1. Eternal Return
  2. News

Eternal Return News

NA Server: Ranked Queue Rotations

We hear ya. Queue times have been long in some modes. We know you all want to play, and splitting the queues weren't helping. Having 6 open queues was too much for the NA playerbase to sustain, so we will be dropping it to 4. We want to retain a competitive game mode but still have it possible to play games.

With the next update, Wednesday 8:00 PM PST, ranked queue rotations will go live on the NA servers. We're hoping to reduce queue times and provide a better gaming experience for everyone. The rotation will be as follows:

  • Monday - Squad
  • Tuesday - Solo
  • Wednesday - Squad
  • Thursday - Solo
  • Friday - Squad
  • Saturday - Squad
  • Sunday - Solo


Rotations for each day will reset at 7:00 AM PST.

When the player base stabilizes across all modes, we will look to reopen the queues for all modes.

Note: Normals are unaffected and will still have all modes.

Minor Patch 0.22.4 (2020. 12. 30) - Edited

Hello my friends, Aesop here with patch 0.22.4. It’s just a small patch with some slight adjustments. (Only the last digit changed, that’s how you know it’s a minor patch) The changes will go through with a server maintenance on December 29th 6PM to 8PM PST.

[h2]Character[/h2]
It’s been one week since Ranked Matches began. We mainly tweaked characters and items that showed some really noticeable outliers, especially on characters who had good numbers but a subpar pickrate.
[h3]Li Dailin[/h3]
  • Drink Up (W)
    • [REMOVED] Skill damage decrease 15% for 0.8s

[h3]Magnus[/h3]
  • Bike From Hell (R)
    • Now, when you click a lootable object while using this skill, such as a corpse, stone, or item, the bike doesn’t explode.
    • Explosion effects are now properly displayed.

[h3]Xiukai[/h3]
We shifted the power of Burnt to a Crisp (R) to some of Xiukai’s other skills.
  • Heavy Meal (W)
    • Attack Power ratio 40% → 50%
  • Wok It Off (E)
    • Xiukai’s max HP damage ratio 1.5/2/2.5/3/3.5% → 3.5%
    • Xiukai’s max HP damage ratio dealt to an immobilized enemy 3/4/5/6/7% → 7%
  • Burnt to a Crisp (R)
    • Damage dealt per Fire throw 50/100/150 → 30/80/130

[h3]Shoichi[/h3]
  • HP per level 78 → 75
  • Defense per level 2.2 → 2
  • Ruthless (R)
    • Cooldown 100/85/70s → 110/90/70s

[h3]Sissela[/h3]
  • Agony (P) extra damage has changed from Normal Attack damage to extra Skill Damage.
    • Extra damage dealt: Normal attack + 18 + AP 20% + 10 per Sissela’s level
    • Reference
      • Normal attack change: Critical damage is applied to Total damage
      • Extra skill damage: Critical damage is applied only on normal attacks and skill amplification is applied as extra damage.

[h3]Silvia[/h3]
  • Duo Mode
    • Damage dealt 96% → 92%
  • Squad Mode
    • Damage dealt 92% → 88%

[h3]Aya[/h3]
  • Steady Shot (W)
    • Cooldown 18/17/16/15/14s → 18/16.5/15/13.5/12s
    • Attack Power ratio 25/30/35/40/45% → 30/35/40/45/50%

[h3]Emma [/h3]
  • You can now use Emma in Ranked Matches.
  • SP Regen 1.1 → 1.6
  • CheerUP♥(P)’s extra damage changed from Normal attacks to extra skill damage.
    • CheerUP♥’s extra damage: Normal Attack + Max SP 2/3/4%
    • Reference
      • Normal Attack changes: Critical damage is applied to total damage
      • Extra skill damage: Critical damage is applied only on normal attacks and skill amplification is applied as extra damage.
  • Change★(R)
    • Emma and the dove now change places faster when rooting an enemy. (0.52s → 0.25s)

[h3]Yuki[/h3]
  • Solo Mode
    • Damage dealt with Dual Swords 105% → 109%
  • Duo Mode
    • Damage dealt with Dual Swords 97% → 101%
  • Squad Mode
    • Damage dealt with Dual Swords 97% → 101%

