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PAYDAY 3 is the ultimate co-op FPS crime fantasy.

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Changelog

PAYDAY 3: Update 3.7 Changelog

Added
  • New Contract added
Changed
  • 99 Boxes heist has been reworked with improved objective flow, enhanced lighting, and multiple quality of life updates
  • Set the Teammate Suspicious Detection setting to be Advanced by default
  • Updated the text informing the player of having maximized the HEAT level
Fixed
  • Fixed an issue where some players would crash on their mask inventory after previously modding the game
  • Fixed an issue on XBOX where key icons could disappear
  • Fixed an issue where preconfig masks would appear as variants under the matching mask mould
  • Fixed an issue where name of selected loadout wasn't updating when swapping between loadouts and going between menus
  • Fixed an issue where the price for purchasing mask variants would display a C-Stack icon instead of the regular cash icon
  • Fixed incorrect prices showing in the DLC menu
  • Fixed an issue on Turbid Station where the security drones would remain stationary for players joining a host's game

Happy Summer Heisters!

As we talked about in our recent Future of PAYDAY with Paul Video, July's update is a smaller one as most of the PAYDAY 3 team is out on vacation.

That said, the team has been hard at work at revamping 99 Boxes! Much like the recent Turbid Station and Touch the Sky reworks, the 99 Boxes rework includes changes to objectives, item placement, lighting and more.

Take a look at the recent Behind the Scenes Video where some of the devs go through many of these changes. Give it a try, let us know what you think, and happy heisting!

And if you haven't already, there's still a few days left during the Steam Summer Sale to get PAYDAY 3 DLCs and other PAYDAY Games & DLCs at a discount!


Feature
  • 99 Boxes reworked

  • Objective flow has been improved.

  • The environment's lighting has been improved.

  • Multiple QoL updates.

  • New Contract

Tech Changes
  • Set the Teammate Suspicious Detection setting to be Advanced by default.

  • Fixed an issue where some players would crash on their mask inventory after previously modding the game.

Gameplay
  • Fixed an issue on XBOX where key icons could disappear.

  • Updated the text informing the player of having maximized the HEAT level.

UI
  • Fixed an issue where preconfig masks would appear as variants under the matching mask mould.

  • Fixed an issue where name of selected loadout wasn't updating when swapping between loadouts and going between menus.

  • Fixed an issue where the price for purchasing mask variants would display a C-Stack icon instead of the regular cash icon.

  • Fixed incorrect prices showing in the DLC menu.

Heists
Turbid Station
  • Fixed an issue where the security drones would remain stationary for players joining a host's game.
⚠️ Known Issues
  • 99 Boxes

  • The degradable loot will start degrading in value before the bar reaches the end.

  • XBOX/Windows Store

  • Players will not be able to see friends in the in-game social UI. Invites via the MS Shell will still function as normal.

PAYDAY 3: Update 3.6.1 Changelog

Fixed
  • Fixed the issue preventing certain weapons from being used
  • Prevented the issue causing the c-stack vendor to freeze
  • Prevented a crash that would happen when using another players Overkill Weapon

Hello heisters!

We are now rolling out a new Hotfix to address some of the issues that came up with the 3.6 Update.

As the hotfix is deployed, it may take longer for some platforms to receive the update, but all platforms will be updated today.

Changelog
  • Fixed the issue preventing certain weapons from being used.

  • Prevented the issue causing the c-stack vendor to freeze.

  • Prevented a crash that would happen when using another players Overkill Weapon.

PAYDAY 3: Update 3.6 Changelog

Added
  • Introduced Crimebonds, a themed bundle system to unlock items and unlock base-game content
  • Added a new story-driven tutorial mission establishing the relationship between Shade and Houston
  • Introduced the HEAT meter that tracks cop defeats and triggers their retreat to reorganize
  • Added four new contracts with home-made robbery-style themed rewards
  • Added Vanguard armor frame that rewards aggressive playstyle with no speed penalty, two plates or Resistant Armor, and trauma damage recovery
  • Added Survivalist armor frame that encourages defense with 5 downs and 3 flexible armor plate slots
  • Implemented a brand new Inventory UI
  • Added vision cone effect to security cameras
  • Made it possible to hack cameras without skill and added info button to the HUD
  • Added the ability to traverse by holding down the input
Changed
  • Completely reworked Touch the Sky heist with a new roof area and tweaked objectives for smoother flow
  • Revamped the stay as a party function with Yes as default, shorter bar time, and color change from green to orange
  • Dozers are now less likely to be stun locked by regular weaponry unless hit by Overkill Weapons or weapons with specialized skills
  • Interceptor can now be used after reaching 25% charge
  • Redesigned Playback skill to gain Runtime and make hacked security cameras loop footage for 10 seconds
  • Redesigned Security Expert skill to spend Runtime marking guards or law enforcement from hacked cameras and hacking drones
Fixed
  • Fixed the issue with hit indicators not showing in the settings menu
  • Fixed an issue where throwing knives dealt extremely high damage on the result screen
  • Fixed an issue where hurt animations from explosions would not play correctly for all players in co-op
Removed
  • Removed the possibility to play Houston on Houston Breakout Heist

Update 3.6 is here! Featuring Crimebonds, a brand-new tutorial mission, the new Heat meter, new contracts, new armor frames, and a complete rework of Touch the Sky.

Crimebonds

Stealth or Loud, shotgun or assault rifle, silencer or loudener(?). PAYDAY is full of choices, and we want those choices to feel informed and meaningful. Crimebonds is one step towards that goal, introducing a way to unlock the items you want anchored in heisting fantasies.

We’ve repackaged existing base-game content into two introductory Crimebonds. These themed bundles give us a new avenue to bring free and paid content to the game in the future, in a way that players will understand and that reinforces the fantasies around heisting.

Touch the Sky rework

Touch the Sky has a brand new coat of paint, and it’s glistening! One of the major changes was the addition of a whole new area on the building's roof where the player can start, fight, and escape. The rework also focused on tweaking objectives to ensure a smooth flow throughout the heist.

Give it a try, let us know what you think, and happy heisting!

New Player Onboarding

A new story-driven tutorial has been added, establishing the relationship between Shade and the tutorial protagonist, Houston. It’s a more compact and engaging beginning to the game that teaches players the basics while introducing them to the overall Heisting experience.

The HEAT meter

The introduction of the HEAT meter aims to give you more control over the flow of combat by rewarding you for efficiency while facing off against the cops. They’ll now retreat after they’ve racked up enough losses, so take advantage of this calmer period by completing objectives! Act quickly though; they'll soon be back to stop you!

A meter will be visible under the game state indicator (Negotiation/Assault/Retreat, etc.). As you defeat cops, the bar will increase until it reaches full, at which point they will retreat to reorganize.

Four new contracts

This month, the rewards are themed around a more home-made, robbery-style than the gang is used to, but still look menacing. Make grandma proud!

Vanguard and Survivalist Armor

An armor that rewards aggression or one that keeps you wrapped up like a walking fortress? Why not both? Two new armor frames are now available via the Crimebonds: the Vanguard and Survivalist frames.

The Vanguard frame rewards an aggressive playstyle; no speed penalty, two plates or Resistant Armor, and the ability to recover trauma damage by defeating enemies. This armor keeps you in the fight as long as there is a fight.

The Survivalist frame stands counter to the aggression of the Vanguard. It encourages defense and empowers healing through First Aid Kits, providing 5 downs and 3 flexible armor plate slots.


Feature
  • A brand new Inventory UI has been implemented

  • Added vision cone effect to security cameras

  • Fixed the issue with hit indicators not showing in the settings menu

  • Revamped the "stay as a party" function. It's set to "Yes" by default, the bar time is shorter, and changes from green to orange

  • Now possible to hack cameras without skill. Added info button to the HUD

  • Added Crimebonds

  • Reworked Touch the Sky

  • Added a new tutorial

  • Added the HEAT mechanic

  • Added the Vanguard and Survivalist armor frames

  • Added four new contracts

Gameplay
  • Removed the possibility to play Houston on Houston Breakout Heist

  • Prevented the gas grenade from dealing damage after the visual effects ended

  • Dozers are less likely to be stun locked by regular weaponry unless hit by Overkill Weapons or weapons with specialized skills

  • Interceptor can now be used after reaching 25% charge

  • Fixed an issue where the throwing knives dealt extremely high damage, when shown on the result screen

  • Fixed an issue where hurt animations from explosions wouldn't play correctly for all players in co-op

  • Fixed an issue where the glass viewport on Shields wouldn't break before killing the unit if shot with high-penetration weapons

  • Players will now take normal fall damage if traversing (mantle/vault) from a height that should deal damage

  • Added the ability to traverse (mantle/vault) by holding down the input

  • Fixed damage numbers not displaying multipliers, such as headshots

  • Improved visibility of the Overkill Weapon waypoint markers

  • Adjusted the escort circle colors to better indicate whether the player is in the correct position

  • Fixed missing and updated VO lines when answering pages

  • Fixed an issue that would occur when the client in custody leaves during negotiation

Skills
  • The 'Playback' and 'Security Expert' skills in the Hacker Skill Tree have swapped places, and have been redesigned:

  • Playback

  • Base: Gain 1 Runtime to spend on Black Hat operations. Spend 1 to make a hacked security camera loop its footage for 10 seconds, stopping it from detecting your crew. Once a hack wears off, the Runtime you spent will be refunded. For every two skills equipped in this branch beyong the first, receive 1 additional Runtime, to a maximum of 4.

