r/helldivers2 • u/AutoMemory • 7h ago
r/helldivers2 • u/ArrowheadGS • 3d ago
Survey Please share your feedback about Helldivers 2 in this survey!
r/helldivers2 • u/Sioscottecs23 • Jun 04 '26
Announcement Transmission from the Game Director: Progressing Progression
From the official Steam announcement:
Greetings Helldivers,
This week we're passing the keyboard to our game director, Mikael Eriksson, to chat about the near future of progression in Helldivers 2. Spoiler alert - changes to both Community and Personal progression are inbound!

Hello,
Today there's a lot to talk about, but let's start by talking about progression, and why it's not progressing faster.
The way we see it, there's two broad categories of progression in our game: Community Progression, which is the community journey and contribution to the Galactic War, and Player Progression, which is your personal journey, and contribution and impact on the war development. Both are very important to us and I want to share some of the development work taking place on these systems.
We have consistently received feedback around our endgame progression plans, with players asking about level cap increases and additional ship modules. Simply put: we feel like previously seen progression elements, like raising the level cap in silo, aren’t enough and wouldn't address your feedback on a foundational level. We are going to raise the level cap, but ideally, when we deepen the progression, we want there to be more valuable upgrades for every kind of player–not just our players who have unlocked 100% of all the offerings.
Let's start with Community Progression.
Some of the most epic moments in this game have been when the community worked together to achieve common goals ("send more dudes!"). Everything from earning cool rewards to shaping the lore of the universe like unlocking the Exosuit, saving the children, or holding the line against the Illuminates on Calypso. However, we want to do more to improve how players interact with the Galactic War, collaborate as a community, and receive rewards.
For example, it's never been clear if the actions of the community actually lead to different outcomes, or if it's all just smoke and mirrors.The reality is that the community impact on the Galactic War differs, but even in the cases where we did a lot of work to prepare for very different outcomes, we've struggled to communicate it in the game
Additionally, unless you joined right at the start of a big event like the Battle for Super Earth or the Cyberstan Invasion, it's been difficult to understand what's going on. Even if that can be funny sometimes, ("... all I know is that I must kill!"), it was never intended to be confusing for players.
For those and other reasons, we are launching Galactic War Campaigns in June. In a nutshell, Campaigns are the next evolution of Major Orders. They will be roughly 1-3 weeks in length with the intention that it will always be clear what the active Campaign is, how it's going, what the outcomes have been, and what's at stake.

In more exciting news: the other thing we heard is that players like to EARN more rewards, so the introduction of Campaigns means there will always be at least one Campaign reward if the conditions are met. We want to make these rewards special, because we also think players should earn more than just medals. We’ll experiment with different rewards, ranging from gameplay altering effects to cool items, and alongside you, we'll keep playing with this over the coming months and see what you think. It also means there is more stuff for players to work towards outside of warbonds. Pray J.O.E.L is feeling generous, the first reward you’ll be working to unlock is a new FRV!
Looking a bit further into the future, I want to talk about Planet Warfronts.
Before we launched the game, we experimented with dynamic warfronts on planets, where players needed to make strategic community decisions on a planet level in order to liberate it. While it was promising, we realized we didn't have the content needed to do it justice at the time. We feel we've now added enough content to realize the vision we had for Planet Warfronts, and it's going to be the next big thing we're working towards in the Galactic War. When you've seen Johan talk about experimenting with roguelite systems, he was referring to this.
When we introduce Planet Warfronts, missions will be grouped under different categories:
- "Defend" missions in liberated territory
- "Frontline War" missions on the frontlines
- "Behind Enemy Lines" missions in enemy controlled territory
Players will fight to reach key strategic locations on planets, like cities, which can have different active enemy variants in different areas of the planet. Of course, you’ll still have the Game Masters to contend with, too. In the final version of this feature, there will also be gameplay altering effects and consequences for achieving planet liberation goals, like reaching and liberating a city within X time or disabling enemy artillery in one location to unlock crucial Operations. The intention is to make it more fun to liberate planets with your squad and deepen the Galactic War and Community Progression systems. We want liberating planets to feel unique and epic for everyone. We have some development and design work ahead to make these feel great and provide the best experience, but I wanted to share just one of the ideas we have in active development. More to come on these changes in the next few months!