[h3]Chiara[/h3]
  • Movement speed 3.2 → 3.15
  • Chiara now displays properly after using Last Judgement (R). (No longer occasionally disappears)

[h3]Fiora[/h3]
  • Attack Power per level 2.8 → 3.2

[h3]Hyejin[/h3]
  • Solo Mode
    • Damage dealt with Shuriken 105% → 108%
  • Duo Mode
    • Damage dealt with Shuriken 96% → 100%
  • Squad Mode
    • Damage dealt with Shuriken 90% → 94%

[h2]Weapon[/h2]
[h3]Glove[/h3]
  • Divine Fist Attack Power 42 → 46

[h3]Guitar[/h3]
  • Purple Haze Skill amplification 19% → 21%

[h3]Dagger[/h3]
  • Carnwennan Attack Power 33 → 37

[h3]Axe[/h3]
Parashu has a high pick rate in Solo mode. In Squad, Harpe has a high win rate with high kills. The higher it goes in the Top tier, the better it does. We are trying to promote skill expression and don't want any particular weapon to dominate as a "stat stick", so we will adjust accordingly.
  • Parashu: Movement Speed 0.2 → 0.15
  • Harpe: Attack Power 115 → 105

[h3]Bat[/h3]
  • Spy Umbrella: Attack Power 60 → 65
  • Monkey King Bar: Range +1m

[h3]Dual Swords[/h3]
  • Divine Dual Swords Attack Power 41 → 44

[h3]Shuriken[/h3]
  • Skill amplification per mastery level 1.5 → 1.8%
  • Fuhma Shuriken Attack Power 44 → 48

[h3]Spear[/h3]
  • Fangtian Huaji: Skill amplification 37 → 34

[h3]Tonfa[/h3]
  • Normal Attack Extra Damage per mastery level 3.5% → 3.8%
  • Skill amplification per mastery level 3% → 3.2%
  • Mai Sok Attack Power 45 → 50

[h3]Throw[/h3]
  • Grenade, Grenade of Antioch, and High Explosive Grenade’s Recharge Time 50s → 45s

[h3]Bow[/h3]

    Effects for Rain of Arrows (D) are now properly displayed.
  • Failnaught Attack Power 90 → 100

[h2]Armor[/h2]
  • Motorcycle Helmet: vision range 2.5 → 1.5
  • Revenge of Goujian Skill amplification 15% → 18%

[h2]Traps and Surveillance Camera[/h2]
  • Trap Duration 90s → 60s
  • Surveillance Camera duration 180s → 150s
  • Melee attacks break traps/cameras faster.
    • Trap HP Target Attack Power change (Reference: Camera HP: 8, HP by trap: 6~8)
    • Close combat weapons(besides Dual Swords) 3 → 4
    • Dual Swords 2 → 3
    • Range combat weapons (besides Assault Rifle): 2
    • Assault Rifle: 1

[h2] Bug fixes and improvements[/h2]
  • You can now see if you’re promoted/demoted in the game results’ pop up if you meet the requirements
  • A notification icon has been added to show promotion/demotion when choosing a mode.
  • The mission “Play a normal PVP match” has been changed to “Play a Normal/Ranked PVP Match.”
  • Match History will now be ordered corresponding to the system in hours/minutes/seconds.
  • Ping messages are now correctly displayed when you ping characters and wild animals.


[h2]Extra note:[/h2]
  • Nadine’s Bullseye (Q) indicator no longer disappears when using it at the same time as Squirrel Trap (W)
  • Wolves will no longer reset aggro if CC’d or affected by an “abnormal state” when howling.
Beginning December 30th, 7AM until January 6th 7AM, we will be giving away 300NP to anyone who connects to the game!
Additional bug fixes that are being worked on at the time of release of the patch notes may be added later.

Solo Mode Improvements and Teaming Punishments

Hello Lumia Survivors!

We’ve heard, and seen, a lot of feedback regarding some more pressing issues of Eternal Return. We’re working to enhance your overall experience as much as possible, and there are a couple things that we’d like to talk about.

