Epic Games has posted a length post on their site today, their latest State of Development update detailing what they are working on for Fortnite and what’s to come.
Information included includes details on Matchmaking, Competitive, Mobile, Frame Rate, PS4 Pro, and more. Here’s the full update:
CONTROLS (GAMEPADS, MOBILE, SWITCH)
We believe you should be able to play Fortnite when and how you want, whether it’s on the couch with a controller or on the go with Fortnite Mobile. We’ve identified and are working on various improvements and bug fixes related to aiming on controllers (including gyro controls). These include improvements to dead zones and accelerations to allow for better fine tuned aiming.
We have an upgrade to our matchmaking logic that will allow for a more even playing field when enjoying Fortnite with your input device of choice. In an upcoming release we’ll be implementing input based matchmaking, which will pair you against players who are using the same peripherals (e.g. controller vs controller, KB+M vs KB+M).
Let’s break that down:
- If anyone in your party uses a mouse and keyboard on console, you will be matchmade with PC players and other KB+M players (as if you partied up with a PC player).
The current crossplay rules still apply. For example, partying up with a PC player will always put you in a PC pool, regardless of your input type.
We are hoping to land this later in the year, and it will give you the ability to completely remap your gamepad to exactly your preference. In addition to customization, we’re continuing to hammer away at feel and optimizations for controllers across all platforms.
Last week, we dropped a balance blog detailing our logic behind recent changes. You can give that a read here. We’ve been through several phases in terms of weapon strength over the past few months, from the “double pump” strategy to the rise in players using SMGs. This is an area where we want to continuously evaluate and make adjustments to ensure different weapons have natural strengths and weaknesses in order to fulfill their intended role.
Some upcoming changes:
- Evaluating shotgun equip time. The equip time was originally added to help combat rapid weapon switching. However, since the shotgun switch delay was added, equip times have less of a purpose.
- We’ll be improving the Pump Shotgun so it’s a bit quicker to bring up, and we’ll be evaluating the other shotguns moving forward.
- Clingers are a bit more effective than we’d like.
- The behavior has been adjusted so that the second Clinger will fall to the ground in this scenario (v5.30).
We took our first steps into tweaking building with the material health adjustments in our v5.0 update. Last week we re-adjusted those knobs to more distinctly separate the types of building material, (metal stronger than brick, and brick stronger than wood) with the goal of creating more opportunities for tactical decision making.
We will continue to evaluate adjustments to building as the dust on all these changes settles. Following the moving storm changes with Season 5, we’re evaluating other potential ways to modify circle behavior, including how the storm might interact with player-built structures in the final circles.
Every update we’re working to improve your in-game experience. Lately we’ve been focusing on 50v50 mode, reducing long hitches and reducing streaming artifacts like low resolution buildings.
Keeping performance up to our standards is something that needs constant attention. Adding a new feature (for example, ATKs) comes with a performance cost, and we need to make sure everything we’re adding is efficient. Often we need to make savings in one area in order to cover the cost of new features. We monitor performance closely between releases (and before releases) to ensure we can detect and fix perf issues as soon as they’re found.
We’re working to improve your experience in 50v50 mode, where we tend to have a lot of players gathering in one area at one time. The graph below shows percentage of missed frames on Xbox One and PS4 (this is a comparison of actual number of frames rendered and the ideal number of frames rendered at 60fps) – lower is better. As you can see, performance in 50v50 steadily improved with every release except for the initial 5.0 release, where the addition of vehicles caused a temporary regression.
This is the same graph, but looking at missed frames at 30fps on other platforms.
It’s noticeable that both iOS and Switch have got worse in 50v50 mode since launch. This is something we’re currently looking into.
There’s still room for improvement to get 50v50 to a solid frame rate across all platforms, and this is an ongoing effort for the whole team. You can expect to see further improvements in the coming months.
Hitching (Screen Freezing)
We’ve heard players talking about hitches during their regular Fortnite play, and over the past few months we’ve been working to improve in that area. In particular, we’ve been focusing on long gameplay affecting hitches of half a second or more.
