Download Size by Platform
- Xbox consoles: 11.7 GB or less
- Microsoft Store app or Xbox app on PC: 4.1 GB or less
- Steam: 2.5 GB or less
Table of Contents
- New Features
- Balance Changes
- Resolved Issues and Bug Fixes
- Known Issues
- More Information About This Release
- Further Resources
New Features
This update brings new content, numerous bug fixes, and several new features to Halo Infinite. For a full list of this update’s bug fixes, see the Resolved Issues section below. New features and content included in this update are:
NEW OPERATION PASS STRUCTURE
Starting with the launch of the Frontlines Operation, Operation Passes will now vary in size and they will function differently after their initial availability window ends. These changes include:
- The first Operation in each set of three features a 50-tier reward track while the following two Operations feature a 20-tier reward track. After the two 20-tier Operation Passes, a new set of three will become available and start with another 50-tier Operation Pass.
- The 50-tier Operation Pass behaves differently based on which version of the Pass players have:
- Players who utilize the free version of the Operation Pass will have access to the rewards labeled as "Free" within the first 20 tiers.
- Paying for the Premium Pass offer will grant access to the free and paid rewards within the first 20 tiers as well as the paid rewards in the remaining 30 tiers.
- Once a new Operation Pass is available, the previous Operation Pass will no longer be available for purchase. Players who purchased the Pass while it was available will continue to have access to it. As with previous Operations, the free version of the Pass will also be unavailable once a new Operation is released.
- Going forward, the rewards from recently decommissioned Operation Passes will be re-released via Shop and Exhange offers during a future Operation.
Going forward, the rewards from recently decommissioned Operation Passes will be made available to players again at a later date. The content from the free 20-tier reward track will rotate into the Exchange and content from the Premium reward track will become available in the Shop.
For more insight on these changes, watch the Spring Update Community Livestream embedded below or visit the "Spring Update 2025 | Halo Infinite" blog on Halo Waypoint.
NEW OPERATION: FRONTLINES
The Frontlines Operation, which launches alongside this update, features a free 20-tier reward track and Shop bundles inspired by the frontline soldiers of the UNSC. Purchasers of the Premium Pass will have access to 50 tiers of paid rewards in addition to the free rewards available in the first 20 tiers of the Operation Pass.
Artwork depicting Spartans and UNSC marines engaged in combat on a beach. The Spartans are utilizing various items from the Frontlines Operation Pass, such as the Premium-exclusive BR75A2 Hammer Weapon Model.
The Operation's 20 tier free reward track will be available to all players for free during its 5-week duration. Players can progress through the reward track by earning Match XP in multiplayer matchmaking or Custom Games.
Once the Operation's 5-week window has concluded, it will only be available if the Premium Pass was purchased during the window. If players purchase the Premium Pass during the 5-week window, it will remain permanently selectable in the pass switcher.
The following premium offers are also available:
- For 1000 Credits:
- Permanent access to all 50 tiers of the Operation pass.
- Additional rewards for the first 20 tiers.
- Exclusive customization items: “BR75A2 Hammer” Weapon Model for the BR75 Battle Rifle, the “Xenothreat” Weapon Coating, the "Sequence Assembly" Charm, and the "Pattern Seeker" Visor.
- When the Operation Pass is equipped, an extra Challenge slot.
- While the Operation is active, bonus Match XP during multiplayer matchmaking.
- For 2,500 Credits:
- Everything listed above in the 1000 Credits offer.
- Instantly unlock the first 20 tiers of the Operation Pass.
For more information on the Frontlines Operation, visit the “Frontlines Operation Launch” blog on Halo Waypoint.
UPCOMING OPERATIONS
Looking ahead, the next two Operations that will be active after Frontlines are:
- Blue Team
- Active between March 11, 2025, and April 7, 2025.
- Free 20-tier Operation Pass featuring new rewards inspired by the legendary Blue Team, who were featured in Halo 5: Guardians.
- Forerunner
- Active between April 8, 2025, and May 5, 2025.
- Free 20-tier Operation Pass featuring new rewards inspired by the Forerunners.
