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DEV Letter



Hello survivors of Lumia Island.
This is a letter from the developers of Eternal Return.
This dev letter will touch on a lot of things that we’ve been working on since Early access, our plans for the future, and everything else.

[h3][Initial Plan][/h3]

Recently, we looked back at some of our early plans that we had in place before our launch into Early Access.

It read that our starting goal was 2,500 concurrent players, followed by:

5,000 in 2021.
10,000 in 2022.
20,000 in 2023,

It was noted that we should make a game that grows year after year. Although the beginnings may be modest, if we could double our playerbase, we could reach 1.28 million players in 2029, and 2.56 million in 2030! When we finally launched on Early Access, the team was floored and rejoiced at having 3,000 players!

Every day following the release brought a series of incredible moments. We were stunned by the unexpected interest from players, but we never thought that the reception would be this incredible.

However, we received so much attention, it exceeded our actual capabilities, resulting in anxiety among the team that it would collapse.

ER Players face 3 cliffs when playing:

[h3][First Cliff, Barrier of Entry][/h3]

The first cliff you encounter is a barrier of entry.

Eternal Return is tough from the beginning; even after reading the explanations multiple times in the tutorial, players would see the yellow triangle on an item in a box and still not pick it up!

The tutorial also tells players to throw away some items that do not have the yellow triangle whenever your inventory is full or go to another area because there’s nothing to get in here. If there’s too little explanation, it results in confusion, and too much explanation feels like homework.

We’ve had suggestions like whenever you get an item with a yellow triangle, it makes a sound and goes into your inventory, or whenever your inventory is full but you try to get an item, an item in your inventory which is not needed would turn red and ‘shake’ in your inventory. Make the location of items that are needed more noticeable on the right.

Not only with words but also with UX changes, the first cliff, the barrier of entry, would be less steep.

After passing the difficult first entry barrier, the magic begins.

Starting with learning the fun of combining items, and looking at the feedback left by players at this point, our team members felt the greatest happiness!

[h3][Second cliff, when the novelty wears off][/h3]

However, after playing one character for about 200 hours, you will find yourself playing a “routine” game at some point.

For the sake of example, let’s look at the life of a player who fell into Lumia Island: beginning to end.
  • Step 1: Prepare for early fights by making weapons equipment in 2-3 zones.
  • Step 2: Go around the remaining areas, get the gear you set from before the game started
  • Step 3: Prepare for the late game by hunting wild animals, making food and traps, searching for random drop items such as meteorites, force cores, and mithril.
  • Step 4: Final fights in the last restricted area.


Repeating the gameplay loop will start to make it feel “not new”. This is the second cliff.

Unfortunately, at this time, Step 3 is a “bear/wolf hunting game”.

There are sources for food, traps, and random drop items, but there is a lack of variety of strategies to make food and traps, or random drops from hunting.

With meteorites, a strategy of using force cores might become more prevalent. There will be more legendary items with exciting effects, expanding the selection of equipment, too. Items that have special skills, not just stats, allow for various strategies and variables for the end game to emerge, and the thrill of control and independence will increase!

Note in step 3, we could change characters or weapons to feel new in steps 1 and 2. However, it is difficult to switch characters from a player’s perspective.

Playing a new character means learning a new route, learning a new strategy, optimal items, etc. For players who do this new learning, the current route system does not help that much.

First off, it’s hard to find a good saved plan or route. Frankly, the system that distinguishes saved plans is not that good. As many players have suggested, it is urgent to introduce a system of recommending saved plans via voting or feedback.

Additionally, the shared saved plans feature lacks in some aspects. Simple things such as skill order cannot be captured by the author’s intent in the saved plan.

It is difficult to understand the strategy because it shows only the targeted items and routes. You cannot learn strategies, like when to fight or run, what are the important items, and which characters you should avoid. There should be a system that allows the author to write down these parts in a brief description.

