
Crossout: Dark Awakening
Prepare for the “Eclipse”! The new faction in the Wasteland with its own unique visual style and new parts is already available in Crossout as part of the next “Dark Awakening” season. There are also two new brawls, balance changes, and many other improvements and fixes.


“Dark Awakening” season and the new “Eclipse” faction
Attention! The season and battle pass packs will be available until September 2 inclusive! Battle pass packs on consoles will be available from 10:00 GMT on June 4!
New parts of the season
Movement part: “Wayfarer” frontal wheel
- Rarity: epic.
- PS: 350.
- Tonnage: +1900 kg.
- Cabin power: -18%.
- Durability: 610 pts.
- Mass: 380 kg.
- Perk: upon activation, turns the armoured vehicle toward the direction of the camera. The turning radius is reduced if there are other movement parts mounted on the car. At least 2 “Wayfarer” wheels are required for activation. Cooldown 4.5 sec.
Please note that we have decided to add two more upgraded “Wayfarer” wheels to the season’s reward scale. The wheels will be added with the next small update. In total, the reward scale will include 4 upgraded “Wayfarer” wheels. Thank you for the feedback you shared after the livestreams!
“Shroud” power nodes
- Upon activation, corrodes itself and parts attached to its power nodes by 50% for 6 sec. Only 1 module with power nodes can be mounted on a vehicle.
- Rarity: legendary.
- PS: 400.
- Durability: 278 pts.
- Energy drain: 2 pts.
- Mass: 252 kg.
- Perk: if there are no enemies within the radius of 80 m, the module increases its cooldown rate by 200%. This bonus decreases, up to the point of disappearing entirely, depending on the number of enemies and their proximity within the specified radius.
“Vendetta” turret cannon
- Fires projectiles that fly on a ballistic trajectory and explode on hit. Charging the shot launches a special projectile that attaches itself to the enemy upon hit and explodes after a short delay, corroding the parts within the blast radius.
- Rarity: legendary.
- PS: 2400.
- Ammo: 18 pcs.
- Penetration ability: 70%.
- Durability: 750 pts.
- Energy drain: 12 pts.
- Mass: 1200 kg.
- Perk: hitting the enemy directly with a special projectile increases the reload speed until the next shot by 100%.
“Extremum” shotgun
- Fires a shot of 8 shotgun pellets with a large spread. Before firing, the weapon extends from its hull. The shotgun itself receives increased damage.
- Rarity: legendary.
- PS: 2200.
- Ammo: 120 pcs.
- Penetration ability: 60%.
- Durability: 320 pts.
- Energy drain: 11 pts.
- Mass: 457 kg.
- Perk: if the weapon doesn’t fire and is not overheated for 5 sec., the next continuous burst will have an increased rate of fire by 70%.
“Exodus” weapon
- Fires a burst of 5 projectiles that don’t fly through the parts that can be shot through. When the firing button is held down, the weapon will fire these projectiles simultaneously with a large spread.
- Rarity: legendary.
- PS: 2200.
- Ammo: 16 volleys.
- Penetration ability: 100%.
- Durability: 572 pts.
- Energy drain: 11 pts.
- Mass: 726 kg.
- Perk: while the armoured car is invisible, the weapon’s damage increases by 3% per sec. The maximum bonus is accumulated after 7 sec. After invisibility is disabled, the bonus resets after 10 sec. The invisibility effect after the shot lasts for 2 sec. Doesn’t affect other ways of deactivating invisibility.
“Ark” cabin
- Light cabin.
- Rarity: legendary.
- PS: 2400.
- Max. cabin speed: 110 km/h.
- Tonnage: 4400 kg.
- Mass limit: 8400 kg.
- Energy supply: 25 pts.
- Durability: 245 pts.
- Mass: 430 kg.
- Perk: upon activation, launches a flying combat drone that aims at structural parts. Upon hitting an enemy, it corrodes parts within the blast radius of the projectile and increases incoming damage dealt by the owner to that enemy by 20%. The drone is surrounded by a protective field. When the field is destroyed, the drone can regenerate it if it does not take damage for 4 sec. The drone’s lifetime is 20 sec.; cooldown 20 sec.
New frames
Structural parts
General information
General information
- There are 75 “main” levels with rewards in the season. Levelling up in the season will unlock new rewards.
- Starting from level 76, the player can unlock bonus rewards of “additional” levels of the rewards scale.
- During the season, the player receives a special resource — “Lighters”. A player can exchange a certain amount of accumulated “Lighters” without additional expenses for a part from the list of available parts or for other available items.
- After reaching level 122 of the season, the player receives 15 “Lighters” for each subsequent level if the Battle pass is purchased.
- At the end of the season, all unused “Lighters” will be withdrawn from the game.
- All players without exception can unlock the following:
- Recipes for the production of new parts and their upgraded versions during the season.
- New structural parts and frames.
- Containers with taunts (“Jeers container”, “Quips container”, “Taunts container”)
- 150 pcs. of “Lighters”.
- 100 in-game coins.
- A recipe for the production of the “Beachduck”.
- An emblem for banner customisation.
- 1 container with “epic” parts of your choice for the additional levels of the reward scale.
- Players who have purchased the Battle pass can also receive the following:
- New crafted and upgraded parts. Please note that such parts are issued with certain upgrades and cannot be sold or bought at the market.
- 2 new portraits.
- Additional in-game coins.
- 1 container with “special” parts of your choice (for an additional level of the reward scale).
- Cosmetic items: paints, stickers, a hologram.
- 1 “Blueprint storage”.
- Additional “Lighters”: both for the levels of the main scale and for additional levels of the season.
- Additional backgrounds and emblems for banner customisation.
- Rewards marked with a lock icon are only available with the Battle pass.
- Parts that you didn’t have time to unlock can be purchased at the in-game market from other players.
Season level up
- You can increase your level in the season by completing special daily and weekly challenges.
- At the end of the day, all uncompleted daily challenges are reset and replaced with new ones.
- Every Thursday, after the list of challenges is updated, all uncompleted weekly challenges are carried over to the next week.
- Weekly challenges of the season are divided into “main” and “additional” groups. At one time, 4 “main” and 2 “additional” challenges are issued.
- Try not to miss challenges to unlock all available rewards as soon as possible.
- When the season level is increased, the reward is issued automatically.
- You can still complete the regular daily and weekly challenges to gain badges and other resources.


