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[Update] December 18 (Thu) Non-Maintenance Patch Notice (12/18 15:00 add)

[p][/p][p]Hello Survivors,[/p][p]This is the DARKEST DAYS.[/p][p][/p][p]A non-maintenance patch will be applied on December 18th (Thu) to resolve some in-game issues and implement improvements.[/p][p]Please see the details below.[/p][p][/p][p][/p][h3]■ Patch Schedule[/h3][p]- At approximately 15:00 (UTC) on Thursday, December 18[/p][p][/p][p][/p][h3]■ Patch Notes[/h3][p]- Fixed an issue where users without residents were unable to log into the game[/p][p]- Fixed an issue where the Advanced Publication feature in the Skill Lab was not functioning[/p][p]- Fixed an issue where the stamina natural recovery option on certain tops/bag items was applied incorrectly[/p][p][/p][p][/p][h3]■ Improvements[/h3][p]- Improved system so that ammo box items cannot be used when the maximum carry limit has been exceeded[/p][p]- Updated the system to display a message when using ammo items[/p][p][/p][p][/p][h3]■ Notes[/h3][p]- Those currently in the game are advised to log out and reconnect to the game for proper application of the patch.[/p][p]- On mobile, please go to Settings ▶ Account ▶ Return to Title Screen to exit and reconnect to the game.[/p][p][/p][p][/p][p]Thank you.[/p][p][/p][p]Darkest Days Team[/p][p][/p][hr][/hr][p][/p][p]Hello Survivors,[/p][p][/p][p]This is the DARKEST DAYS.[/p][p][/p][p]A non-maintenance patch will be applied on December 18th (Thu) to resolve some in-game issues and implement improvements.[/p][p]Please see the details below.[/p][p][/p][p][/p][h3]■ Patch Schedule[/h3][p]- At approximately 12:45 (UTC) on Thursday, December 18[/p][p][/p][p][/p][h3]■ Patch Details[/h3][p]- Fixed an issue where the Collection Codex \[Gunfire in the Silence 1] effect was applied differently than intended[/p][p]- Fixed an issue where the progress of some guide missions was not updated to match the current account status[/p][p]- Fixed an issue where rewards for Guide Mission Step 2 could not be claimed[/p][p]- Fixed an issue where the Day 4 reward image of the Update Commemoration Thank-You Gift Event was displayed incorrectly[/p][p]- Fixed an issue where mail containing more than 10,000 items could not be received[/p][p]- Fixed an issue where purchased paid items were not delivered in the Steam version[/p][p]└ Survivors who did not receive purchased items due to this issue will have their purchased items automatically delivered after the non-maintenance patch[/p][p][/p][p][/p][h3]■ Additional Adjustments[/h3][p]- When registering collection items in the Collections, each item will now count toward only one objective per item[/p][p]- When using Chapman’s Weapon/Armor Upgrade Box, players will now receive 20 Upgrade Tool Boxes[/p][p][/p][p][/p][h3]■ Notes[/h3][h3]- Those currently in the game are advised to log out and reconnect to the game for proper application of the patch.[/h3][p]- On mobile, please go to Settings ▶ Account ▶ Return to Title Screen to exit and reconnect to the game.[/p][p][/p][p][/p][p]Thank you.[/p][p][/p][p]Darkest Days Team[/p]

[Update] 12/18 (Thu) New Steam Release Notice

[p][/p][p]In the DARKEST DAYS, Trust No One![/p][p][/p][p]Hello Survivors,[/p][p]This is the DARKEST DAYS.[/p][p][/p][p]The latest update of DARKEST DAYS on Steam has been released with the following changes applied.[/p][p]For a smoother gaming experience, please update to the latest version.[/p][p]* This update applies only to those playing on Steam[/p][p]** Survivors playing on the mobile version (AOS, iOS) can continue to play normally with the current version[/p][p][/p][p]Please check below for more details:[/p][p][/p][p][/p][h3]■ Release Schedule[/h3][p]- At approximately 12/18 (Thu) 11:00 UTC[/p][p][/p][p][/p][h3]■ Update Details[/h3][p]- Fixed an issue where items purchased on the Steam version were not delivered [/p][p][/p][p][/p][p]Thank you.[/p][p][/p][p]DARKEST DAYS Team[/p]

[Notice] Steam – Purchase & Items Delivery Issue (12/18)

[p][/p][p][/p][p]Hello Survivors,

This is the DARKEST DAYS.