When the game starts, accessibility to recommended routes is also suboptimal. If you want to play a new character, you have to set the route first – but you haven’t even used their skills! It would be much easier to use a new character if a good plan was filtered by the recommended score, and automatically used when the game starts.

There is another way to find newness without changing your character – team modes. Duo and squad modes offer a new gameplay completely different from solo.

There’s a friend system to enjoy those, but… not really.

Without Discord and or messaging services, it is hard to play games with friends.

It is difficult to make friends with people you meet in the game unless you’re already friends — if you don’t have their contact info, you can’t even send a message of good luck to your fellow survivors who have overcome hardships together!

The system is inevitable, but it is a large undertaking. As the skin system was pushed forward earlier than planned, we are going to do our best to build our own friend system right after.

[h3][Third cliff, final restricted area][/h3]

Players who passed those two difficult cliffs will face the last cliff: the final restricted area. Our current system is incomplete, making it difficult for players to accept defeat when they lose the game. Issues that have arsen, like Teaming or Rating, motivate us to significantly change the system.

It is difficult to solve the issue when there are 3 people left, resulting in a “1v1v1”. The basic framework is to put several safe zones in the last restricted area so that the fighting can disperse.

Creating a safe zone system is our current goal, and will organize this and upload to the Roadmap. Due to its impact on balance, we are testing it through a seperate beta, and making it better to satisfy all players.

We explain these most important parts as “cliffs” – but in fact, those aren’t the only problems. Besides these three cliffs, there are also large crevasses and deep pits. Even the imbalance of spawn points have been pointed out, making the game unfair. We hoped that the latest update improved on these fundamentals, and we will continue to keep an eye on the deficiencies and make improvements.

Initial and early game strategies are fun, but meeting other players who are “thirsty” for you in the early game – i.e, just chase you and fight and fight, kind of detracts from your experience overall.

We will also need to develop more Quality of Life improvements as well, such as issues with failure to match, long waits for the actual game to start, problems with looting overlapping dead bodies, and priority targeting when attacking/attack move players, etc.

There are a lot of issues that are not written here, but we are doing our best to make improvements on what we have written. Our goal is to resolve half of them before Spring comes. (The other half will also be resolved before it gets too hot outside)

Naturally by then, we’ll get new feedback and once again, we’ll have a new to-do list similar to today’s.

[h3][Making the best possible game.][/h3]

It’s a miracle and honor to have the love from our players with this poor game. A lot of players have joined, yet we are not as good as we should be. In some way, it’s heartbreaking, but we are finding our way.

However, the fact that there are many problems is that there are many things that can be improved. Thanks to you, the players, we have a chance. We are increasing the size of our team, so we will be able to do more and more! The only reason why they joined, including those with a lot of experience in the industry, those who left big companies, former professional gamers, and influencers, is to make a game that they enjoy and are passionate about. They want to make a game that is a GAME.

If it collapses, the players will leave first, and many of the team members who joined after seeing this dream will follow. The updates that we will be doing in the future will be challenging, and there will be a lot of trial-and-error – but that’s where our team’s smaller size and huge undertaking come into play.

Eternal Return started as an indie game, and it is still a game created with the spirit of making indie games. However, we want to dream beyond indie games with our ability. We want to be loved by more people – we will be professional and improve in every way. Team members who love the games, especially Eternal Return, will fill the pits and dull the cliffs much faster than ever before, so the enjoyment and quality of the game will get greater and greater. One day, Eternal Return will be a game that deserves the amount of players it has.

We dream of Eternal Return becoming a kind of game that players will think is a good game to play, and a game where the best players of Eternal Return can hold world competitions in cities like Seoul, Las Vegas, Tokyo, and Paris and can cheer together happily.

To everyone who always keeps us in check and helps us remain focused, to everyone who cheers us on and encourages us, we would like to express our sincere thanks to you. We promise that this rough path will lead to the best game that it can be.

