
Game intel
Starship Troopers: Extermination
Starship Troopers: Extermination drops up to 16 players right into the fight against the Bug menace in this co-op first person shooter. Suit up and ship out to…
I’ve been squad-wiping in Starship Troopers: Extermination since the early access days, and the biggest pain point was always how predictable the horde felt once you learned the flows. Patch 1.6, co-launched by Offworld and Knights Peak, is the first update in a while that looks like it might shake up the meta rather than just sand down rough edges. A revamped Bug Spawning System, a new Critical Strike mode, and mission hooks around recovering “Archigeon” aren’t just feature bullets-they’re a direct shot at the game’s pacing and replay loop.
The headline change is the Bug Spawning System. If you’ve played Offworld’s other large-scale shooters, you know they obsess over how AI pressure escalates. Previously, Arachnids in Extermination could be kited or funneled once you learned spawn points and pathing. Patch 1.6 claims to reshape where, when, and how bugs appear-think dynamic pressure based on noise, player density, and objective state rather than static waves. In practical terms: you’ll see more flanking swarms, fewer lull periods, and less reliance on “safe corners” where turrets did too much of the work.
This caught my attention because it hits the heart of what makes a 16-player co-op PvE session replayable. If you can’t predict the pressure, you have to communicate, rotate, and commit to roles. Engineers can’t just stack emplacements and go AFK. Assault players can’t lone-wolf outside the perimeter expecting the team to hold indefinitely. It should also help with late-match staleness—the moment when you’ve built a fortress and the only threat left is boredom. The skeptic in me wants to see how cleanly bugs spawn behind players; “smart” systems can turn cheap if teleports feel unfair. Watch day-one clips for weird over-the-shoulder pop-ins.
Critical Strike is the other big swing. Instead of hunkering down for a siege, squads push through hostile zones to recover Archigeon and exfil. That’s a sharper pacing curve: shorter, higher-intensity missions with constant motion and fewer construction breaks. If you’ve been itching for runs that test mobility, ammo discipline, and quick target prioritization, this is your mode. Expect loadouts that prioritize grenades, mobility boosts, and mid-range reliability over heavy emplacement toys.

For teams that loved the old build-and-hold identity, don’t panic—this isn’t replacing the classic flow so much as complementing it. Extermination’s best nights come from variety: a sweaty sprint to an evac pad after a resource grab, followed by a longer operation where you coordinate power nodes and turret arcs. Critical Strike gives returning players a reason to hop back in for focused sessions, and it’s a smoother on-ramp for new troopers who find base-building overwhelming on their first night.
Patch notes talk about improved equipment and quality-of-life changes, which usually reads like background noise, but in a co-op horde shooter small nudges matter. Expect tightened recoil patterns and time-to-kill adjustments on bread-and-butter rifles, better clarity on objective markers, and cleaner squad tools so crossplay groups spend less time fighting menus and more time fighting bugs. If ammo economy and emplacement costs were touched—and they usually are in these balancing passes—teams will have to rethink when to build, when to move, and who carries what.

One thing I’m watching: whether healing and revive tools get a little love. In high-pressure modes like Critical Strike, revive reliability separates clutch saves from wipe spirals. Anything that reduces animation jank or improves UI callouts will translate directly into fewer failed evacuations.
Since the full release in 2024 brought in a wave of console players—and a single-player campaign for folks chasing the Johnny Rico nostalgia—the multiplayer loop needed more unpredictability to stay fresh. Patch 1.6 feels like Offworld acknowledging that a co-op live game lives or dies by its cadence. More dynamic spawns and a mission mode built around grab-and-go objectives should keep nightly sessions from blending together. That’s exactly the kind of post-launch iteration you want to see from the studio behind Squad: careful systems tweaks instead of wild feature sprawl.
Two big question marks: performance and fairness. Smarter AI and denser swarms can tank frames on consoles if not tuned, and Crossplay is only fun if everyone’s frame pacing holds up under late-wave chaos. On fairness, spawning systems need to respect player awareness—flanks are great; teleport-stabs are not. If Offworld nails both, this patch could be the one that keeps squads logging in weekly instead of monthly.

If you bounced off Extermination because the horde settled into a routine, 1.6 is worth a reinstall. If you’re a diehard who mastered turret mazes, expect to learn some new tricks—and maybe swap a few loadout staples. Either way, the bugs just got smarter. It’s on us to get louder, faster, and a little braver.
Patch 1.6 rewires Arachnid spawns to break stale funnels and adds Critical Strike, a mobile objective mode about grabbing Archigeon and getting out alive. Gear/QoL tweaks round it out. If the performance holds and spawns feel fair, this is a real step forward—not just another bug squash.
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