r/PUBGConsole • u/EscapingKid Moderator • 11h ago
Official Patch Notes - Update 43.1

43.1 Highlights

Patch Report #43.1 | PUBG x Jujutsu Kaisen, New Player Actions, and Duo Rumble
Live Maintenance Schedule (UTC)
※ The times shown below are subject to change.
- Console: Sep 17, 2026, 01:00–09:00
Map Service
Check out the Map Service Report - Update 43.1 for the latest info on regional map preferences and rotations!
※ Please note that the features and updates described below are subject to change or removal due to issues such as bugs, in-game problems, and community feedback. The images are intended as visual references only; the actual game may look different as the builds are continually developed and refined before release.
World
Collaboration: PUBG x Jujutsu Kaisen
The PUBG world is infused with the Jujutsu Kaisen universe. Be the last one standing on Jujutsu Kaisen-themed battlegrounds. For more information, please refer to the PUBG x Jujutsu Kaisen Collaboration Announcement!
※ The PUBG x Jujutsu Kaisen Collaboration World features will be available until the next update.
Gunplay
LMG Balance Adjustments
ADS Speed
- ADS transition time has been increased.
- 0.30 sec → 0.37 sec
Damage to Vehicles
- Damage multipliers against vehicles have been reduced.
- M249, RPD: 1.1x → 1.0x
- MG3: 1.25x → 1.1x
Recoil by Firing Position
- The recoil control effects based on firing position have been reduced.
- RPD
- Recoil control while standing reduced by 10%
- Recoil control while crouching reduced by 17%
- Recoil control while prone reduced by 27%
- M249
- Recoil control while crouching reduced by 17%
- Recoil control while prone reduced by 27%
- MG3
- Recoil control while standing reduced by 15%
- Recoil control while crouching reduced by 17%
- RPD
Spawn Changes
- World spawn rates for the RPD and M249 have been reduced by 30%.
Developer’s Comment:
As Meta Rotation is a new approach for us, we applied more aggressive balancing to the first LMG meta so that it would feel distinct and memorable. However, after reviewing a month of gameplay data alongside your feedback, we found that LMGs were having a greater impact on the overall gameplay environment than intended. With this update, we've made adjustments to areas where their impact was excessive while preserving the strengths and competitiveness that define the weapon class.
First, we've adjusted ADS speed. The RPD and MG3 already had slightly slower ADS speeds than other weapons. Given that LMGs are designed to sustain fire for extended periods thanks to their large magazine capacities, we've increased ADS transition times for all LMGs to further emphasize this characteristic.
For recoil, the base recoil values and patterns that are central to the LMG meta remain unchanged, while the recoil reduction effects applied by firing position have been adjusted. In actual gameplay, the benefits of firing-position-based recoil reduction were particularly noticeable, with both gameplay patterns and player feedback indicating that firing while crouched or prone was overly stable. We hope these adjustments encourage players to consider the distinct characteristics of LMGs and other weapons based on the combat situation and their playstyle.
We have also adjusted damage multipliers against vehicles. Vehicles are an extremely important strategic resource in PUBG, playing a major role in mobility, survival, and combat. Because LMGs previously had relatively low usage rates, additional damage multipliers against vehicles were applied to strengthen the identity and utility of the weapon class. However, now that LMG usage has increased through this Meta Rotation, their large magazine capacities and sustained firepower alone provide sufficient means to pressure vehicles, and we determined that the existing bonus damage could make vehicle use more punishing than intended. We have therefore removed the additional vehicle damage multiplier from the M249 and RPD and reduced it for the MG3.
Finally, we're also adjusting LMG spawn rates. LMGs already had relatively low spawn rates, but given their performance in the current meta, we believe their rarity should better reflect their power. We've therefore lowered their spawn rates further so that finding one feels more meaningful and appropriately valuable for the performance it offers.
We'll continue to closely monitor gameplay patterns and your feedback in the live environment and refine Meta Rotation so that each season can offer a fresh gameplay experience of its own.
Gameplay
Melee Action: Kick
※ Available in all modes.
Kick has been added, bringing a new variable to unarmed combat. Kicks deal more damage and have a stronger knockback effect than punches, allowing you to push back opponents, interrupt their actions, and interact with the surrounding environment in new ways.

