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Maintenance Notice

Eternal Return will undergo temporary maintenance for an estimated time of 4 hours on June 21st (PT) to update Patch 0.87.0.

* The game will be unavailable during the maintenance period.
* Please restart your client after the update.
* Use of the event page may be limited during maintenance.

Thank you for your patience!

PATCH NOTES 0.87.0 - June 21st, 2023

Servers will be temporarily offline for an estimated time of 4 hours on June 21st from 7:00 PM to 11:00 PM (PT) to update Patch 0.87.0.



Check out the details on our Website.

12th Dev Journal

[h3]Hello Lumia Island survivors![/h3]

Today’s Dev Journal will cover changes in Mastery and Crafting.

The defining moments of win or loss are played out by how well you fought - controlling and maneuvering your character against others. However, players spend most of their time in the game trying to improve this defining position even if it’s just slightly more favorable. Mastery, Crafting, and Credits (which we’ll cover in our next Dev Journal) make up the three pillars of character growth in Eternal Return.

Eternal Return is a game with a tremendous amount of information. With so much information to keep track of, you have to open several pop-ups to monitor the character’s status while playing the game, including Mastery (V), Crafting Menu (B), Open Saved Plans list (P), and Scoreboard (Tab). But now, 3 pop-ups, excluding the Scoreboard, will be combined into one - the VPad!

*All preview images released in the Dev Journals are subject to change during the development process.




VPad stands for Vectorized Projection Assistance Display, a vector screen projected from a bracelet on the subject's wrist that allows them to see their current status during the experiment.

Players will now have access to the three pillars of growth - Mastery, Crafting, and Credits - in one glance! And all you need to do is remember your V Key!

The left side of the VPad is reserved for the two kinds of special skills: Weapon Skills and Tactical Skills. Weapon Skills get stronger as you gain weapon mastery, and Tactical Skills get stronger as you buy and upgrade them with Credits.



As for Mastery, it has been simplified into six categories: Weapons, Hunt, Craft, Search, Move, and Defense, while Health and Traps have been removed. However, it's still important to build up your skills evenly, as the overall structure of leveling up as you gain experience remains the same. Another important change is that Weapon Skills now have 3 levels, allowing you to learn your first Weapon Skill faster.

Of the six, the one with the most impact on combat is Weapon Mastery. This is one of Eternal Return's unique systems, but it has also had its ups and downs.

On the other hand, Season 7's Skill Amplification's update was one of our most poorly received updates. Not only did it have some serious unbalancing issues early on in the patch, but it also created some new problems in the long run.

The biggest problem with it is that items have lost their universality. With items having a separation between Skill Amp and Attack Power, there have been many incidents where looting enemies or loot crates do not feel rewarding if they are not fitting items. We've since added an item destruction system to make it a little better, but it's still quite inconvenient and incomplete.

Additionally, it has made Mastery more confusing. Mastery's Skill Amplification has become meaningless for Basic Attack Characters, and vice versa. To improve this, we removed useless masteries and added different mastery effects that match each character's needs. As a result, each character at the moment has different mastery per weapon, making it practically a second passive that needs to be learned.

Even within the development team, there have been many discussions about rolling back the Skill Amplification Update, but there were a lot of downsides and complications to that. First of all, ignoring the changes already made to Characters, Items, Objects, Phases, etc could possibly make this rolling process a "Second Skill Amplification Patch" . Besides the structural problems caused by the Skill Amplification Patch, the first month of Season 7 was a total balancing failure. Even in the past, we had seen some issues in the balancing from introducing new systems such as Augments and Battle Zones, but a rollback that "alters the fundamental formula for all characters and changes all of their skills' weight" would likely cause the same level of confusion and consequences as the Skill Amplification Patch.

Even though the balance was severely destabilized right after the Skill Amplification Update, the previous system also had many flaws. Problems such as "Skill casters having overly powerful Basic Attacks", "Tanks dealing overly strong damage", “DPS characters wearing tank items”, or "Damage being too concentrated in a single skill", were not easy to solve.