“Test prototypes” brawl

Attention! The mode will be available from June 4 to June 10 inclusive!
- “Test prototypes” is a classic team battle; the main goal is to score more points than the opposing team in the allotted time.
- The battles are fought with preset armoured cars with the new parts of the season.
- The reward for battles of the mode is scrap metal.
Rewards for the special challenges:
- Hologram: “Imaginary friend”;
- Paint: “Quicksilver”;
- 2 “Dead hand” stickers;
- Containers: “Military reserve” and “Humanitarian aid”;
- 160 Engineer badges.
“Squad battle” brawl

Attention! The mode will be available from June 11 to June 17 inclusive!
- Three teams of four survivors take part in the brawl.
- The objective is to destroy two enemy teams before the time allotted for the battle expires.
- Some time after the start of the battle, a storm begins, which will gradually spread over a larger and larger area of the location and reduce the space for maneuvering.
- The team that destroys all enemies (or whose participant survives the longest) wins.
- The reward for battles of the mode is wires.
Rewards for the special challenges:
- Decor: “Skull”;
- Paint: “Chroma key”;
- Containers: “Duck treasure”, “Military reserve” and “Humanitarian aid”;
- 130 Engineer badges.
“Elimination” protocol

Attention! The mode will be available from June 18 to June 24 inclusive!
- The “Elimination” protocol is a 4-player free-for-all brawl featuring preset, extremely vulnerable armoured cars.
- Each player has a specific target, another player whom they must locate and destroy.
- The search is complicated by the fact that there are also two doppelgangers of each player on the map. They cannot use weapons or hardware, so to blend in with their own doppelgangers, a player must not give themselves away.
- When a player returns to battle after being destroyed, their doppelgangers update their appearance one by one over time.
- After destroying their target (or after being destroyed and respawning), players receive a new target.
- Destroying your target or a player who is after you gives you points. Destroying other players or doppelgangers deducts points. Self-destruction awards points to the players for whom you are the target and also deducts points from you.
- The reward for battles of the mode is scrap metal.
Rewards for the special challenges:
- New decor: “Hunter’s bounty”;
- Paint: “Violet pixel”;
- 2 “Steel beard” stickers;
- Containers: “Military reserve” and “Humanitarian aid”;
- 130 Engineer badges.
Short circuit
Attention! The mode will be available from June 25 to July 1 inclusive!
- “Short circuit” is a team brawl with respawns, in which one team defends three generators against the other team.
- The defending team has a scale that is filled up by active generators. When it is completely filled, the defending team wins.
- The attacking team must destroy all 3 generators before the time runs out or the defending team’s scale fills up.
- Generators activate automatically at the start of the battle. The more generators are active, the faster the scale fills up.
- If a generator takes a certain amount of damage, it goes into emergency mode and fills the scale twice as slowly. Such a generator (only a sufficiently damaged one) can be repaired. To do this, a defender must stay near it.
- A generator that has already been fully (100%) repaired once cannot be repaired again.
- If a generator’s durability drops to 0, it cannot be repaired.
- The reward for battles of the mode is wires.
Rewards for the special challenges:
- Decor: “Bucket”;
- Paint: “Electron metallic”;
- 2 “Stay back!” stickers;
- Containers: “Military reserve” and “Humanitarian aid”;
- 130 Engineer badges.
Operation “Blackout”
Attention! The mode will be available from July 2 to July 8 inclusive!
