice |
| Plasma Beam hitting a Survivor | 0.25 Malice |
Azure and Nosferatu killer changes
Azure received the longest list of buffs. XP gains were raised, plant audio was reworked, and Vine tracking and hitboxes were improved so grabs land more consistently. The Seeker Bulb also picked up adjustments in the same pass.
The Golem is the standout. It now gains an extra 10% movement speed while out of chase, stacking on top of the 10% bonus it already had, for a total of 20% while out of chase. Enstrangle additionally grants invincibility, so Azure cannot be stunned out of the animation mid-use.

Nosferatu’s Blood Book pulls faster in both states. The base pull speed goes from 13.8 to 16, and the failed-input pull speed rises from 36.8 to 40, shortening the window a Survivor has to react once the book has them.
John Doe’s Corrupt Energy changes
Corrupt Energy was rebuilt around area denial rather than raw damage. Each spike hurts less and can hit a given Survivor fewer times, but there are more spikes and they come out of the ground faster, making the wall harder to run through cleanly.
| Corrupt Energy stat | Before | After |
|---|---|---|
| Spike damage | 12 | 10 |
| Max spike hits per Survivor | 4 | 3 |
| Spike count | 27 | 31 |
| Spike emergence time | 0.052s | 0.045s |
The maximum damage one Survivor can take from a single cast drops from 48 to 30, so Corrupt Energy is now a tool for cutting off a path instead of a burst kill. Shorter entries in the same balance list also cover other characters, including Shedletsky and Jane Doe.
How to check the balance notes in-game
Note: the 2x EXP event running with Summer Games is separate from the doubled Survivor XP in the balance notes, and the two apply on top of each other while the event is live.
Taken together, the pass pushes rounds away from quiet generator grinding and toward contact. Objectives take longer and pay less, chases end faster because more abilities cannot be interrupted, and the endgame reveals both players on a timer. If you mostly played to farm generators, expect the same round to earn you more through fights, saves, and survival than through puzzles.