So, instead of going backwards, we wanted to find an alternative to solve the current issues. First, we want to address the biggest issue with the Skill Amplification patch - item versatility - in a new way.
To do so, we’re introducing a Reward System. Now, when you eliminate an enemy, their Legendary Equipment will be converted into Rewards. You can get Reward Pouches from enemy corpses and use them to accumulate Credits. The more Legendary Equipment the enemy has, the bigger the reward! Now defeating powerful enemies will get you more than just your honor, you'll be rewarded accordingly for your efforts!



Up until now, fiding 2 or 3 Legendary Equipments from a corpse would instantly result in a drastic increase in the power curve, making it an excessively significant return. But if they weren't useful, players would have to use a rather inconvenient UI to destroy them. However, now we have equalized the expected return and it's made it more convenient.

Air Supplies also had an issue regarding item versatility. We'll cover Air Supplies' changes in more detail in our next Dev Journal, Credits and Game Phase, but to give you a peak of one of its changes, all equipment collected from Legendary Boxes will have adaptive stats, making them useful for both Skill Amplification and Basic Attack builds. Selective Stats, well, select and provide the character's highest stat between Skill Amplification and Attack Power.

(All the values, including the stats exchange ratio, are just examples.)



Once the problem of item versatility for the two ways of obtaining Legendary Equipment, besides crafting, has been solved, the inonvenient destruction function will be removed.

Another big problem, the lack of intuitiveness of Mastery, has gotten worse in subsequent patches to the “Skill Amplification Patch”. To solve the problem of Mastery not being useful for some characters, we individualized it for each of them. As a result, the entry barrier increased, but the expected results were not achieved. There were many conflicting points between the 2 intended directions, one changing the mastery and the other opening up the possibility of alternative builds.

We want to make Mastery simpler and clearer. Weapon Mastery will no longer be individualized per character, and all characters will have only one main effect, either Skill Amplification or Basic Attack Amplification, and all of them will have Attack Speed as a secondary effect. You might be a little skeptical about Attack Speed, but in order to give characters using multiple weapons a different Attack Speed per weapon, this must be attached to Weapon Mastery.



While giving Attack Speed as a secondary effect to a Skill Amplification Character is not completely meaningless for Skill and Basic Attacks combos, or Uninstalling Cameras and Traps, Skill Amp side will be compensated a bit as they scale with Attack Speed a bit less.



Therefore, all test subjects will only have 2 Weapon Masteries. All secondary effects that were added before, such as Omnisyphon and Cooldown Reduction, will be removed.

Simplifying Mastery increases intuitiveness, but it makes it harder to create alternative builds other than the main one used with Skill Amplification or Basic Attacks. We plan to address the variety of builds in the future by working on the differences between Weapon types. For Characters with skill sets that are suitable for playing in both directions, their different weapons will be assigned to different playstyles. If they only have one Weapon type, we'll prioritize adding Weapon types.

The Tactical Skills in the bottom left corner are upgraded by using Credits, as we covered in our last Changes to Accessories, making early game play more diversified. We'll talk more about the types of Tactical Skills in our Dev Stream!

You can organize better by checking the items you obtained through Crafting and Remote Drones on the right side of the VPad. The purpose of this new feature is to connect all Crafting related functions.
As your crafting progresses, you'll see a % progress indicator, and clicking on an incomplete target item will show you the materials needed for that item at a glance.



If you haven't found a material yet, you can call in a Remote Drone directly by pressing the button that has the price on it. We'll be covering more about Credits on our next Dev Journal, but as Credits will now be used more often, we will now display their price, just like in a store! It's time to forget the times when the UI wasn't clear about how to use a Remote Drone.

In addition to letting you call the materials you want from your Crafting Tree, the bottom of the VPad will also give you a separate list of materials that you can order with Remote Drones. For example, if the creator of the Saved Plan recommended something, it will be included here. The most common use of this new feature in early to mid-game is whenever you need to find an item in one area and you don't find it, so you move on to the next one. For example, if you know you should have gotten Glue on Route 1 and you didn't, the item will be automatically added for easy recall.