  • Aced: Looping camera footage is now permanent. If a looped camera is destroyed, the Runtime you spent will be refunded.

  • Security Expert

  • Base: Spend 1 Runtime to make a hacked camera automatically mark all guards or law enforcement within range. Targets stay marked for 12 seconds after leaving the Camera's field of view.

  • Aced: Hack drones by spending 1 Runtime. Once a hack wears off, the Runtime you spent will be refunded. Stealth drones stop moving and go blind for 15 seconds. Combat drones fight on your side for 15 seconds, then self-destruct.

  • ⚠️ Players who had previously equipped the Playback or Security Expert skills prior to this update may find that the new skills are not automatically equipped, and you may need to manually re-equip them the Skill Tree editor.

Art
  • Most enemies have received a color tweak to make them easier to read.

  • Dozer returns with brighter green instead of blue.

  • Zapper now has more yellow color spots and brighter values.

  • Nader has a brighter orange color.

  • Heavy/Light Swat now have a brighter blue colors on their uniforms.

  • Fixed a lighting issue that occurred on low and medium quality settings

  • Improvements made on the enemy rimlight to improve visuals at a distance

  • Added a new inspect animation for the A114

  • Polish adjustments on the first responder pack

UI
  • Changed the crossplay setting phrasing, making it less confusing

  • Fixed the issue where the down icon stays after the player goes into custody

  • Fixed an issue where players can't join the server again after the host restarts the level following a heist failure

  • Chat function is now working for lobbies created through quickplay

Audio
  • Added bullet SFX when shooting on vents

  • SFX polish on bullet impacts

  • Improved sound feedback when adjacent to explosions

Heists
Multiple Heists
  • The hidden interactable buttons in Touch the Sky, No Rest for the Wicked, and Smash and Grab Bank Withdrawal now have outlines
Gold & Sharke
  • Fixed a misleading objective description
Turbid Station
  • Updated and polished on hackable door panels

  • Updated to correct waypoints for sabotage points

  • Prevented a visual issue when picking up drones

Shopping Spree
  • Added an outro video when escaping with the vehicle

  • Replaced the old iris scanner with the new one

⚠️ Known Issues
  • Purchasing c-stacks locks the vendor in a loading loop until the game restarts or a game is completed. The purchase will go through, but the vendor can be used only once per game or restart.

  • (XBOX) When a heist is finished, and the player is prompted to “return to the main menu?” The accept button will be invisible; it still functions by pressing (A).

  • The game will crash for a client (a player joining a host) if they use the host's Overkill Weapon. The crash will only happen if the host and client have different Overkill Weapons equipped, not if they’re the same.

  • Some weapons marked as “owned” via the Crimebond or vendor will not be equippable (A hotfix is in the works).

PAYDAY 3: Update 3.5.1 Changelog

Changed
  • Changed the fourth challenge in the PUBG collaboration contract from Boys in Blue (Hard+) to 99 Boxes (Hard+)
  • Adjusted the assault wave length on Turbid Station to prevent them ending too quickly
  • Normalized the duration of the police retreat phase between assault waves on Turbid Station to prevent very short breaks between waves
Fixed
  • Fixed the Devastator Overkill Weapon perk not triggering correctly
  • Fixed the Berserker perk for The Sociopath Overkill Weapon not properly giving players health
  • Fixed the issue causing the Interceptor Overkill Weapon to not appear for some players

Hello heisters!

We are now rolling out a new Hotfix to address some of the issues that came up with the 3.5 Update, including the contracts for the collaboration items.

As the hotfix is deployed, it may take longer for some platforms to receive the update, but all platforms will be updated today.

Changelog
  • Changed the fouth challenge in the PUBG collaboration contract from Boys in Blue (Hard+) to 99 Boxes (Hard+)

  • Fixed the Devastator Overkill Weapon perk not triggering correctly.

  • Adjusted the assault wave length on Turbid Station to prevent them ending too quickly.

  • Fixed the Berserker perk for The Sociopath Overkill Weapon not properly giving players health.

  • Fixed the issue causing the Interceptor Overkill Weapon to not appear for some players.

  • Turbid Station

  • Normalized the duration of the police retreat phase between assault waves to prevent very short breaks between waves.

  • Adjusted the assault wave length to prevent them ending too quickly.

Have a great weekend!

PAYDAY 3: Update 3.5 Changelog

Added
  • Added PUBG collaboration items unlockable via Contracts
  • Added Swedish Weapon Pack DLC with Russell JB-9 SMG, Skogskrigare AG-9 rifle, Studsgranat S18 grenade, and Karl Alfred M606 bazooka
  • Added free LMG Zokas-17
  • Added ability to stagger dozers
  • Added new first-person animation for hiding bodies
  • Added new third-person animation for crew AI picking up bags
  • Added ability to pick up and carry a destroyed camera drone in stealth
Changed
  • Turbid Station heist is now playable in loud mode with improved environment readability, objective flow, and quality-of-life updates
  • All Overkill Weapons are now moddable to adjust their behavior
  • Marcom Mamba MGL shots do not damage players or civilians by default and increased damage with additional damage zones
  • M135 Arges increased base damage 26% and focuses spread twice as fast
  • Sociopath Overkill meter starts draining 7 seconds after activation with 25% reduced drain rate and restores 10% on enemy kills
  • Guards no longer react to opened large vault doors in stealth on Gold & Sharke and Delivery Charge
  • Dropped keycards now have a more distinct outline
  • Enabled multiple players to request Overkill weapons at the same time
  • Changed Kitted Out achievement unlock requirement to trigger when purchasing all mods for a weapon
  • Changed radio count display in stealth to show until search or until alarm depending on game state
Fixed
  • Fixed game-state banner showing casing instead of infiltration when starting masked up
  • Fixed issue where joining players could hear hosts' Overkill weapon dialogue
  • Fixed collision issue on flower pot boxes in Dirty Ice heist
New Content
  • Added PUBG Collab items!

  • Completely free and unlockable via Contracts.

  • Added the Swedish Weapon Pack DLC.

  • Russell JB-9

  • A high-capacity, high-fire-rate automatic secondary SMG that shines with unmistakable 80s charm.

  • Skogskrigare AG-9

  • A dependable mid-range rifle, striking a balance between power and control in any firefight.

  • Studsgranat S18

  • A grenade that hits the ground, then springs upward to detonate at face level.

  • Karl Alfred M606

  • A heavy-duty bazooka capable of firing explosive, HEAT, or smoke rounds to suit your needs.

  • Turbid Station reworked.

  • Now playable in loud!

  • The environment's readability has been improved.

  • Objective flow has been improved, and the heist is now more approachable for new players.

  • Multiple QoL updates.

  • Added the free LMG Zokas-17.


Gameplay - OVERKILL Weapons

While many weapons were changed, Overkill Weapons underwent significant changes to how they work. All Overkill Weapons are now moddable, providing options to adjust their behavior to your build and playstyle.

Our senior designer, Jimmy, wrote a blog detailing the changes here.

A summary of what’s changed is as follows:

Marcom Mamba MGL

  • Shots do not damage players or civilians by default.

  • Increased damage and added an additional damage zone for a total of 3 on the Mamba OVERKILL. Inner Zone(75cm) 1200dmg, Middle Zone (2m radius) 900 dmg, Outer Zone(4m radius) 300 dmg.

M135 Arges

  • ARGES Increased base damage 26% and focuses spread twice as fast.

Sociopath

  • The Overkill meter on the Sociopath now starts draining 7 seconds after activation, and the drain rate has been reduced 25%.

  • Killing an enemy while this ability is active will restore 10% of your OVERKILL meter by default.

Gameplay - General
  • A range of changes to how hurt/stagger builds up on enemies.

  • Added the ability to stagger dozers.

  • Hurt reaction buildups are correctly reset when the highest possible reaction has triggered.

  • GV50, Shotguns, Revolvers, and some rifles had minor tweaks to hurt buildup and their likelihood of not stun-locking enemies.

  • Added a new first-person animation for hiding bodies.

  • Added a new third-person animation for crew AI picking up bags.

  • Changed it so guards no longer react to opened large vault doors, making stealth more forgiving on Gold & Sharke and Delivery Charge.

  • Dropped keycards now have a more distinct outline.

  • Enabled multiple players to request Overkill weapons at the same time.

  • Added the ability to pick up and carry a destroyed camera drone in stealth.’