NEW WEAPON: FUEL ROD SPNKr
The Fuel Rod SPNKr is a new power weapon available for players to use in Halo Infinite matchmaking, Custom Games, Forge, and Academy. The Fuel Rod SPNKr is a semi-auto rocket launcher with a six-shot magazine. This Banished-made weapon features a slightly faster rate-of-fire than the UNSC's M41 Rocket Launcher, but only a direct shot will one-hit an enemy Spartan and its projectiles will arc over longer distances.
Screenshot of a Spartan reloading the Fuel Rod SPNKr.
For more information on this new addition, visit the "Spring Update 2025 | Halo Infinite" blog on Halo Waypoint.
NEW GAME MODE AND PLAYLISTS: ASSAULT
The Assault game mode, which was first introduced in Halo 2, is now available in Halo Infinite matchmaking and Custom Games. In Assault, two teams of four players are tasked with transporting a bomb into the enemy team's base and planting it.
There are two versions of the Assault game mode:
- Neutral Bomb: Both teams compete with a single bomb placed in the center of the map.
- One Bomb: A round-based mode wherein one team attacks while the other team defends their base. The defending team has a few seconds to defuse the bomb and reset its position back to its spawn point
Assault mode artwork, which depicts a Spartan carrying the bomb while their teammates fight off an attacking team.
A Ranked variant of Neutral Bomb has also been added to the Ranked Arena staple playlist. This mode is featured on the Fortress and Aquarius maps.
Rotational Assault Playlists
To celebrate its addition in this update, two new Assault-centric playlists are currently available in Halo Infinite matchmaking:
- The Assault playlist features two teams of four competing in Neutral Bomb and One Bomb on various Arena maps.
- The Squad Battle: Assault playlist features two teams of eight competing in the same game modes on Squad Battle maps.
The Assault and Squad Battle: Assault playlists are currently scheduled to rotate out of matchmaking on March 11, 2025. To view the maps and modes available in these two new playlists as well as all other matchmaking playlists, visit aka.ms/HaloInfinitePlaylists.
For more information on the Assault playlists, visit their dedicated blog post at aka.ms/AssaultPlaylist.
NEW FORGE MAP IN PLAYLISTS: ORIGIN
Origin is now available in Custom Games and various matchmaking playlists. Origin was created in Forge and is based on the Halo 5: Guardians multiplayer map Coliseum, albeit with tweaks for the Halo Infinite sandbox. For example, weapons now respawn via Weapon Racks and Equipment Pads are placed throughout the map.
Screenshot of the community-made Forge map Origin, which is based on the map Coliseum from Halo 5: Guardians.
At the time of this update’s release, Origin is available in the following matchmaking playlists with the listed game modes:
- Assault
- Neutral Bomb
- One Bomb
- Arena Objective
- CTF
- Neutral Flag CTF
- Oddball
- One Flag CTF
- Strongholds
- Ranked Arena
- Capture the Flag (3 Captures)
- Slayer
- Ranked Doubles
- Ranked Slayer
- Rumble Pit
- Shotty Snipe Slayer FFA
- Slayer FFA
Additionally, Origin will be included in the Ranked Snipers and Ranked Tactical rotational playlists when they next enter Halo Infinite matchmaking.
Stay tuned to @HaloSupport on Twitter for updates on when rotational playlists enter and leave matchmaking. Learn more about matchmaking playlists and read the weekly changelog at aka.ms/HaloInfinitePlaylists.
NEW RANKED ROTATIONAL: RANKED SQUAD BATTLE
Alongside this update, an all-new Ranked rotational playlist featuring new game modes has been added to Halo Infinite matchmaking. The Ranked Squad Battle playlist features the following 8v8 game modes:
- Ranked: Squad Slayer
- Ranked Squad One Flag CTF
- Ranked: Multi-Flag CTF
- Neutral Bomb Squad Ranked
- One Bomb Squad Ranked
Ranked Squad Battle playlist artwork, which depicts two teams of Spartans battling on the map Kusini Bay.
The Ranked Squad Battle playlist is currently scheduled to rotate out of matchmaking on March 11, 2025. To view the maps and modes available in this playlist as well as all other matchmaking playlists, visit aka.ms/HaloInfinitePlaylists.