For the upcoming v5.30 update, we tracked down and fixed the cause of a very long (multi-second) hitch. This issue accounted for about 60% of our hitches over half a second in length. This was worst in long matches, especially Playground. It was particularly bad on Xbox One, but it also affected PS4, PC and Mac.
The graph below shows the average number of long (half second or longer) hitches per minute across the different releases on consoles.
This is the same graph, but for non-console platforms:
The significant reduction in Mac hitching in the v5.0 release was caused by improved caching for shader objects.
On iOS, runtime creation of shader objects remains the primary source of long hitches throughout the game and is something we are working to improve.
Slow Building LOD (Level of Detail) Streaming
We know how frustrating it can be when you land in Tilted and the buildings haven’t finished loading. A few releases ago, we added analytics so we can track this issue over time and detect regressions. Using this data (and your reports), we found that Xbox One and Switch are particularly bad in this area. We have some targeted improvements in the pipe for the v5.30 release which should improve the situation on these platforms.
Switch – Screen resolution
One of the complaints when we first released the Switch version of the game was that the screen was blurry in a lot of scenes. Switch shipped with the same deferred renderer that other consoles and PC use, and many of the settings were identical to Xbox One and PS4. We rely on a feature called dynamic resolution in order to prevent slow rendering from affecting the frame rate. This means that when the onscreen action gets too heavy, we’ll drop resolution instead of the framerate taking a hit. Obviously GPU efficiency is still important, because nobody wants to see blurry pixels all the time.
In v5.20 we moved to a new high-end forward renderer on Switch, which gave us an additional 3 milliseconds of GPU time (around a 10% improvement). This required a few engine changes, but crucially there was no visual fidelity loss. The end result is screen resolution is higher (and less blurry), and battery life should also be improved because the GPU isn’t having to work so hard.
For those of you playing Fortnite on a PS4 Pro, in the near future we’re adding support for greater than 1080p res when connected to a 4K TV. Plan out that next drop with even more clarity!
Most of our regions have multiple datacenters supporting them. For example, our North America East region operates out of both Virginia and Ohio. Currently, matches are placed randomly on servers running in any datacenter within the region, which can lead to some variation in ping from one game to the next. To help with this, we’ve been working on sub-region matchmaking to allow us to route games to the datacenter in your region with the best ping for you. Once this change is live you should see much more consistent ping times across games.
Similarly, there are cases like our Asia region where players in Southeast Asia are not getting the kind of performance we’d like. Our solution is to add an additional datacenter in Singapore and use sub-region matchmaking to route you there if it would improve your ping, as long as wait times remain reasonable. When wait times grow too long, we’ll dynamically re-route you to a larger sub-region, in this case that’d be Tokyo. We think this is the best way to improve ping for the most people, without making ping worse for anyone.
Our goal is to provide the best possible quality of service everywhere in the world. We’ll continue to evaluate other areas where we can add additional data centers or new regions to improve performance for players. Some of the areas we’re investigating beyond Southeast Asia are the Middle East / Northern Africa and Russia. We’ll have more to share about our plans over the coming months.
Networked Player Movement / “Rubberbanding”
We’ve made headway on improvements to network corrections (i.e. rubberbanding) in v5.30, especially in the presence of unstable network connections.
There are a few common causes of bursts of packet loss, like WiFi interference (so try to use a wired connection), sub-optimal router firmware (upgrade to latest firmware if you can), ISP or datacenter level issues, or overloaded servers (becoming less of an issue as we optimize server performance). In cases where you have an unstable network connection (most notably bursts of packet loss*), this causes a few symptoms on your end as well as for other players that view your character.