  • Changed the unlock requirements for the Kitted Out achievement/trophy to trigger when purchasing all mods for a weapon.

UI
  • Changed how the number of remaining radios is displayed in stealth from 0 to 1.

  • The number of remaining radios will now display "until search" or "until alarm," depending on the current game state.

  • Fixed an issue where the game-state banner showed "casing" instead of "infiltration" when starting masked up.

  • The updated Open Door Policy favor has been implemented in the game UI.

  • Added a text that is shown in the server browser if the user's game is modded,

  • Added a server browser filter for modded lobbies, set to hide by default.

  • Added numbers to the weapon stats infographics.

Audio
  • Fixed an issue where joining players could hear the hosts' Overkill weapon dialogue.
Heist Changes
Dirty Ice
  • Fixed a collision issue on flower pot boxes in the street.
Turbid Station
  • Fully reworked.

  • Is now playable in loud. The heist has been given clearer objectives, updated cover and traversal, and its soundtrack updated for loud.

  • Added a new first-person view animation for picking up Orbit Stabilizers.

  • The portable speaker sitting near the red keycards can now be destroyed by shooting it.

  • The speaker now goes silent when the heist state turns loud.

Syntax Error
  • Fixed the issue where the player could access a server area by vaulting and clipping through the environment.
Diamond District
  • Fixed the issue where guards would idle outside when locked out of the stores
⚠️ Known Issues
  • The new Quality Control contract rewards screen only displays 2 of 4 items when claimed.

  • The Interceptor OVERKILL Weapon may be inaccessible for some players. (A fix is currently being worked on.)

PAYDAY 3: Update 3.4.1 Changelog

Added
  • Added the Teammate Suspicion Detection User Interface setting
Changed
  • Change to Advanced setting to show a detection meter above teammates while in Stealth when they are in line of sight of a guard or camera
Fixed
  • Fixed the progression issues for The Sociopath OVERKILL weapon
  • Fixed progression being blocked when using the Equipment Dead Drop favor with the thermal lance entry method
  • Fixed an issue displaying the wrong icons in the weapon modification interface
  • Prevented a crash in the DLC store interface on Steam
  • Prevented a crash that could occur if players were taken into custody after throwing a smoke grenade
  • Fixed Infamous Rewards gained from completing PAYDAY 2 Milestones not appearing correctly in player inventories

Today's update fixes issues that have been discovered since the release of Update 3.4 earlier this week.

  • Fixed the progression issues for The Sociopath OVERKILL weapon

  • Added the addition of the “Teammate Suspicion Detection” User Interface setting to the 3.4 Changelog

  • Change to 'Advanced' to show a detection meter above teammates while in Stealth, when they are in line of sight of a guard or camera

  • No Rest for the Wicked

  • Fixed progression being blocked when using the “Equipment Dead Drop” favor with the thermal lance entry method

  • Fixed an issue displaying the wrong icons in the weapon modification interface

  • Prevented a crash in the DLC store interface on Steam

  • Prevented a crash that could occur if players were taken into custody after throwing a smoke grenade

  • Fixed Infamous Rewards gained from completing PAYDAY 2 Milestones not appearing correctly in player inventories

Have a great weekend, heisters!

PAYDAY 3: Update 3.4 Changelog

Added
  • AI crew will now pick up loot bags from the ground
  • Players can now vault mid-air
  • Added the ability to mantle directly from sliding
  • Visually added feet while sliding
  • Reworked heists have waypoints displaying objective text when aimed at
  • Bags now display information text when aimed at
  • Added a new Teammate Suspicion Detection option to the User Interface Settings
  • High Society outfit with four new contracts containing cosmetics
  • First Responder Tailor Pack with 5 outfits
  • Community Vote Masks
Changed
  • Negotiation times rebalanced to provide more value for lower difficulties
  • New Assault Dynamic with shorter but more intense assault stages on No Rest for the Wicked
  • All weapon mods have been disconnected from their respective weapon level requirements and can now be unlocked using only in-game cash or C-stack cost
  • Increased the movement speed of guards escorting the player from 130 to 200
  • No Rest for the Wicked reworked for better combat, difficulty scaling, and clearer objectives with more randomization
Fixed
  • Fixed an issue where after shooting R900S and aiming down sight the player's view would be blocked
  • Fixed a bug where the lead guard wouldn't spawn despite the modifier being active
  • Fixed a bug where armor bags could fall through the ground for everyone except the host
  • Fixed a bug where guards would play voicelines for player actions they didn't see in stealth
  • Fixed a bug where you could secure guns to be able to complete the quest moving up
New Content

Features
  • The AI crew will now pick up loot bags from the ground

  • Negotiation times rebalanced to provide more value for lower difficulties

  • New Assault Dynamic: reworking No Rest for the Wicked was a ground for us to experiment with different durations and flow of assault cycles. Players can expect shorter, but more intense assault stages on all difficulties of the reworked level.

  • Players can now vault mid-air

  • Added the ability to mantle directly from sliding

  • Visually added feet while sliding

  • Reworked heists have waypoints displaying objective text when aimed at

  • Bags now display information text when aimed at

  • All weapon mods have been disconnected from their respective weapon level requirements Weapon mods can now be unlocked using only their in-game cash or C-stack cost

  • Added a new “Teammate Suspicion Detection” option to the User Interface Settings

  • Change to 'Advanced' to show a detection meter above teammates while in Stealth, when they are in line of sight of a guard or camera

Gameplay
  • Fixed an issue where, after shooting R900S and aiming down sight, the player's view would be blocked

  • Increased the movement speed of guards escorting the player. From 130 to 200

  • Fixed a bug where the lead guard wouldn't spawn despite the modifier being active

  • Fixed a bug where armor bags could fall through the ground for everyone except the host

  • Fixed a bug where guards would play voicelines for player actions they didn't see in stealth

  • Fixed a bug where you could secure guns to be able to complete the quest "moving up"

  • Fixed the 'Rabid' OVERSKILL for the Sociopath not activating properly

Skill Changes
  • Prevented the dodge buff icon from showing in stealth

  • Fixed issue with “Judo Chop” skill from the ‘Ghost’ skill tree; breaking civilian behavior, causing them to walk into security rooms to discover bodies

UI
  • Added difficulty text in addition to the skulls in heist planning screen

  • Stuck "?" icon no longer occurs near waypoint with the keypad code

  • Recreated favor icons for "No Rest for the Wicked"

  • Fixed text when guards investigate a broken ATM.

  • Fixed so players joining a host can see renown levels in the HUD

  • Fixed an UI issue where host saw "exit zipline" prompt when Crew AI used the zipline

  • Added translations for the damage number menu setting

  • Fixed an issue with the hit indicator prioritizing damage (white), over kills (red), when dealing damage to multiple enemies

  • Update to stay as a party widget to work with the P2P party logic

Art
  • Added a custom inspect animation for R880

  • Added a custom inspect animation for S40

  • Fixed a visual issue with large guards missing some of their shadows.

  • The background of the mad bomber skill now fills the entire icon

  • Garstini Viper .50AE stability statistic is displayed properly in the Vendors menu.

  • Made the loot outline more visible.

  • The red thermite bags now use the correct icon.

  • Made the outline on the bedroom wall panel better defined

  • Fixed clipping issue with Sheath RDS sight on Blyspruta MX63

Audio
  • Fixed a bug that prevented the result screen music from playing

  • Added sound effects for incoming grenades

  • Fixed guard footstep sounds being desynced

  • Added a notification when players trade hostages

  • Added Shade VO for taking out the security room guard

  • Removed some systemic Shade voice lines

  • Limited the amount of hurt reaction screams from cops

  • Separated camera detection sound between you and other players (2D vs 3D)

  • First pass of PAYDAY 3 audio remix

  • The location of Specials has been made clearer. Their associated sounds are now more directional. Also, guard footsteps can now be heard from further away

Tech Changes
  • Fixed an issue where the ammo bag preplanning favor would spawn partially in the ground
Heist Changes
Dirty Ice
  • Changed unlock requirements for Cleanin' It Out achievement to only require bags and not small loot
Under the Surphaze
  • Added cover on roof near extraction point for better flow

  • Added cover on street

  • "Fixed an issue where guards sometimes do a half-squat in the randomized security rooms

  • Fixed an issue where players could jump onto toilet stalls and clip through the ceiling

  • Fixed ammo boxes clipping halfway through the floor"

Gold & Sharke
  • Fixed an issue where Shade would have escape voice line without the server secured on Gold & Sharke Bank.