[h3]1. Current situation of Solo mode in Ranked Matches[/h3]

Many Solo mode players were waiting for Ranked Matches. After the implementation of ranked, the amount of players in Solo mode increased greatly.

However, we’ve noticed an uptick in issues that come along with solo mode in a battle royale. In the current Solo mode top tier players seem to avoid combat, which increases teaming occurrences - both taking away the fun of playing against enemies and going against the terms of fair game.

Teaming in the Solo mode is not the fault of the players. Strategic teaming is sometimes a valid win condition - look at it as a players’ utmost efforts to achieve victory under the given conditions. Also, in order to stay alive, some players appeal to the use of these types of external strategies. Among the three modes: Solo, Duo and Squad, some characters are likely to be better with a team than in Solo.

However, if the weaknesses of a character are overcome through teaming, if you leave a character alone via a “teaming is strategic” viewpoint, then Eternal Return will no longer be a “fair” game.

[h3]2. Let’s make the game fair, together![/h3]

Unfair games have no future in E-sports in the long run, and as it’s hard to attract new players in the short run. Little by little, the game will operate in a league of its own

We want Eternal Return to be an awesome and attractive game for many more people. The more skilled we become, the better we will do - we want to be a game that is fun to play from the first match, a game that people talk about playing, a game that is honorable and fair.

A big reason for these issues is that we focused on features vital to the game system. Ranked matches, reconnections, etc, which caused us to unintentionally put off said issues.

We haven’t been able to fix the deep rooted problem of teaming in the Battle Royale genre, but we are aware that this is one of Eternal Return's biggest problems. We're working hard, and trying a lot of things, to make improvements. We will be rolling out a “Solo Mode Elimination Bonus” in one of our next updates to account for this.

We’re going to implement small improvements quickly. During the pre-season after the end of Season 1, we will make some basic changes to the “last restricted area” system.

We believe that we can improve our game along with our players. We think it’s possible to work together and sympathize with players; through diligent improvements that you all help us uncover and prioritize, we believe our game will not fail.

We still have many things to work on for Eternal Return but with your help we can become a fair and fun game that everyone will enjoy.

[h3]3. Reinforcing teaming punishments[/h3]

During our coming update we will also implement supplementary measures intended to strengthen teaming punishments. We will also add additional teaming rules.

1. Players may not give items to survivors who are not part of the same team.

2. Players may not stay near another player who is not part of the same team for a long time, avoiding combat, before assigning final safe areas.

3. (NEW) Players may not stay close to another player who is not part of the same team, avoiding combat, in the final designated safe area.

4. Common sense showing a player exhibiting obvious and excessive signs of teaming.

Number 2 applies whenever players stay still or move together, in a visible ratio, for more than 20 seconds. Number 3 refers to when players stay still for more than 7 seconds without attacking within a range of 3m.


The times and distances mentioned above are an example. We cannot implement these rules programmatically regarding teaming. In law and sports, a person (judge, referee) rules based on regulations. Teaming, its intentions and severity, will also be judged. We will work on improving regulations little by little from the point where they can be relatively clear to apply.

We will appreciate all feedback and ideas you may have to improve Solo mode to make Eternal Return a more fair and fun game.

Thank you.

[0.22.3 Hotfix]

This hotfix requires the game to be updated

Make sure to restart your game in order to receive the patch

  • You will no longer be hearing other character's voices from afar
  • We have fixed the issue in Custom games where the characters were not displayed for the spectators.

0.22.2 Hotfix

Make sure to restart the game in order to receive the patch.

  • We have fixed the issued where you could click on non existing things
  • You can properly attack cameras now
  • The effect of traps is properly displayed now
  • We have fixed the issue regarding skill effects and sounds from enemies from afar
  • We have fixed the issue of characters looking like teleporting when coming in and out from the range of vision


The issues above are all related to the changes in the logic of range of vision.

We have fixed many of the mentioned issues, but there might be other ones still remaining.
In the case you find a similar issue occurring again, please report to us in detail with the name of the affected character or skill with the issue, and we will try to fix it as soon as possible.

Additional fixes:
  • Now you will not go back over and over to a match until its end when reconnecting during that match loading phase.