*You can enable network debug stats via the settings menu in-game
On the local side for the client experiencing the packet loss, in-game, this can manifest as “rubberbanding” or warping of your location. This is due to divergence between the client and server simulations (based on input, velocity, etc). The server has final authority on where it thinks the client should be based on this simulation state, and if the error is unacceptably large, the server “corrects” the client to a new location. This actually happens on a small scale (a few centimeters) somewhat frequently because of normal network factors, for example collisions with other moving objects which may be slightly divergent (due to latency). Sometimes the corrections come from implementation bugs or intentional decisions to ease implementation. For example, entering a vehicle could just warp the player on the server and the client would get corrected to the correct location.
The Unreal Engine has built-in systems to smooth out these types of position corrections for players. This is fairly complicated and involves the client buffering saved moves that have not yet been acknowledged by the server (due to latency, since the client runs ahead of the server). When a correction is received the client replays local input after the corrected timestamp to try to get back to where you we moving (for example, if you were pressing forward for another 1/10th second after the corrected time, try to move forward there again). This covers up discrepancies between locally predicted movement and small server corrections quite well. For example, in very early versions of Fortnite some player actions such as targeting, melee swings, and jumping had timing-related logic bugs which occasionally caused a small correction for clients. These corrections were generally so small that the built-in systems could cover up the discrepancy and make it seamless to clients. However since there is some overhead to fixing up position and it could still sometimes be noticeable to players, we fixed all such known issues of small corrections in subsequent releases.
Now for some background on what happens when the server hasn’t heard from a client for a long duration (e.g. greater than 0.25 seconds), usually due to bursts of packet loss: The server forces the server-side simulation of client movement forward in time based on the last known state (velocity etc), and this continues periodically until the client finally responds again. This is mainly intended to keep the client state moving for other observers (other remote clients), as well as to keep the server from getting too far behind in the simulation.
However during examination of what happens during long of packet loss burst, we discovered a few issues with the systems mentioned above. One issue was that these forced server updates were improperly advancing client timestamps, and this caused old outdated client packets to be accepted briefly on the server. The result was that the remote player experienced a series of server corrections inconsistent with the expected path along the current velocity. Additionally, after a long duration of network loss, the server forcing movement could cause a player to end up quite far from their expected location (either out from cover or over the side of a ledge), since simulation on the server continued without new input from the player during the connection disruption.
To address this we’ve improved the server code in the Unreal Engine that detects and handles this case to properly update client timestamps, as well as added a configurable max duration to these forced server adjustments. We’ve also included some helpful commands to simulate bursts of packet loss at various levels to help with testing these conditions. Look for these in upcoming UE 4.21 and later engine releases.
The result of our fixes is that after a burst of packet loss, the client location will be much more consistent with the expected change based on velocity state before the network interruption. In cases where the client was running forward during the entire disruption, the correction may not even be noticed. However it is possible that if the client was attempting drastic changes in direction or speed, there will be some warping, though it is still much improved over the old system. This also means that viewing other players having network issues will exhibit less warping as well since the trajectory will be more consistent. The duration limit also means that loss of control due to packet loss will move the character a limited distance, reducing the chance that they end up in the open or over a ledge after a sustained episode of network disruption, which could cause them to fall to their doom.
Proxy Simulation Improvements
Related to the above networked movement / rubberbanding improvements, we’ve also made adjustments to how we handle proxy simulation for both performance and quality. A “proxy” here means any player other than yourself that you see on-screen.
For performance, Fortnite has had various levels of movement simulation quality that it applies to proxies, and these have continued to be tweaked since initial release. The overall goal is basically to move many character proxies on your machine at minimal CPU cost. There is cost associated with updating transforms for all characters, their attached accessories (e.g. back bling), weapons, particle FX, and so on. One strategy to lower this cost is to simply move them less often or throttle the updates. The most obvious example is to avoid moving characters every frame when you can’t see because they’re out of your view angle. However you have to be careful here, because you might still need things like off-screen indicators or minimap indicators to have correct locations without jerky behavior. (Fortnite v5.20 included some fixes to bugs with the calculations to avoid throttled and jittery indicators, while still allowing us to throttle the expensive movement).