  • Fixed an issue where the mission objective wouldn't progress if the player bashed through the golden doors

Rock the Cradle
  • Fixed an issue where doors in the corridor near the vault would have lockpicking on the interior side

  • Bags dropped into the cage are now considered secure and will not be picked up by cops or crew AI

Road Rage
  • Fixed an issue of where progression would get blocked at the second hole in the street
Boys in Blue
  • Fixed a misplaced waypoint at the "defend the winch" objective

  • Fixed an issue preventing progression when players placed the C4 on the wall while in stealth, then went loud

Cook Off
  • Fixed an issue where players were unable to place gadgets on some walls
Syntax Error
  • Fixed VO and animation issue on a civilian in Syntax Error

  • Updated Shade's VO if a player takes one of the security room guards down to make it more accurate

Shopping Spree
  • Adjusted food box positions to make them easier to access and look into

  • Fixed an issue of where the eye scanner is turned off in the weapon store if players unlocks the door from the inside by using the vents

S&G - Bank Withdrawal
  • Fixed an issue of where multiple red keycards could accidently spawn
S&G - Search And Seizure
  • Fixed an issue of where players were able to throw bags out of reach and potentially causing the level to soft-lock

⚠️Known Issues
  • The damage area from a Nader’s gas grenade persists for a few seconds after the VFX has faded

  • Searching for matches through Quickplay always hosts a new lobby instead of attempting to join a game

  • A pop-up will appear, listing items you already have. This happens only once due to the new system being introduced

  • Wrong rotation on bullets in the loadout view on the HET-5 Red Fox

  • The Sociopath OVERKILL weapon progression isn’t working, remaining stuck at level 0

  • The achievement "Kitted Out", unlocked by purchasing all mods for any weapon, is currently not unlocking properly

PAYDAY 3: Update 3.3 Changelog

Hello Heisters!

This update makes more meaningful changes to the game, adds damage numbers, and introduces the first version of the Contract system.

We have several goals in mind for the Contracts going forward. When we began development, the system started as a new way to convey narrative, tying together heists or objectives, adding text or VO before or after each heist, and then providing a reward at the end.

In its current iteration, the Contracts offer four missions, a brief explanation of the premise, and provide a reward at the end. While it’s still early, we want your feedback on the Contracts.

Peer-to-peer is included in this build. The game isn’t switching fully just yet; instead, we’re going to announce and run limited tests to ensure quality. Once we’ve confirmed there are no major issues, we’ll flip the switch, taking the game off dedicated servers and on to peer-to-peer.

If you experience any issues during the peer-to-peer playtests, please let us know.


Feature
  • First version of Contracts (previously referred to as Quests)

  • These are in-game missions that let us present story elements alongside gameplay

  • Provides something to strive towards for both new and veteran players via completing quests and unlocking rewards

  • This system is intended to grow over time

  • Added damage numbers, choose between Simple or Arcade style in the game settings

  • Clear damage feedback

  • Easier build comparison

  • Peer-to-peer functionality

  • The feature is not immediately turned on with this update, but is included in the game build

  • January’s (https://www.paydaythegame.com/news/payday3/2026/01/p2ptest/) showed good results

  • We will run tests to ensure the experience is solid before switching entirely away from dedicated servers

Gameplay
  • Prevented the Sociopath OVERKILL weapon from becoming permanent if its wielder was cloaked just as its timer ran out

  • The BISON and RG5 weapon changes from a previous update have been reverted following community feedback

  • Fixed an issue where starting an interaction during a slide would cause the player to stand up

  • Introduced a lockpicking penalty zone on Very Hard and OVK difficulties to discourage button-mashing

  • Added a fail-stop mechanic for lockpicking on Very Hard and OVK. If triggered outside of green or penalty zones, the rotation slows down for a short time

  • Fixed a crash that could occur when shooting the Mamba OVERKILL-weapon while being kicked by a Cloaker

  • Added a 6-second invincibility to players connecting to an ongoing session

  • Prevented the mouse from switching player weapons while viewing security cameras

  • Fixed an issue where tied-up cops would try to stand up and hide behind the shield enemy

  • Updated the smoke and gas grenade fog effects

Art
  • Fix for Richard's mask cosmetics and patterns not appearing in the correct location

  • Updated animations for first-person sliding

  • Private security contractors have revised their physique requirements to be more inclusive. Guards with a wider variety of body types may now be encountered on duty

Audio
  • Added more audio stingers when securing bags after a set amount

  • Added missing sound effects for "Multitasker Aced" skill in Solo Mode

UI
  • Fixed the icon for "Tagged Iron Sights" appearing low-resolution

  • Updated the hit indicators to make them clearer and visually distinct

Known Issues
  • Some Contracts may be randomly completed without fulfilling the contract criteria

Fill out our 3.3 Update Survey and WIN a PAYDAY 3 bag (with a Collector’s Mini-Dallas in it)

We want your feedback on the latest PAYDAY 3 update. Try the new update and answer our questions regarding Contracts, damage numbers and general feel, then share your thoughts in our survey for a chance to win a PAYDAY 3 bag with a Mini-Dallas inside

Enter the Update 3.3 Survey


Behind the Scenes with Andrej - March Update

In case you missed it, we released a second Behind the Scenes video with Andrej, check it out!

PAYDAY 3: Update 3.2 Changelog

Hello Heisters!

Following Skills 2.0 and the improvements to the minute-to-minute gameplay made last year, we discovered a number of items we'd like to improve on. This patch focuses on Quality of Life (QoL) updates, aimed at making the game smoother in general, including removing pet peeves like being unable to rack shotguns or chamber rifles while sprinting.

We've also incorporated some feedback from the Shopping Spree release and followed up with additional balance changes to weapons and skills.


Feature
  • Increase randomization of height and angle of helmet pops

  • New Lockpicking mechanic

  • New Safecracking mechanic

  • Replaced WiFi-Circles with hacking panels on:

  • Under the Surphaze

  • 99 Boxes

  • Gold & Sharke

  • Turbid Station

Weapon Balance
  • Close/Medium/Far: Damage dependent on distance from target.

  • AP: Armor Penetration.

[table equalcells="1" colwidth=""][th colspan="5"]

Assault Rifles

Close

Medium

Far

AP

CAR4

90.0

85.0

80.0

2

NWB9

70.0

65.0

65.0

2.2

VF7S

130.0

120.0

110.0

2.5

KU59

120.0

100.0

90.0

1.75

KU59

120.0

100.0

90.0

1.75

RG5

104.6

100.0

95.0

2

CHS3

85.0

80.0

70.0

2.8

[td colspan="5"]

[th colspan="5"]

Sniper Rifles

A114

92.0

88.0

80.0

3

FIK22

54.0

39.0

39.0

1.5

Spearfish

100.0

95.0

90.0

2.6

R900S

280.0

280.0

270.0

7

Gameplay
  • Ensured at least one shot fires if the trigger is pulled while sprinting

  • You can now pump shotguns and cycle sniper rifles while running

  • Prevented the front hand from hovering when ending the sprint animation while holding the R900

  • General animations improvement and updated reload animation for the Jackknife SE5

  • Reduced ADS transition time for R900S

  • Fixed an issue with throwing knives opening breachable double doors

  • Fixed so adaptive armor is fully recharged after picking up armor from armor bag

  • Fixed an aim offset issue with SMGs

  • Solved an issue causing VFX and SFX on all AI to be desynced while firing

  • Increased the interaction zone size on a bunch of objects

  • Fixed the ammo bag animation being too low on the screen during placement

  • Explosive traps, such as fire extinguishers and explosive barrels, deal more damage to enemies. Now able to kill swats on Normal and Hard. Also, players take less damage from the explosions, and they no longer penetrate player armor

  • Slight buff to SMG & shotguns headshot multipliers, preventing the multiplier from dropping below x1 at longer distances

  • Slightly increased hitbox of the Zapper's battery pack and the health and hitbox of the Nader's grenade belt

  • Halved the self-damage from frag grenades to account for their increased power from skills

  • Fixed an issue preventing the placement of deployables when near players

  • Adjusted enemy accuracy, they should now be a bit less accurate at range and minimally more accurate at close distance

Skill Changes
  • Updated the skill icon for "Bastion" in the Juggernaut tree to better represent the skill

  • Changed "Locksmith" base skill in the 'Ghost' tree, so that it speeds up progress by 50% when successfully hitting a green area

  • Ensured the maximum dodge chance cap was active even when the skill "Dodge This" from the 'Ghost' tree isn't selected

  • Fixed an issue with third person animation when running while reloading

  • "Extra Protection" from the 'Juggernaut' tree, now works as intended, basing its damage reduction on armor and instead of trauma

  • Prevented the stacks gained from "Head Games" in the 'Longshot' tree from being removed when placing a deployable

  • Fixed an issue where "Bullet Frenzy" and "Premium Bag" from the 'Ammo Specialist' tree, wouldn't provide their buffs to allied players

  • Changed the bonus to headshot damage granted by "Head Games" in the 'Longshot' tree to have a maximum damage potential of 75%, down from 99900%

  • Set a maximum cap of 150% on the additional damage granted from “Machine War” in the Engineer tree

Art
  • Updated PC9 first-person animations

  • Updated S403 animations by adding more recoil and changing its viewing angle

  • Animation improvements to SA114 and the S403

  • Smaller improvements on the recoil animations of the S40, SPM11 and Argus

  • Updated first-person animations for the following weapons:

