Community Patch — Legacy Evolve
A community overhaul of Evolve — rebalanced, reworked, and restored, with the content and fixes Legacy never got.
What is it?
Evolve is an asymmetrical multiplayer shooter, originally released in 2015, where a team of four hunters tracks and fights a single player-controlled monster that grows stronger over the course of a match. In 2018 it was rebooted as Evolve: Stage 2, which added new content and changes the original — now called Legacy Evolve — never received. Official support for the game later ended entirely.
Modded Evolve is a fan-made overhaul built on Legacy Evolve. It brings the Stage 2 content into the Legacy version and reworks the game further: every hunter and monster has been rebalanced, abilities have been fixed and reworked, and cut content has been restored.
Achievements
Every hunter and monster has been retuned from the ground up for fairer, more varied matches instead of a handful of dominant picks.
Abilities that were buggy, useless, or overpowered have been fixed and reworked so each character actually plays the way they're meant to.
Content and changes from the Stage 2 reboot that Legacy never received have been brought back into the game and made playable again.
An ongoing patch cycle keeps fixing, tuning, and adding to the game long after official support ended — with a full public reference for all of it.
The game
Explore
Every hunter and monster, with abilities, stats, and skins.
Open →Every balance change, rework, and fix, version by version.
Open →Voiced banter and dialogue straight from the game.
Open →How the hunt, the classes, and the core mechanics work.
Open →Competitive tiers and the climb from the bottom to the top.
Open →Get the latest build set up for Steam or the emulator.
Open →Timeline
Every change from vanilla Evolve Stage 2 through the latest modded patch.










A small patch focused on quality-of-life improvements and various fixes.





This patch’s primary focus is to prepare for the upcoming 2.0 update, which will be the biggest update so far.
That preparation centers on reconciling the patch notes that have been written with the actual changes that were made.
With this in mind, and after doing a thorough analysis/audit of the work done so far, the following changes have been made/brought to light.






















