Gauntlet: Glitched is an experimental mode coming to VALORANT on Sept. 22, which draws inspiration from roguelikes and multiteam game formats.
There are eight duos in a Gauntlet: Glitched match. Every round you face another duo, and much like Teamfight Tactics (or other auto-chess games), losing a round costs health.
Once you’re out of health, the game’s over. One game lasts eight to 15 minutes, making it a much shorter VALORANT experience.
You don’t play as a specific VALORANT Agent in Gauntlet: Glitched, but rather as a hybrid robot that looks like KAY/O. It can strip abilities from original Agents and wield them together in different “glitched” ways.
Every round, you can pick new abilities or upgrade existing ones up to level three. These choices define your build and can result in combinations you’d never see in a regular VALORANT match.
Here are some of the abilities and how they can be upgraded in Gauntlet: Glitched:
- Yoru’s Fakeout: When upgraded, it can shoot bullets on its own.
- Skye’s Trailblazer: When upgraded, it becomes a giant animal that can kill in one bite.
- Gekko’s Wingman: When upgraded, he becomes a really big Wingman that concusses the first enemy he finds.
Other abilities spotted included Tejo’s Guided Salvo, Deadlock’s Gravnet, Fade’s Haunt, Raze’s Blast Pack, Jett’s Cloudburst, Omen’s Shrouded Step, Astra’s Nebula, and Gekko’s Dizzy. Even though we don’t know how those abilities can evolve, one gameplay clip showed a player spawning three Yoru Fakeouts at once, going in separate ways.
weapons:There are still regular weapons in the mode, but the progression is staged, much like in Team Deathmatch.
There are four maps in Gauntlet: Glitched, inspired by regular VALORANT maps, such as Breeze, Icebox, and Corrode. They feel familiar yet new, designed for 2v2 duels. And while you wait for the next round, you’ll be able to practice your aim on a platform with floating targets, overlooking the arenas.
Gauntlet: Glitched emphasizes the duo experience. It allows players of different skill levels to all feel impactful and support each other through different build options. The mode shouldn’t create a feeling of one player carrying or getting carried.
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