The downside of throttling movement updates is that at low update rates you can notice the jittery behavior of movement when motion doesn’t update every frame. Generally we have tuned our systems so that we try to throttle only characters that are far away or out of view. However special care has to be taken in some circumstances, such as zooming in through a scope at a character far away. Recent releases included fixes to lower or disable the throttling for characters in a small view angle at long range when using ADS or sniper scopes.
Also, since we initially created the system to throttle based purely on distance, this had the unfortunate side-effect of being overly aggressive in trying to save performance when only a few characters were relevant, which resulted in sacrificing some quality. Release v5.30 includes enhancements to also consider the number of relevant players, so that distance is not the only consideration. The end result is that when few players are relevant, even characters that are far away will have high-quality movement and interpolation. On the flip-side, in cases such as 50v50 where many characters are relevant, we try to reign in some quality settings in favor of improving client framerate. It’s a balancing act of trying to achieve better performance and improved quality, and work in this area as always is ongoing!
Our weekly Fortnite Summer Skirmish events have proven invaluable as a testing ground, providing a high-stakes environment for some of the best players in the world to showcase their skills. We have learned a lot from experiments with scoring schemes and formats, attempting to find the best balance between simplicity, entertainment, server performance and competitive integrity. Expect for us to continue operating and supporting competitive events after the conclusion of Summer Skirmish as we lead into next year’s official Fortnite World Cup.
In recent weeks we began using a version of Live Spectating functionality similar to what was featured in the E3 Pro-Am but this time operating on live gameplay servers. Improvements have been made to allow for Gameplay POV cameras to more closely mirror the action when following a specific player. This will allow us to provide more high-quality coverage of the action along with map overheads, scoreboards, and drone cameras. We will be making extensive improvements to these features over the coming weeks and look forward to highlighting the performances of our competitors.
We are aware of a strong desire from competitive players for more opportunities to compete directly against one another within the same match. Development recently began for a robust competition system which will allow for all players to compete with one another and be recognized for their accomplishments. The first version of this feature is expected later this Fall.
We launched our Android Beta for Fortnite last week and we know it wasn’t the smoothest experience. We’re digging into the issues being reported by players on a variety of Android devices, and are working to resolve them. The main areas to address first will be stability and performance. Head over to our Trello board with the new mobile section tracking ongoing bug investigations.
One of our short term goals is to improve performance across the range of supported devices. Then beyond that, we want to support more devices in the beta and will hopefully open the beta to all min spec Android devices soon.
Additionally, getting you from your pocket to Paradise Palms as fast as possible is another issue we care about. We’re working on ways to make background downloading easier and dropping the overall patch size, so the only thing you have to focus on during patch day is where you’re dropping next.
Let’s take a look at the current state of Player Support and where we need to be. We were not ready at launch for the number of players that Fortnite brought in and weren’t able to scale at a rate at which we consider up to our standards.
We’re working to grow and develop our Player Support Team as quickly as possible, but we’ve still got a way to go to achieve our standards of quality and service. Ramping up means creating learning materials for internal staff, implementing new tools and reacting to game events which cause an increase in player traffic. Our #1 goal is providing you with consistent, efficient, and high-quality player support.
In the past few months, we’ve dramatically grown the size of our Player Support Team. Planning ahead, it’s still not enough coverage for our incoming player needs. So, by the end of this year, we’ll grow that team size again.
# of Player Support agents
Ticket response times in some areas are bad, and we’re continually working to improve this by both increasing team size and upgrading the tools we use to communicate with you.
Behind the scenes, we’re rolling out and ramping up other tools that will allow our agents to respond to you faster. One tool we’ve updated is our CRM (customer relationship management) to one we believe will provide a better player experience. This new CRM will also allow our agents to work faster and more efficiently over time.
We’re continuing to hire experienced Player Support staff — seasoned directors, managers, agents, and partners. We’re still working to improve the team, but appreciate your continued patience and hold your satisfaction as our #1 goal.
Account security is one of our top priorities. We have a number of improvements in the pipeline that should help keep your account secure!
