Hell Let Loose update 1.044 (Update 17.1) is available to download on PS5, PC and Xbox. According to the official Hell Let Loose PS5 version 1.044.000 patch notes, the latest update 17.1 introduces major improvements for Medic roles, Explore Mode offline access, flexible bipod deployment, XP system overhauls, winter camo expansions, and visual enhancements across maps. Admin camera updates and DX12 support enhance gameplay and performance, while dynamic weather and fog fixes improve immersion and visibility across multiple environments. Apart from this, Hell Let Loose patch 1.044 includes stability fixes.
Hell Let Loose Console Update 1.044 Patch Notes – June 25, 2025

Patch 17.1 – Highlights Summary
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Medic Role Overhaul: Faster revives, full HP recovery, and new XP rewards; added revive request system.
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Bipod System Rework: More flexible deployment, fixed animation bugs, better surface detection.
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Explore Mode Expanded: Offline access with full map list; renamed to “Basic Training.”
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Admin Camera Upgrade: First-person snap view, new filters, and updated keybinds.
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Map & Fog Enhancements: Winter camo added to Foy and Kharkov; fog reduced on multiple maps for better sightlines.
Medic Role Improvements
Gameplay Changes
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Full HP on revive
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Bandage time reduced to 2 seconds (including self-bandage)
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Revive time for all factions: 2 seconds
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XP increased:
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Medic revive: 30 → 75 XP
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Being revived: 30 → 75 XP
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Call & Response System
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Downed players can now request revives via [PING]
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Medics can respond using radial ping to prioritize revives
Loadout Adjustments by Faction
U.S. Forces
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M1 Carbine: +1 clip
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M18 Smoke Grenade: +2
German/DAK
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Kar98: +4 clips
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Nebelwerfer B39: +2
Soviets
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Mosin 91/30: +4 clips
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Nagant 1895: +1 to +2 clips
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RDG2: +2 grenades
British/Allies
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SMLE: -2 clips
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Webley Pistol: +4 clips
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No.77: +2 grenades
Bipod System Overhaul
System Update
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Bipods now detect actual objects for deployment
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Prevents deployment inside objects
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Better pitch angle handling based on terrain
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Unified limits for crouch/stand positions
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Server-side checks for valid placements

Explore Mode Enhancements
Offline Functionality
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Explore Mode now fully offline
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Renamed “Practice Range” to “Basic Training”
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All maps listed alphabetically
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Players can:
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Explore entire maps
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Use all roles/vehicles/artillery
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Players cannot:
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Gain XP
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Win/lose or capture objectives
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Admin Camera Features
POV Snapping
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Lock and follow player’s first-person view
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Supports real-time tracking
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3rd person follows vehicle if occupied
Visual Filters (CLUTs)
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Includes: 2 Strip, Bleach Bypass, Black & White (Red/Blue), Cinestill, Kodachrome
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Enhanced with:
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Bloom
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Vignetting
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Film grain
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Chromatic aberration
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Default Keybinds (PC/Console)
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POV toggle, filter cycling, and target locking now mapped
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Console and PC keys defined for each feature
Gameplay & XP Adjustments
XP Buffs
Destroying
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Garrisons/Forward Positions: 100 XP
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Airheads: 150 XP
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Outposts: 50 XP
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Nodes: 100 XP
Dismantling (Risk-based Reward)
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Garrisons/Forward Positions: 150 XP
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Airheads: 200 XP
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Nodes: 150 XP
Engineer Node Access
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Engineers and Commanders/Officers can now dismantle friendly nodes
Map & Visual Updates
Tobruk
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Improved VFX occlusion system
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More realistic damage textures and scatter added
Winter Camo Expansion
Maps: Foy & Kharkov
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U.S., German, Soviet vehicles now have winter skins
LOD Optimization
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Focused on barbed wire assets
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Reduced triangle count on distant models
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Removed barbed wire from HLOD proxies
Flare Gun Enhancements
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Improved illumination radius for night maps
Practice Range Unlocks
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All loadouts available for testing regardless of role level
Dynamic Weather & Fog Updates
Weather System Update
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Mortain now uses new dynamic rain VFX
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More maps will adopt dynamic weather going forward
Fog Tuning
Reduced Fog on:
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Kharkov
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Sainte-Marie-du-Mont
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Driel
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Carentan
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Sainte-Mère-Église
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Utah Beach
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Stalingrad
Additional Features
DX12 Support
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PC versions (Steam/Epic) now use DirectX 12
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Option to switch back to DX11 available in settings
New RCON Features
Match Timer Control
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Warfare: 30–180 min
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Offensive: 50–300 min
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Control Skirmish: 10–60 min
Warm-up Timer Control
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Warfare & Control: 1–10 min
New DLC – Operation Overlord Units
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German Field Division Uniform
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German R.O.A. Uniform
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U.S. Rangers Uniform
Bug Fixes
General
- [Admin Cam] The UI element from Admin Cam is not assigned while having a controller plugged
- [Practice range] The loading screens for the practice range don’t have fully visible characters when playing on a Ultrawide (21:9) resolution
- The M1943 Winter Uniform is missing for US Automatic Rifleman
- Skirmish Map Objective text appears very small
- Freelook options are not translated in any language
- The Heer Schneetarnjacke Winter Smok has the wrong name for the Support role
- EGS – Achievements give the incorrect amount of XP upon unlocking
- The queue position is not longer shown when a player enters or leaves
- MG’s camera movement reduced or locked on bipod deployment and clipping through terrain
- Bottom left UI click targets are not centered with the rest of the UI on ultrawide’s & super ultrawide’s.