One of the most important features of the new Crafting Guide is the Process to get Legendary Equipment. While beginners in Eternal Return somehow manage to get used to crafting Epic Equipment, the #1 most challenging task after that was leveling up to Legendary.

So now when you're done crafting your Epic Equipment, it will blink as “Completed” in the Crafting Guide. When you enter the VPad by tapping on the Crafting Guide, you'll be given three options for Legendary Equipment to target in that area.



If you have any of the latter items registered in your Saved Plan, they will come to the top of the list, and the rest will be suggested based on their build types. If you choose one of them, it will be registered as a target. Of course, the materials that can be teleported will also show up again.

This process smoothly leads you to change your target to Legendary Equipment once you have completed your Epic tier. If you do this for all five pieces of equipment - Weapon, Head, Chest, Arm, and Leg - all five will be turned into Legendary. Typically, when crafting a Saved Plan, Weapons are allocated as VF Blood Samples, Head as Tree of Life, Chest as Meteorites, so you can respond according to the materials you get.

But, as you play, you may find yourself picking up Legendary materials that you don't have set up in your Saved Plan. In these cases, Operator Nadja, not VPad, will suggest Legendary Equipment that can be crafted from those materials. We'll cover more of this in the Operator Nadja Dev Journal!
While the process of crafting major equipment is important, crafting Consumables such as food, traps and cameras, is also a big part of the game. Of these, food has a formula that allows you to take any item to campfire , greatly reducing the difficulty of crafting. Beverages are a different story, with an overhaul to the crafting recipe that makes it more of a "any common beverage (white) can be made into a higher-end beverage (green) by combining two different types" concept. As a result, food and drinks are less about crafting with a specific goal in mind and more about improvising as you go.

In the upcoming Dev Journal, changes to “Traps and Cameras” will be introduced. Traps and Cameras will be added to a shortcut in VPad, allowing them to be quickly targeted or called up by a remote drone when needed.



The goal of VPad is to make sure that you only have one pop-up open at any given time, rather than a bunch of different ones. And that you can see it at a glance, rather than having to navigate through multiple tabs like you would in the original Crafting menu.

Moreover, the existing Mastery pop-up (V) and Open Saved Plans List (P, Shift+P) functions will be completely removed, but the Crafting Menu (B) will remain functional. However, all of the most commonly used functions of the Crafting Menu will now also be available on the VPad, so it's unlikely that beginners will ever need to open it. In some cases, experienced players who want to craft items that aren't on their Saved Plans will still be able to use the Item Catalog.
Next Dev Journal will cover changes to Credits and Game Phases. See you there!

Thank you for reading!


[h3]You can get WP from the Dev Journals on our web event page.[/h3]
[h3]Web Points(WP) are event points that can be obtained and used throughout the Season 9 web events[/h3]

Eternal Return 1.0 Dev Stream Survey Draw Winners

Hello Lumia Island Survivors!

We've got some exciting news for you—the winners of the Dev Stream Survey!

First off, thanks to all the survivors who took part in the survey. We appreciate your valuable feedback and promise to work hard on making Eternal Return even better.

Check out the list below to see if you're one of the lucky winners receiving the 1,200 Event NP (7 days) reward!

5 Winners:
  • salt****
  • か*
  • mox***
  • ヤンの腓****
  • Rivu****


11th Dev Journal

[h3]Hello Lumia Island Survivors![/h3]

Today’s Dev Journal will cover changes to Ranked System.

Ranked System will be changed from the existing ELO-based relative score system to a method more similar to an evaluation.

Players will now use Ranked Points as an Entry Cost depending on their Ranked tier, start a Ranked Match, and now get points based on their number of kills and placements. Up until now, your point gain and loss were calculated based on the relative difference between your rank and the average rank of other players in the match, and only the final calculated score was displayed. Now, your accumulated score will be shown in real-time and it will clearly indicate how many points you can earn for each additional kill.

Of course, this new scoring system won’t be totally absolute, point gains and losses will still take consideration of the lobby rank to an extent. If there are no adjustments or corrections made for the lobby at all, there is a significant risk that top players may take advantage of the system. If there were no adjustments, top players could decide to only play during less populated hours to take advantage of a lobby with wider MMR lobby gap differences. So, while there will be similar adjustments to those in the current system, the biggest change will be the transparency of the scores during the game.

