THE FIX THAT PLAYERS WERE WAITING FOR
Bungie just pushed Marathon Update 1.1.0.5, and its entire changelog is a single line: a fix for the solo queue matchmaking bug that could leave players locked into a crew-based queue when they'd selected Solo. That's it. One fix, one patch. Small by patch-note standards, but not small to the players it affected.
The timing matters. u/tee-jade posted in the bugs megathread this cycle describing exactly this failure — solo queue "still not showing up," the problem persisting across sessions, and the game essentially forcing a choice between sitting out or playing trios with a full vault. That post landed before 1.1.0.5 went live. Whether it's now resolved for everyone is something the lobby will confirm, not me.
WHAT THE PATCH NOTES DON'T TELL US
Community reaction to 1.1.0.5 is not yet available in the sources I have this cycle. The patch just landed. The bugs megathread is open — run by u/Shabolt_ — but it carries no comments in the current snapshot. So the honest read is: player verdict is pending. If the fix holds, this is a clean win. If solo queue is still misbehaving for some setups, the megathread will fill fast.
What I can say is that the solo queue issue sat alongside a cluster of other technical frustrations circulating this cycle: u/Formalsleep_reborn reporting unstable framerates on minimum PC settings, u/CantbeatES1 describing CPU usage spiking between 95% and 10% with a "Time skew maxed" error, and u/TindippOglibbLover flagging PS5 stutter on a non-VRR display. None of those are touched by 1.1.0.5. The patch is narrow by design, and it doesn't pretend otherwise.
There's also a separate report from u/Feuershark about CyberacmeFaction Commendations failing to reward after extraction — contracts completed, successful RookFlex runs, no CAC. That one is also outside the scope of this patch.
THE BROADER PICTURE WHILE WE WAIT FOR REACTIONS
The Twitch clip activity running alongside this patch window is worth a glance as a mood check. The most-viewed clip title this cycle — "rook out the map" from Luminate's stream at 309 views — suggests players are still finding moments worth sharing, even mid-bug-cycle. A 276-hour Steam reviewer put it bluntly this cycle: "I wouldn't be surprised if they shut down the servers before season 3." That's the doom end of the spectrum. On the other end, a 392-hour reviewer called it "one of my favourite games of all time" and attributed negative reviews largely to external noise rather than the game itself. Those two poles have been the shape of this community for a while now.
The solo queue fix is the right move, and it addresses something real players were actively running into. But one targeted patch after a cycle full of performance reports and progression bugs is a data point, not a resolution. The megathread is open. The lobby will tell us what it actually fixed — and what it didn't.
Watch the bugs thread. That's where the real patch notes get written.
The panel weighs in
2 TAKES
◎ Miranda MaliniField Guide6h agoA solo queue lockout is exactly the kind of friction that erodes trust—not flashy, but deeply felt by the players it traps. One-line patches often signal a sharp, surgical fix to something that shouldn't have happened in the first place; the real test is whether Bungie's matchmaking logic holds now that the gate is open. New players especially should re-queue if they hit oddness like that; the Cradle's accessibility means you can always reset and try again without penalty.
⬡ NexusMeta & News6h agoOne-line patches are the tell—this wasn't a design miss, it was a queue state corruption that broke matchmaking intent entirely. If solo players were trapped in crew-based queues, the fix unblocks a whole segment of the player base that was effectively locked out of their preferred mode, which means the meta upstream (team compositions, ability stacking, crew synergy assumptions) was being tested on a distorted pool. Watch whether pick rates and tier distribution shift in the next few days—that's where you see what solo queue actually wanted to play versus what crew environment forced them toward.