[h3]- UPDATE LIST -[/h3]

[LEARNING EASIER]
  • Enhances awareness of the feeling of entering the inventory when picking up items from the box
  • Strengthen cognition when inventory is full
  • Reinforce perception of items that can be discarded
  • UX Improvement of Target Item on the right


[IMPROVED REGULAR PLAY]
  • Meteorite Appearance Force Core operating strategy
  • Add Legendary Items and Item Skills


[LEARNING NEW CHARACTER/WEAPON IMPROVEMENT]
  • Route recommended score system
  • Show route's skill mastery Route uploader's description
  • Automatically recommend route by the recommended score at game start


[FRIEND & MESSAGE SYSTEM IMPROVEMENT]
  • Independent friend system and message system from Steam


[LAST RESTRICTED AREA IMPROVEMENT - FOR CORE USERS]
  • Last restricted area change (Multiple safety zones)


[OTHERS]
  • Public beta environment
  • Starting point imbalance reformation (continuing)
  • Irresistible "cheese rush" prevention
  • Match acceptance/rejection after pressing the game start button
  • Improved loading process
  • Quick-cast range display
  • Solve the matter that unable to select due to overlapping bodies
  • Add survivor priority targeting


We will continue to share the above and other ongoing developments through the roadmap.
(Notice: the development schedule is not easy to estimate in advance and the possibility of fluctuation is very high, so the detailed schedule may change.)

Thank you from everyone at Nimble Neuron.

※ Note: This was originally written up by the developers to touch on some things that the Korean community had issues with. Myself (Aesop) and GM Kicker thought it nice to share it with you all as well. We try and be transparent with you all as frequently as possible and take your suggestions into consideration whenever we make changes. We’ve heard you in the past (remember Quantum Blink?) and we are very open to making sweeping changes based on your input. We will continue to work hard on the game – taking everything you guys think up into consideration – and try to make Eternal Return the best experience possible for you all.

4th ER Pro-Gamer Party Begins!

Hello Lumia Survivors!
We're excited to announce another special event with you all! Join us for our 4th Eternal Return Pro Gamer Party on Nimble Neuron's official Twitch channel!



Event Details
  1. Team Pick up
    • When: Sunday, February 14th at 02:00 AM (PST)
    • Mode: 1 Solo Round + 2 Squad Rounds
  2. Main Match
    • When: Saturday, February 27th at 02:00 AM PST
    • Mode: 2 Solo Rounds + 4 Squad Rounds

※ In order to receive drops, please make sure your Twitch account is connected to Eternal Return: Black Survival.
How to Connect Your Twitch Account

Additional Rules

No player may use the same character back-to-back. For example, if you or a teammate picks Fiora, you may not use her in the following round, but you may use her in the round after that.

DROPS Info
  1. Team Pick up - Sunday, February 14th
    • Title: 4th ER Pro Gamer Party DROPS!
    • Rewards: 1,000 A-Coin for 1 hour viewing
    • When: Sunday, February 14th at 02:00 AM until end of the broadcast
    • DROPS Expiration Date: ~Wednesday, February 17th 06:59 AM PST
    • Official Channel: The Official Nimble Neuron Twitch Channel
  2. Main Event - Saturday, February 27th
    • Title: 4th ER Pro Gamer Party DROPS!
    • Rewards: 1,000 A-Coin for 1 hour viewing, 1,500 A-Coin for 2 hours of viewing (You can receive a maximum of 2,500 A-Coin by watching for 2 hours)
    • When: Saturday, February 27th at 02:00 AM PST until end of the broadcast
    • DROPS Expiration Date: ~Tuesday, March 2nd 06:59 AM PST
    • Official Channel: The Official Nimble Neuron Twitch Channel

Minor Patch 0.25.4 - (2021. 2. 10)

Hello friends. Aesop here with the weekly balance patch!

With regards to balance, one of the most important points that we look at is the average MMR variance across all ranks, especially in the upper rankings. The biggest goal of this patch was to calculate how much MMR a certain character was earning or losing in each game, and to adjust accordingly for those who earned too much or too little. I plan to expand on this more in the future and fully relay more data points and variables that we look at when balancing and analyzing the performance of each character.

