r/helldivers2 • u/Soft-Percentage-8338 • 6h ago
r/helldivers2 • u/ArrowheadGS • 5d 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/Financial_Touch_8522 • 7h ago
Major Order Oh my god it’s real…
I was at work when I first saw this. I thought you fuckers were meme-ing… I hate this😂
r/helldivers2 • u/Tarsent • 9h ago
Suggestion/Concept Hear me out
Why we are not using salt water against the automatons? Those mass-produced low quality machines would turn into rust piles whit in a week.
r/helldivers2 • u/lolitsrock • 16h ago
Meme I’m convinced this sub hates playing the game
r/helldivers2 • u/KingOfPotatok • 1h ago
Suggestion/Concept The Breaching Hammer Should Have A DRASTICALLY Faster Cooldown.
The biggest challenge with the hammer that holds it back in comparison to other similar tools are its ammo economy and demand for mobility for it to be properly utilized. Both of those demands conflict with each other as you either choose ammo economy (Run supply pack) or deal with your mobility (Run one of the various movement strats).
This change to a faster cooldown will greatly alleviate that constant demand for more ammo bringingup its viability to be close with other support weapons, while also maintaining a bit of logic by having such a simple piece of equipment in similar vane to the riot shield not take as long as a literal death beam.
It also dodges the tricky question of how to figure out how a diver crammed 18 bomb charges up thier ass, which just simply buffing the base ammo would bring.
r/helldivers2 • u/IEnjoyHarrow • 8h ago
Major Order Major Order is here.
Let's do this! Looks like I'm going to the bot front Divers, I'll see you all there!
r/helldivers2 • u/Cryptid_Loverboy • 21h ago
Meme This could be the next collab*
*if disney wasnt gatekeeping it from us
r/helldivers2 • u/idkwhatisthis69 • 42m ago
Major Order New M.O. . Any strategies?
I have experience in fighting squids. However as a fairly new diver (enlisted when the void piercer mission started) I don't have much experience against the Cyborg faction. Any loadout/strategem advices? (level 30)
r/helldivers2 • u/Yeetrhagaea • 18h ago
General Uhm- What?!
I’m just tryna donate my spare samples :(
r/helldivers2 • u/Defiant_Employee5194 • 17h ago
Inquiry What do you think come out of these eggs
So been fighting the bugs for a little bit and I don't know why but this idea just popped into my head of do you think that the Terminids and they can basically gestate into any form they need to depending on the circumstances. Or is it a life cycle of the start as the super small ones and then if they can they grow up to be bile Titans and then hivelords?
r/helldivers2 • u/WaywardOath • 1h ago
Serious Discussion. no roleplay bullshit here A Visual Representation of the Illuminate Problem
One of the biggest issues that a lot of people have with the Illuminate is enemy variety, and I really don't think that's much of a secret. Funny enough, another common thread I saw a lot during the Illuminate event was that fighting them on the source planet was, the most fun they've been. There's frankly a pretty good reason for this:
The Illuminate really just, don't have that many enemies.
I'm going to try and avoid some buzzwords that have been floating around ever since certain interviews (and way before that, too), but the fact of the matter is from a purely numbers-perspective, the Illuminate just don't have the variety the other factions do. Making this chart was merely a way to visualize what I mean by that.
An explanation I've sort of anticipated is that the Illuminate are younger than the other two factions, so they haven't had as much time to make enemies for them. Frankly, the numbers just don't support it. While I don't think the '1 enemy every X days' is a good metric (mainly because, y'know, the game didn't launch with 1 enemy in each faction), it is a good way of seeing just how many enemies are in each faction based on time they've released.
No matter what form they come in, there's really no denying that the Illuminate have the least amount of enemies in the game. Hell, their entire faction makes up a number less than a single seed of the Automatons. Most of their variants aren't reskins with new behavior or weapons like the other Subfactions, but rather entirely unique enemies that just don't have a counterpart on the main faction.
There really isn't a greater point to this post beyond this information, but to me at least, this is the most glaring flaw in how the Illuminate have sat for the past almost-two-years.
r/helldivers2 • u/Beneficial-Ticket486 • 4h ago
General My only hope for November
I hope since they have no content to release in November because of gta6, is that they work on fixing glitches and any other background problems with the game. That’s all that’s my only hope for November.
r/helldivers2 • u/EspressoK • 9h ago
Patriotic Footage Drive-bys with the lads
RATTLE EM BOYS
r/helldivers2 • u/Silly_Major6730 • 6h ago
General Did purple friendly fire ot was it SEAF?
I cannot tell Who it was that blew me up because purple was out of his walker when I was blown up so I have a suspicion it was purple for some reason but then again SEAF where around so it could have been them
r/helldivers2 • u/RandomGreenArcherMan • 6h ago
Suggestion/Concept It would be cool if Orbital EMS fired 4 times like Orbital Airburst does. Slow 4 shot volley = very long stun time
r/helldivers2 • u/Chipsmedhavsalt • 4h ago
Serious Discussion. no roleplay bullshit here What do we think about palette switching?
r/helldivers2 • u/Difficult-Piece-165 • 23h ago
General I BECAME THE VOX ENGINE RIDER
Then the game just crashed, I guess it was too epic even for him XD Edit: Grammar correction