Gaming

Forsaken: All Buffs and Debuffs in the Summer Games Update

Every balance change from the August patch, covering generator payouts, LMS reveals, Two Time, Dusekkar, Azure, Nosferatu, and John Doe.

Every balance change from the August patch, covering generator payouts, LMS reveals, Two Time, Dusekkar, Azure, Nosferatu, and John Doe.

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 valueBeforeAfter
Puzzle size67
Total puzzles45
XP reward158
Money reward52
Malice reward0.50.25

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.

Forsaken patch notes panel listing the EXP and money event changes for the update
The EXP and money section of the update notes, where the reduced generator payouts and doubled Survivor XP are listed.

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.

The Balancing tab of the Forsaken update log showing general gameplay changes
The Balancing tab of the update log, listing the LMS reveal pulse, stun invincibility, and generator puzzle adjustments.

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.

Update notes panel showing Two Time balance changes including Sacrificial Dagger and Crouch
Two Time’s entry in the update notes, covering the Sacrificial Dagger hitbox increase and the Crouch speed boost.

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 actionNew reward
Spawn Protection fully preventing a Survivor’s death1 Malice
Plasma Beam hitting a Survivor0.25 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.

Forsaken patch notes open to the Azure section with Seeker Bulb and Vines adjustments
Azure’s section of the patch notes, showing the general changes alongside Seeker Bulb and Vines adjustments.

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 statBeforeAfter
Spike damage1210
Max spike hits per Survivor43
Spike count2731
Spike emergence time0.052s0.045s

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

From the lobby, open the Update Log panel. It lists the patch version at the top and separates the entries into balancing, event, and per-character sections.
Scroll through the Balancing block first. The match-wide rules, such as the LMS reveal pulse and the generator puzzle counts, live here rather than under any individual character.
Confirm the version header does not read as outdated. If it does, rejoin the experience so the client pulls the current build before you compare numbers, since an older client can still be showing you a previous patch’s notes.

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.