RANKED GAMEPLAY UPDATES
New Map Jumps
New jumps have been added to the Ranked version of several maps to improve map flow and create new routes. This was accomplished by adding small pieces of geometry in key spots:
- Aquarius - Ranked
- Jump added to the front side of each base
- Streets - Ranked
- Jump added near Plaza Stairs
- Recharge - Ranked
- Jump added ‘Bottom Glass'
- Jump added in Turbine
- Forbidden - Ranked
- Jump added to each base’s Platform
Watch the Spring Update Community Livestream embedded below to see these jumps in-game and learn more about other changes included in this update.
Item Placement Changes
Weapon and equipment spawns on various Ranked multiplayer maps have been updated to improve encounter balance.
- Aquarius
- Active Camo has replaced Overshield at Top Middle.
- Threat Seeker replaced the Plasma Grenades on Hydro.
- Emyprean
- The MA40 Assault Rifle and VK78 Commando Rifle have swapped locations.
- Plasma Pistol spawn moved to Alley.
- Repulsor spawn moved to Terminal.
- Overshield spawn moved to Underpass.
- Forbidden
- The BR75 Battle Rifles have moved to the front of Bases.
- Thrust replaced the Threat seeker at Big Door.
- Live Fire
- BR75 Battle Rifle spawn added to Turbine
- Recharge
- The Shock Rifle has been placed on a power weapon pad to align with the properties of Solitude.
- Solitude
- VK78 Commando Rifle has replaced Bandit at Bottom Mid.
- Added a BR75 Battle Rifle spawn to Blue Ramp.
- Streets
- CQS48 Bulldog was replaced with a Mk50 Sidekick at Commercial District.
FORGE IMPROVEMENTS
New Generic Bomb Object
With the introduction of the Assault game mode, players can also add the bomb object to their Forge creations. When carried, the generic bomb object acts similarly to the Oddball:
- The bomb cannot be thrown.
- Pressing the fire button performs a melee strike.
- The generic bomb object is heavier than the Oddball; it is much harder to move with physics impulses such as explosions and Gravity Hammers.
Screenshot of a Spartan carrying the Assault Bomb through a battle on the map Origin.
The generic bomb object can be referenced in node graph scripts so that its use extends beyond the Assault game mode. To support this, two new scripting nodes have been added to Forge: Pickup Generic Bomb Object and Drop Generic Bomb Object.
Navigation Marker Visibility Scripting
Over ten new scripting nodes have been added to allow for greater customization of navigation marker behavior:
- Adjust nav marker visibility based on a player's line of sight:
- Set Line of Sight to Player Visibility
- Remove Line of Sight to Player Visibility
- Negate Line of Sight To Player Filter
- Set Line of Sight to Object Center Filter
- Remove Line of Sight to Object Center Filter
- Negate Line of Sight to Object Center Filter
- Adjust nav marker visibility based on whether a player is sprinting:
- Set Sprinted Visibility
- Remove Sprinted Visibility
- Adjust nav marker visibility based on whether a player is taking damage:
- Set Took Damage Visibility
- Remove Took Damage Visibility
- Adjust nav marker visibility based on whether it is offscreen for a team of players:
- Set Team Offscreen Visibility
- Remove Team Offscreen Visibility
- Adjust nav marker visibility based on any filter type:
- Set Visibility Filter Type
New Object Scripting Nodes
Several scripting nodes have been added to improve Forge creators' experience when designing game modes and maps around specific objects:
- Make player source of damage for Object damage dealt:
- New Damage Source Object pin added to Damage Object node
- Configure Generic Objective Objects interactions with Kill Zones nodes:
- Objects: Register Object for Kill Volume Events
- Events: On Registered Object Entered Kill Volume
- Events: On Registered Object Exited Kill Volume
- Configure Object's physics mode within the game between, Fixed, Normal, and Zero-Gravity node:
- Set Object Physics Mode
- Configure which team an Object belongs to node:
- Set Object Team
Balance Changes
Aside from the introduction of the Fuel Rod SPNKr to the Halo Infinite Multiplayer sandbox, this update contains nine balance changes. All balance changes included in this update only apply to Halo Infinite Multiplayer, not the Halo Infinite Campaign.
For more information about this update's sandbox balance changes, watch the Spring Update Community Livestream embedded below or visit the "Spring Update 2025 | Halo Infinite" blog on Halo Waypoint.