We would like to inform you about an issue currently occurring in the DARKEST DAYS Steam version where purchased items are not being delivered.[/p][p][/p][p]This issue affects Survivors who purchased paid items on the Steam version, while purchases on the mobile versions (AOS / iOS) are functioning normally.[/p][p][/p][p]We are currently investigating the cause of the issue and working on a fix. Until the issue is resolved, the in-game purchase function for paid items in the Steam build has been temporarily disabled. Please keep this in mind when playing the game.[/p][p][/p][p]If you did not receive purchased items on the Steam version after the update, please contact Customer Support so we can assist you.[/p][p]
[/p][p]Customer Support[/p][p]

We sincerely apologize for the inconvenience caused while playing the game.

We will do our best to resolve the issue as quickly as possible and provide a stable game service for our Survivors.[/p][p]— DARKEST DAYS Team[/p]

[Notice] Developer Letter – December 18, 2025

[p][/p][p]Hello Survivors,[/p][p]This is the DARKEST DAYS team.

To explain in depth the goals and changes behind the firearm and melee weapon balance improvements introduced in the December 17, 2026 Patch, we would like to share a special Developer’s Letter with you all.

In this Developer’s Letter, we will walk you through the objectives of the weapon balance adjustments, as well as the detailed balance changes for ranged weapons and melee weapons.[/p][p][/p][hr][/hr][p][/p][h2]Purpose of Weapon Balance Adjustments[/h2][p][/p][p]In this update, we rebalanced the overall weapon performance with a focus on expanding weapon choices across various combat situations and strengthening the unique characteristics of each weapon category.[/p][p]Based on long-term feedback from our Survivors and the results of internal testing, we established the following goals for this weapon balance adjustment to address role overlap between firearm categories and the issue of certain weapons dominating the meta:[/p][p][/p][p]① Strengthen role differentiation among firearm categories
② Increase the practical combat viability of melee weapons
③ Rebalance overall DPS across all weapons[/p][p][/p][hr][/hr][p][/p][h2]Overview of the Overall Weapon Balance Adjustments[/h2][p][/p][p]The primary goal of this weapon balance update was to clearly define the identity and concept of each weapon, allowing Survivors to choose and use a variety of weapons based on their preferred combat style.[/p][p]Accordingly, ranged weapons were rebalanced based on the six firearm categories below, such as Assault Rifles and Submachine Guns.