  • VF7S

  • KU59

  • Mosconi 12G

  • R900S

  • BISON

  • Stryk7

  • Castigo 44

  • CAR4

  • Updated Sociopath first-person animations and increased attack-range

  • Animation improvements when switching between weapons, deployables and throwables

  • Snappier recoil animations on S40 & SPM11

  • Updated skylight glass panels with new effect

  • Updated muzzle flash effect on the Gastini Viper

  • Tweaked Tribune 32 animations

  • Updated Northwest B-9 viewing angle and reload camera animations

Audio
  • Added the missing SFX from skylight debris impacting the ground

  • Added more ambient SFX around all heists

  • Added a countdown timer SFX before the heist starts

  • Added a setting to mute the game when the game is unfocused

  • Added headshot kill SFX

UI
  • Improved hit indicators visual effect

  • Updated the skill icon for "Strong-Armed" in the ‘Imposter’ tree

  • Fixed some buttons appearing blurred

  • Objective will now state which colour keycard or RFID is required

Heist Changes
Multiple Heists
  • Adjusted display case rules. They will now always start the alarm if broken

  • Improved several interactions across heists including card readers, dye packs, QR readers and more

Gold & Sharke
  • Fixed the being unable to ping through the glass near the vault
No Rest for the Wicked
  • Fixed an issue where thermite would appear affected by sprinkles if they were switched off instantly
Road Rage
  • Fixed an issue preventing the unlocking of the Crowd Control achievement
Syntax Error
  • Fixed an issue where the sabotage squad wouldn't deploy properly
Delivery Charge
  • Switched the Butcher's portrait with Shade

  • Switched the information pop-up when a guard discovered the winch from the ATM to one more descriptive

S&G - Bank Withdrawal
  • Fixed an issue preventing one of the thermite bags from being interacted with

  • Fixed an issue with a guard getting stuck in the parking lot after escorting the player

Shopping Spree
  • Produce boxes and Teddy Moo's can now be opened by bullets and frag grenades

  • Removed an extra iris scanner sign in the Corvo gun store

  • Moved a desk in the freezer office, preventing the player getting stuck by opening the vent

  • Adjusted the mandatory loot to 6 bags on Normal and Hard, and 8 bags on Very Hard and Overkill

  • Fixed "Enter the lounge office"-objective not completing correctly

  • Fixed the blue keycard spawning on a non-reachable guard. Multiple guards now carry a blue keycard.

  • Fixed an issue where display cases couldn't be shot from the openable side on Diamond District and Shopping Spree.

  • Fixed an issue where a civilian NPC would run through the glass of the Teddy Moo store

  • Fixed visual issues after removing the plasma cutter

  • Fixed Micro Cam continuing to be attached to security glass after it gets destroyed

  • Added VFX when ripping open Teddy Moo's

  • Normalized the value of loose cash around the heist

  • Potted plats are no longer able to trap players

  • Fixed an issue where the VFX from the Thermal Lance could be seen through the floor

  • Prevented the objective "Hack the wifi boxes" activating and playing VO when the store had already been entered through the side or vents.

  • Fixed some Teddy Moo's clipping through the wall when ripped open

  • Prevented players from rotating if standing on a Teddy Moo while opening it

Party Powder
  • Fixed an issue where the player could slide out of bounds

PAYDAY 3: Update 3.1.1 Hotfix Changelog

We've released a hotfix for PAYDAY 3 to fix several issues found since the release of Update 3.1. No downtime is required, simply update and play!

Changes
  • Increased headshot damage and lowered ammo pickup on the RG5

  • Fixed an issue preventing successful escape when the Nobleman Lounge is the main objective, if doing objectives out of order

  • Fixed a crash that could happen to the game's host, if all other players leave the lobby in the results screen

  • Fixed an issue preventing additional thermite from spawning in the Nobleman Lounge

PAYDAY 3: Update 3.1 Changelog - Shopping Spree Heist

Watch Cinematic Trailer

The newest heist for PAYDAY 3 takes the gang to a shopping mall taken over by the mob. The heist alternates three distinct heist locations, offering fantastic replayability in both stealth and loud.

Players who do not own the Shopping Spree Heist can play for free when invited to the lobby of a friend who owns this DLC.


Balance
  • Headshots now deal 54% damage against armor, up from 0%

  • The Throwing Knife throwable had its damage increased from 150 to 350 and its headshot multiplier from 2 to 5

  • The Frag Grenade throwable had its closed damage increased from 200 to 325, ensuring its able to one-shot a regular SWAT

  • Increased the damage of the Sociopath OVERKILL weapon and increased its attack range

  • The HET-5 Red Fox OVERKILL weapon had its damage adjusted slightly from 3000 to 2850

  • The M135 Arges OVERKILL Weapon had its damage increased from 30-50, and armor penetration reduced from 3.2 to 2

Enemy Health Changes
  • HP: Enemy's maximum Health Points

  • AHP: Enemy's maximum Armor Hit Points

  • APlates: Number of Armor Plates this Enemy has

  • PlateHP: Maxiumum Hit Points of each Armor Plate

Normal Difficulty

[table equalcells="1" colwidth=",137,,,"]

NAME

[th colwidth="137"]

HP

AHP

APlates

PlateHP

Guard

[td colwidth="137"]

100

0

0

50

Cop

[td colwidth="137"]

185

0

0

50

SWAT

[td colwidth="137"]

250

150

3

50

SWAT Shield Body

[td colwidth="137"]

250

150

3

50

SWAT Shield Visor

[td colwidth="137"]

0

100

2

50

Heavy SWAT

[td colwidth="137"]

350

200

4

50

Zapper

[td colwidth="137"]

500

100

2

50

Grenadier

[td colwidth="137"]

500

100

2

50

Techie

[td colwidth="137"]

500

100

2

50

Sniper

[td colwidth="137"]

80

0

0

50

Cloaker

[td colwidth="137"]

200

0

0

50

Dozer Body

[td colwidth="137"]

2000

6000

120

50

Dozer Face

[td colwidth="137"]

0

1500

30

50

Combat Drone

[td colwidth="137"]

100

100

2

50

Hard Difficulty

[table equalcells="1" colwidth=",137,,,"]

NAME

[th colwidth="137"]

HP

AHP

APlates

PlateHP

Guard

[td colwidth="137"]

110

0

0

50

Cop

[td colwidth="137"]

204

0

0

50

SWAT

[td colwidth="137"]

275

200

4

50

SWAT Shield Body

[td colwidth="137"]

275

200

4

50

SWAT Shield Visor

[td colwidth="137"]

0

150

3

50

Heavy SWAT

[td colwidth="137"]

385

250

5

50

Zapper

[td colwidth="137"]

550

150

3

50

Grenadier

[td colwidth="137"]

550

150

3

50

Techie

[td colwidth="137"]

550

150

3

50

Sniper

[td colwidth="137"]

88

0

0

50

Cloaker

[td colwidth="137"]

220

0

0

50

Dozer Body

[td colwidth="137"]

2200

6000

120

50

Dozer Face

[td colwidth="137"]

0

1650

33

50

Combat Drone

[td colwidth="137"]

110

150

3

50

Very Hard Difficulty

[table equalcells="1" colwidth=",,,,"]

NAME

HP

AHP

APlates

PlateHP

Guard

125

0

0

50

Cop

231

0

0

50

SWAT

313

250

5

50

SWAT Shield Body

313

250

5

50

SWAT Shield Visor

0

200

4

50

Heavy SWAT

438

300

6

50

Zapper

625

200

4

50

Grenadier

625

200

4

50

Techie

625

200

4

50

Sniper

100

0

0

50

Cloaker

250

0

0

50

Dozer Body

2500

6000

120

50

Dozer Face

0

1875

37.5

50

Combat Drone

125

200

4

50

OVERKILL Difficulty

[table equalcells="1" colwidth=",,,,"]

NAME

HP

AHP

APlates

PlateHP

Guard

140

0

0

80

Cop

259

0

0

80

SWAT

350

480

6

80

SWAT Shield Body

350

480

6

80

SWAT Shield Visor

0

400

5

80

Heavy SWAT

490

560

7

80

Zapper

700

400

5

80

Grenadier

700

400

5

80

Techie

700

400

5

80

Sniper

112

0

0

80

Cloaker

280

0

0

80

Dozer Body

2800

9600

120

80

Dozer Face

0

3360

42

80

Combat Drone

140

400

5

80

Weapon Balance Changes

We have adjusted the damage of many of the weapons to balance them alongside the new skill system.

  • Close/Medium/Far: Damage dependent on distance from target.

  • AP: Armor Penetration.