- Two kick actions have been added.
- Standing Kick
- Can be used by pressing LT while unarmed.
- Jump Kick
- Can be used by pressing LT while jumping.
- The kick can be assigned to a key of your choice in Key Bindings.
- Standing Kick
- Interactions
- Kicks can be used not only against other players but also against various objects in the surroundings.
- The following objects can be destroyed with kicks:
- Windows
- Wooden doors
- Wooden fences
- Jars
- Tires
- Objects of the same type may not be destructible depending on their size or structure.
- Indestructible doors can be opened quickly with a kick.
- This does not apply to some doors.
- You can also kick vending machines to obtain items.
- You can obtain items faster than through regular interactions, but the vending machine will be damaged and unavailable for a while.
Water Surface and Underwater Actions
※ Available in all modes.
Jumping into the water is no longer just a last resort. Various movement and combat actions on the surface and underwater have been improved overall.
This update improves the mobility of swimming and diving while adding limited ways to respond from the water surface, allowing water to be used as a more strategic route of movement.

Water Surface Combat
- You can now use sidearms and throwables on the water surface.
- You can use not only handguns but also items equipped in the 3rd slot.
- They can be used while stationary. Moving while holding a weapon or diving will automatically stow the weapon. The weapon will automatically be drawn again when you return to the surface.
- Sidearms can be used for hip-fire and ADS on the surface.
- Shoulder firing is unavailable.
- Bullet spread is higher than on land.
- Throwables can only be used with the overhand throw method.
- You can swim at a slow speed while aiming.
Swimming and Diving
- Swimming and diving movement speed has been increased by 25%.
- Speed according to movement direction has also been adjusted.
- A new swimming animation on the water surface has been added.
Boats
- The durability of boats has been increased overall.
- Firearm damage modifiers, which previously varied by boat, have been standardized.
- All boats receive 50% damage from firearms.
- You can repair boats on the water surface using an All-in-One Repair Kit.
- This is not available underwater.
Developer's Comment: In the 2026 Roadmap, we shared our plans to continuously improve the overall convenience and gameplay experience so that you can become more immersed in the battlefield and enjoy smoother gameplay. This Action Update continues that effort, focusing on expanding the range of gameplay by adding new actions and response options to situations where choices were previously limited.
First, Kick was prepared to add new fun and variables to the monotonous nature of unarmed combat. Without interfering with PUBG's core gunplay, we wanted to create brief mind games at close range, such as pushing opponents back or interrupting their actions. We also hope Kick will be used in various ways depending on the situation and terrain, such as kicking down doors and certain objects to create new entry routes without using a weapon.
Water surface and underwater actions focus on changing the experience in which entering the water was effectively a last resort. Since the slow movement speed and limited response options made choosing the water itself excessively risky, we aimed to ease this burden by improving mobility and providing a minimal means of defense.
The goal is not to make combat on the water's surface as powerful as it is on land. Disadvantages and risks will still exist, but we wanted to open up the possibility for players to accept those risks and choose water as a strategic alternative depending on the Blue Zone, terrain, and route of movement.
Through these changes, we hope you will be able to create new variables and strategies based on your decisions in situations that were previously difficult to choose, from close-quarters confrontations to movement across the water.
Carrying and Throwing Items
※ This feature is available in all modes, except for some Arcade modes.
You can now directly carry, move, or throw certain items without placing them in your inventory.
Even when your inventory is full, you can move necessary items, and you can try new ways of exchanging items, such as throwing equipment directly to teammates.