Melee weapons, on the other hand, had their usability improved through overall stat adjustments and system enhancements.[/p][p][/p][h3]Ranged Weapon (Firearm) Rebalance[/h3][p]- Assault Rifles (AR): Improved standing-fire accuracy with adjusted mobile firing performance
- Submachine Guns (SMG): Enhanced ultra-close-range mobility combat with reduced mid-range effectiveness
- Shotguns (SG): Specialized as close-range damage dealers with reload time optimized
- Sniper Rifles (DMR/SR): Specialized for mid- to long-range combat with close-range penalties applied
- Pistols (HG): Shifted to a mobility-focused gunplay style
- Machine Guns (MG): Improved sustained-fire stability[/p][p][/p][h3]Melee Weapon Rebalance[/h3][p]- Overall stat adjustments: Attack power, attack speed, stamina consumption, etc[/p][p]- System improvements: Addition of Quick Melee Attack and adjustments to the Assist System[/p][p]- Expanded melee combat variety: Enhanced strategies for handling multiple or single enemies[/p][p][/p][hr][/hr][p][/p][h2]Ranged Weapons (Firearms) Rebalance[/h2][p][/p][p]Ranged weapons (firearms) have been rebalanced to more clearly differentiate the roles of each weapon category based on their originally intended engagement ranges and playstyles. This adjustment aims to reduce situations where certain weapons dominate the meta, encouraging players to choose weapons that best fit each combat scenario.[/p][p]We first reorganized accuracy grouping, firing stability, and mobility structures by weapon category, then re-evaluated overall DPS across all firearms. Detailed values were adjusted according to each weapon’s intended role to prevent specific weapons from exhibiting excessively high performance.[/p][p][/p][h3]Detailed Balance Adjustments of Ranged Weapons (Firearms)[/h3][p]
AR (Assault Rifle) Category
[/p][p]→ Increased firing stability while stationary and decreased stability while firing on the move, reducing overlap with the SMG category
→ Balance adjustments have been made to make ARs more suitable for mid-range combat[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Krinkov-47[/p]
[p]Reload Speed Decreased 26%▼[/p]
[p]SFAR-H[/p]
[p]Attack Power Increased 20% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p][p]Reload Speed Decreased 26% ▼[/p]
[p]M4A1[/p]
[p]Attack Power Increased 18% ▲[/p][p]Reload Speed Decreased 6% ▼[/p]
[p]M16A2[/p]
[p]Attack Power Increased 5% ▲[/p][p]Reload Speed Decreased 6% ▼[/p]
[p]S550[/p]
[p]Attack Power Increased 9% ▲[/p][p]Rate of Fire Decreased 10% ▼[/p][p]Reload Speed Decreased 26% ▼[/p]
[p]XR-15[/p]
[p]Attack Power Increased 5% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p][p]Reload Speed Decreased 6% ▼[/p][p]Horizontal Recoil Increased 10% ▼[/p]
[p][/p][p]SMG (Small Machine Gun) Category[/p][p]→ Stability while firing on the move has been increased, further emphasizing the SMG’s role as a weapon specialized for close-range and mobile combat[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]AMP45[/p]
[p]Attack Power Increased 2% ▲[/p][p]Reload Speed Increased 14% ▲[/p]
[p]MPW-K[/p]
[p]Attack Power Increased 9%. ▲[/p][p]Reload Speed Increased 7% ▲[/p]
[p]Hektor5A5[/p]
[p]Attack Power Increased 10% ▲[/p][p]Reload Speed Increased 7% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p]
[p]Tommy[/p]
[p]Vertical Recoil Increased 20% ▼[/p]
[p]Micro 9[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p][/p][p]SG (Shot Gun) Category[/p][p]→ Balance adjustments have been made to align with the weapon’s concept of delivering explosive damage at close range
→ Reload preparation time has been slightly increased, while shell insertion time has been significantly reduced
→ Pellet spread patterns have been individually tuned for each weapon to ensure clear differences in handling and feel between shotguns[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Win87 Sawed Off[/p]
[p]Attack Power Increased 19% ▲[/p][p]Reload Speed Increased 35% ▲[/p][p]Limb Amputation Chance Slightly Increased ▲[/p]
[p]SG870 Breacher[/p]
[p]Reload Speed Increased 33% ▲[/p][p]Limb Amputation Chance Slightly Increased ▲[/p]
[p]SG500[/p]
[p]Attack Power Increased 19% ▲[/p][p]Movement Speed While Aiming Increased 6% ▲[/p][p]Reload Speed Increased 33% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p]
[p]CS-23[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]사제 총[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]OK Coach Gun[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]SG1100[/p]
[p]Attack Power Increased 14%. ▲[/p][p]Movement Speed While Aiming Increased 6% ▲[/p][p]Reload Speed Increased 20% ▲[/p][p]Limb Amputation Chance Slightly Decreased ▼[/p]
[p]ALPHA-12[/p]
[p]Rate of Fire Decreased 15% ▼[/p][p]Reload Speed Decreased 20%. ▼[/p][p]Limb Amputation Chance Slightly Decreased ▼[/p]
[p][/p][p]DMR (Designated Marksman Rifle) Category[/p][p]→ Stability while firing from the hip and firing on the move has been significantly reduced, and movement speed while aiming has been slightly decreased as well. This aligns the balance with a combat role that supports mid-to long-range engagements
→ Accuracy has been increased when firing in scoped mode
→ Damage at close range has been slightly reduced for balance[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Judge 922[/p]
[p]Attack Power Increased 7% ▲[/p][p]Reload Speed Increased 40% ▲[/p]
[p]SPR 12[/p]
[p]Rate of Fire Decreased 20% ▼[/p][p]Reload Speed Decreased 40% ▼[/p]
[p]Brush 464[/p]
[p]Attack Power Increased 15% ▲[/p][p]Reload Speed Increased 20% ▲[/p][p]Magazine Size Increased by 2 ▲[/p][p]Rate of Fire Decreased 30% ▼[/p]
[p][/p][p]SR (Sniper Rifle) Category[/p][p]→ Balance adjustments have been made by slightly reducing damage in close-range combat, aligning the weapon with a combat concept optimized for long-range sniping[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]SR700[/p]
[p]Attack Power Increased 7% ▲[/p][p]Reload Speed Increased 25% ▲[/p][p]Rate of Fire Decreased 29% ▲[/p][p]Movement Speed While Aiming Decreased 10% ▼[/p][p]Knockdown Chance Decreased ▼[/p]
[p]Recon Scout[/p]
[p]Movement Speed While Aiming Decreased 10% ▼[/p][p]Reload Speed Decreased 30% ▼[/p][p]Knockdown Chance Decreased ▼[/p]
[p][/p][p]HG (Hand Gun - Pistol) Category[/p][p]→ Movement speed while aiming has been slightly increased, with balance adjustments made to align the weapon with a combat concept specialized for mobile firing[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]G17→ G18[/p]
[p]Changed to semi-automatic pistol model capable of continuous fire ▲[/p][p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]C1911[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]Rick 357[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p][p]Reload Speed Increased 20% ▲[/p]
[p][/p][p]MG (Machine Gun) Category[/p][p]→ Balance adjustments have been made to increase accuracy and stability during sustained stationary fire[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]MG240[/p]
[p]Rate of Fire Decreased 10% ▼[/p][p]* Gunplay adjusted so bullet spread tightens the longer continuous fire is maintained[/p]
[p][/p][h3]Developer’s Comments[/h3][p]This firearm balance update was implemented to address issues where the distinction between weapon categories had become blurred, allowing certain weapon types to dominate combat overall.