[table equalcells="1" colwidth=""][th colspan="5"]

Assault Rifles

Close

Medium

Far

AP

CAR4

64.6

50.0

43.0

2

NWB9

51.5

35.0

30.0

2.2

VF7S

92.0

78.0

69.0

2.5

KU59

98.5

68.0

58.0

1

RG5

104.6

82.0

71.0

2

CHS3

67.0

55.0

49.0

2.4

[td colspan="5"]

[th colspan="5"]

SMGs

Close

Medium

Far

AP

PC9

65.2

35.0

29.0

1.3

Compact7

59.2

38.0

32.0

1.4

WAR45

86.4

51.0

43.0

0.9

ATK7

79.2

38.0

28.0

1.15

Commando

60.0

55.2

42.0

0.9

[td colspan="5"]

[th colspan="5"]

Sniper Rifles

Close

Medium

Far

AP

A114

96.0

88.0

80.0

3

FIK22

54.0

39.0

36.0

1.5

Spearfish

134.0

123.0

112.5

2.6

R900S

186.0

171.0

156.0

7

[td colspan="5"]

[th colspan="5"]

LMGs

Close

Medium

Far

AP

MX63

66.7

43.0

31.0

1.5

[td colspan="5"]

[th colspan="5"]

Shotguns (Pellets x Damage per Pellet)

Close

Medium

Far

R880

10 x 47.6

10 x 24

10 x 20

0

Mosconi12C

10 x 67.125

10 x 42

10 x 30

0

FSA12

8 x 34.125

8 x 21

8 x 13.72

0

TAS12

10 x 52

10 x 22

10 x 18

0

M7P

10 x 43.6

10 x 22

10 x 22

0

Justicar

8 x 49.125

8 x 31

8 x 22

0

[td colspan="5"]

[th colspan="5"]

Pistols

Close

Medium

Far

AP

S40

90.1

56.0

42.0

1.6

Stryk7

60.6

30.0

22.0

1.8

S403

66.0

49.0

38.0

1.6

SPM11

116.1

80.0

60.0

2.1

PD5

76.6

39.0

28.0

1.3

T32

49.3

30.0

22.0

1.3

GV50

137.0

56.0

42.0

5

SE5

100.6

52.0

37.0

1.4

[td colspan="5"]

[th colspan="5"]

Revolvers

Close

Medium

Far

AP

Castigo44

160.1

102.0

77.0

2

Bison

155.6

81.0

58.0

4

Bullkick500

212.0

167.0

130.0

5

Favors

The favor groups have been set to the following:

  • Rock the Cradle - Fear & Greed - Under the Surphaze - Touch the Sky

  • Road Rage - 99 Boxes - Cook Off - Boys in Blue - Party Powder

  • No Rest for the Wicked - Gold & Sharke - Syntax Error - First World Bank

  • Diamond District - Turbid Station - Dirty Ice - Houston Breakout - Delivery Charge - Shopping Spree

Smash & Grab

These run on a different system from the normal favors, and are grouped as such:

  • Bank Withdrawal; Diamond District - No Rest for the Wicked - Dirty Ice - Touch the Sky

  • Search and Seizure; Party Powder - Boys in Blue - Cook Off - Road Rage

Gameplay
  • The dozer will now be stunnable when using the EMC jammer gadget combined with the skill 'Electrical interference'

  • The Quality AA setting no longer turns marksman scopes white when using ADS

  • Fixed an issue where smoke grenades using the 'Poisonous Gas' skill would treat cuffed guards as enemies instead of civilians and eventually kill them

  • The 'Bounty Hunter' skill can no longer be used to place down an infinite number of tools. Instead, each tool has its own placement limit; earlier placed tools get deleted as more are placed per player

  • Fixed a bug where the primary weapon wouldn't reload after doing various movements while swapping weapons

  • Fixed an issue where some glass cases wouldn't get destroyed by throwing knives

  • Fixed an issue where crew AI remained stuck in place after getting revived if downed during the Techie drone flash effect

  • Lowered ammo pick-up rates for all weapon types except SMGs

  • Laser beams have been improved in order to make them more reliable when playing with higher latency

  • Fixed an issue where all armor frames had the 2 seconds damage resistance when a plate breaks. The function is now exclusive for the 4 plate armor frame as intended

Skill Changes
  • Several skills were changed following the feedback in the skills survey (thanks for participating!) The exact changes are visible here in the survey blog.

  • Fixed an issue where the 'Berserker' skill didn't give damage reduction for the 1 second after a reload was completed

  • The 'Bounty Hunter' skill now has Zappers, Naders, and Techies in the base version, and Cloakers and Dozers when Aced

  • The 'Human Resources' skill now allows throwables to ignore hostages (Base) and civilians (Aced)

UI
  • Defeating enemies using the skill 'Hidden Blade,' no longer adds damage dealt in the post-game statistics

  • Implemented performance improvements related to the techie glitch effect

Enemies
  • Adjusted enemy armor and health to normalize the experience following the release of skills 2.0. This change should make enemies feel more in-line with how they felt before the skills update

  • Normalized the experience of increasing or decreasing difficulty, making the jump in challenge less drastic

  • Increased damage scaling of crew-AI to ensure relevance following enemy adjustments

Feature
  • The Temporal Anti-Aliasing Upsampling (TAAU) graphical options now work as intended
Heist Changes
Touch the Sky
  • Replaced the wifi circles with a new puzzle
Known Issues
UI
  • The contact image and name during the briefing of Delivery Charge currently shows Butcher instead of Shade.
Shopping Spree
  • Enemies can sometimes spawn in inaccessible areas

  • Enemies can carry the loot bags away from the players, but don’t currently have a drop off point where they can “secure” them

  • Some specific small areas in the mall are tagged with an incorrect type of zone (public/private/secure)

  • When the main objective is Nobleman Lounge: Objective will not update properly if the office objective is skipped. Heist can still be finished, but no new objective will be given until the office is fully completed

  • When the main objective is the Corvo Gun Store, the blue keycard is inaccessible, preventing entry to the security office and the camera operator

Touch the Sky
  • The information in the tab menu still displays instructions for completing WiFi-circles, not the new puzzle.
Same as in 2.5
  • Using an old version of the “PD3 Logic Mod” by Narknon and HW12Dev will prevent the new skills from functioning properly. There’s already an update to the mod, so downloading the latest version will prevent the issue

PAYDAY 3: Update 2.5 Changelog – Skills 2.0

**New Feature - **Skills 2.0

It's been a long time coming, but Skills 2.0 is finally here!

This FREE update to PAYDAY 3 completely revamps the skill system, providing heisters even more ways to create the perfect build.

Want to take a look at the new skills while your game updates? Check out our Skills 2.0 Simulator!


Features
  • New Skill System

  • Completely replaces the old system

  • Removes EDGE/GRIT/RUSH buffs

  • New format, classic “tree” shape

  • 51 maximum points, fully unlocked at infamy level 150

  • There’s a Skill Simulator on our website

  • Players can now throw bags at enemies to make them stagger

  • The default ‘mask up’ key has been changed from the grenade button to the shoot button to prevent accidental grenade discharges caused by going loud

  • Fixed a bug of where Achievements & Challenges were not being tracked or completed


Gameplay
  • Player won't get stuck if running into vault doors that still have the drill attached

  • Interceptor no longer permanently blocks radios from activating on intimidated guards

  • Fixed an issue where being tased when throwing a knife, blocked the ability to throw for the rest of the heist

  • The Interceptor Overkill weapon will now appear as locked when joining a loud game as a drop-in player

  • Fixed an issue where the Techie's drones would stop spawning

  • Updated text on Daily Challenge to clarify that "Secure a total of 30 loot bags" only counts the ones secured personally by the player

  • Completing 3 Daily Challenges in one heist will now award the correct amount of C stacks

  • Fixed bug when QR codes were not synced after a player leaves and rejoins


Technical Changes
  • Fixed a rare cloth simulation crash when starting as Dallas, and switching preferred characters

  • Updated the XeSS version from 2.0.2 to 2.1.1.1

  • Dropped Overkill weapons are now easier to pick up

  • Steam players will no longer crash the game when enabling crossplay setting during a party session


Art
  • Added flying money bills VFX when picking up and throwing certain loot bags

  • Chains will no longer clip through his short sleeves when performing a melee attack


Audio
  • Fixed a rare issue where background audio at the waterfront wouldn't play all the ambience

Heist Changes
General
  • Helicopters no longer pitch forward when in hover
Touch the Sky
  • Fixed an issue where players would spawn crouched
Delivery Charge
  • Fixed an issue where adding favours could spawn more than 2 Wixia containers

  • Removed clipping from a police van

  • Added additional QR phones on lower difficulties, two extra when playing Normal and Hard, one extra when playing Very Hard


Weapon Balance Changes

We have adjusted the damage of many of the weapons to balance them alongside the new skill system.

Close/Medium/Far: Damage dependent on distance from target. AP: Armor Penetration.