Monster Perks























Monster Perks

























Monster Perks



















Monster Perks











Monster Perks



























Roster
Every hunter's changes across all patches, organised by character.
Eat wildlife and evolve.
The damage dealer in the group.
They hunt down and trap the monster.
Provides the team a tactical advantage.
They keep the team alive.
Rock Throw is divided into two components: direct damage and splash damage.
Direct Damage
Splash Damage
Splash damage decreases the further the target is from the point of impact.
Flame Breath ignites enemies on hit.
Burn Goliath 1 (Rank 1 only)
Burn Goliath 2 (Rank 2 only)
Burn Goliath 3 (Rank 3 only)
Traverses the environment by leaping in the aimed direction. Three stamina bars allow up to three leaps in succession, each recharging over time. The Goliath can climb almost any surface.
Direct Damage
Splash Damage
Burn DOT
Burn DOT
Flame Breath Burn DOT
Burn DOT
Traverses the environment by leaping in the aimed direction. Three stamina bars allow up to three leaps in succession, each recharging over time. The Meteor Goliath can climb almost any surface.
Banshee Mine
While casting Aftershock, Kraken receives a 10% damage reduction.
Once Vortex connects with wildlife, it applies a DOT.
Wildlife DOT
A 1.2x wildlife damage modifier also applies on top of the base DOT damage.
Traverses the environment by flying in the aimed direction. Gravity never sets in during flight, so altitude can be held indefinitely. Each air burst launches the Kraken forward and up with a strong lunge. Flight speed is slow, so the Kraken relies on its air bursts to cover distance. Three stamina bars allow up to three air bursts in succession, each recharging over time. The Kraken can climb almost any surface.
Explodes on collision with terrain or an entity.
While casting Chain Lightning, Elder Kraken receives a 10% damage reduction.
Link Damage
| Rank 1 | Rank 2 | Rank 3 | |
|---|---|---|---|
| Target 1 | 364 | 382 | 400 |
| Target 2 | 382 | 409 | 436 |
| Target 3 | 400 | 436 | 473 |
| Target 4 | 418 | 464 | 509 |
A 1.2x wildlife damage modifier applies on top of the base damage.
Traverses the environment by gliding in the aimed direction. Gravity sets in a few seconds after each air burst, so altitude cannot be held for long. Each air burst carries the Elder Kraken forward and up only a short distance. Glide speed is fast, so the Elder Kraken relies on its glide to cover distance. Three stamina bars allow up to three air bursts in succession, each recharging over time. The Elder Kraken can climb almost any surface.
Consumes 50% of Repulsor ammo.
Warp Blast Explosion
Consumes 50% of Repulsor ammo.
If Abduction misses and collides with terrain, it triggers a small explosion at the point of impact.
Terrain Collision Explosion
Grab
On a successful grab, the grabbed target is pulled back to the ability's original cast location and dealt a burst of damage upon being released.
The Decoy has a +50% increase in its damage output while it is alive.
Super Nova Cloud
While inside Super Nova, Wraith's melee damage per swing is adjusted to 55|58|61.
Traverses the environment by warping in the aimed direction. Each warp teleports the Wraith instantly in any chosen direction, rather than through continuous movement. Three stamina bars allow up to three warps in succession, each recharging over time. The Wraith can climb almost any surface.
Behemoth can cast this ability while in the air.
Lava Bomb spawns lava bloblets after the initial impact. The number of bloblets increases per rank.
Main Projectile
Bloblets
Bloblets inflict a Burn Behemoth DOT on entities.
Burn Behemoth
Behemoth can cast this ability while in the air.
Hunters are not able to move or use their jetpack until they reach Behemoth.
Behemoth can cast this ability while in the air.
Behemoth can cast this ability while in the air.
When cast, slabs spawn beneath Behemoth before travelling to the target location, where they then rise from the ground.
Slab Pairs
Due to the slab count and angle changes per rank, Rock Wall forms a standard wall at Rank 1, a semi-circle at Rank 2, and a full circle at Rank 3.
The knockback pushes hunters horizontally.
Traverses the environment by rolling in the aimed direction. The Behemoth cannot fly or leap, so rolling is its only way to cover ground. The roll starts slow and builds speed the longer it continues, accelerating up to its top speed. The roll deals damage to anything it runs into and draws from a single continuous stamina bar that drains while in roll form. The Behemoth can climb almost any surface.
Web Snare DOT
Melee Attack
Acid Pool
Acid Pool DOT
Mimic Burn DOT
Detonation Debuffs (3 seconds)
Traverses the environment by web-slinging in the aimed direction. Each sling launches the Gorgon toward the crosshair, covering ground or pulling it onto walls. From a wall cling, the Gorgon can pounce, dealing more damage the farther it travels. Three stamina bars allow up to three slings in succession, each recharging over time. The Gorgon can climb almost any surface.