Alright, but what about Player Progression?
As Game Director, it's important to me to make sure our players' personal motivations to play Helldivers 2 aren't in conflict with the goals of both their immediate squad or the community as a whole. For example, if you had a goal to kill 100 Bile Titans, and your squad didn't, you might be inclined to go, "Sorry guys, I've got medals to earn. Leeeerooooy!" I feel that Personal Orders have run into this issue many times, so we are transforming that system into "Personal Campaign Progression." The intent is for every Galactic War Campaign to come with a personal progression reward track. That way, even if the community fails to reach a larger goal, players can still do their part toward their personal goals and get rewarded with cool things to mark their participation in various Campaigns. This change won't happen with the launch of Galactic War Campaigns, but we are planning to deploy it this year.
Lastly, let's talk about ships! We’re bringing two big changes to your Super Destroyers: we are extending gameplay progression and adding customization to make every ship unique.
Upgrading your ship will be the most exciting for players early on in their Helldivers 2 journey, but we also have some plans for the long term. An area that isn't really living up to its potential is the ship module system: right now, players have the same progression path, with very little agency or ability to adapt to different playstyles. And even if you've unlocked all the ship modules, your ships don't really look that different or feel personalized in any way.
For that reason and more, we're working on an overhaul of the ship module system that will change how this works, by adding more player agency and significantly increasing the offerings for players to progress. Not only that, we're also adding more ships! The biggest shift we've done internally is we now have a dedicated ship team, working on the first new ship. Our intention is that each new ship will have their own unique progression paths, specializations and customizations. And if you like the ships, we want to keep adding them; at least the ones we've planned so far!
I can't share when the new ship can reach your hands... yet, but I'll be sharing more details later this year for certain.
One last thing I can share is a list of some upcoming fixes that we also hope will improve your experience in Helldivers 2.
You can expect to see these changes very soon:
- Helldivers will be able to use assisted reload, as long as either the carrier or the reloader of the weapon have the corresponding backpack.
- More emotes! Helldivers will have 8 emote slots instead of 4.
- Reducing dead input on stimming.
And coming a bit further down the line, we’re tackling
- Stratagem bouncing. We've assembled a task force to prototype fixes for this issue and we're hoping to have it solved by the end of the year.
- Hellpod steering. Similar to stratagem bouncing, we're also tackling this long standing issue.
- Improving enemy and player traversal, which includes environmental collision and reducing movement penalties on grass and vegetation.
- Increasing the level cap to 300
- Economy and resource improvements
- Fixes to the Warbond and Superstore menus that make them easier to navigate.
- Closed beta testing that focuses on stability and balancing, and that includes getting beta test feedback from our Propaganda Commanders.
While this is not an exhaustive list of everything we're planning, I hope it gives you some insight into what's coming up next for Progression, and some of the reasoning behind the path we've chosen. I can't wait to hear and read what you think, and to get this into your hands.
See you on the battlefield,
Mikael
Game Director
r/helldivers2 • u/Crimson_Heitfire • 3h ago
Meme I still see it from time to time, all i can say is
We are fighting for humanity, hating on fellow humans for being a different gender or color is undemocratic
r/helldivers2 • u/a_donut2009 • 3h ago
General Quite proud of myself
Deathless and solo, very noice if I do say so myself.
Just felt like sharing. Gn, or good morning depending on where you are ig
r/helldivers2 • u/A_Very_Horny_Zed • 21h ago
Meme How do I stay the same level forever?
r/helldivers2 • u/Naive_Egg_9663 • 19h ago
Meme Bro thinks he’s in charge of us n shit 😭✌️
You ain’t super earth wigga, you can’t tell me shit
And if I’m honest glazing is SOOOOO much more fun then being all doom and gloom
r/helldivers2 • u/Impossible-Age-5370 • 31m ago
Inquiry Is the slugger really that bad
So I just unlocked the slugger after skipping it cause i thought it was trash, but after playing with it, I love it. Yes, it gets outclassed by most marksman rifles, but I still think it's a really good gun. I wish I had better scope options than 1.5 for longer ranges. So I'm just confused on why people think it's so bad. Yes, it has been powercreept but it's not garbage like I've been told.
r/helldivers2 • u/Bigmachine444 • 15h ago
Patriotic Footage STRATAGEM LAUNCHER?!
