Bungie’s reboot of the Marathon series is finally here, and extraction shooter fans jumping into its brutal online runs will be looking to chew through more content soon. Here we’ll be collecting every patch and major update released so far while also looking towards the game’s future.
As always, it’s healthy to remember live-service games change their plans all the time, especially if critical problems arise and player counts aren’t where they should be. Everything here is subject to change, but we’ll do our best to keep this evergreen article updated with the latest news on Marathon’s present and future updates.
Marathon Latest Patch Notes: Update 1.0.5.2
Marathon’s Update 1.0.5.2, “the one about slide canceling” and its fourth post-launch patch, is out now, and here’s what it’s changed, fixed, and added:
Combat
Runner Shells
- Fixed an issue allowing slide cancel animations to keep momentum when either pulling out equipment or Thief’s Grapple Device ability.
Developer Note: One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost. That cost can be an ability charge, heat buildup, or increased risk but it must exist and be understandable to an observer. Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon. To set expectations early, we will be looking at any future movement exploits through the same lens.
Contracts
- Fixed an issue where players could end up locked in a room during the Introducing: NuCaloric contract.
- Fixed an issue where disabled contracts could not be rerolled for free.
- Fixed an issue making the objective points visible for all Runners on the map when one Runner is on RUN/HIDE [Part 1/6].
Zones
Dire Marsh
- Fixed an issue where the Anomalous waypoint activity was appearing below the map even when the event was inactive.
Outpost
- Adjusted the combat area for the Tox Warden:
- Tuned the layout to reduce the number of hiding spots.
- Tox plants now react correctly to player presence.
- Fixed an issue where the final exfil would spawn in the same spot every time.
Pinwheel
- Destroyed Wing entrance has been re-opened.
- Improved overall loot rewards.
- This includes the quality of loose loot and small containers.
- Updated encounters to match reward quality.
- Changed the security credentials needed to access the locked room in the Hub.
- Added bulletproof glass to the Hub room.
Cryo Archive
- Fixed geometry in Vault 6 that allowed Runners to fall to their death.
Armory
- Fixed a crash that could occur when opening the Armory.
- Fixed a bug that was causing low framerate on Armory tabs with many items.
- Developer Note: Traxus operates beyond scale.
Codex
- Fixed an issue in the Ranked Challenges section causing Diamond to show before Platinum.
- Fixed an issue with the Requiem for a Cyborg challenge so that it progresses for all players in a crew after a successful Compiler kill.
UI & UX
Keybinds
- The ESC key will now exit the keybinding menu instead of exiting settings.
- Added an option to clear keybinds in the settings menu.
- NOTE: Non-English languages will show this setting as blank. This will be fixed in a future patch.
Text Chat
- Fixed an issue causing loss of control for a few seconds after using an IME keyboard in text chat while in a run.
Localization
- Fixed an issue causing certain Codex entries to appear blank when viewing in Chinese.
Marathon Roadmap of Updates for 2026
The full list of updates and patches that Marathon has received since its launch will be posted right here. Each update will be listed on this page with links to its patch notes and the relevant release date.
When it comes to Marathon’s immediate future, here’s a first official look at what’s coming with Season 1, 2, and beyond this year:
On April 2, game director Joe Ziegler gave players a “sneak preview” of what to expect from the next few patches:
BALANCE SHAKE UP! We’re looking to make some changes in the next couple of patches to adjust some of the outliers in the combat space that we’ve both seen in our observations and heard from your feedback across all of the various (and plentiful) channels we watch. Some of these changes will be likely coming in the next patch, the next set will likely be arriving a week after. Here’s some of the areas we’re focusing on adjusting:
- Bubble shields being too easy to get, too powerful to use.
- The Knife scaling too easily to god like power levels.
- Thermal scopes being too present and dominant
- Snipers being too strong in all scenarios.
- Giving Vandal and Recon some more oomph to match their counterparts.
ALSO we’re adding some stuff that can help add texture to the outcomes of fights:
- SECRET: A new item to give solos a more common option when downed.
- SECRET: A new item to give a more merciful option between crews.
There’ll be a lot more goodies in the coming patches and more details as the patch notes go live.
Thank you all again for keeping the feedback flowing. We’ve still got a big list of things we’re looking into that extends beyond this that will take us more time to figure out and we’ll update you as we continue to build on our evolving plans.
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