While each weapon is designed with a specific intended engagement range and playstyle, in actual combat situations the overlap in factors such as bullet spread and stability while firing on the move had narrowed viable choices.[/p][p]In particular, ARs and SMGs encroaching on each other’s effective ranges, as well as DMRs and SRs performing excessively well in close-range situations, were structures that ultimately reduced combat variety and increased reliance on specific weapons. To resolve these issues, this patch primarily reorganizes bullet spread patterns, firing stability, and mobility structures by weapon category, and adjusts detailed values so that each weapon better fulfills its intended role.[/p][p]In addition, we identified an issue where the DPS of certain weapons was excessively high, effectively creating a dominant and exclusive meta. When the efficiency of specific weapons becomes too strong, other weapon categories have fewer opportunities to be chosen, and players have less reason to use a variety of firearms. Accordingly, we re-evaluated DPS across all weapons and focused on adjustments to ensure that no single weapon type pulls too far ahead of the rest.[/p][p]Through these adjustments, we hope to enable a wider range of weapon choices based on a player’s preferred gun feel, combat rhythm, and mobility style.[/p][p]Specifically, since SMGs are inherently designed to excel in close-range, highly mobile combat, their bullet spread while firing on the move has been adjusted to preserve their strengths while reducing excessive influence in mid-range engagements. Conversely, ARs have had their stability in close-range mobile combat reduced, while stationary firing accuracy has been improved to reinforce their identity as primary mid-range weapons.[/p][p]DMR, SR, and MG category weapons have had their close-range performance adjusted so that distinctions at their intended engagement distances are more clearly defined. In particular, the SR700 and Recon Scout had knockdown chances that were excessively high compared to other sniper rifles, and these values have been adjusted to more appropriate levels. This helps reduce performance gaps within the sniper rifle category and clarifies their role as weapons specialized for long-range combat.[/p][p]In addition, crosshair transition effects have been improved to respond more dynamically than before. To enhance handling for weapons that benefit from stationary firing, the crosshair size now changes more quickly and intuitively based on character movement speed, allowing for a smoother and more natural user experience.[/p][p]Through this balance adjustment, we aim to more clearly define the role of each weapon category and create a combat environment where players can choose from a wider variety of weapons based on situation and strategy.[/p][p]The DARKEST DAYS team will continue to improve firearm balance by considering the overall combat structure, rather than relying solely on simple numerical tweaks, to ensure that no single weapon dominates the meta.[/p][p]While some weapons have inevitably been nerfed in this update, future balance adjustments will focus primarily on buffing underperforming weapons.[/p][p][/p][hr][/hr][p][/p][h2]Melee Weapons Rebalance[/h2][p][/p][p]To make melee weapons a more effective option when zombies close in, we have strengthened their ability to restrict zombie movement (such as knockdowns and limb amputations) and rebalanced them so that each melee weapon’s sense of weight and positional role is more clearly defined.[/p][p]In addition, the role category of melee weapons has been changed to secondary weapons, with the goal of introducing more variety to combat instead of the current uniform playstyle of fleeing from approaching zombies while attacking.[/p][p]To allow players to respond more proactively in things such as knocking down or amputating approaching zombies with melee attacks, we have added a Quick Melee Attack, improved attack animations, and enhanced the aim assist system.[/p][p]The overall direction of improvements for melee weapons is as follows:

