THE FINALS PRIME TIME, the game’s Season 12 update (12.0), went live on October 20, 2026 at 13:00 UTC on PC, PS5 and Xbox Series X|S. The headline additions are the Infiltrator, a new Light playstyle built on three tools (True Sight, the Mimic Device and the Translocator), and Solo Showdown, a 12-player mode for players who queue alone. Embark also remastered Monaco, Seoul and Skyway Stadium, overhauled destruction, raised Light health to 175 and lowered Heavy to 325.
Table of Contents
Quick answer
- Release: October 20, 2026, 13:00 UTC (3 PM CEST, 6 AM PT), free to play on all three platforms. Embark posted the announcement on Steam at 13:05 UTC.
- The Infiltrator: True Sight is a specialization that reveals enemies through smoke, including cloaked or disguised ones. The Mimic Device scans a prop and disguises you as it. The Translocator swaps your position with an object you marked, as long as you are in range.
- Solo Showdown (beta): 12 solo players, three rounds, each a random pick from eight mini-modes. The four players with the least cash drop out after each round. No leaderboard yet.
- Maps: Monaco, Seoul and Skyway Stadium got new layouts and visuals. Las Vegas Stadium was reworked, Las Vegas Sandstorm is back, and the original Las Vegas map has been retired for now.
- Balance: Light 150 to 175 HP but slower; Heavy 350 to 325 HP but faster. VRs are gone as a currency.
- Numbers Embark hasn’t published: range, duration and cooldown for the three Infiltrator tools. Check them in the Practice Range before you trust a guide that quotes exact figures.
What’s new in THE FINALS PRIME TIME
The full list is in Embark’s 12.0 patch notes on the official site, written by Dusty Gustafsson. The Steam announcement gives the short version. Here are the main changes in one table:
| Feature | What changed | Who it matters to |
|---|---|---|
| The Infiltrator | New Light playstyle: True Sight specialization, Mimic Device and Translocator gadgets | Light mains, anyone who plays objectives against Lights |
| Solo Showdown (beta) | 12-player free-for-all tournament across 8 mini-modes | Solo queuers |
| Remastered Arenas | Monaco, Seoul, Skyway Stadium redesigned; Las Vegas Stadium reworked | Everyone: old routes and power positions changed |
| Destruction overhaul | Gradual Destruction (buildings sag, bend and hinge), Blast Waves, debris piles, dynamic smoke and gas | Everyone, especially explosive users |
| Balance | Light 175 HP, Heavy 325 HP, many weapon and gadget changes | Ranked and Cashout players |
| Sponsor Journey | Sponsors become a challenge system; World Tour ranks now use Fans | Anyone chasing free rewards |
| Dynamic Commentary (beta) | Commentator Scotty can call players out by name after standout plays | Everyone (Anonymous Mode keeps your name out) |
| HUD and menus | Rebuilt HUD with scaling, ultrawide aspect setting, side panel, Quick Settings | Everyone |

New Infiltrator gadgets in Embark's PRIME TIME announcement art; the Light kit adds the Mimic Device and Translocator. Image: Embark Studios
The Infiltrator: True Sight, Mimic Device and Translocator explained
A playstyle in THE FINALS is a starter loadout, not a new class. You still play Light, and you can mix the new tools with existing gear. Embark told press at its PRIME TIME presentation that the Infiltrator gives each archetype four playstyles, Wccftech reports. The new kit is one specialization and two gadgets:
| Tool | Slot | What it does (Embark) | What it costs you |
|---|---|---|---|
| True Sight | Specialization | Reveals opponents through smoke, including cloaked or disguised Contestants | Your one specialization slot, so no Cloaking Device or Grappling Hook |
| Mimic Device | Gadget | Scan an object in the Arena, then disguise yourself as it | A gadget slot that could hold a damage or utility tool |
| Translocator | Gadget | Mark an object, then swap positions with it on demand while you are within range | A gadget slot; it does nothing until you’ve marked something |
True Sight: how it works and when to take it
The patch notes say True Sight reveals opponents through smoke, “even Contestants that are cloaked or disguised.” According to Wccftech’s account of Embark’s presentation, it also highlights deployables. Outlets that covered the October 7 reveal (The Finals Loadout, GameMarket) describe it as a reworked version of the old Thermal Vision that drains an energy meter while it’s active. Embark hasn’t published the meter’s size or recharge rate, so use it in bursts and watch how fast it empties.