- Operation “Blackout” is a PvP brawl where at first a small team of 2 “infected” players fights against a team of survivors.
- The survivors start the battle with their own armoured vehicles. The first Ravager players and the “infected” players use preset vehicles.
- The Ravager team should prevent the second team from completing the tasks and “infect” as many players as possible by making direct contact with their vehicles.
- After being “infected”, the survivor joins the opposite team. Now their goal is to infect their former teammates.
- The reward for the battles of the mode is plastic.
Rewards for the special challenges:
- New decor: “Isolated Lloyd”;
- Paint: “Aircraft covering”;
- 2 “Contagion” stickers;
- Containers: “Military reserve” and “Humanitarian aid”;
- 100 Engineer badges.
“For the Emperor!” brawl

Attention! The mode will be available from July 9 to July 15 inclusive!
- “For the Emperor!” is a team PvP brawl. Players take part in the battles on preset vehicles.
- The preset blueprints have been updated since the previous launch.
- Destroy all enemies or capture the base to win.
- All types of movement parts are used in the blueprints of the mode, except for rotors. You can choose the preset vehicle for the battle.
- The reward for the battles of the mode is scrap metal.
Rewards for the special challenges:
- Decor: “Fishing rod”;
- Paint: “Yellow gloss”;
- Containers: “Military reserve”, “Humanitarian aid” and “Logistician’s container”;
- 2 “Power of the atom” stickers.
- 100 Engineer badges.
Classic missions
Accelerated base capture
From June 4 to June 10, the time required for capturing bases in classic missions will be reduced. Please share your experience with these updated conditions by taking part in a special in-game survey that will be launched later.
Why are we doing this?
In the standard version of PvP missions, bases have too little impact on gameplay. Battles often boil down to a direct confrontation between players until a winner is determined. Therefore, we have decided to moderately increase the importance of base capturing as a way to secure victory and, at the same time, to strengthen the distinction between the three PvP modes.
These changes are not final; we’re simply asking you to evaluate how your gameplay experience will change in classic missions.
Encounter
The speed at which the central base is captured has been significantly increased. This will make holding the capture point more important than actions on the periphery.
Assault
We have revised the role of a single player during base capture. Previously, their contribution was barely noticeable, and without ally support, capturing the base took a very long time. Now, the speed at which a single player can capture the base has increased significantly. The time it takes for multiple players to capture the base has not changed much.
Domination
Side bases are now captured noticeably faster, allowing players to move on quickly, distract the enemy, and return swiftly to battle for the centre.
Sandstorm in PvP missions
From July 2 to July 8 inclusive, a sandstorm may occur in classic PvP missions.
Why are we doing this?
We aim to add variety to the usual flow of battles in missions. The sandstorm will become an environmental factor that must be taken into account during battles, and it will also add an element of surprise, since it can start at any moment or might not start at all.
- The sandstorm can only start under certain weather conditions at a location. You’ll understand everything when you find yourself in such a battle.
- Pay attention and be careful: the storm deals damage to all armoured cars that enter its area of effect.
- Use the sudden change to your advantage and don’t let the enemy do the same!
- Once this small experiment is complete, we will launch a special in-game survey. Please take part in it and share your feedback with us.