The higher your tier is, the more expensive the Entry Cost gets. In the lowest tiers, you can move up even with an average performance, but players in the highest tiers must perform well to match their higher Entry Costs.



Overall, Ranked Points are determined by your number of kills and placements - but not all kills have equal value. Kills on the Battle Zone have a relatively low value, similarly to kills that can be reverted through revival.

(The numbers below are just an example and the actual data is subject to change.)




The main goal of the new Ranked System is to provide feedback on your performance in real time. These ranked scores will highlight the most essential mission that players in Eternal Return face: kill and survive. And they provide immediate feedback on how well you've done in fulfilling the said mission.

Also, when you start a Ranked Match, you will start with a negative score because you paid the Entry Cost. But don’t worry! You’ll see your current Ranked Points in the top corner of the screen later on.



The score will increase as you get kills. You may see your score raise even more after a kill if the kill moved you up in placement.

Additionally, being able to see your score on the screen may set the atmosphere of the game. For example, if you're currently at -3 points and you can see that, you’ll know that you need only one more kill to get a positive score. In this case, you may feel stronger emotions during and after the next fight.



Or, let’s say your Ranked Points are still very low even after having played for some time. In this case, you may need to perhaps take a more aggressive push for scores or maybe even play for first.



One of the systems that will see the biggest changes with this new feature is Escape. Instead of using a separate formula to recalculate the score, now extra points will be added to your score upon a successful escape. The number of extra points isn’t that significant so the more kills you get before escaping, the better! However, if you are struggling to get an extra kill, you can escape and finish with a few extra points on top of what you've accumulated during your match. But keep in mind that if you have a very low score, below 0, taking a more adventurous approach might work better for you than just escaping as the latter no longer guarantees an LP gain.



Moreover, the Rootkit can now be purchased from Transfer Console, making it easier to escape. We’ll discuss this in more detail in the Dev Journal regarding Credits. Now, with this change, if someone tries to escape, teams can easily call in an Escape Kit to chase after the first team, meaning there's a higher chance of a fight in the Abandonded Dock.



The result screens will display your score (gained or lost) based on the adjustments from the lobby average. If the average tier of the players you matched with is much higher than yours, you'll earn more points, and if it’s much lower, you'll earn fewer points. Since you will now be able to see your score while you're playing, you can get an approximate estimate of the lobby average ahead of time.
Given that now your real-time Ranked Points will be visible, Placements will be removed. If you're a new player in Ranked Matches, you'll start at 0 points in the Iron Tier, which is easy to get through since it doesn’t have an Entry Cost. At the start of a new season, there is a soft reset, so high-ranking players from the previous season begin at a higher tier. Even skilled new players can be placed quickly to their fitting tier if they are able to perform well.

Additionally, the Promotion and Demotion System will also be changed. There will no longer be promotion matches. Instead, you will now be immediately promoted when you earn enough points to reach a higher tier. Bonus points will be awarded when you successfully move up a tier, preventing you from demoting right away on your next game. If you are demoted from a tier, you will have a one-time demotion protection, which means your score will drop to 0 points. But, if you obtain a negative score again, you will then be demoted. Having visible Ranked Points during the game can be tense enough when Promotion or a Demotion Protection is at stake.



Today, you’ve seen some of the changes that will be made to the Ranked System. But it should be noted that these changes won't solve all the problems with matchmaking and ranked at once. We took inspiration from successful Ranked Systems in other games, which are also constantly experimenting and changing each season. Similarly to those games, by taking them as a reference we will also have many trials and errors due to the differences in game styles.

However, the intense missions and feedback provided by the Ranked Points displayed in real-time in the new system will make the Battle Royale experience even more exciting and immersive!

Next Dev Journal will focus on changes to Mastery and Crafting! Hope to see you then!

Thank you for reading!

[h3]You can get WP from the Dev Journals on our web event page.[/h3]
[h3]Web Points(WP) are event points that can be obtained and used throughout the Season 9 web events[/h3]