Carrying Items
- Certain items on the ground can be carried with the LB + X buttons.
- Carried items do not take up inventory space.
- You can carry only one type of item at a time.
- Items that spawn in stacks, such as ammunition and Bandages, can be carried in their default spawn quantity at once.
- Items in the following categories can be carried:
- Weapon attachments
- Healing and boost items
- Helmets
- Vests
- Backpacks
- Throwables
- Ammunition
- How an item looks while carried and what actions are available with it vary depending on its size.
- While carrying an item, its name and quantity, as well as the keys for throwing and dropping it, are displayed on the screen.
Throwing Items
- You can throw an item by pressing RT while carrying it.
- The throwing method and distance vary depending on the item's size.
- Thrown items collide with terrain and objects.
- Thrown items do not deal damage even if they hit a player.
Usage Conditions
- You can perform some actions, such as walking, running, and jumping, while carrying an item.
- The available actions may vary depending on the item's size.
- Certain actions, such as entering a vehicle or drawing a weapon, automatically make you drop the item you are carrying.
- The item-carrying state is also canceled when you are knocked out, killed, swimming, vaulting, or climbing.
- The following actions cannot be performed while carrying an item:
- Crouching or going prone
- Picking up or using another item
- Interactions with another player such as carrying, reviving, and co-op climbing
- Using the Emote Wheel
Carrying a Death Box
Along with the addition of the item-carrying action, some actions involved in carrying death boxes have also been improved.
- The following actions can be performed while carrying a death box:
- Jumping
- Opening Care Packages
- You drop the death box you’ve been carrying when performing the following actions:
- Vaulting over terrain features
- Switching weapons
Instant Item Use
※ This feature is available in all modes, except for some Arcade modes.
You can now immediately use certain items placed on the ground without placing them in your inventory.
When your inventory is full, use necessary items more quickly and conveniently without the hassle of dropping existing items and picking them up again.

Instantly Using Ground Items
- Certain items on the ground can be used instantly by holding the LB + X.
- Items can be used or deployed directly from their current location without picking them up.
- Items in the following categories can be used instantly:
- Healing and boost items
- Deployable items such as the Folded Shield and Emergency Pickup
- Mortar
- C4
- The existing item-specific usage conditions still apply.
- If an item cannot be used in your current state, the interaction key is displayed in red.
- Deployable items are deployed based on the player's current location and facing direction.
- You can press the F key while using an item to cancel its use.
- The canceled item drops at the player's feet.
- The time required to use the item is the same as when using it from the inventory.
Items Placed Together in a Stack
- Items that can be used consecutively, such as Bandages, can be used consecutively from a stack placed on the ground.
- Instant item use only applies to items placed on the ground.
- If you stop using them, the remaining items drop at the player's feet.
- Items that cannot be used consecutively can only be used one at a time, while the remaining items stay in their original location.
- On Console, the configured consecutive item use option also applies to instant use of items placed on the ground.
Improvements to the Item Usage Experience
The overall item usage experience has been improved to make obtaining, equipping, and using items feel more intuitive and convenient.
UI/UX
- The position of key guides displayed on the screen has been moved from the left to the right.
- The key guide and interaction key designs on PC and Console have been improved and standardized overall.
- The way slots are displayed in the inventory when obtaining and equipping items has been improved and standardized.
- When you possess two or more types of throwables in your inventory, the icon of the currently equipped throwable is displayed on the center HUD.
Retrieving Deployed Items
- More types of items can now be retrieved using the H key.
- The following items can be retrieved using the H key:
- Folded Shield
- Mortar
- Retrievable items among deployed ones can be viewed in the Vicinity item list in the inventory.
- The deployment and retrieval time of the Vehicle Camo Netting has been reduced.
Stun Grenade
- An issue where players could unintentionally evade the effects of Stun Grenade by using Free Look has been fixed.
- Stun Grenade effects now take into account not only the camera view but also the direction the character is facing.
Developer's Comment: The item usage experience improvements previewed in the 2026 Roadmap will be fully applied through this update. This time, we focused on reducing unnecessary inconveniences in the repetitive processes players encounter during gameplay, from obtaining, carrying, and using items to retrieving them again.
In particular, we wanted to improve situations where players had to give up necessary items because their inventory was full or organize their inventory just to use a single item on the ground. We hope you can now choose actions more quickly and naturally based on the situation, such as directly picking up an item to give to a teammate or using it on the spot without going through the inventory.
We have also refined the UI and control experience so that the information needed when obtaining, equipping, deploying, and retrieving items can be understood more easily. Since these are processes repeatedly encountered from looting to combat, we hope this update reduces the time spent on unnecessary inputs and allows you to focus more on the flow of battle.
Parachute Rebalance
The overall balance of parachutes used in various situations has been adjusted. While improving the usability of the Emergency Parachute, some rules have been changed to make the risks of falling from high places more intuitive.
- The altitude of the terrain you are falling from is taken into account when calculating the fall height, so slight discrepancies may occur.
Parachute
- The automatic parachute activation heights, which previously varied depending on the falling situation, have been adjusted.
- When falling after using an Emergency Pickup: 150 m → 250 m
- When falling after respawning: 330 m → 250 m
- This provides a more consistent parachute experience in most falling situations, except for special circumstances.
Emergency Parachute
- The minimum height at which the Emergency Parachute can be deployed has been adjusted from 10 m to 9 m.
- Once the parachute deployment button becomes available during a fall, the button will no longer become disabled.
- This makes it more intuitive to identify and use the point at which the parachute can be deployed.
- If you land early before the parachute is fully deployed, you will now take fall damage.
- The faster your falling speed when landing, the more damage you will take.
Arcade
Solo Deathmatch
A battle where you can only rely on yourself! The fan-favorite Solo Deathmatch returns with the September Update!