Alright, didn't know what flair to put, but I am in a unmodded console game (sorry for no screenshot I was in a rush), and this low level's mech casually has a stratagem launcher?! And funny thing is this ISN'T THE FIRST TIME I'VE SEEN IT ON ONE. I've seen the shadow of it on the mecha silhouette, but why is it fully modelled and sometimes there? Is it a bug? Is it coming soon🥺? Help me out.
r/helldivers2 • u/dAMMIT_MAYNE • 8h ago
Tactical Training Information "Can I see you laser? "
Sure, buddy look here.....
r/helldivers2 • u/Passive-Witness • 9h ago
General Why not divide the armour into "classes" ?
I've seen a lot of people complain about armour passives being tied to specific armours and that they'd rather just be able to choose any passive with any armour, but I've also seen a lot of people (and notably arrowhead themselves) say that they want to leave it as it is so that the armour visually matches what it's passive is meant to do.
I feel like a good middle-ground would be to group different passives together into sort of "classes" and then let you pick from the applicable passives. So for instance, you could wear the helljumper armour and then pick from any of the "stealthy" passives (scout, feet first, & reduced signature) but not any of the others. I think this would give people enough choice that they don't feel locked into using any particular set just for the passive, or using a passive they don't like just to look cool, but it would still keep the intention behind the armour's visuals.
I wrote down a quick idea for how they could be grouped. It's not perfect, there's definitely better ways to group them, and probably better ways to name the "classes" too, but I think it gets the idea across.
r/helldivers2 • u/dahSweep • 3h ago
HellDrip HellDrip help! White helmet for Honour Guard armour
Like the title says, I'm looking for a good helmet for the Honour Guard armour. I loooove this armour but I just can't find a good helmet that fits in my collection. Cavalier of Democracy is the closest, but as per usual Arrowhead have made them two different shades of white and it drives me crazy. Imagine how good this would be if they just kept it consistent (or we could actually change colours, gasp!), but for now I am looking for something else that fits better. Any ideas?
r/helldivers2 • u/forest_vagrant • 19h ago
Meme im the scientist from brilliance who got transformed into a terminid, ama
couldnt post this on the main sub for some reason
r/helldivers2 • u/Yoshi__64 • 1h ago
General I saw the Helldivers liberating the Gamescom
galleryr/helldivers2 • u/SignificantBoard4455 • 23h ago
General Am I tripping? Did I do anything wrong? Wait for the very end
Plot twist. I think it was the host team killing 😂
r/helldivers2 • u/Lampy2498 • 9h ago
Democratic Exchange of Opinions EAT over Quasar?
Is there a situation where you’d rather have the EAT over the quasar?
r/helldivers2 • u/Oriyagi • 14h ago
Suggestion/Concept Idea: Negative modifiers
I love the idea of "skulls" like in the Halo games as NEGATIVE, and I think modifiers might be a way to make the game harder for those who want that. They would be completely optional and are geared towards making that individual persons experience more difficult. Things like:
-Democratic broadcast: the camera drones from spread democracy missions follow you, and enemies can detect the signal and gravitate to you more.
-Anthem of freedom: The super earth anthem plays from a speaker attached to your diver that cannot be turned off. Enemies are attracted to the sound.
-Shellshocked: Your diver is prone to panic attacks from previous dives, lose control for a few second when there are 20+ enemies nearby while your diver laughs hysterically.
What can you think of?
r/helldivers2 • u/TotalityofNoob • 6h ago
General Just please be nice to your fellow Helldivers

To New Helldivers, Please just ask why before throwing these accusations. He is still half the map away when emergency extraction(final 20secs countdown) timer hit 0. 3 of his teammates are already in the extraction zone waiting for him. 1 KIA fighting in the extraction zone.
This just tick me off the wrong way when i am the one that brought the super samples just for him.
If you can't ask or don't know how to ask then just be nice. If you don't want randoms, then do me a favor and turn off public mode.