Three lanes, one account
Permanent PvP and PvE keep everything you already have. The seasonal character starts from zero on its own servers and is entirely optional — you can ignore the season and lose nothing you already own.
Patch 1.1.0 · Season 1 · 3 August 2026
Kord Breach is the biggest change to Tarkov since 1.0 and the first update to introduce seasons. The important part first, because it is the thing most people get wrong: this is not an account wipe. Your permanent PvP and PvE profiles, stash, hideout and Kappa progress are all left alone. The season is a separate, opt-in character.
From 3 August you choose a lane: permanent PvP, PvE, or a fresh seasonal PvP character called Kord Breach. Only the seasonal character resets — every four to six months, alongside major content updates. Rewards earned inside a season do not come back later.
Permanent PvP and PvE keep everything you already have. The seasonal character starts from zero on its own servers and is entirely optional — you can ignore the season and lose nothing you already own.
Shared across PvP, PvE and seasonal modes. Levels come from finding TerraGroup documentation in raid, looting Black Division operatives and completing Kord Breach missions. Classified Documents accelerate it and are optional.
Insurance is unavailable on Kord Breach characters. On permanent profiles it is faster but slightly pricier, and Jaeger now sells a premium option that returns gear quickly and expires quickly.
This is the part that changes day-to-day play the most, and it pushes in one direction — buying is dearer, selling is thinner:
Net effect: margins on flipping and crafting are tighter than they were last week. Check live numbers in Craft Finder rather than trusting pre-patch routes — several previously reliable crafts no longer clear the same profit per hour.
The single largest structural change for quest planners. The old requirement — a checklist of roughly 257 specific quests — is gone. In its place:
The exact Fence reputation number and character level floor were still being confirmed against the official notes at time of writing. Treat the thresholds as directional until BSG publishes the final values.
Loyalty no longer requires a sales volume grind — the trade volume requirement was removed entirely, and advancement now comes from task completion and reputation. Reputation thresholds were rebalanced across Prapor, Therapist, Fence, Skier, Peacekeeper, Mechanic, Ragman and Jaeger, and several ammunition types and magazines dropped a loyalty level so they unlock earlier.
Side tasks were reworked in parallel:
Early progression got meaningfully shorter. Construction requirements for level 1–3 zones were simplified, Found in Raid requirements were removed from some materials, and the Workbench is no longer a prerequisite for accessing weapon builds. Some crafting times were reduced. The trade-off is the money cost added to many projects.
Plan the new order in the Hideout Planner — the old build order advice assumed FiR gates that no longer exist.
5.8×42mm ballistics are not yet in our Ammo Tier List snapshot — the tier tables are built from a bundled dataset and the new caliber will appear once that snapshot is refreshed.
Re-plan tasks in the Quest Atlas, re-check profit routes in Craft Finder now that the flea fee and trader prices moved, and rebuild your station order in the Hideout Planner. If you are starting a seasonal character from scratch, the beginner guide is the fastest way back up to speed.