First, support for offline authenticators – (e.g. Google Authenticator, Microsoft Authenticator etc.) this will be available in the near future and will provide an alternative to our current email-based two factor authentication (2FA). We’re also considering support for additional two factor methods beyond authenticator apps, for example via SMS or in-app one click approval on mobile devices.
Second, improved detection around leaked credentials. Are you constantly getting emails about your locked account or with two factor authentication codes? If so, it’s likely that your password is being reused across multiple sites and was found in a password dump. Attackers use these password dumps to try and gain access to accounts beyond where the dump initiated – a so called “credential stuffing”. Epic has been implementing various layers of protection to mitigate these types of attacks. In case we do find a credential dump, we got your back. Our Information Security team constantly searches for new ones released on the internet and uses them to discover potentially vulnerable account credentials in an automated way. If a match is found, we notify you and issue a password reset to prevent unauthorized access. Collected dumps are anonymized and rehashed before use in our systems.
Lastly, we are actively reviewing and refining the state of security notifications you receive. The goal is to reduce the amount of 2FA or account lockout noise, while adding notification focus around unusual access patterns. We plan to improve protection around accessing or modifying account data, or disabling two factor authentication for that matter, by re-challenging with another 2FA check on each access attempt. We’re also actively working on improving account access recovery flows to help with cases when an account was actually hijacked. Account security is very important to us, and we’ll be working continually to improve internal tech and the resources we offer!
P.S. If you enable 2FA, you’ll unlock the Boogiedown Winner’s emote in-game for free!
All of the feedback for Playground has been amazing, we love seeing how folks can create and play on their own private island. We’re going to be working towards adding more specific knobs to allow you to dial in on your preferred Playground experience.
The next set of items dropping into Playground will be extra ATKs and more jumps around the island. Grab your squad, queue up, and see who can pull off the most impressive tricks. Keep sending us your thoughts on ideas for future versions!
Fortnite leaks confirm Beerus, Goku, and Vegeta skins for Dragon Ball Z crossover in Chapter 3
Anime fans in the Fortnite community are waiting for the Dragon Ball Z crossover, and leaks have confirmed that it will bring in Beerus.
Fortnite v21.30 update introduced a ton of new content and the files now have more Dragon Ball Z elements. From skins for Beerus, Goku, and Vegeta to a Bulma reference, here’s everything we know so far.
Fortnite players were certainly shocked when they came across leaks regarding a Dragon Ball Z crossover. Both waves of the Naruto cosmetics were a massive hit in the Item Shop and it is evident that the developers now wish to capitalize on other popular anime series.
Leaks previously revealed that four skins will arrive in the first-ever Dragon Ball Z x Fortnite crossover, and one of them is going to be Beerus.
Fortnite is working on a Beerus skin for the Dragon Ball Z crossover
As per prominent leaker HYPEX, Epic Games is working on a purple skin codenamed ‘Cat’. For anyone who’s watched Dragon Ball Z, this isn’t a tough one to crack. Beerus, the god of destruction of Universe 7, perfectly fits this description.
With this, three skins have been confirmed for the upcoming DBZ crossover:
The fourth skin will be a female character according to leaks, and it is safe to assume that it will be Bulma.
Following the v21.30 update, HYPEX discovered that one of the Fortnite x DBZ quests will have a beach umbrella setup. This could be a reference to many things like the Kame House, Bulma, or Beerus but it is too early to confirm it.
The Creative Stamina item that started all the rumors about the crossover will also be available on the map. It might be a part of some quests or the developers might just tease the crossover through it.
Last but not least, the Attack Pods from Dragonball will arrive as Gliders in Fortnite. The 21.30 patch added a glider texture with a striking resemblance to these pods and even its codename, StaminaVigor, suggests that it is related to DBZ.
Fortnite x Dragon Ball Z crossover to have a special event screen, quests, and rewards
It seems like the DBZ crossover will be quite similar to Naruto. Players can look forward to taking part in challenges that will grant them free DBZ-themed skins. Obviously, this will be accompanied by Goku, Vegeta, and Beerus outfits in the Item Shop.
