Bug: End Game Collapse Timer Does Not Reset After Survivors are Rescued from Exile
175 °C
Bug #7012

End Game Collapse Timer Does Not Reset After Survivors are Rescued from Exile

Status: Open
Priority:
High
Added by: Anonymous on September 7, '26
Assigned to:
Unassigned
Due date:
Reported for:
Actual Result:
Endgame timer remained slowed and more than 25% filled
Expected Result:
Timer returns to normal speed after exile release (or with a clearly defined extension of the delay)
Severity:
Minor
Reproducibility:
Always
Platform:
Steam
Additional Notes & Comments:
Not set

Steps to Reproduce

  1. Exile Survivor during end game collapse (Timer is slowed)
  2. Survivor is rescued from exile; no other survivors are downed or exiled
  3. Collapse time remains slowed for an extended time
  4. Timer returns to normal after a survivor loses a heath state

Explanation

End game collapse timer does not reset properly after all survivors are released from exlie, not downed, and not hooked for the Judgment.

All other killers, the end game time runs at normal speed, slows when hooked or in dying state and returns to normal speed once survivors are rescued from hook/cage and not in the dying state.

When survivors are returned from exile, the end game collapse remains delayed. There is no indication that this is normal or the intended behavior of the end game collapse for the Judgment. I had thought maybe this is a change with the elusive/endurance changes from 10.1.0 patch, however, I verified that this effect does not affect other killers' collapse timer.

It appears that the collpse timer does not reset to normal speed until a survivor changes a health state (timer return to normal after damaging a survivor) (video shows about 35 seconds of incorrect slow collapse timer)

Please excuse the extended video. The second video demonstrates the timer behavior for Freddie. Note that upon unhook the timer returns to normal speed immediately.

Watchers

Screenshots

None

Video Clips
Anonymous 8d 0
Anonymous 8d 0
Log Files

None

No comments yet.
Loading comments...
Loading comments...
0 comments loaded

You need to join this project to comment on issues. Join Project