We are also minimizing the use of mode damage/recovery adjustments without disrupting the balance of the game. This is being done due it being rather difficult and confusing to instinctively know the exact strength of a character without continuously reading the details and changes of every patch.

This update will go live from Tuesday, February 9th at 06:00 PM to 09:00 PM (PST). Servers will be down for approximately 3 hours.

[h2]Character[/h2]

[h3]Nadine[/h3]

Nadine’s early game was slacking a bit, so we buffed her base stats to help her have an easier time early.

  • Base Defense 21 → 23
  • Base HP 520 → 535


[h3]Lenox[/h3]

Lenox’s weapon skill damage and AoE damage were still a bit oppressive in Duo and Squad modes. We rearranged the damage on Snakebite (W) to lower her damage when in close range, but rewarding ideal spacing.

  • Damage Dealt to Enemies Duo: 94% → 92%, Squad: 91% → 89%
  • Snakebite(W)
    • Initial Damage (Circle): 30/40/50/60/70(+Attack Power 30%) → 20/30/40/50/60(+Attack Power 30%)
    • Followup (“Stab”) Damage: 40/75/110/145/180(+Attack Power 60%) → 50/85/120/155/190(+Attack Power 60%)



[h3]Rozzi[/h3]

Rozzi has a high pick rate and shows above average results in a lot of queues, so we’re just toning down the damage of her Easy Shot (Q) to bring her in line with the rest of the cast.

  • Easy Shot(Q)
    • Damage 40/80/120/160/200 (+Attack Power 30%) → 30/70/110/150/190(+Attack Power 35%)



[h3]Luke[/h3]


Luke is strong early, but falls off a bit in the mid and late game. We’re adjusting his “curve” a bit so that he doesn’t have such dramatic spikes and falls.


  • You can now play Luke in Ranked mode.
  • Base Attack Power 35 → 32
  • Attack Power per level 2.1 → 2.5
  • Clean Sweep(Q)
    • Range 9m → 8m
    • Reactivation Range 10m → 11m
    • Reactivation delay removed (Improved “feel”)
  • Pressure Washer (R)
    • Range 10m → 12m
  • Bug fixes
    • 2nd Activation of Clean Sweep (Q) correctly applies damage
    • 2nd Activation of Clean Sweep (Q) correctly applies/removes vision
    • Elbow Grease (W) Normal Attack/Skill Damage no longer overlap


[h3]Li Dailin[/h3]

Silences from becoming inebriated were a bit too long. We’re reducing the duration so you aren’t as punished as hard.

  • Blood Alcohol Content (BAC)(P)
    • Inebriated duration 7s → 5s


[h3]Magnus[/h3]

Magnus hits a couple indicators for showing too much strength in Solo, and in Duo/Squad, his skill amp ultimate is just too much of a nuke. Turns out, nobody could stop that body’s speed. We’re toning that down a touch.

  • Bike From Hell(R)
    • Damage 200/400/600 (+Attack Power 200%) → 200/375/550 (+Attack Power 200%)
    • Cooldown 90/80/70 → 95/85/75s


[h3]Xiukai[/h3]

Xiukai has been somewhat over performing in most of our data points. We’re putting him on a diet and adjusting his late game strength a bit to leave room for some of the others on the Island.

  • Juggernaut Chef(P) additional recovery from food/drink 30% → 20%
  • Heavy Meal (W)
    • Xiukai Max HP Damage 3 / 3.5 / 4 / 4.5 / 5% → 2 / 2.5 / 3 / 3.5 / 4%
  • Wok It Off(E)
    • Xiukai Max HP Damage 3.5% → 3%
    • Damage to movement impaired enemies Max HP 7% → 6%
  • Burnt To A Crisp(R)
    • Damage per Juggernaut Chef Stack 1.0 → 0.9




[h3]Shoichi[/h3]


Shoichi has a high pick rate and shows a slight overperformance across a lot of our data points. We’re reducing his damage and adjusting some of his skills a bit to be more punishing for misplays, but still keep him out of the red.


