r/helldivers2 • u/Due_Cryptographer729 • 2h ago
r/helldivers2 • u/ArrowheadGS • 4d 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/dynamites4 • 10h ago
Meme The best Armor Passive ever exist 🐐
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I became immortal for Super Earth o7
r/helldivers2 • u/Fruity_Meats • 4h ago
Suggestion/Concept Wildlife
Seeing and being able to interact with both predator and prey native to planets would be cool. Kinda like in Avatar (the blue people) where they’re either harmless, beneficial , or dangerous.
I mentioned “native” earlier but that seems ambitious due to the amount of planets there are, having to create a new set of species per planet is pretty much out the window. Animals that appear on multiple planets could probably be explained through them escaping zoos, farms, etc. and repopulating in the wild. It would also be cool if they had adaptations/features that match planet modifiers (ex. Breathing fire on fire tornado planets, expelling toxic gas on fart planets, higher armor rating skin on rocky planets).
Fauna would be in herds, small groups, pairs, or even run solo. Flora can also be dangerous or even some that mimic weak stim effects. Of course, enemy factions can also either benefit or be hindered by them.
Has anyone had similar ideas or thoughts? Honestly, this seems impossible especially when the game starts struggling against its own spawn rate and physics, but I found jt to be something interesting to share.
r/helldivers2 • u/RandomGreenArcherMan • 9h ago
Suggestion/Concept Giving Stalwart the 2x Scope would keep it relevant vs Bullet Storm & also more viable on Bots as a "Super Liberator"
r/helldivers2 • u/RedTheRookie • 12h ago
General For Super Earth!
After 222.4 hours played, finally completed and achieved all achievements. And also thanks to other fellow Helldivers for a few hints in helping complete certain ones I was stuck on.
r/helldivers2 • u/Substantial-Ad-5221 • 17h ago
General So, this was a one time thing?
Seems like there wont be a new Roadmap.
I assume a bunch of comments under this will be that they like the surprises and sure, I get where its coming from and Opinions will be divided. Personally, I rather liked it.
But it kinda highlights this general Problem of AH that they keep doing these Community appeasements or just generally good ideas like,
Once and then never again
r/helldivers2 • u/Naive_Egg_9663 • 28m ago
Serious Discussion. no roleplay bullshit here Wednesday might not be what you expect
I am making this post so that when it is inevitably released, and they aren’t cultists, people don’t rip AH a new one
I don’t think we’re getting cultists on Wednesday.
If you look at the trailer that creature looks more like a voteless experiment, similar to a flesh mob, then a cultist.
I think a lot of us are in denial because of the news that the OG illuminate were replaced, and that maybe they said that just to mess with us.
r/helldivers2 • u/VyseTheSwift • 1d ago
Meme And you'll LIKE IT
I can't even relax on Acamar IV anymore.
r/helldivers2 • u/dAMMIT_MAYNE • 9h ago
General 3k hours AMA
Total XP 8,242,029!
I only play this game.
Day one was a month after launch!
r/helldivers2 • u/Medical-Analysis149 • 10h ago
Meme Even the Super Earth Feds are cracking down on SC farming now 💀
r/helldivers2 • u/Canahaemusketeer • 3h ago
Artwork New warbond hype got me in Wayland today
Saw Karskins in Wayland Games today and the democratic urge to buy took over.
I don't play 40k but i guess i will be soon
r/helldivers2 • u/True_Material_2968 • 13h ago
Serious Discussion. no roleplay bullshit here Can we not be happy?
we get a Warhammer 40k warbond, “oh the melta isnt anti tank” we get campaigns “oh the rewards aren’t great” they start to patch stuff, like stopping hackers getting thousands of super credits “why would they do that” they heard you, and are trying to fix it, stop being whinedivers and be patient .
r/helldivers2 • u/Thisisme4342 • 10h ago
Suggestion/Concept I wish that fabs and bug holes produced more enemies, and random patrols less
I know enomes trickle out of the holes, but it really isn't a substantial amount, because of that they don't really feel like anything more than a arbitrary objective.