- Loading screen’s for the Practice Range on super ultrawide are cut off incorrectly.
- The ‘Leave Queue’ text is not localized in any of the supported languages.
- TPP flamethrower’s range does not match its fire stream VFX
- Freelook will remain active after the user returns to the game from Alt+Tab
- VOIP input is interrupted after death on keyboard.
Practice Range
- [Practice Range] [RUS] Poor blending between snow texture and environment
Map Specific
Sainte-Mère-Église
- [F6] Invisible wall present on Sainte-Mere-Eglise in sector F6
- [B5] Road asset in sector B5 is visibly misaligned
Driel
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Trees present extended collision across the map
Purple Heart Lane
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Rain SFX Plays on Specific Asset around the map in Non-Rain Map Variants
Utah Beach
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[F3] LOD issues can be observed when looking at a house from 250m distance
Kharkov
- [F1] Floating grass and plants in F1 sector on Kharkov
- [F1] Assets are misaligned from terrain in Soviet HQ #02
- [E6] Debris mound has incorrect collision and textures
- [H10] Misaligned terrain near German HQ#3
- A gap in the horizon is visible when looking through the binoculars
Foy
- [F4] Shack building appears to be missing on tactical map
- Building roofs change texture at a short distance
- [D7] Roof changes appearance at a certain distance
- [D1] Barrel assets present stretched textures
Elsenborn Ridge
- [F2] Tree collision extends too far
- [D10] Snow misaligned with the ground has no player collision
- Floating chest at German HQ #03
- [D6] Misaligned snow asset on oil tank
- [D2][E2] Extended collision on broken stone fence sections
- [16.0][EBR] Small barn asset presents LOD issue from around 15m across the map
- [C3] Snow bank laid along a trench is floating and the user can see through it.
- [C9] Tree presents extended collision
- [G6] Fallen tree moves and overlaps with the ground texture
- [E10] Snow asset is misaligned with the ground
- [E6] Floating tree asset
- [C4] Floating assets near the road
- [H3] Visual gap in trench wall texture
- [H1] Partially missing collision on snow pile.
- [G4] Slightly floating tree is present.
- [C7] Couple of floating trees.
- [E8] There is a well that the user can see doesn’t connect to anything in the ground.
- [E8] Missing polygon face on a snow mound by a farm house.
- [E8] The user can see underneath a part of the road at a farmstead.
- [E10] Backface polygon is missing on a couple of small roadside snow mounds.
- [G9] Slightly floating boxes on pallets.
- [F9] The user can slightly see underneath one of the shell holes in this field.
- [F9] The user can see underneath a few snow mounds.
- [D9] Floating snow pile misaligned with the ground.
- [G9] The user cannot properly deploy an MG on sandbags (BP_Pillbox_Snow_D3) that overlook the Foxholes CP
- [H2] Floating pair of tweezers
- [F9] Sandbags floating.
- HedgeBocageSolid BP placed on top of an SM_Embankment asset will block bullets from a variety of angles.
Hill 400
- [G5] Barbed wire does not render past properly 80 meters
- [J5] Large gap in the map next to German HQ Spawn #2
Carentan
- [G8] Destroyed building has pink edges around windows
Tobruk
- Firing arcs are severely restricted when deploying a Machine Gun on town house roofs with sandbags
- [G6] Visible gap in the floor of a building
- [A3] Rock asset is missing a face
- [B3] Misaligned rock asset is present in sector B3
- [F8] Visibly misaligned terrain near mud-pile.
- [E5] Visible seam on the road.
- [D4] Road spline is visibly misaligned.
- [A3] Multiple assets are floating
- [G8] Reinforced concrete wall near the sea has extended collision
- [F3] Misaligned grass asset
- [C6] A rock asset is misaligned
- [A5] Misaligned rock asset
- [J5] Misaligned grass asset
- [H5] Two destroyed tanks present stretched textures
- [C5] Floating palm trees
- [B7] Misaligned rock asset is present on a cliff.
- [C4] Grass clipping with a building’s floor
- [F7] Grass clipping with a building’s floor
- [B4] Visible seam in a road
- [C7] Misaligned rock asset is present on a cliff.
- [D4] Floating palm tree asset
- [C7] The bottom of a sandbag is see-through.