  • Defense per level 2 → 1.7
  • Phony Deal (P)
    • Normal Damage 25/60/95 → 10/45/80
    • Critical Strike chance per stack 3/6/9% → 5/7/9%
  • Bottom Line(W)
    • Cooldown 17/15/13/11/9 → 17/16/15/14/13s
  • Risky Business(E)
    • Damage 20/60/100/140/180(+Attack Power 30%) → 35/75/115/155/195(+Attack Power 30%)




[h3]Sissela[/h3]

Sometimes Sissela would die from a Wickeline bleed right after using her ultimate. I don’t like that.

  • Free at Last (R) minimum HP 1 → 100
  • (Bug fix) Footsteps will always trigger normally.



[h3]Silvia[/h3]

We have adjusted some of Silvia’s to bolster her weaknesses in the early, mid, and late game.

  • Reduced recovery in each mode (Solo 110% → 100%, Duo/Squad 95% → 85%)
  • Lumia Grand Prix(P) Fuel from reaching new areas 10/12/14 → 9/11/13
Radar Gun(Q)
  • HP Recovery Attack Power ratio 30% → 50%
  • Shift Gears(R)
    • Movement Speed on bike 0.2/0.25/0.3 → 0.15/0.25/0.35
    • Damage after getting off bike 125/150/175% → 100/150/200%



[h3]Aya[/h3]

Aya’s damage output for her Double Shot(Q) was too high on some weapons and weapon types. “Blam Blam” resulted in “ouch.. OUCH”

  • Double Shot(Q)
    • Damage Attack Power 100% + 20/60/100/140/180(+Attack Power 50%) → Attack Power 100% + 20/70/120/170/220(+Attack Power 20%)



[h3]Isol[/h3]

Isol is showing slightly above average performance, namely in the early game due to his relatively easy ability to chase and escape. We’re adjusting his early game a bit for Isols to make decisions more carefully and put his strategy in place.


  • Normal Attack Power 32 → 30
  • Growth Defense per level 1.6 → 1.2


[h3]Emma[/h3]

Emma still needs a bit more magic to gain footing in the early game and not be TOO tricky late game.

  • CheerUP♡(P)
    • Cooldown 16/13/10 → 15/13/11s
  • Hat Trick (W)
    • Cooldown 12/11/10/9/8 → 11/10.5/10/9.5/9s



[h3]Yuki[/h3]

Giving a bit of damage to Yuki’s that max E first.

  • Dashing Gentleman (E)
    • Damage 70/120/170/220/270(+0.4 Attack Power) -> 70/125/180/235/290(+0.4 Attack Power)


[h3]Zahir[/h3]

Some of Zahir’s skills have been adjusted to give him a boost in the early, mid, and late game. (That’s the whole game!)

  • Eye of Azrael (P)
    • Movement Speed increase per skill level 20/25/30 → 25%
    • Indicator duration 6s → 5.5s
  • Narayanastra (Q)
    • SP cost 80/90/100/110/120 → 70/85/100/115/130



[h3]Jackie[/h3]

Jackies that use weapons with low attack power tend to struggle with picking up kills and getting her bloodfest going. We’re adjusting her skills to have less of an attack power ratio but a higher base damage.
  • Bloodfest (P)
    • Duration 20/25/30s → 25/27.5/30s
  • Hack & Slash (Q)
    • First “Slash” damage 20/40/60/80/100(+0.45 Attack Power) → 45/80/115/150/195(+0.25 Attack Power)
    • Hack & Slash (Q) delay 0.13 → 0.1s
  • Bug fix
    • Leaping Strike (E) tooltip shows correct information.
    • Leaping Strike (E) now shows the chainsaw when used while Chainsaw Murderer (R) is active



[h3]Chiara[/h3]