MA40 Assault Rifle
The MA40 Assault Rifle's first few shots are now more accurate. To balance this out, its maximum bloom during sustained fire is now larger and it no longer deals bonus damage its projectiles hit an enemy's head. Additionally, the MA40 Assault Rifle's starting ammo count has been reduced in Ranked game modes.
Developer Notes
In a previous update, the MA40 AR received a tuning pass that adjusted its bloom properties. While it increased the consistency of the weapon at full bloom, we heard the feedback that it bloomed out too quickly – with many stating that they missed its accuracy on the first few shots. In response to that feedback, we’ll be bringing those initial shots back to their previous state.
To help balance out the feel of this initial buff, the AR’s max bloom state when going fully-auto will be expanded more and its headshot multiplier will be removed.
- Initial accuracy improved
- Lower bound deceleration time: 0.3 >> 0.22
- Deceleration time: 0.24 >> 0.17
- Maximum error angle
- (Low): 0.25 >> 0.25
- (High): 1.3 >> 2.1
- Headshot damage multiplier on health: 2.55 >> 0
- Reduced starting ammo amount on Ranked maps: 36 | 108 >> 36 | 36
Screenshot of two Spartans with MA40 Assault Rifles equipped with the Evolved MA5 Weapon Model.
Heatwave
The Heatwave now fires slower and, when set to a vertical fire orientation, its projectiles now fan outward rather than firing straight ahead.
Developer Notes
Previously the vertical fire on the Heatwave was set in a custom position providing a consistent close to long range damage output making this a deadly shotgun-like weapon from all ranges. To address player feedback about the Heatwave being too effective at longer ranges, we’ve made changes to how its projectiles behave while using its vertical shot.
In addition to a slightly slower rate of fire for the weapon all-up, the vertical fire projectiles will now slowly spread out as they travel further distances. This spread now matches the characteristics of the horizontal fire, helping to reduce its performance at range.
- Distribution Function: Custom Position >> Custom Direction
- Rounds per second: 1.54 >> 1.343
Shock Rifle
The Shock Rifle's aim magnetism range has been decreased and auto-aim angles have been reduced.
Developer Notes
The Shock Rifle has demonstrated greater effectiveness at longer ranges than anticipated when used in hip fire. To encourage zooming in for long-range engagements, the range at which aim magnetism kicks in will be brought in a bit. Since no-scoping was also proving to be a little too easy at high-skill levels, the auto-aim angles have been adjusted to make each shot more skillful when firing from the hip.
- Reduced autoaim angle: 0.5 >> 0.2
- Reduced magnetism angle: 3 >> 2
- Reduced magnetism range: 25 >> 20
- Reduced magnetism falloff range: 14 >> 12
Disruptor
The Disruptor will take longer to have its bloom reset and have increased error angles, resulting in less impact on smaller targets at range. Additionally, the Disruptor's starting ammo count has been reduced in Ranked game modes.
Developer Notes
The Disruptor, which is part of the Pistol class of weapons, has been over performing outside of its intended range, much like previous iterations of the Mk50 Sidekick. The damage output at close range feels like it's in a good place, but its ability to deal that damage at mid-to-long range – specifically against enemy Spartans at those distances – was proving to be too much.
To minimize the effectiveness at long ranges against Spartans, the bloom properties are getting an update. It’s also important to note that while we wanted to reduce its impact on Spartans at range, it’s critical that the weapon retains its ability to EMP vehicles over long distances in larger battlefields.
To address this, the Disruptor will take longer to have its bloom reset and have increased error angles, resulting in less impact on smaller targets at range.
On Ranked maps, the Disruptor will also have its initial ammo reduced to ensure its total kill potential can remain in check.
- Min error angle
- (Low) 0.125 >> 0.2
- (High) 0.125 >> 0.35
- Max error angle
- (Low) 0.35 >> 0.35
- (High) 0.8 >> 1
- Lower bound deceleration time: 0 >> 0.56
- Upper bound deceleration time: 0.365 >> 0.43
- Reduced starting ammo amount on Ranked maps: 12 | 36 >> 12 | 12
Stalker Rifle
The Stalker Rifle's rate-of-fire has been decreased.