Tempest
Time to overheat increased by 32%.
Comment: the weapon has low efficiency. This change will reduce the autocannon’s reliance on radiators.
MG13 Equalizer
- Optimal range increased from 120 to 150 m.
- Perk damage bonus increased from 105% to 120%.
Comment: low efficiency in comparison with similar weapons.
Whirl
Time to overheat increased by 32%.
Comment: similar to the “Tempest” changes.
Cricket
- Damage reduced by 20%.
- Perk damage bonus increased from 80% to 140% (per 100 m of distance travelled by the projectile).
Comment: the weapon has high efficiency at close range. The changes reduce damage at close range and increase it when firing from a distance. Damage at a distance of 70 m remains roughly the same.
Doom
- Damage without charging reduced by 6%.
- Damage with full charge reduced by 12%.
- Reload time increased from 3 to 3.5 sec.
- Projectiles now self-destruct 10 sec. after firing (instead of 6 sec. previously).
- Projectiles now retain 70% of their damage after the first explosion (instead of 50% previously).
Comment: the weapon is highly efficient at a wide range of PS (5000–10000). The change reduces damage from direct hits on enemies but increases the weapon’s efficiency when used as a minelayer.
Fatum
- Drones now stay much closer to the owner.
- The delay before activation increased from 1 to 1.5 sec.
Comment: high efficiency of the drones. The changes are intended to make it easier to play against the weapon.
The Call
- Protection now increases by 15% per charge (instead of 10% previously).
- Maximum number of perk charges increased from 3 to 5.
Comment: unpopular cabin. Most armoured cars equipped with it will gain additional damage protection, and those using autonomous weapons with low power consumption will also gain firepower thanks to the increased number of charges.
Favorite
The perk now delays overheating for longer, by 25% on average (the bonus depends on the weapon’s initial overheat time).
Comment: unpopular cabin.
Bastion
Added perk: for every 18% of the armoured car’s durability lost, maximum speed increases by 6%.
Comment: low efficiency of the cabin. The cabin’s frontal armour values remain the same.
Atom
- Shield recharge rate increased from 10% to 17% per second.
- Shield damage absorption radius increased by 15%.
Comment: the perk had a low impact on the survivability of the movement part and nearby parts.
ML 200
Changed perk: when moving at a speed of 40 km/h or higher, the armoured car’s overall damage protection increases by 25%.
Comment: low efficiency of the movement part. The new perk emphasises the defensive focus of the “ML 200” while encouraging the player to take an active role in combat.
Bigram
Changed perk: reduces the speed and distance requirements for activating part bonuses by 40%.
Comment: low efficiency of the movement part. The new perk will allow you to utilise previously unavailable or ineffective module and cabin bonuses.
Gerrida I
Changed perk: when the armoured vehicle takes damage, the leg increases the vehicle’s power by 60% for 7 sec. Stacks up to 3 times with a 1 sec. delay. The bonus does not depend on the number of “Gerrida I” parts, but is significantly reduced if other movement parts are mounted, with the exception of rotors.
Comment: low efficiency of the movement part. The new perk encourages aggressive play by significantly increasing maneuverability during combat.
MVP Torpedo
- Increased the effect of mass and the number of air cushions on acceleration: now, for armoured cars with 3–5 air cushions or excessively high mass, it will be lower, while light armoured cars with 2 air cushions will remain unchanged.
- Perk protection bonus now applies only to the movement part itself and is 30%.
Comment: high efficiency of the part in most modes, even after a series of previous changes.
MG14 Arbiter
- Optimal range increased from 120 to 150 m.
- Perk damage bonus increased from 150% to 175%.
Comment: similar to the “MG13 Equalizer” changes.
BC-17 Tsunami
- Perk cooldown reduced from 8 to 4 sec.
- The perk now charges while maintaining a speed of up to 40 km/h (instead of 25 km/h previously).
Comment: Low efficiency of the cannon.
Imugi
Time before the projectile self-destructs reduced from 2.5 to 2 sec.
Comment: Low efficiency of the weapon.
Slaughterer
Improved the physical model.
Comment: the weapon will now be much easier to armour with other parts, which will improve its survivability.
Waltz
- Rate of fire increased by 10%.
- Energy drain reduced from 12 to 11 pts.
- PS reduced from 2400 to 2200.
Comment: unpopular weapon. The change to the rate of fire will make it easier to deal damage, and the reduced energy drain will allow you to mount additional modules.