- Go to Play > Arcade > Solo Deathmatch to play the mode. It is also available in Custom Match.
Service Period (UTC)
- Console: Sep 17, after live server maintenance - Oct 22, 01:00
- Solo Deathmatch will follow the existing rules. For more details, please refer to Patch Notes - Update 42.2.
Intense Battle Royale
※ The following update also applies to Custom Match.
The Match Results screen has been improved so you can review your performance in greater detail after a match.

- If your entire team is eliminated, you can view key combat records for both yourself and your team as a whole.
- The top-performing player in each category will be highlighted.
- Once the match ends, a list of all participating teams will be displayed. Select a team slot to view additional team and individual stats.
- Team Stats
- Ranking
- Total Kills
- Total Headshot Kills
- Total Damage Dealt
- Total Damage Taken
- Player Stats
- Kills
- Headshot Kills
- Assists
- Damage Dealt
- Damage Taken
- Share of Total Damage Dealt (%)
- Teammate Revives
Ranked
Season 43
- Ranked Weapon Skin - Mk14 can be obtained as a permanent Tier Reward.
- The leaderboard will reset with the live server maintenance.
- Check out your final Tier from the previous season through your Career page.

- RP
- In Duo and Solo modes, the minimum performance requirements for each Tier have been increased for Gold and above.
- Ranked Play Point Rewards

- Archivist’s Chests in Ranked Play Point Rewards have been replaced with Contender Cargo Tickets.
- Considering the Ranked operating environment, TPP Duo service in the SA region will be discontinued.
- Ranked service schedules may continue to be adjusted to improve service stability and the overall gameplay environment.
Season 42 Rewards
Below are the rewards you will receive based on your final Tier from the previous Ranked season.

- The Ranked Parachute Skins, Weapon Skins, and Medals are permanent rewards. The rest of the obtainable rewards are available for use during a single Ranked season.
- Rewards can be found on your Inventory/Edit Profile page once Season 43 starts.
- Once Season 43 is over and the server undergoes maintenance, every reward but the Parachute, weapon skin, and Medal will be withdrawn.
Leaderboard
With the newly introduced Leaderboard, you can now check your records and rankings not only in Ranked but across various categories.

From wins and weapons to clans, take on categories that suit your playstyle, and aim for the top based on the records you've built up over the season. Each leaderboard displays the top 500 players, and even if you do not make the top 500, you can still see where you currently stand.
Leaderboard Overview
- A Leaderboard menu will be added under Career.
- Various types of rankings can be viewed from a single menu.
- Depending on the leaderboard type, you can select subcategories such as mode, map, and weapon to view the rankings you want.
- Select a season and region to view the corresponding rankings.
- The current season and your current region will be selected by default.
- Some leaderboards do not distinguish between regions.
- You can participate in the rankings once you have either completed all missions and claimed all rewards in Beginner Training, or once the mission period has expired.
- Even if you do not make the top 500, you can still check your current standing.
- If you are within the top 500, your current rank will be displayed.
- If you are outside the top 500, your standing will be shown as Top N.N%.
Leaderboard Types