[/p][h3]System Improvements[/h3][p]① Quick Melee Attack (Hotkey: F)
└ Improved so that melee attacks can be performed even while a ranged weapon is equipped[/p][p]② Improved Startup/Recovery Delay and Animation Speed to Enhance Secondary Weapon Usability[/p][p]└ Reduced startup delay and increased animation speed to allow immediate attacks
└ Improved usability by allowing recovery delay after a swing to be canceled through movement, jumping, weapon swapping, and similar actions[/p][p]③ Aim Assist System Improvements[/p]
[p]Before[/p]
[p]After[/p]
[p]- Designed closer to match a targeting system[/p][p]- Allowed for convenient melee attacks[/p][p]- Structure with very limited player control[/p]
[p]- Players attack directly based on the combat situation[/p][p]- Requires judgment of range, timing, and attack direction[/p][p]- Allows for diverse and nuanced control depending on the combat scenario[/p]
[p][/p][h3]Content Improvements[/h3][p]- Increased melee weapon stats to enhance overall usability
- Improved attack animations to enhance the sense of action and impact
- Rebalanced positioning and overall stats to give each melee weapon a more distinct identity[/p][p][/p][h3]Weapon Category Positioning (Melee Weapons)[/h3]
[p]One-handed
Blade Weapons
[/p]
[p]- High DPS (very high critical hit chance and attack speed)[/p][p]- Narrow attack range, making it effective against a small number of targets[/p][p]- Provides minor utility through limb amputation[/p]
[p]Two-handed
Blade Weapons
[/p]
[p]- High DPS (high critical hit chance)[/p][p]- Wide attack range, making it effective against multiple targets[/p][p]- Provides minor utility through limb amputation[/p]
[p]One-handed
Blunt Weapons
[/p]
[p]- Delivers powerful single-hit damage[/p][p]- Low DPS (low critical hit chance and attack speed)[/p][p]- Narrow attack range, making it effective against a small number of targets[/p][p]- Provides combat stability through a high knockdown chance[/p]
[p]Two-handed
Blunt Weapons
[/p]
[p]- Delivers powerful single-hit damage[/p][p]- Low DPS (low critical hit chance and attack speed)[/p][p]- Wide attack range, making it effective against multiple targets[/p][p]- Provides combat stability through a high knockdown chance[/p]
[p][/p][h3]Melee Weapon Changes by Type[/h3][p]One-Handed Blade Weapons[/p][p]→ Attack power, attack speed, and critical hit chance have been increased, with a slight increase to limb amputation chance as well[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Sickle[/p]
[p]164% ▲[/p]
[p]18% ▲[/p]
[p]- 40% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p][/p]
[p]Machete[/p]
[p]140% ▲[/p]
[p]28% ▲[/p]
[p]- 60% ▲[/p]
[p]Slightly Increased▲[/p]
[p][/p]
[p]Cleaver[/p]
[p]146% ▲[/p]
[p]43% ▲[/p]
[p]- 60% ▲[/p]
[p]Increased ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Bowie Knife[/p]
[p]126% ▲[/p]
[p]26% ▲[/p]
[p]- 60% ▲[/p]
[p]Increased ▲[/p]
[p]Increased ▲[/p]
[p]Hatchet[/p]
[p]105% ▲[/p]
[p]20% ▲[/p]
[p]- 65% ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Tactical Tomahawk[/p]
[p]130% ▲[/p]
[p]1% ▲[/p]
[p]- 50% ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Increased ▲[/p]
[p]Shovel[/p]
[p]201% ▲[/p]
[p]14% ▲[/p]
[p]- 40% ▲[/p]
[p]Decreased ▼[/p]
[p]Slightly Increased ▲[/p]
[p]Katana[/p]
[p]172% ▲[/p]
[p]18% ▲[/p]
[p]- 40% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p]Slightly Increased ▲[/p]
[p]Chainsaw[/p]
[p]214% ▲[/p]
[p]40% ▲[/p]
[p]- 25% ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Significantly Increased ▲[/p]
[p][/p][p]Two-Handed Blade Weapons[/p][p]→ Attack power and stamina efficiency have been increased, while attack speed and limb amputation chance have been reduced[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Saw Blade Bat[/p]