Hip Fire
Aim Down Sights
Deployment
The Lightning Gun can use deployed Arc Mines as chain targets, arcing its beam between them.
Blue beam
Purple beam
Red beam
Gold beam
Hip Fire
Aim Down Sights
Deployment
Blue mine
Purple mine
Red mine
Gold mine
Direct Damage is amplified when you land a hit on a weakpoint, headshot or limb. Electric Damage always deals its full amount, no matter where the beam connects.
Hip Fire
Aim Down Sights
Deployment
Weakspots
Direct Damage
Also applies a burn whenever an instance of direct damage is dealt.
Flamethrower Burn DOT
Hip Fire
Aim Down Sights
Poison Cloud DOT
Hip Fire
Aim Down Sights
Hip Fire
Aim Down Sights
On Activation:
Hip Fire
Aim Down Sights
Targeting
Weakspots
Hip Fire
Aim Down Sights
Launching
Landing
Hip Fire
Aim Down Sights
Hip Fire
Aim Down Sights
Charge
Heal over Time
Beam
Ammo
A full clip lasts 1.6 seconds and the beam needs 1.5 seconds to reach full strength, leaving only a 0.1 second margin. The Healing Field VFX plays whenever the Heal over Time is applied, with no audio.
On Allies
On the Monster
Weapon
Hip Fire
Aim Down Sights
Applies a burn whenever an instance of direct damage is dealt.
Napalm Burn DOT
Create an area of fire where the napalm grenade lands
Napalm Area DOT
While Active:
Hip Fire
Aim Down Sights
Spore Cloud
Continuous Healing
Healing Pulse (Class Ability)
Buoy
Warning Phase
Barrage Phase
Shield Charge Rate
Also applies a Burn to anything it hits.
Tech Sergeant Burn DOT
Sentry Gun
UAV Movement
The Rail Gun projectile is split into two components: a bullet and an explosion.
Bullet
Explosion
While the beam is connected to the Monster, all damage dealt to it is increased by 100%.
Dust Tag Cloud
Hip Fire
Jetpack Boost
Only consumes ammo when a teammate uses the beam to boost their jetpack.
Siren Missiles have two states: unarmed and armed.
Unarmed & Armed
Unarmed
Armed
Siren Missiles do not destroy nearby Siren Missiles when one detonates next to others.
Hip Fire
Aim Down Sights
Behavior
Daisy acts on a priority system, performing the first behavior on this list whose conditions are met. Two reflexes come before the list: she freezes when incapacitated and flees any environmental hazard. The rest follow in order.
Priority #1
Reviving a downed teammate is her highest active priority. She will path up to 150 meters to reach one, and she holds a 15-meter safe distance from the Monster throughout, so she will not begin or move toward a revive that would bring her within 15 meters of it. This 15-meter distance applies to reviving only.
Priority #2
If the Monster comes within 12 meters of her, she breaks off and runs, recalculating her escape route every 2 seconds. This is separate from the revive distance above: the 15-meter figure limits how close she will revive, while this 12-meter figure is the range at which the Monster's approach makes her flee. Because the revive distance keeps her 15 meters back, she reaches the 12-meter flee range only when she is not reviving.
Priority #3
If Maggie is killed, she stays with the body, growls at the Monster whenever it is visible, and patrols around the corpse with a pause of about 3 seconds between moves.
Priority #4
Her only attack frees a trapped teammate: she closes to within about 1.5 meters and bites the trap, dealing 100 damage across a 3-meter reach and a 30-degree cone. She attacks under no other condition.
Priority #5
If she moves more than 30 meters from Maggie, she sprints back to her.
Priority #6
With the Monster's scent — the trail of tracks it leaves as it moves — she follows the trail rather than the Monster's current position, searching out to 101 meters, sprinting from print to print, and re-pathing every second, continuing even when the Monster sneaks. Once she closes to within about 12 meters of the Monster's freshest track without line of sight to it, she slows to a walk and sniffs along the ground. While tracking she howls, but only when she is closer to the trail than Maggie and more than 20 meters from her, with 4 to 6 seconds between howls.
Priority #7
When the Monster is visible and she is closer to it than Maggie, she growls.
Priority #8
Otherwise she follows Maggie, sprinting to catch up whenever she falls more than 8 meters behind.
Priority #9
With nothing to do, she shifts position every 8 to 10 seconds and otherwise stands facing Maggie.
Arena
Deployment
Bullets apply a Burn DOT.
Hip Fire
Aim Down Sights
Burst Pistol Burn DOT
The Burst Pistol's Burn DOT stacks with the Flame Snare and Combat Trapjaw Burn DOTs.
Flame Snare inflicts a Burn DOT once connecting to a Monster.
Flame Snare Burn DOT
The Flame Snare's Burn DOT stacks with the Burst Pistol and Combat Trapjaw Burn DOTs.
Flamethrower
Daisy's flamethrower inflicts a Burn DOT.
Combat Trapjaw Burn DOT
The Combat Trapjaw's Burn DOT stacks with the Burst Pistol and Flame Snare Burn DOTs.
Behavior