[table equalcells="1" ][th colspan="5" ]

Assault Rifles

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

AP

[th colwidth="173"]

CAR4

[td colwidth="172"]

64.6

[td colwidth="171"]

50.0

[td colwidth="171"]

43.0

2

[th colwidth="173"]

NWB9

[td colwidth="172"]

51.5

[td colwidth="171"]

35.0

[td colwidth="171"]

30.0

2.2

[th colwidth="173"]

VF7S

[td colwidth="172"]

92.0

[td colwidth="171"]

78.0

[td colwidth="171"]

69.0

2.5

[th colwidth="173"]

KU59

[td colwidth="172"]

98.5

[td colwidth="171"]

68.0

[td colwidth="171"]

58.0

1

[th colwidth="173"]

RG5

[td colwidth="172"]

104.6

[td colwidth="171"]

82.0

[td colwidth="171"]

71.0

2

[th colwidth="173"]

CHS3

[td colwidth="172"]

67.0

[td colwidth="171"]

55.0

[td colwidth="171"]

49.0

2.4

[td colspan="5" ]

[th colspan="5" ]

SMGs

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

AP

[th colwidth="173"]

PC9

[td colwidth="172"]

65.2

[td colwidth="171"]

35.0

[td colwidth="171"]

29.0

1.3

[th colwidth="173"]

Compact7

[td colwidth="172"]

59.2

[td colwidth="171"]

38.0

[td colwidth="171"]

32.0

1.4

[th colwidth="173"]

WAR45

[td colwidth="172"]

86.4

[td colwidth="171"]

51.0

[td colwidth="171"]

43.0

1.25

[th colwidth="173"]

ATK7

[td colwidth="172"]

79.2

[td colwidth="171"]

38.0

[td colwidth="171"]

28.0

1.15

[th colwidth="173"]

Commando

[td colwidth="172"]

60.0

[td colwidth="171"]

55.2

[td colwidth="171"]

42.0

0.8

[td colspan="5" ]

[th colspan="5" ]

Sniper Rifles

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

AP

[th colwidth="173"]

A114

[td colwidth="172"]

96.0

[td colwidth="171"]

88.0

[td colwidth="171"]

80.0

3

[th colwidth="173"]

FIK22

[td colwidth="172"]

54.0

[td colwidth="171"]

39.0

[td colwidth="171"]

36.0

1.5

[th colwidth="173"]

Spearfish

[td colwidth="172"]

134.0

[td colwidth="171"]

123.0

[td colwidth="171"]

112.5

2.6

[th colwidth="173"]

R900S

[td colwidth="172"]

186.0

[td colwidth="171"]

171.0

[td colwidth="171"]

156.0

7

[td colspan="5" ]

[th colspan="5" ]

LMGs

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

AP

[th colwidth="173"]

MX63

[td colwidth="172"]

66.7

[td colwidth="171"]

43.0

[td colwidth="171"]

31.0

1.5

[td colspan="5" ]

[th colspan="5" ]

Shotguns (Pellets x Damage per Pellet)

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

[th colwidth="173"]

R880

[td colwidth="172"]

10 x 47.6

[td colwidth="171"]

10 x 24

[td colwidth="171"]

10 x 20

0

[th colwidth="173"]

Mosconi12C

[td colwidth="172"]

10 x 67.125

[td colwidth="171"]

10 x 42

[td colwidth="171"]

10 x 30

0

[th colwidth="173"]

FSA12

[td colwidth="172"]

8 x 34.125

[td colwidth="171"]

8 x 21

[td colwidth="171"]

8 x 13.72

0

[th colwidth="173"]

TAS12

[td colwidth="172"]

10 x 52

[td colwidth="171"]

10 x 22

[td colwidth="171"]

10 x 18

0

[th colwidth="173"]

M7P

[td colwidth="172"]

10 x 43.6

[td colwidth="171"]

10 x 22

[td colwidth="171"]

10 x 22

0

[th colwidth="173"]

⚠️ Justicar

[td colwidth="172"]

8 x 44

[td colwidth="171"]

8 x 49.125

[td colwidth="171"]

8 x 31

0

[td colwidth="173"]

[td colspan="4" colwidth="172,171,171,0"]

The Justicar damage is currently bugged, see Known Issues below.

[td colspan="5" ]

[th colspan="5" ]

Pistols

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

AP

[th colwidth="173"]

S40

[td colwidth="172"]

90.1

[td colwidth="171"]

56.0

[td colwidth="171"]

42.0

1.6

[th colwidth="173"]

Stryk7

[td colwidth="172"]

60.6

[td colwidth="171"]

30.0

[td colwidth="171"]

22.0

1.8

[th colwidth="173"]

S403

[td colwidth="172"]

66.0

[td colwidth="171"]

49.0

[td colwidth="171"]

38.0

1.6

[th colwidth="173"]

SPM11

[td colwidth="172"]

116.1

[td colwidth="171"]

80.0

[td colwidth="171"]

60.0

2.1

[th colwidth="173"]

PD5

[td colwidth="172"]

76.6

[td colwidth="171"]

39.0

[td colwidth="171"]

28.0

1.3

[th colwidth="173"]

T32

[td colwidth="172"]

49.3

[td colwidth="171"]

30.0

[td colwidth="171"]

22.0

1.3

[th colwidth="173"]

GV50

[td colwidth="172"]

137.0

[td colwidth="171"]

56.0

[td colwidth="171"]

42.0

5

[th colwidth="173"]

SE5

[td colwidth="172"]

100.6

[td colwidth="171"]

52.0

[td colwidth="171"]

37.0

1.4

[td colspan="5" ]

[th colspan="5" ]

Revolvers

[th colwidth="173"]

[th colwidth="172"]

Close

[th colwidth="171"]

Medium

[th colwidth="171"]

Far

AP

[th colwidth="173"]

Castigo44

[td colwidth="172"]

160.1

[td colwidth="171"]

102.0

[td colwidth="171"]

77.0

2

[th colwidth="173"]

Bison

[td colwidth="172"]

155.6

[td colwidth="171"]

81.0

[td colwidth="171"]

58.0

4

[th colwidth="173"]

Bullkick500

[td colwidth="172"]

212.0

[td colwidth="171"]

167.0

[td colwidth="171"]

130.0

5


⚠️ Known Issues
  • Using an old version of the “PD3 Logic Mod” by Narknon and HW12Dev will prevent the new skills from functioning properly. There’s already an update to the mod, so downloading the latest version will prevent the issue

  • Aced ‘On the Run’ skill in the “Ghost” tree can cause players to lose their reload ability when doing multiple inputs at the same time

  • Stealth music doesn’t properly switch between stages in Delivery Charge. Note: Normally, heist music escalates as you progress through the heist, that is what currently isn’t working correctly

  • The ‘Mechanic’ skill in the “Shotgun” tree only provides its damage reduction during reload and not for 1 second after as stated

  • Headshots against armor do not currently provide a damage multiplier. While the current version of the game is balanced with that in mind, a fix is coming as part of larger changes to armor and HP later down the line

  • Shotgun damage is displayed as the full maximum possible damage if all pellets hit, instead of the standard “nr of pellets x damage”

  • The Justicar does less damage when within 2 meters (~6.5 feet) instead of more

  • The bonus from the Mercenary armor frame — damage immunity for 2 seconds after a plate breaks — currently applies to all armor frames.

PAYDAY 3: Update 2.4

Update 2.4 is now available for PAYDAY 3, and fixes various issues that have been discovered since the release of the Delivery Charge Heist update.


UI
  • Added a HUD indicator to show if a player or crew AI is carrying a bag.

  • Prevented the HUD distance icon from blocking the thermal drill display panel.

  • Fixed instances of C-Stack amounts displayed on the result screen, sometimes not matching what the player receives.

  • Prevented the game from displaying a prompt informing the player they are "not the party leader" while playing solo.

  • Prevented the tutorial popup from showing after having completed the tutorial for new players.

  • Prevented the text chat in solo mode from retaining the previous messages text when typing a new message.

Gameplay
  • Prevented players from getting stuck on interactable vault doors, for example in the combat tutorial.

  • Prevented the armor buff from the Arges M135 OVERSKILL from persisting after being taken into, and released from, custody.

  • Prevented some doors, like vault and container doors, from opening the wrong way. This could show itself as guards getting pushed in the opposite direction if pushed by an opening door.

  • Prevented enemies from being stunlocked by repeated melee attacks.

Technical Changes
  • Fixed an issue where the contents of the Heavy Hitter Pack and Assassin Pack would sometimes be locked for Year 1 Pass owners on Steam.

  • Fixed the "Secure X bags" daily challenge so that it will progress regardless of which player secures the bags.

  • Fixed throwing knives becoming unavailable for the rest of the game if getting shocked by a zapper mid-throw.

  • Fixed an issue so activating the Sociopath overkill weapon would not replace another overkill weapon.

  • Fixed a crash that could occur when pressing the ready button in a lobby.

  • Fixed an issue that caused the Techie to spawn but not send out any drones.

  • Prevented a conflict that could occur if two actions were bound to the same button, sometimes preventing either action for the duration of the game.

  • Fixed an issue where weapons in the inventory would sometimes get replaced by modified versions of preset weapons.

  • Fixed silencers sometimes not being equipped by default for new players.