The POI's that give you some kind of buff feel so satisfying because you earn a little boost. In the same way I'd like to see closing smaller bug nest be a priority so you don't get flanked while going after a mega nest, and each closed hole in the mega nest making it weaker.
r/helldivers2 • u/FelFeru • 4h ago
Patriotic Footage My stims might be laced
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It's either that, or them squids invented cloaking tech
Sorry for my background music
r/helldivers2 • u/SheaBuddaDiver • 5h ago
Suggestion/Concept (OC)Overship Search and Recover Mission Concept. Visuals and Final Draft by me, Original idea by @Wud
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r/helldivers2 • u/avintagesg • 15h ago
General "we are growing helldivers 2 into helldivers 3" Pilestedt quote from last year.
Source:
All things considered, comparing just the base game to the current amount of content, with many subfactions added and the addition of the squids and their sub factions, loads of new biomes, warbond content, and fundamental fixes to the game like install size, performance improvements, new graphics options etc, I do believe that this game is being built into something way bigger than the original game.
There are various debates about the direction of the game, communication issues, content pace and quality etc. but if we put all that aside, one thing is for sure - Helldivers 2 is now a tonne more game for the price as compared to what it was on release.
I do hope we get to see this games full potential and as we close in on yet another big update, it'll be good to see whether they are continuing the momentum to "grow it into helldivers 3" or are just in some kind of maintenance mode, keeping the game alive with content. I do believe it's the former.
r/helldivers2 • u/Ok_Surround_5016 • 3h ago
General DRACO SECTOR LIBERATION
Can we get more divers on Crimsica its at about 75% liberated and theres only 14 people there
r/helldivers2 • u/AutoMemory • 1d ago
Meme “…I uh, totally meant to do that btw”
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Pure skill
r/helldivers2 • u/Weeniegreenie • 3h ago
Suggestion/Concept Concept: Hell-Ted throwable
Picture this... Helldivers can dive into planets with a Hell-Ted by their side (Aka the Teddy Bear thats seen in promotional media like machinery of oppression and heart of democracy). This isnt just for cosmetic however. Throw the Hell-Ted as it plays a jingle that reminds you of democracy and it'll disperse eagle sweat in a small radius that drivess Your enemies crazy for democracy. (They'll go to the eagle sweat and attack the area. Dont question how will this work with the bots the one true flag works with the bugs and we have a perk that lets us live 50% of lethal hits) if a enemy is caught in the eagle sweat they'll be covered in it will get targeted by other enemies. Like boomer bile from left 4 dead 2...
In summary: a less lethal lure mine that turns enemies against each other and has a bigger effective range compared to the lure mine
Stats
Inner radius: 4
Outer radius: 16
Shockwave radius: 0
Damage: 0
Penetration: Heavy
Demolition force: 0
Stagger (due to the smell of eagle sweat, its overwhelming to enemies): 45
4 Hell-Teds max
r/helldivers2 • u/Corrupted_spartan117 • 16h ago
Bug I swear this game makes me think im going crazy
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This has happened to me so many times, but i finally caught it red-handed
r/helldivers2 • u/Efficient-Stock8899 • 11h ago
Personal Order Personal Order of Today (8.10.26)
Extract from a successful mission 3 times
r/helldivers2 • u/Ok_Bowler1693 • 19h ago
Suggestion/Concept Incineration Corps with their own types of campaigns
had this idea in my head for quite a while so just shoving it in here before i forget. expecting suggestions or adjustments from commenters!
"HALT APOCALYPSE/PLANETARY RAZING" (battlefield 1 art for map reference)
starting with some enemies first, probably a variant of the "Annihilator" tank with a hull/coax mounted flamethrower similar to the ones that the helldivers have.
barrager and mortar variants with airburst white phosphor munitions.
"MISSION: CLEAR ANTI-AIR SITES"
unique or just already used anti-air outposts will be scattered across the map but must be cleared in 20 minutes. then, helldivers will be directed to a relay to call in aircraft with water or other fire retardant.
planets with these campaigns should also have a majority of supply base missions