10th November, 2025 by PixelRift
In this blogpost we are addressing the following topics:
New Modifiers Lobby Updates Gameplay Changes Bug fixes and improvements A glimpse of the future
New Modifiers
With release IR9 comes 4 brand new modifiers that aim to shake up the rhythm of your games, lets dive into what’s new:
+ Cartoony Modifier
Have you ever dreamt about playing Pass It as if it was a comic? Now its technically possible with this new modifier.

+ Disguised Modifier
What if i told you that we’ve added a modifier that makes everyone be Jonesy? Sounds chaotic, right? Forget about your friends with these new modifier that will rule chaos in the round.

+ Pixeled Modifier
Pretty self explanatory, your screen is pixels during one round.
+ Walking Modifier
No… this isn’t a collab with The Walking Dead. With this new modifier you will be encouraged to walk with an extra speed and control boost when you do so.
Lobby Updates
- Creator Profile Link
This update includes the Creator Profile Link device which enables players to look at the team profile and favorite the creator page.
- Floor Alignment
Now lobby floors don’t clip each other causing incorrect visual effects.
- Virtual Shadow Maps Adjustments
Fixed some inconsistencies regarding shadows in the Lobby which appeared with the recent Fortnite Ecosystem Update v38.00.
- Arid Bushes Changes
Starting with this version, arid bushes won’t have collisions anymore. In a future release, they will be included in the physics network system (Chaos).
- Environmental asset changes
Some assets have been changed to make the lobby background more appealing with more changes coming in the next versions.
Gameplay Changes
- Carrier Tag
With this release, the potato carrier will now be marked both in the players screen and in the minimap as well.
- Item Pool Updated
The game’s item pool has been extended from 3 items to 12 items (all with the same probabilities), here is the item pool listed as follows1:
Shotguns:
- Charge Shotgun L3
- Auto Shotgun L3 (remains)
- Pump Shotgun OG L3
Rifles:
- Scar Assault Rifle L3 (remains)
- Burst Assault Rifle OG L3
- Collateral Assault Rifle L3
- Flapjack Rifle L3
- Fury Assault Rifle L3
- Hammer Assault Rifle L3
Pistols:
- Combat Pistol L1 (remains)
- Revolver OG L3
SMGs:
- Rapid Fire SMG L3
- Modifier Values Adjusted
With the launch of this version we are making modifiers more aggressive and meaningful so that normal rounds and rounds with an active modifier actually feel different and the game loop overall feels more refreshing. Here are the changes mentioned above:
Speed Boost Modifier:
- Changed the boost multiplier from 140% to 170%.
Gravity Modifier:
- Changed the gravity offset from 70% to 45%.
Its me Modifier:
- Remains unchanged although the camera offset is still subject to change.
Bug fixes and improvements
- Fixed a bug that prevented the carrier item to shuffle correctly, giving always the Scar Assault Rifle L3.
- Fixed a bug that made the modifier probability weights incorrect, making the probability distribution linear which was not intended. With our next release, modifier weights/probabilities will be fully exposed to improve transparency with players.
- Replaced the incorrect crown image used when winning the round to one without background.
- The issue that caused mobile players to hitch when switching maps is now fixed and players should be able to see a smoother transition when map switching.
- The error that caused the ‘Ready Up’ button to be greyed out on past-gen consoles (PS4 and Xbox Series X/S) should now be fixed.
This is a gentle reminder that bugs can be tracked through our public Trello page and can be reported as well through
social media, Discord or the in-game community threads.
A glimpse of the future
To end up this update post, we wanted to share some insights of the game’s future with our plans for the next two major releases (both of them will have closed playtest sessions that will be announced as we reach closer to the version publish date):
Version IR10 (targeted for the 4th week of November):
With IR10, we will be doing a complete UI/HUD overhaul to improve the overall readability of the game, reducing complexity and visual clutter for newer players and making it more clean and polished for the OGs.
We will also take advantage of this changes by improving the game performance in what relates to the UI queue management, use of HUD messaging devices and element runtime updates.
Here are some parts of the UI that are confirmed to be changing:
- Sprint Bar Positioning
- Player Inventory Positioning (getting the stage ready for a Custom Inventory UI as well)
- Next explosion timer countdown (text will be replaced with a radial mesh that empties out over time)
- Winning text and image
- Modifiers text and image
- Required players message
- Bomb holding warning
We will be adding new elements as well:
- Minimap for each map (Olympus Arena and Space Jam)
- Map and modifier chosen (now will appear in the Lobby)
- Indicator that marks the carrier position (instead of just a bright marker)
Version IR11 (targeted for the 2nd week of December):
In IR11, we are focusing on gameplay and data persistence providing players with new ways to enjoy the game, a brand new map that will fit with the seasonal vibes, some statistics for players to grind and more exciting changes.
While not much can be said for now, we will share more details with the IR10 update blogpost, just as we did this time.
Thanks for reading, The PixelRift Team.
Footnotes
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As a sidenote, other type of items, such as, bows or explosive weapons may be added into the item pool in future releases as we experiment with the current item categories and with four times more items in the pool. ↩