The official website for the DBZ crossover is in the works. It should become functional by August, which is also when Epic Games will officially announce the collaboration.
As of now, this is everything we know about the upcoming DBZ x Fortnite crossover. The next update for Chapter 3 Season 3 will be out after four weeks, and until then, players can enjoy the new summer-themed content.
Fortnite update v21.30 patch notes: No Sweat Summer event, Prime Shotgun, more
Fortnite v21.30 is finally here. From the No Sweat Summer event to new POIs to weapons, here’s everything that arrived with it.
Ahead of the developers’ summer break, Fortnite has released the v21.30 update. It has arrived with the No Sweat Summer event, map changes like Daily Bloomgle, new Prime Shotgun, and more.
The hype for Fortnite v21.30 was sky-scraping because Epic Games will soon go on a break till the second week of August. This means that the battle royale title won’t experience any live changes for the upcoming weeks, and the latest update should ensure that the community doesn’t get bored.
Fortnite v21.30 brings in a No Sweat Insurance NPC, summer-themed POI, and new No Sweat Summer event quests
Fortnite players desperately wanted to celebrate the summer in battle royale modes this time. Luckily, the No Sweat Summer event is here with the v21.30 update.
No Sweat Insurance quests will replace the Vibin quests for the next four weeks as the Scientist’ research regarding the Reality Tree will be halted temporarily.
No Sweat Summer quests
The latest No Sweat Summer quests in Fortnite are:
- Land after jumping from the Battle Bus during the No Sweat Summer event
- Carry the No Sweat sign and place it at a sponsorship location
- Complete a lap around the boat race circuit after the starting countdown
- Make a Character dance to a Boogie Bom
- Emote at different promotional dance floor locations
- Ring doorbells until they break
- Catch 3 seconds of air while driving a Motorboat
- Remove No Sweat signs from recalled products
- Place the No Sweat signs in an official bin
- Pop No Sweat Summer inflatable objects
- Jump on umbrellas along the beach
- Kick a beach ball and kick a giant beach ball
- Fire off the Firework Flare Gun at Mighty Monument or Tilted Towers
- Bust through doors in different neighborhoods
- Destroy large sea buoys with Motorboat Missiles
These quests will grant 15k XP each and a new Sweaty Sailer umbrella glider will be a free reward for completing them. The quests also indicate that the Boogie Bombs will return soon. The goofy item has been a fan-favorite for ages, and it makes perfect sense for it to return during a Vibin’ themed season.
New summer-themed NPCs will now roam around the island. These include:
- Beach Bomber
- Summer Drift
- The Underwriter
- Boardwalk Ruby
The Underwriter is the newest NPC in Fortnite and represents the New Sweat Insurance building from Tilted Towers. In contrast, Unpeely, Beach Bomber, and Boardwalk Ruby are famous characters who always return during the summer.
Fortnite community to vote for Tilted Tower buildings through Rebuild the Block quests
The restoration of Tilted Towers began in Chapter 3 Season 3. Fortnite asked map builders to come up with their best building designs and nine buildings have made the cut.
In the coming weeks, players will donate bars for the construction projects in Tilted Towers. The building design with the most votes will officially become a part of the POI. This will also help players in completing the Rebuild The Block quests:
- Donate Bars voting for construction projects on The Block
- Survive Storm Phases during the Rebuild the Block Event
- Eliminate enemy players during the Rebuild the Block Event
- Complete Rebuild the Block quest stages (3/7/12).
It is clear that we’ll witness new Rebuild The Block quests every week and the developers are yet to reveal the subsequent stages.
To be fair, the XP crisis in Chapter 3 Season 3 could come to an end now as every Rebuild The Block quest will reward players with 14,000 XP.