Charybdis
- Increased the perk activation zone behind the enemy by 33%.
- The active perk now increases damage by 10%.
Comment: the perk was activated too infrequently and did not provide sufficient benefit.
Spark III
- Energy drain reduced from 8 to 6 pts.
- PS reduced from 1600 to 1200.
- Damage reduced by 15%.
Comment: reduced energy drain will make “Spark III” more convenient to use as a secondary weapon. The damage change is necessary to avoid a significant increase in damage dealt per energy point consumed.
M-39 Imp
Perk damage bonus reduced from 8% to 7%.
Comment: high efficiency of the weapon.
Hybrid
- Rate of fire in mode 2 reduced by 12%.
- Projectile damage in mode 2 reduced by 10%.
- Durability reduced from 597 to 537 pts.
- Mass reduced from 668 to 601 kg.
Comment: high efficiency of the weapon on armoured cars with PS higher than 5000.
Triton
- Durability reduced from 323 to 268 pts.
- Mass reduced from 227 to 188 kg.
Comment: high survivability of the shotgun in comparison with similar weapons.
Inquisitor
- Projectile damage reduced by 20%.
- Perk projectile damage increased by 40%.
- Distance required to charge the perk increased from 30 to 50 m.
- Fire puddle radius increased by 12%.
- Heating rate from the fire puddle increased by 25%.
Comment: excessive effectiveness at close range. The changes are intended to address this issue by making long-range combat gameplay more advantageous. The damage increase for the projectile charged by the perk has been implemented to maintain the same damage per minute when playing with the perk active.
Jupiter
Projectile deceleration rate when dealing damage reduced by 25%.
Comment: the change will make the weapon slightly less “toxic” to the enemy.
Ouroboros
- Passive reload speed bonus increased from 5% to 15%.
- Passive cooling rate bonus increased from 30% to 90%.
- Reload speed bonus per charge reduced from 6% to 5%.
- Cooling rate bonus per charge reduced from 35% to 30%.
- Damage required to gain a charge reduced by 10%.
Comment: low perk efficiency. The changes increase the base bonuses while leaving the maximum values unchanged and also speed up the charging rate.
RL-9 Helicon
- Rate of fire increased by 10%.
- Energy drain reduced from 12 to 11 pts.
- PS reduced from 3600 to 3300.
Comment: similar to the “Waltz” changes.
Flash I
- Energy drain reduced from 8 to 6 pts.
- PS reduced from 2400 to 1800.
- Damage reduced by 15%.
Comment: similar to the “Spark III” changes.
AC96 Anomaly
- Damage reduced by 11%.
- Time to overheat increased by 14%.
- Cooldown time increased by 14%.
Comment: very high efficiency. The weapon has both a high damage-to-energy ratio and superior survivability in comparison with similar weapons.
“Reflector” structural part
- Durability reduced from 75 to 30 pts.
- Mass reduced from 157 to 63 kg.
- PS reduced from 32 to 13.
Comment: the part’s parameters did not match its size.
Weld points
Updated the weld points for the following structural parts:
- Running board
- Left catheter
- Right catheter
- Gun mount
- Whaleback
- Left shoulder rest
- Right shoulder rest
- Left backmarker
- Right backmarker
- Left rib
- Right rib

- Recorded and added the main music theme for the new season:
- Carried out comprehensive work to balance various sound effects.

Changes marked by the ♥ icon are largely or fully inspired by your feedback, suggestions and comments.
- Fixed a bug that caused visual glitches in shadows and lighting when the adaptive resolution mode was enabled.
- ♥ Fixed bugs that caused performance issues in the “Orbital station” location.
- Fixed a bug that caused black spots to appear in locations on consoles.
- Fixed a bug that prevented players from setting the number of parts produced at once on temporary workbenches.
- ♥ Fixed a bug that caused excessive zoom on the mini-map in the “Sector EX” location.
- Fixed a bug that caused damage from the “Thrust” weapon to sometimes not register in the “Orbital station” location.
- Fixed a bug that caused a sudden change in the engine sound of the “Kensei” cabin when the perk was activated or deactivated.
- Fixed a bug that caused navigating to the “Seasonal challenges” tab from the battle pass or event window to take the player to the general challenges section instead of the seasonal or event challenges.
- Fixed a bug that caused bases to always appear at the “High cathedral” location, regardless of the mode.
- Fixed a bug that caused incorrect placement of the season level on the logo in the friends list.
- Improved a number of in-game texts and icons.
