- [C4] Rock asset missing faces
- [E5] Rock asset has extended player collision
- [C3] Rock asset missing a poly face.
- [A4] Visible seam at the left edge of the Tobruk map
- [B8] Small section has collision issue
- [F4] Misaligned stone asset is present in sector F4 of the Tobruk map
- [E7] Visible seam present South-West Church Grounds CP
- [A4] A plane is marked on the tac map despite not being present in the environment
- [F8] Visible seam present on the road
- [C7] See-through cliff terrain is present in sector C7 of the Tobruk map
- [B7] See-through cliff terrain is present in sector B7 of the Tobruk map
- [E3] Misaligned terrain is present on a cliff in sector E3 of the Tobruk map
- [F6] Sandbags under bridge are clipping with the ground
- [E7] Visible seam is present on the ground.
- [E7] Visible seams are present on the ground
- [E5] A seam is present on the ground.
- [D6] LOD issue present on the shadow of the barrel
- [B3/B4] Gaps remain beneath the road
- [A8] Sandbags are floating
- [E7] Extended collision on church window
- [B4] Floating bush in the sector
- [C3] Visible seam between Dev Sectors A2 and B2
- [A5] The road is misaligned with the ground in sector A5
- [A6] Small rock has missing meshes on one face
- [F5] [F6] The lighting of the lamp inside the house presents LOD issue
- [I3] Road spline floating above ground
- [H5] A visible seam in the terrain can be observed in sector H5
- [J3] Truck asset is clipping with the ground.
- [C3] A few assets are clipping with the ground.
- [B4] Small rock formation is misaligned with terrain
- [B4] Grass asset is floating, clipping with a tree.
- [D7] Multiple assets next to a wall are floating
- [A6] Wheelbarrow slightly floating
- [D7] Box asset can be observed floating
- [A3] Floating crates near the German HQ 1
- [B4] A specific barrel is clipping with a wall in sector B4
- [G8] Pile of boxes asset has collision issue
- [J7] Sandbag assets clip through a building
- [D7] Stone assets next to a wall are floating
- [A7] Sandbag wall clipping north of German HQ 3
- [D5] Foliage is present inside a house
- [D7] Sandbags assets are clipping into a building
- [B5] Floating box pallet near Guard Room
- [C3]A wooden crate is floating above the ground in sector C3
- [H8] There are sandbag assets clipping with window frames
- [D6] Visible seam on the ceiling inside a house
- [D7] Visible seam present on a ceiling
- [A6][B6] Multiple wood piles clipping through fence and terrain
- [E3] Box asset is clipping with the ground
- [D6] Player clips through floor while deploying MG inside house in D6
- Missing Decals on staircase from the watch tower asset
- Sand VFX can form a checkered pattern on user’s screen when observed along jagged building edges.
- [17.0] [TOB] [I3] Distant LODs of a tower asset are corrupted.
- [E8] Sandbags clipping into a house wall slightly.
- Crates nearby the docks have low shadow LOD
- Barrel assets across the map have low shadow LOD
- [D6] Sandbag clipping into the cement walkway.
- [B6] Two floating tent pegs.
- [J6] Part of the trench in the area appears low poly
- [A6] Terrain layer & asset clipping.
- [J6] The edges of the trench in the area has low poly textures
- [D5] Terrain bump present.
- [F7] There are power cable poles with no connections to houses in the area giving them no purpose
- [J5] The user can see the road leading out of the map floating.
- [F8] Seam is visible on the sea wall top texture.
- [D6] Few building assets are slightly floating in a few places.
- Allied Ammo, Vehicle & Fuel depot BPs have German set dressing
- [E6] A building’s interior has multiple texture seams in it
- [I4] The trench in the area has blending issues with surrounding environment
- Multiple places with misaligned terrain are present on the right edge of the Tobruk map
- Jagged occlusion on Tobruk around various assets during sandstorm
- [D6] Stone asset is floating above the ground surface
- [F5] There is a visible seam in the middle of the map
- [F8] The door frame is flickering in sector F8
- [F8] A part of the wall presents missing player collision
- [J5] Misaligned terrain is present near a trench.
- [J5] Misaligned rock asset is present on a small cliff.
- [J5] Visible seam on the road.
- [A5] Fuel Can is clipping through the tent.
- [I8] Small rock asset does not have player or bullet collision
- [H8] Rock asset does not have player or bullet collision
- [A5] A small gap is present in a rock.
- [A4] Floating bush present in sector A4
Mortain
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There is a seam that the user can see between sectors F&E.
Hurtgen Forest
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Barrel stack has an incorrect texture
Kursk
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[D5] Invisible collision on wooden planks
A major Hell Let Loose update 15.8 recently added Night Maps, including Remagen, and much more. A hotfix was also recently released. Unfortunately, many players are still experiencing several issues while playing the game. Today’s Hell Let Loose version 1.044.000 will address a few of these issues.
Hell let Loose update 1.044.000 on PlayStation 5 and Xbox Series X/S.