Developer Notes
The Stalker Rifle has been emerging as an extremely powerful weapon in Arena gameplay, especially after the Bandit’s rate-of-fire was decreased. To keep the Stalker Rifle’s power in check relative to the Bandit, it will also be getting a rate-of-fire decrease.
The Stalker Rifle should still be an important on-map pickup, but it shouldn’t feel like a one-sided fight when going up against it anymore.
- Rounds per second: 2.3 >> 2.2
CQS48 Bulldog
The CQS48 Bulldog's rate-of-fire has been decreased, and it no longer deals bonus damage if its projectiles hit an enemy's head.
Developer Notes
Similar to the Stalker Rifle, the Bulldog also had started to emerge as an extremely impactful weapon after the Bandit’s rate-of-fire reduction. To ensure players have a more balanced fight when going up against the Bulldog, its rate-of-fire will be slowing down slightly, and its headshot multiplier will be removed. These adjustments should help the Bulldog’s power better align with the rest of the sandbox.
- Rounds per second: 1.67 >> 1.55
- Headshot damage multiplier on health: 2 >> 0
Screenshot of a Spartan with a CQS48 Bulldog throwing a grenade.
Frag Grenades
The “bounciness” of Frag grenades has been increased.
Developer Notes
The “bounciness” of frag grenades has been increased, allowing players to make creative, skillful plays. This will bring the bounce physics a little more in line with previous titles, while also reducing instances of grenades feeling stuck to the ground or not having successful bounces.
- Perpendicular friction (between 90-80 degrees): 0.825 >> 0.78
- Perpendicular friction (between 50-80 degrees): 0.8 >> 0.78
- Perpendicular friction (between 20-50 degrees): 0.75 >> 0.72
Grenade Cast Time
The time it takes for a player to throw a grenade has been increased to better align with previous Halo titles.
Developer Notes
Halo Infinite’s grenade cast time – aka the time it takes for a player to throw a grenade and reset – was the fastest in the franchise by a pretty large margin.
For example, here are some average rates (grenades per second) from previous games:
- Halo: CE: 1.07
- Halo 2: 1.13
- Halo 3: 1.07
- Halo: Reach: 0.99
- Halo 4: 0.89
- Halo Infinite (before): 0.79
While grenades are a key element of Halo gameplay, we felt that the ability to throw multiple grenades at such a rapid rate or throw a grenade and then shoot quickly after was having a negative effect on the core combat loop.
To help improve the feel of the Halo dance, we'll be bringing the grenade throw rate more in line with previous Halo titles. This should both reduce the feeling of “grenade spam” and increase the intentionality of each grenade thrown.
- Halo Infinite (updated): 0.92
Strafe Acceleration
Strafe acceleration values are being updated to improve the feel of gameplay engagements and better align with previous Halo titles.
Developer Notes
Yes, it’s happening!
Strafe acceleration values are being updated to improve the feel of gameplay engagements across the board. This adjustment will help address community feedback on topics such as jiggle-peeking behind cover and reduce instances of opponents changing directions at seemingly unnatural speeds when strafing.
The adjustment to these strafe scalars should bring the overall “feel” of Halo Infinite’s combat even more in line with previous Halo titles.
- Acceleration strafe scalar: 1 >> 0.78
- Acceleration forward scalar: 1 >> 0.78
Resolved Issues and Bug Fixes
Many improvements come from Halo Insider and Halo Support tickets submitted by our community. Thank you for participating and please keep submitting tickets!
Halo Support tickets help the team here at Halo Studios understand what issues you would like to see addressed in future Halo Infinite updates. The development team is actively working on a variety of game updates and improvements based on both player feedback and bug report tickets.
If you experience a crash in Halo Infinite, please include as much of the following information as possible:
- Step-by-step instructions on what caused the crash. The more specific, the better!
- Attach an up-to-date DxDiagfile. To create a DxDiagfile, type "dxdiag" into the Start menu's search bar, press the Enter key, then click "Save All Information" when the DirectX Diagnostic Tool pops up.
- Include the Problem Report from the Control Panel app. To find this, open the Control Panel and enter "problem reports" in the search bar. Click "View all problem reports" then locate the recent Halo Infinite report. Double click on this Halo Infinite entry then use the "Copy to clipboard" button near the bottom of the window. Finally, paste this text into your ticket's comments.