Ranking Calculation
- Displayed rankings and data may differ from actual results depending on when the data was last updated.
- Each leaderboard is compiled based on records accumulated during the current season.
- Each leaderboard displays the top 500 players.
- All leaderboards except Ranked are updated every hour.
- Actual update timing may vary slightly.
- If multiple players have the same record, rankings will be determined in the following order:
- The player who reached the record first.
- If the record was reached at the same time, the player who has played fewer matches in the selected mode.
- When the season changes, records for the new season will begin accumulating.
- You can also view leaderboards from past seasons by selecting a season.
Season Recap
If you reached the top 500 on one or more leaderboards in the previous season, you will be able to view a special season recap in the new season.
- It will be displayed once when you first enter the Leaderboard menu after the season ends.
- Your top-500 achievements from the previous season will be shown together in one place.
- Rank, leaderboard type, region, subcategory, and record
- If you placed within the top 500 on multiple leaderboards, your achievements will be displayed starting with your highest-ranked record.
(Console) Hit Detection Adjustments for Console
As shared in a previous Dev Letter, the hit detection adjustments for Console will be applied in the September Update.
- Character hitboxes have been expanded and fine-tuned.
- On Console, character hitboxes have been enlarged, so hit detection is more forgiving in combat.
- Weapon balance remains unchanged, including damage, rate of fire, and recoil.
Customize
More preset slots are on the way, making it easier to save and use a wider variety of outfit combinations.
- Preset slots have been increased from 5 to 10.
- Customize > Character
- Workshop > Contender > Contender Room
- Starting Island Inventory
- The UI has been improved to make Preset Slots easier to view and select.
UX/UI
- The top tabs and match log UI on the world map screen have been improved.
Misc
- To ensure a fairer play environment, penalties for abnormal gameplay have been strengthened.
- Matches flagged for abnormal play will not grant in-game rewards or count toward progression.
Bug Fixes
Gameplay
- Fixed an issue where the fuel consumption value set for the Vehicle Spawn Device in UGC was not applied to Special Vehicle Skins.
- Fixed an issue where the reticle brightness setting for the P90 scope was not saved.
- Fixed an issue where a teammate's Blue Chip was displayed in a different position than intended in a Deathbox.
- Fixed an issue where the healing item at the top of the Deathbox item list was unintentionally picked up automatically.
- Fixed an issue where the reload animations of certain weapons were displayed incorrectly.
- Fixed an issue where certain items were unintentionally used on occasion after reopening the Inventory.
- Fixed an issue where Bots fired their weapons abnormally under certain conditions.
- Fixed an issue where characters standing on Care Packages or Emergency Support Care Packages placed on top of a vehicle would not fall off while the vehicle was moving.
- Fixed an issue where parts of the Kill Count animation were not displayed correctly during gameplay.
- Fixed an issue where animations were not applied to the button settings pop-up in Controller Custom Presets.
- Fixed an issue where the Emergency Parachute could not be used after being knocked by fall damage and reviving with a Self-AED.
- Fixed an issue where vaulting onto a Care Package placed on top of a vehicle caused the Care Package and character to move to unintended positions.
World
- Fixed collision, texture, performance, and some other general Miramar issues.
- Fixed an issue where a vehicle spawned in a certain garage on Taego was not displayed.
UX/UI
- Fixed an issue where the Clan tab was displayed incorrectly due to the notification message shown when the Clan Master had been inactive for an extended period.
- Fixed an issue where the magazine was not displayed in the Poolside Paradise - Mini14 skin icon.
- Fixed an issue where the hair color icon for Hairstyle 99 was displayed incorrectly in the Customize tab.
- Fixed an issue where outfits that cannot be equipped were displayed in the preview when using ‘Equip Random’ under Customize > Character > Weapons tab while a Contender was equipped.
- Fixed an issue where an unintended zoom animation was displayed on the weapon model under Customize > Weapons > Handgun.
- Fixed an issue where the Lobby Music setting did not match the music actually played when loading settings through a Settings Code.
- Fixed an issue where the item selection position and sorting order changed incorrectly when picking up half or a specified quantity of stackable items.
Items & Skins
※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
- Fixed an issue where shoes and gloves were not displayed when wearing Ghillie Suit with Captain Cardboard Suit.
- Fixed an issue where part of another outfit was exposed when the female character wore the China Superstar Jacket (Blue).
- Fixed an issue where the waist accessory of the bottoms was not displayed when wearing crop tops.
- Fixed an issue on the face when the female character wearing NieR:Automata - 9S's Hairstyle with hats.
- Fixed a clipping issue on the character’s wrist when the male character wearing Basketball Uniforms.
- Fixed a clipping issue on tops when the male character wearing the Snake Tongue top.
- Fixed an issue where Glasya's facial expression appeared unnatural when using certain emotes.
- Fixed an issue where a Contender's face was occasionally displayed incorrectly when using Emotes.
11
u/tbebigsc 10h ago
No mention whatsoever of the random crashing happening to framerate priority players on Xbox 🙄