New Prime Shotgun and consumable Ice-Cream item enter the loot pool with Fortnite v21.30
A brand-new Prime Shotgun will be available in chests, supply drops, and floor loot with v21.30. The stats of this weapon at Rare rarity are:
- Reload Time-4.5
- Clip size– 4
- Headshot damage– 138
- Fire Rate– 1.05
Leaks have revealed that the Prime Shotgun is an explosive weapon with a surprisingly long range for a shotgun. Its damage output is brilliant and the slow fire rate seems to be the only downside.
New consumable items have been added in the form of Ice Cones. These include:
- Lil Whip’s Special Serve for Health and Shield
- Guzzling Icecream Cone which slowly heals health
- Frozen Iceream Cone for Health and it makes things slippery
- Icecream Cone for Health
- Spicy Icecream Cone for Health and Shield
Interestingly, the files of the Burst SMG have been updated as well and it might return soon.
Daily Bugle changes to Daily Bloomgle in Fortnite v21.30 and other map changes
Epic Games has continued the amazing map changes in Chapter 3 Season 3 with the latest update. Daily Bugle, under the effect of the Reality Tree, is now called Daily Bloomgle. As usual, it will now switch between themes based on Neo Tilted, Coral Castle, Colossal Coliseum, and more.
The Reality Tree will continue to grow and after Daily Bugle, it’ll reach Condo Canyon.
Last but not least, a summer-themed stage will be set up on the island for No Sweat Summer. This is where players can expect to complete their event-based quests and earn a ton of XP.
Hotfix updates will be released weekly but no major Fortnite updates will arrive for almost a month now. The developers have already added weekly quests till Week 10, and the Dragon Ball Z crossover will be released after the break.
Fortnite Indiana Jones quests: How to find the secret door in Shuffled Shrines
Fortnite players can finally unlock Indiana Jones with v21.20. They must find the secret door in Shuffled Shrines and here’s a guide for it.
The Indiana Jones quests are finally here in Fortnite Chapter 3 Season 3. Here’s how you can find the secret door past the main chamber in Shuffled Shrines.
While players were expecting Fortnite v21.20 to revolve around No Sweat Summer, it has turned out to be all about Indiana Jones. The secret skin for this season’s Battle Pass is now unlockable through challenges and a brand new POI called Shuffled Shrines has been added to the map.
The Shuffled Shrines puzzle in Fortnite allows players to enter the secret door
First and foremost, you must visit the brand new Shuffled Shrines POI on the Fortnite Chapter 3 Season 3 island. It is located south of Sanctuary, and has been marked in the image below:
After landing, you have to search the location for clues and find four runes on each edge of Shuffled Shrines. They will display one of these Red, Blue, and Yellow symbols:
The runes (clues) will be scattered across Shuffled Shrines and their symbol resets every game. Hence, you should not try copying the patterns that worked for others.
It is important to find the fure runes and then head to the middle of Shuffled Shrines where you will find four interactive runes in front of a door.
Solving the puzzle is basically a game of hit-and-miss. You have to rotate the runes according to the clues. To open the door, the symbols on the runes in front of the door should be identical to the ones that are scattered around Shuffled Shrines.
Apparently, the symbol of the runes on the left should match with the rune located in the southwest corner of Shuffled Shrine. Similarly, the one placed second from the left should match with the rune located on the top right corner (Northwest).
After solving the puzzle correctly, the main chamber should open. However, be careful because the path is full of traps.
Where is the secret door past the main chamber in Shuffled Shrine
It is important to note that the challenge doesn’t complete when you solve the puzzle and enter the main chamber. There’s an artifact inside that grants 250 Gold Bars, but more importantly, there’s a secret door to the right of this artifact. The entrance is hidden by green bushes.
Players can enter this area and find two chests inside which should complete the Indiana Jones challenge. This quest will not only provide XP, but will help in unlocking the character’s outfit and a selectable style.
Finding the secret door past the main chamber is clearly more complex than any of the challenges we’ve ever seen in Fortnite. The puzzles and the traps are already too harsh but before that, players must fight a ton of opponents who’ll land to complete the same quest.
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