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Quantum Blink has been cancelled

Hello dear survivors of Lumia Island.

Aesop here with an update to the update we shared last week.

Following our announcement of Quantum Blink, we read all of the feedback you gave us over the weekend. After much debate, we have decided to cancel Quantum Blink.
In the future, we'll work on better ways to fit “Battle Royale” characteristics, but for now we will continue to focus on more important parts for the players.

For example, we’ve received a lot of requests to implement the ability to make more saved routes -- we’d love to do that, but doing so drastically increases server load. We need to allocate space for X players, Y characters, and Z routes. Every time a new player joins and every time a new character is released, server load exponentially increases.

To implement a larger number of saved plans, and prevent unmanageable server load, we are planning to develop a system where only the players who want to create more saved plans can do so with A-Coin.
The addition of a ‘buying saved plans slots’ feature will be implemented in December, and we're going to give enough A-coins to buy 3 slots, so the players who want to experience it can do so.

We're also going to continue to develop many other functions that we have been requested through your feedback -- such as searching the name of items. We will also continue to do our best to fix bugs as fast as we can.

Thanks for always supporting us.

Now, onto Quantum Blink.

So. The developer team at Eternal Return is small.

Other games have teams with hundreds of members - but we’re relatively small and always looking for ways to improve.

In big development teams, the materialization of ideas likely takes a long time.
Until now, our main strategy has been to develop and publish ideas quickly and then receive your feedback as fast as possible.
This is how we have come to develop our many systems.

At the start, many were opposed to the launch of mastery and team modes -- and even the opinions on the Hyperloop and security consoles were quite divided.
When that happened, we implemented the feature so that we could receive your feedback. If it didn't work, we’d take it out. With this process, a few ideas of ours were removed.

Looking at other games, there were instances where the community opposed a new feature, but the company pushed ahead and succeeded! There are, however, many other cases in which a game went against the community, implemented something, and failed. That's why we believe that there isn't always a right answer.

The important thing is to read the reasons why an idea is opposed or look into alternative solutions that are offered in the feedback to try to find a better answer - even if it’s just the tiniest improvement.
We read your feedback about Quantum Blink and realized that we didn’t entirely think of every scenario that would come along with it.

Eternal Return still lacks a lot of things, so we believe that we will need to have more trials and changes. However, our team is growing and we feel our changes will need to be implemented systematically in the future.

We have a development goal in creating a Public Beta Environment for players to test game features and leave feedback. The server will be open at various different occasions, almost like an event. Having a separate period of focused feedback where we can reflect on big changes will be immensely helpful.
As for now, we feel that we should continue to focus on feedback doing basic improvements before moving on to bigger changes.

We didn’t want this announcement to be only words with no actionable change. Although we have only mentioned one new feature, we will continue to work hard to fix all of the current inconveniences and shortcomings in the game as soon as we can.

Thank you so much to everyone who has played the game and supported us this far.