PRIME TIME makes smoke much more common, which raises True Sight’s value:
- Smoke Grenades and Powder Canisters now cover a 4.5 m radius for 13 seconds (up from 3.5 m and 9 seconds).
- Gas Grenades now carry 2 charges, each lasting 8 seconds.
- The new dynamic smoke follows the shape of the room.
If your lobbies smoke every cashout, True Sight lets you shoot into those clouds. It’s also the direct counter to the other two Infiltrator tools and to Cloaking Device Lights. The cost is real, though. You give up Light’s main movement and stealth specializations, and Light is now slower: forward sprint drops from 7 to 6.6 m/s.
Mimic Device: how to disguise as a prop
You scan an object, then take on its appearance. Embark’s own comparison is a chameleon hiding “in plain sight.” Wccftech reports that some disguises keep the properties of the original object. GameMarket gives a healing barrel that triggers when you take damage as one example, but that comes from a single outlet. The disguise works best when the prop belongs where you are standing. Ten identical props in a corridor will look wrong to an attentive player, and any enemy running True Sight can see through the disguise.
Tactics that follow from the patch notes (our suggestions, not tested tech):
- Hold a cashout from inside the room. Hide as a prop near the Cashout Station, then strike when the stealing team starts its interaction. That interaction now has a clearer progress bar and hologram, so you can see when they’re committed.
- Don’t disguise next to fresh explosive damage. Blast Waves now move debris and objects, so a prop that stays still while everything around it gets thrown can give you away.
- Listen before you move. The footstep rework makes enemy footsteps louder in your mix and gives each archetype its own footstep sound. Assume enemies can hear you the moment you break cover.
Translocator: how to swap positions with an object
You mark an object nearby, then swap places with it on demand, as long as you are still in range. Embark’s reveal showed two uses, according to Wccftech: moving an enemy turret away from an objective, and swapping places with a thrown canister. Range and cooldown are not in the patch notes.
- Escape: mark an object behind hard cover before you peek. If the fight goes wrong, swap out instead of trying to sprint away at Light’s new 6.6 m/s.
- Entry: throw a carriable canister onto a balcony or roof and swap to it. You arrive from an angle nobody is watching.
- Displacement: mark an enemy deployable and swap it out of position. Guardian Turrets look like a strong target this season, because they now highlight their target through walls and smoke for the whole team.
Light changes that affect every Infiltrator build
| Light stat | Before 12.0 | PRIME TIME |
|---|---|---|
| Base health | 150 | 175 |
| Health regen delay | 7 s | 8 s |
| Forward sprint | 7 m/s | 6.6 m/s |
| Forward run | 5.5 m/s | 5.1 m/s |
| LH1 damage | 44 | 40 (shorter falloff range) |
| XP-54 magazine | 36 | 34 |
These come from Embark’s Respec Order test, which is now permanent. The Dagger’s Backstab now deals 90 damage (up from 85) with a shorter 4.25 m lunge. That suits a disguise-then-strike style, but check the new lunge in the Practice Range first.
How to counter the Infiltrator
- Run True Sight yourself, or make sure one Light on your team does.
- Mediums can now equip Sonar Grenades, which used to be Light-only.
- A Guardian Turret now highlights its target through walls and smoke for its owner’s team.
- Shoot props that weren’t there last round, or clear the room with an explosive. Your Frag Grenade now deals 165 maximum damage.

Solo Showdown puts 12 solo Contestants through three elimination rounds. Image: Embark Studios
Solo Showdown: how THE FINALS solo mode works
Solo Showdown is a beta tournament for 12 players with no teams. Each round, the four players with the least cash are eliminated, so a full lobby goes from 12 to 8 to 4. Whoever has the most cash at the end of the final round wins. Each round’s rules are a random pick from eight mini-modes. Embark says about 60% of its daily players queue without a party, according to Wccftech.
| Mini-mode | Loadout and twist (patch notes) |
|---|---|
| Blast Off! | Grenade Launcher and Dash, high-speed aerial fights |
| Heavy Hitters | Sledgehammer and Charge ‘N’ Slam; the lower your health, the further you fly |
| Boom Brawl | Sword and Dash; eliminated players leave an explosive behind |
| Slam-A-Rama | Heavy with a Jump Pad and an overpowered Charge ‘N’ Slam |
| Sniper Standoff | Accurate shooting, with a Grappling Hook to reposition |
| Winch Wars | Extended Winch plus supercharged kicks and punches; knock players off the edge |
| Turbo Tussle | Shotgun and Dash |
| One and Gunned | Revolver with one bullet; one shot or a quick kick eliminates, and eliminations give more bullets |
The rules suggest a few things (again, our reading, not tested):
- Bank first, then get greedy. Elimination goes by total cash, not by kills or by surviving, so a safe middle place in rounds one and two is enough to reach the final.