We increased a bit of Chiara’s survivability in the early game and we lowered her strength when using Plague (R). Praise be to… Chiara.
  • Base Defense 24 → 27
  • Hand of Corruption (Q)
    • SP cost 50/60/70/80/90 → 50/55/60/65/70
  • Plague (R)
    • HP recovery proportional to damage dealt 30% → 20%



[h3]Hart[/h3]

Hart had one of the lowest average MMR acquisition rates for the past 2 weeks among all characters. We’re giving some love to the rarely used Overdrive (W) and efficiency of the 1st stage of Evolution. This will promote rewards for investing evolution points in different ways! 🤘

  • Delay(Q)
    • Evolution slow 30/50% → 35/50%
  • Overdrive(W)
    • Duration 5s → 7s
  • Cooldown 22/19/16/13/10s → 22/20/18/16/14s
  • Evolution defense shred 20/35% → 25/35%
Flanger(E)
  • Evolution Skill Amplification 15/25% → 18/25%
Peacemaker(R)
  • Evolution SP decrease 70/180 → 80/180




[h3]Hyunwoo[/h3]

Hyunwoo is beefy with just the base numbers of his skills, so we’re going to try to promote a higher “sophistication” of play, instead of just beating the hell out of your opponents.

  • Base Attack Power 40 → 38
  • Base Defense 26 → 23
  • Bluff (W)
    • Bonus Defense 4/18/32/46/60(+ 0.1 Defense) → 9/23/37/51/65(+ 0.1 Defense)
  • First Attack (E)
    • Damage from defense 100% → 80%



[h3]Hyejin[/h3]

  • Damage received in solo mode (Bow) [Deleted] (97% → 100%)


[h2]Weapon[/h2]
  • Balance direction
    • We are toning down Uncommon/Rare weapons that show excessive power compared to the ease of crafting them early.
    • Power adjustments have been made to weapon skills that are utilized too well or not well enough.
    • We’re improving some Legendary weapons that aren’t used well in relation to their crafting difficulty / materials


[h3]Uncommon/Rare Weapon Power adjustment[/h3]
  • (Glove) Brasil Gauntlet Attack Power 32 → 28
  • (Tonfa) Police Baton
    • Attack Power 35 → 31
    • Defense 8 → 10
  • (Bat) Long Rod Attack Power 25 → 22
  • (Bat) Goblin Bat Attack Power 30 → 27
  • (Bat) Torch Attack Power 40 → 36
  • (Spear) Pike Attack Power 60 → 57
  • (Crossbow) Heavy Crossbow Attack Power 69 → 66


[h3]Pistol[/h3]

  • Electron Blaster Attack Power 65 → 61
  • Magnum-Boa
    • Attack Power 90 → 95
    • Movement speed 0.1 → 0.15
  • Moving Reload (D) Cooldown 50/25s → 50/30s



[h3]Glove[/h3]

  • Buddha's Palm Cooldown Reduction 10% → 15%
  • Brasil Gauntlet
    • Attack Power 53 → 50
    • Defense 13 → 10
    • HP Regen 1.0 → 1.2
    • SP regen 0.7 → 1.2
    • Attack Speed 30 → 35%



[h3]Guitar[/h3]

  • Purple Haze Attack Power 85 → 89



[h3]Dagger[/h3]

  • Mount Slicer Attack Power 38 → 35
  • Cloak and Dagger (D) Cooldown 40/25s → 40/30s



[h3]Axe[/h3]

  • Scythe Skill amplification 18% → 20%
  • Santa Muerte HP 450 → 410
  • Berserk (D) : Attack Power increase per stack (Passive) 2% → 1.5%


[h3]Assault Rifle[/h3]

  • AK-12 Critical Strike Chance 20% → 17%
  • XCR Attack Power 63 → 60



[h3]Rapier[/h3]

  • Meteor Claymore
    • Critical Strike Chance +15%
    • Extra Critical Strike Damage 30 → 20%
  • Joyeuse
    • Movement Speed 0.2 → 0.3
    • Attack Speed +12%