  • Fixed a rare crash that could occur in the main menu when returning to the login screen.

  • Fixed the main menu character model becoming transparent when toggling between loadouts and character preferences.

  • Fixed the escape helicopters from being tilted forward while hovering.

Heist Changes
Touch the Sky
  • Prevented players from starting crouched when using the Window Cleaning Platform favor.
Delivery Charge
  • Fixed being able to throw bags out of bounds where the loot securing container appears.

  • Prevented being able to spawn 5 Wixia containers instead of 2 by activating favors in a particular order.

PAYDAY 3: Update 2.2.1 - Delivery Charge Heist

ːpd3ː Paid DLC - Delivery Charge Heist

A brand new heist focused on replayability and player choice. It takes place in an armored transport depot guarded by GenSec. Its many choices and options are sure to keep any heister on their toes.

Elisabeth previewed the heist in a recent stream, available here.

For those who want to see more, the teaser trailer is especially excellent, and the sneak peek trailer gives an excellent preview of the heist.

Players who do not own the Delivery Charge Heist can play for free when invited to the lobby of a friend who owns this DLC.


ːpd3ː Free Content
ːcashpd3ː Roboquest Mask

A while back we published a wonderful action roguelike called (https://store.steampowered.com/app/692890/), it’s high-paced, beautiful and will absolutely consume your life for many hours, check it out.

Now, Roboquest will be part of the PAYDAY world in the form of a gorgeous looking mask. It’s available for all players at a modest c-stack cost, enjoy!

ːcashpd3ː Twitch Drops

A brand new set of 90's themed Drops are available, and you can earn them by watching PAYDAY 3 Streams on Twitch!

une into your favorite streamers and unlock cosmetic drops for yourself, or let your viewers earn drops as you heist!

[url="https://www.paydaythegame.com/payday3/drops/?utm_source=steam&utm_medium=announcement&utm_campaign=deliverycharge" style="button"]Read More about Twitch Drops


Favors

The favor groups have been set to the following:

  • Rock the Cradle - Fear & Greed - Under the Surphaze - Touch the Sky

  • Road Rage - 99 Boxes - Cook Off - Boys in Blue - Party Powder

  • No Rest for the Wicked - Gold & Sharke - Syntax Error - First World Bank

  • Diamond District - Turbid Station - Dirty Ice - Houston Breakout - Delivery Charge

Smash & Grab

These run on a different system from the normal favors, and are grouped as such:

  • Bank Withdrawal; Diamond District - No Rest for the Wicked - Dirty Ice - Touch the Sky

  • Search and Seizure; Party Powder - Boys in Blue - Cook Off - Road Rage

Features
  • The favors connected to Delivery Charge are available in the weapon vendor tab for a reasonable cash cost

  • A pop-up will appear and a sound will play when securing loot

  • Added a push-to-talk keybind option to the control setting

Gameplay
  • Fixed cases of armor damage resistance calculations not being consistent depending on armor plate setup

  • Removed zipline as a preplanning option on heists that didn't have zipline positions

Technical Changes
  • Fixed an issue where vendor items sometimes appeared to be locked behind an infamy level the player already achieved

  • Fixed an issue where Jacket and Houston masks could not be bought

Art
  • Changed door handles rotation animation from 90 degrees to 45 degrees

  • Removed placeholder text from under the car lifts

  • Prevented cosmetics from flickering while being previewed

UI
  • "Obstruction detected" text-string on car lifts, is now localized
Heist Changes
  • Road Rage

  • Bags no longer can be thrown under the armored transport

  • Boys in Blue

  • Fixed an issue where players could get stuck behind the evidence room gate if team AI breached the door with the player in the wrong spot

  • Houston Breakout

  • Fixed an issue where the snipers weren't shooting through the skylights

  • Fear & Greed

  • Fixed the 'Sleeping Gas' pre-planning not properly knocking out the civilians

  • Party Powder

  • Fixed an issue where players could go out of bounds behind the methlab

  • Fixed an issue where the wrong pre-planning crate would be marked

  • Smash & Grab - Search and Seizure

  • Players no longer can get stuck under the car lifts

  • Smash & Grab - Bank Withdrawal

  • Player can no longer get stuck when opening the ATMs while standing next to them

PAYDAY 3: Update 2.1.4 Hotfix Changelog

Another hotfix for PAYDAY 3 for Update 2.1.4. No downtime is required, simply update and play!

Changes
  • Removed placeholder icon that would occasionally show instead of the selected weapon icon, for certain players on PC

  • Preset weapons no longer show as their vanilla Level 1 equivalent

  • Fixed issue where certain preset weapons would not appear in the loadout

PAYDAY 3: Update 2.1.4 Hotfix Changelog

Today, we're releasing a hotfix for PAYDAY 3 to a couple of issues found since the release of Update 2.1.4. No downtime is required, simply update and play!

Changes
  • Fixed an issue with skill "Death Knell" crashing the game when hitting a drone in solo mode.

  • Fixed an issue of the sentry gun receiving fire rpc when it had been killed.

PAYDAY 3: Update 2.1.4 Changelog – Smash & Grab

Free Game Mode - Smash & Grab

This new take on the familiar is our attempt to make PAYDAY more approachable. While initially intended for new players, we hope veterans will enjoy the pure thrill of heisting just as much.

  • Boys in Blue

  • Cops have pulled over several cars suspected of drug smuggling. Get in, grab the stash, and get out fast.

  • No Rest for the Wicked

  • Let's keep this simple - Make it quick, and grab as much as you can!


Free Weapon - Spearfish 1895

A new take on a classic rifle, the Spearfish 1895 combines rapid fire with power in an unbeatable package.

This beauty is available for free, to all players.


Disclaimer

At the time of release, playing on Patch 2.1.4 with a PD3 Mod Loader installed will make your Infamy level temporarily appear as level 1. You will not be able to access Inventory items that are unlocked at higher Infamy levels and you will not be able to progress on your Infamy while the Mod Loader is active.

**Some Mod Loaders have already been updated, check if yours is one of them if you're experiencing the above issue. **


Known Issues
  • Players buying the weapon presets "Miami Decadence" and "Freedom's Fortune" for the first time this patch will not see them in their loadout, and thus cannot play with them.

  • The game crashes in solo mode when using the skill Death Knell and smoke grenades on drones. Fixed in hotfix deployed July 3rd, 2025.


Favors

The favor groups have been set to the following:

  • Rock the Cradle - Fear & Greed - Under the Surphaze - Touch the Sky

  • Road Rage - 99 Boxes - Cook Off - Boys in Blue - Party Powder

  • No Rest for the Wicked - Gold & Sharke - Syntax Error - First World Bank

  • Diamond District - Turbid Station - Dirty Ice - Houston Breakout

Smash & Grab

These run on a different system from the normal favors, and are grouped as such:

  • Bank Withdrawal; Diamond District - No Rest for the Wicked - Dirty Ice - Touch the Sky

  • Search and Seizure; Party Powder - Boys in Blue - Cook Off - Road Rage


Gameplay
  • Fixed weapon targeting sway on the R900S weapon.

  • Repair kits now only restore the current armor plate.

  • Fixed an issue where Dozer would stop shooting when receiving heavy stagger.

  • Placing sentry turret no longer flicker as much when affected by lag,

  • Silencer added by default on S40 pistol for the new players.

Skill Changes
  • Tossing throwing knife with 'Retriever' skill equipped now always give one throwing knife back.
Technical Changes
  • Friends-only lobbies created before adding a player to the friend list can now be joined by a new friend.

  • Fixed preplanning assets being consumed every heist restart.

  • Fixed an issue where infamy would reset to 1 and Infamy Points (IP) would only level up Renown.

  • Deployed another fix for users not being able to log in due to loadout names.

UI
  • Added missing string on Voyeur Optic.

  • Disabled keypads now show a 'disabled' prompt.

  • Fixed an issue where pressing ESC on Photo Sensitive warning would get the loading screen stuck in a loop.

  • Visual update to some parts of the HUD a minor first step to improving its visual parts.

  • Fixed flickering of navbar if hovering over some border section between buttons in the main menu.

  • Fixed backwards navigation from the characters tab.

  • Added "in focus" outline to show which drone is in focus for hacking.

Art
  • Fixed Justicar sight

  • Flying security drones will no longer display the red cone of light after the alarm sounds

  • The "Kinetic Short-Circuit" stunned animation is now visible for other players

  • Added new facial dialog animations for player characters.

Audio
  • Added missing VFX on glass railings on Fear and Greed heist.

  • Sentry turret can no longer get stuck in rotate sound when killed.

Heist Changes
No Rest for the Wicked
  • Prevented an issue that could occur if killing all managers and using the thermite would trigger a bugged first assault, where no enemies would spawn in the first wave.
Boys in Blue
  • Improved drone pathing in the evidence corridor.

  • Added animation to the car lift button and increased the interaction area and outline.

First World Bank
  • The player is no longer able to secure loot in the vents, if using the chopper escape favor.