Daisy acts on a priority system, performing the first behavior on this list whose conditions are met. Two reflexes come before the list: she freezes when incapacitated and flees any environmental hazard. The rest follow in order.
Priority #1
Reviving a downed teammate is her highest active priority. She will path up to 150 meters to reach one, and she holds a 15-meter safe distance from the Monster throughout, so she will not begin or move toward a revive that would bring her within 15 meters of it. This 15-meter distance applies to reviving only.
Priority #2
If the Monster comes within 12 meters of her, she breaks off and runs, recalculating her escape route every 2 seconds. This is separate from the revive distance above: the 15-meter figure limits how close she will revive, while this 12-meter figure is the range at which the Monster's approach makes her flee. Because the revive distance keeps her 15 meters back, she reaches the 12-meter flee range only when she is not reviving.
Priority #3
If Maggie is killed, she stays with the body, growls at the Monster whenever it is visible, and patrols around the corpse with a pause of about 3 seconds between moves.
Priority #4
Her only attack frees a trapped teammate: she closes to within about 1.5 meters and bites the trap, dealing 100 damage across a 3-meter reach and a 30-degree cone. She attacks under no other condition.
Priority #5
If she moves more than 30 meters from Maggie, she sprints back to her.
Priority #6
With the Monster's scent — the trail of tracks it leaves as it moves — she follows the trail rather than the Monster's current position, searching out to 101 meters, sprinting from print to print, and re-pathing every second, continuing even when the Monster sneaks. Once she closes to within about 12 meters of the Monster's freshest track without line of sight to it, she slows to a walk and sniffs along the ground. While tracking she howls, but only when she is closer to the trail than Maggie and more than 20 meters from her, with 4 to 6 seconds between howls.
Priority #7
When the Monster is visible and she is closer to it than Maggie, she growls.
Priority #8
Otherwise she follows Maggie, sprinting to catch up whenever she falls more than 8 meters behind.
Priority #9
With nothing to do, she shifts position every 8 to 10 seconds and otherwise stands facing Maggie.
Arena
Deployment
Hip Fire
Aim Down Sights
Detection Radius
Griffin’s Sound Spike always pings the Monster’s location when it evolves, regardless of distance.
Arena
Deployment
Hip Fire
Aim Down Sights
Arena
Deployment
Penitence DOT
Hip Fire
Aim Down Sights
Corrosive DOT
Nerve Toxin DOT
Rapid Fire
Charged Shot
Hip Fire
Aim Down Sights
Rapid Fire
Charged Shot
Monster Detection
Arena
Deployment
Hip Fire
Aim Down Sights
Every Monster traversal consumes 50% of the Repulsor’s current ammo.
Scan
Beams
The survey beams apply a Burn DOT on hit for visual effect only — it deals no damage.
Arena
Deployment
A breakdown of the game systems and mechanics in Modded Evolve.
Hunters must find and kill the Monster before the Monster kills them. When the Monster reaches Stage 3, it can destroy the power relay.
Evade the Hunters and feed to evolve. At Stage 3, kill the Hunters or destroy the power relay.
Track down the Monster and kill it before it reaches Stage 3 and destroys the power relay.
Files
Download the modded game below. Once installed, use the patch to stay up to date.
Full Game Download
Choose your version. Only needs to be downloaded once.
Latest Patch
Download the Steam version using the button above. Once complete, place the EvolveGame folder into Steam's common folder — this is the folder where all your other Steam games are installed. Once moved, simply press Play on Steam to launch the game.
Download the Emulator version using the button above and extract the archive. Navigate to the bin64_SteamRetail folder inside the EvolveGame directory and double-click evolve.exe to launch.
Download the latest patch using the button above. Once the download is complete, place the Micropatch.pak file inside your GameDLC08 folder. You can find this folder by navigating to your game's install directory and opening the EvolveGame folder. You now have the latest Modded Evolve build!
You must have acquired Evolve on your Steam account in order to play the Steam version. If not, the emulator is the only other option to play the game if getting a Steam key online is not a possibility. Note that there is no cross-play between emulator and Steam players.
Competitive
Bronze Destroyer
Bronze Elite
Bronze Master
Bronze Expert
Bronze Skilled
Silver Destroyer
Silver Elite
Silver Master
Silver Expert
Silver Skilled
Gold Destroyer
Gold Elite
Gold Master
Gold Expert
Gold Skilled| Tier | # | Player | Mains | W-L | Win Rate |
|---|
In-game textures, UI artwork, and assets from Evolve.
Cutscenes, character trailers, and map intros from Evolve.
Every map on Shear — with lore, images, and videos.


































