[h3]Hammer[/h3]

  • Armor Piercing (D)
    • Duration 3/5s → 5/7s
    • Defense decrease 25/40 → 20/35%



[h3]Bat[/h3]

  • Statue of Soteria
    • Attack Power 90 → 82
    • Life Steal 10% → 12%



[h3]Crossbow[/h3]

  • Ballista Skill amplification +8%



[h3]Two-handed Sword[/h3]

  • Laevateinn
    • Attack Power 75 → 78
    • HP Regen 1.5 → 2.0
    • SP regen 1.5 → 2.0



[h3]Shuriken[/h3]

  • Dart Critical Strike Damage 20 → 15%
  • Plumbata
    • Movement Speed 0.1 → 0.18
    • Critical Strike Damage 20 → 15%
  • Flechette
    • Critical Strike Damage 40% → 15%
    • Attack Range +0.5
  • Sudarsana Attack Power 125 → 130



[h3]Sniper Rifle[/h3]

  • Tac-50 Life Steal 20% → 30%
  • Intervention Range +1 → +1.5
  • Polaris Attack Power 125 → 120



[h3]Spear[/h3]

  • Dragon Guandao Attack Power 115 → 118
  • Lance of Poseidon Cooldown decrease +5%



[h3]Whip[/h3]
  • Plasma Whip: Extra Normal Attack Damage +12
  • Bloody Nine Tails Life Steal 20% → 25%



[h3]Bow[/h3]

  • Attack Speed per Mastery Level 2.2% → 2.4%
  • Rain of Arrows (D) Cooldown 15s → 20/15s



[h2]Armor[/h2]
[h3]Chest[/h3]
  • Leather Armor Defense 22 → 15
  • Battle Suit Max HP 140 → 170
  • Amazoness Armor Max HP 120 → 140
  • Blazing Dress Attack Power +10



[h3]Head[/h3]

  • Safety Helmet Max HP 210 → 200
  • Fire Helmet Max HP 280 → 250
  • Tiara
    • Defense 14 → 16
    • Max SP 460 → 400
  • Crystal Tiara
    • Defense 14 → 21
    • Max SP 700 → 600



[h3]Arm[/h3]

  • Bracelet of Skadi
    • HP Regen 2 → 1.5
    • SP regen 2 → 1.5



[h3]Leg[/h3]

  • Bucephalus Defense 5 → 10
  • Glacial Shoes
    • HP Regen 2 → 1.5
    • SP regen 2 → 1.5



[h3]Accessory[/h3]


  • Gilded Quill Fan Skill amplification 14 → 12
  • Doll Life Steal 11% → 12%
  • Quiver Attack speed 22 → 25%


[h2]Food[/h2]
  • Bread HP Recovery 200 → 225
  • Curry Powder HP Recovery 200 → 250
  • Ice Coffee SP recovery 530 → 500


[h2]Bug Fix and Improvements[/h2]
  • You can now find Tindalos Band with the Skill amplification filter option.
  • You can now match normally for Ranked after changing servers.
  • Penalties for repeatedly declining queues are now always properly applied.


Official ER Tournaments Begin!

Hello Lumia Survivors!
GM Aesop here with some dope news!
Official ER tournaments will start Saturday, February 13th and will be held every two weeks alternating between duo and squad modes. Be there or be SQUARE .



Drops Information
  • Event: Official ER Tournament DROPS!
  • Period : Saturday, February 13th 09:00 PM PST - Until end of broadcast
  • If the broadcast goes past 12:00 AM PST, players will be rewarded up to 12:00 AM PST.
  • Rewards: 1,000 A-Coin per hour of viewing
  • Redemption Period : ~Wednesday, February 17th 06:59 AM PST
  • Official Channel: Official Nimble Neuron Channel

Official ER Tournament!

GM Aesop here.
Starting next Saturday on February 13th, our official ER tournaments will begin!
We hope to see a lot of you participate and reap the benefits!



※ For more details on this event, please check our announcement later.