Global
- Improved stability for Halo Infinite on both Xbox consoles and PC.
PC
- Improved error pop-up messaging when launching Halo Infinite with an unsupported GPU. For more information on recommended PC specifications, visit the PC Hardware Specs and Drivers for-Halo Infinite article.
Xbox
- Improved the process for reconnecting to Halo Infinite services after the game has been suspended on an Xbox console.
Multiplayer
Gameplay
- Match loading has been improved to reduce instances of players becoming stuck in looping match intro sequences.
- Dropping a weapon by holding the Weapon Swap button now functions more consistently.
- Improved stability during a match's non-interactive introduction sequence.
- Resolved a crash that could occur when some AI units fired the Ghost's plasma cannons.
- When playing on the map Absolution, Eagle team members no longer have a chance to spawn on the Cobra team's side of the map.
- Various changes have been implemented for the Survive the Undead game mode to improve performance on Xbox One consoles.
Visual
- Eliminating an enemy player with the Quantum Translocator's teleportation no longer shows the MA5K Avenger's icon in the event feed.
- Improved object collision to reduce instances of players seeing outside of the playable area on the map Courtyard.
- Various Armor Cores have been updated to reduce instances of details popping into view when moving closer or further from them.
Customization
- Equipping the Green Man Armor Coating on the Mark IV and Mark V[B] Armor Cores no longer results in unintended glowing sections of armor.
- The belt on the Master Chief Mark VI Armor Kit has been adjusted to be symmetrical.
- The correct materials are now used on the front and back of the Veteran SRS99 Weapon Model's scope.
- The Mk50 Sidekick's trigger is now visible when viewing the Stocking Stuffer Weapon Model in the Weapon Bench menu.
- The Cloud9, Faze Clan, Liberty Clad, and Zodiac River Vehicle Coatings now better reflect their icons when equipped to a vehicle.
- The Calling Card attachment is now available on the Eclipse and Achilles helmets as intended.
- The MK12T2 CBRN/Trailwatch helmet attachment is now available on the Mark VII helmet as intended.
- The Rein Supreme helmet attachment is now available on the Spartanstein helmet as intended.
- All compatible attachments have been restored to the Torchbearer helmet.
- The Pretty Cool weapon charm now collides with weapons as expected in the Weapon Bench menu.
- Details on the Monkey Paw gloves no longer appear to pop into view when moving closer or further from a player wearing them.
- Details on the UTIL/Emersound Mark I shoulder pads no longer appear to pop into view when moving closer or further from a player wearing them.
- Adjusted the SAP/OSPA and SAP/ELT shoulder pads to improve their appearance on the Mark IV Armor Core.
Custom Games
- The default value for the "Score Per VIP Kill as VIP" option for the VIP game mode in both Custom Games and matchmaking playlists is now 1, not 0.
- Players' Spartans no longer disappear when zooming in with a scoped weapon while both Third Person Camera and Machinima Controls are enabled.
Forge
Edit Mode and Creation Tools
- Dynamic objects no longer have a chance to slightly rotate when switching between Forge's Play and Monitor modes or when entering Custom Games.
- The following AI units can now be spawned with the M41 Rocket Launcher:
- Skimmer
- Skimmer Ultra
- Chosen Brute Warrior
- Brute Warrior
- Brute Minor (Blue)
- Marine Demolition
- Marine
- Scripted music tracks no longer have a chance to continue playing after the match ends.
- Improved stability when spawning several AI units in quick succession.
- Node names are now reflected correctly in the Global Log window.
- Objects with Dynamic Normal physics will no longer drift away indefinitely in Spartan (Test) mode.
- Players can no longer use the Grappleshot to bypass weapon pickup filters in order to equip weapons.
Known Issues
With this update, the team has added multiple new issues to our Known Issues lists:
Multiplayer
- After launching Halo Infinite on PC, the splash screen may appear unresponsive despite continuing to play music and animate.
- Workaround: Complete either workaround detailed in the "Cannot Sign in to Halo Infinite on Steam, Stuck in a Sign in Loop" article then relaunch Halo Infinite. If the issue is still occurring after completing both workarounds, submit a Bug Report for additional troubleshooting from a Halo Support agent.