- Melee-heavy rounds matter more this season. Half of the eight modes revolve around melee or knockback, and the 12.0 melee changes make lunges predictive. A lunge now adjusts to your target’s movement.
- Don’t grind it for rank yet. There’s no leaderboard in 12.0. Embark plans to add one shortly after the season starts.
Remastered maps: Monaco, Seoul and Skyway Stadium
A new game-wide lighting system covers every Arena. Four maps also got layout changes:
| Arena | Key changes (patch notes) |
|---|---|
| Monaco | Reworked houses with penthouses and attics, a larger replacement for “Grandma’s House”, a cliffside flank path, a new stone terrace in Forest, a gazebo Cashout spot, a Café instead of the container yard, and a destructible Villas underpass with a Cashout Station inside |
| Seoul | Mall, Data Center, Hospital, Apartments and Under Construction reworked, with a new building, new routes and a new Cashout Station |
| Skyway Stadium | Mansion diorama fully redesigned; Office, Hotels and Shopping District layouts changed |
| Las Vegas Stadium | New power positions and sight lines in the Center and both casinos; Sandstorm variant returns; original Las Vegas retired for now |
At launch, a special Cashout playlist runs only these four Arenas, and matchmaking has an option to queue for the updated layouts. Cashout pacing changed as well:
- Vaults open in 10 seconds instead of 20, and their spawn preview lasts 5 seconds instead of 15.
- Cashout rounds last 9.5 minutes, and the final round is cut from 20 to 14 minutes.
- Low Gravity and Mega Damage are out of the Game Show Event rotation, and Double Jump is in.

A remastered Arena from the PRIME TIME announcement, with the new lighting and sponsor branding. Image: Embark Studios
Other PRIME TIME changes worth knowing
- Sponsor Journey: unlocks after four matches. Sponsors give challenges of three to five contracts, and each sponsor has Signature Plays that earn Fans. Fans replace World Tour Points for World Tour rank. Unearned rewards from the old sponsor system are gone, and earned ones stay.
- Battle pass: Premium has up to 106 rewards and lets you earn 1,650 Multibucks. Ultimate adds 12 rewards, 20 levels unlocked, a 25% Match XP boost and 2,650 Multibucks, 1,000 of them right away.
- Game Pass perk: the Welcome Pack (500 Multibucks, a 25% Bonus XP boost and the “Pretty Hostile” set) is available this season to Game Pass Ultimate, Premium, Essential and PC Game Pass members, per Xbox Wire. It’s in our Game Pass October 2026 wave 2 roundup.
- Frights Galore: a Halloween wheel event (up to three spins a day from daily contracts, 20 prizes). Bebe the Barricade Twitch Drops run until November 5.
Player interest jumped with the update. Steam’s chart showed a 24-hour peak of 32,330 concurrent players (checked October 21, 01:45 UTC). Steam’s review histogram logged 201 positive and 59 negative reviews on launch day, against 58 to 91 a day over the four days before. If you play other live-service shooters, this week also brought the Helldivers 2 Scope of Authority Warbond and patch 7.2.0, our WARDOGS Season 2 guide and Riot’s new duelist in Valorant Hush’s abilities explained.
FAQ
What time did THE FINALS PRIME TIME come out?
October 20, 2026 at 13:00 UTC, which is 3 PM CEST and 6 AM PT. Embark announced the time on X the day before. The update went live on PC, PS5 and Xbox Series X|S at the same time.
Does Solo Showdown count for ranked?
No. It’s a beta mode with no leaderboard in 12.0. Embark says a leaderboard is planned for shortly after the season starts. Ranked Tournament is still the team mode.
How do you see through smoke in THE FINALS?
Equip True Sight, the Infiltrator’s Light specialization. It reveals opponents through smoke, including cloaked or disguised ones. Explosions can also briefly clear Smoke Grenade and toxic gas clouds since the 12.0 update.
Sources: Embark Studios, PRIME TIME 12.0 patch notes; THE FINALS on Steam, “Welcome to a New Era of THE FINALS” (Oct 20); @reachthefinals launch time post; Wccftech; The Finals Loadout; Xbox Wire; Steam charts and review data (checked Oct 21, 2026 UTC).
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Featured image: AI-generated illustration