- Players' Career Rank progression may appear unchanged after completing a matchmade session. When this issue occurs, Career Rank score is still being awarded and players will progress normally.
- Workaround: Close and relaunch Halo Infinite to refresh the Career Rank user interface and show your current rank.
- Players who join an in-progress match of Assault may not see the waypoint showing the bomb's current location until the bomb changes states (such as being dropped, picked up, or reset).
- When playing the Assault game mode, the timer on the heads-up display (HUD) indicating how much time is left in the current round may become inaccurate after the bomb is armed and defused.
- The Generic Bomb Object is not highlighted gold like other objective objects when players trigger an AI Scan.
- Bots may not move towards the enemy zone after picking up the bomb in the Neutral Bomb and One Bomb variants of the Assault game mode.
- Bots may walk out of the playable space and impact their team's Slayer score on the map Nemesis.
- The 2024 SSG Launch visor may not display correctly on some helmets.
- Players using the Mark VII Armor Core may observe their Spartan briefly flash out of view when starting a mode utilizing the Third Person Camera or when loading into the main menu.
Forge
- Complex node graph scripts that run multiple checks or functions at once may occasionally fail to run.
- Halo Infinite may crash when placing a Mode Brain prefab for the Assault game mode in Forge.
- Occasionally, Halo Infinite may crash when players load into a Forge map utilizing the Void and Ecliptic canvases.
- When playing on PC via Steam, Halo Infinite may crash when players load a Forge session on the map Oasis.
- Workaround: Starting then leaving a Forge session on any map other than Oasis then starting a session on Oasis may avoid this crash.
- The following Forge nodes may not be listed in the Node Browser menu when playing Halo Infinite in non-English languages:
- On Registered Object Entered Kill Volume
- On Registered Object Exited Kill Volume
- Register Object for Kill Volume Events
- Negate Sprinted Recently Visibility
- Remove Sprinted Visibility
- Set Sprinted Visibility
More Information About This Update
Updating the Game
Many platforms automatically update games. To manually update or verify your game is up to date, follow the steps included in our How to Update Halo Infinite article.
Multiplayer Rank Reset
Player ranks within each of the Ranked matchmaking playlists have been reset. After installing this update, players will need to complete placement matches before receiving their new rank for the playlist.
Theater Films
Some of the improvements in this update required us to invalidate past Theater films created prior to this update. If you have moments you would like to save, please record them using a digital recording tool.
Shop Bundles and Individual Items
Discounted Shop bundles are only available for purchase if none of the included items are already owned. Purchasing any of the individual items from a full bundle, such as the Crime Crusher bundle, will result in the bundle becoming unavailable for purchase.
Forge File Automatic Deletions
Forge file versions older than 30 days may be automatically deleted. Exceptions include:
- The 10 most recent versions will never be deleted.
- Published versions will never be deleted.
- Locked versions will never be deleted.
- Up to 30 different versions can be locked per Forge file.
To lock Forge file versions, follow the steps below:
- Navigate to the Community tab of the main menu.
- Select My Files.
- Select a file to view its Details menu.
- Scroll down on the lefthand side menu and select Version History.
- To lock a file version, highlight a version in the Version History menu then select Lock on the righthand menu.
Additional Resources
To learn more Halo Infinite and its development process, check out the following resources on Halo Support or Halo Waypoint:
- @HaloSupport on Twitter
- Halo Infinite Matchmaking Playlists
- Halo Infinite Player Guide
- Halo Infinite Support Glossary
- Frequently Asked Questions for Halo Infinite
- PC hardware specs and drivers for Halo Infinite
- Halo Spartan Code
Join the Halo Insider program for the chance to see new features before they’re released publicly and, if you’ve encountered a bug in-game, submit a Halo Support ticket so that the development team can investigate the issue. Thank you to all Halo Insiders and ticket submitters for their bug reports and feedback!
Further Resources
- If you experience problems with your Xbox console or Game Pass, Xbox Support can help you.
- If you have problems with your account, Microsoft, or Xbox purchases, Microsoft Support can help you.
- If you have problems with other purchases, please contact the retailer you purchased your game from.
- If you experience a problem in Steam that is not an in-game issue, please contact Steam Support.
- If you want a chance to participate in future Halo flights, sign up for the Halo Insider Program.
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