[p]90% ▲[/p]
[p]5% ▼[/p]
[p]- 50% ▲[/p]
[p]-[/p]
[p]Slightly Decreased ▼[/p]
[p]Sign[/p]
[p]106% ▲[/p]
[p]7% ▼[/p]
[p]- 50% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p]Slightly Decreased ▼[/p]
[p]Fire Axe[/p]
[p]66% ▲[/p]
[p]13% ▼[/p]
[p]- 55% ▲[/p]
[p]Increased ▲[/p]
[p]Significantly Decreased ▼[/p]
[p]Pickaxe[/p]
[p]62% ▲[/p]
[p]19% ▼[/p]
[p]- 50% ▲[/p]
[p]대폭 증가 ▲[/p]
[p]Decreased ▼[/p]
[p]Gunstock War Club[/p]
[p]84% ▲[/p]
[p]3% ▼[/p]
[p]- 50% ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Decreased ▼[/p]
[p][/p][p]One-Handed Blunt Weapons
→ Overall stats have been increased, including attack power, knockdown chance, attack speed, and stamina efficiency[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Tactical Baton[/p]
[p]179% ▲[/p]
[p]20% ▲[/p]
[p]- 20% ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Police Baton[/p]
[p]196% ▲[/p]
[p]-2% ▼[/p]
[p]- 20% ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Claw Hammer[/p]
[p]185% ▲[/p]
[p]7% ▲[/p]
[p]- 20% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p]Crowbar[/p]
[p]181% ▲[/p]
[p]7% ▼[/p]
[p]- 50% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p][/p][p]Two-Handed Blunt Weapons
→ Attack power, knockdown chance, and stamina efficiency have been increased, while attack speed and critical hit chance have been reduced[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Hockey Stick[/p]
[p]167% ▲[/p]
[p]10% ▼[/p]
[p]- 33% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p]Golf Club[/p]
[p]197% ▲[/p]
[p]5% ▲[/p]
[p]- 20% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p]Baseball Bat[/p]
[p]113% ▲[/p]
[p]14% ▼[/p]
[p]- 50% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Barbed Wire Bat[/p]
[p]112% ▲[/p]
[p]26% ▼[/p]
[p]- 44% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Sledge Hammer[/p]
[p]136% ▲[/p]
[p]16% ▼[/p]
[p]- 50% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Pipe Wrench[/p]
[p]110% ▲[/p]
[p]16% ▼[/p]
[p]- 50% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Iron Pipe[/p]
[p]123% ▲[/p]
[p]27% ▲[/p]
[p]- 44% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p][/p][h3]Developer’s Comments[/h3][p]This melee weapon rebalance aims to ease the issue of combat flow becoming overly fixed around a single approach such as retreating while avoiding approaching zombies, while allowing players to choose from a wider range of responses depending on the combat situation.[/p][p]Melee weapons were previously used only in a limited, supplementary capacity, and their practical value was not fully realized in actual gameplay, which narrowed available combat options. Through these improvements, we have redefined the role of melee weapons so that close-range responses, such as pushing back approaching zombies, knocking them down, or dismembering limbs can be naturally integrated into combat.[/p][p]To support this, we have introduced a new Quick Melee Attack system. Players can now immediately perform melee attacks even while a ranged weapon is equipped, and startup delay has been reduced to lower the burden of attack preparation. In addition, recovery delay after a swing can now be naturally canceled through actions such as movement, jumping, or weapon swapping, ensuring that combat flow remains smooth and uninterrupted.[/p][p]In addition, the Melee Assist System has been comprehensively reworked to better match the flow of combat. The previous approach was closer to a targeting-based system, offering high ease of use but leaving little room for direct player control and resulting in combat that could feel repetitive. To address this, the system has been redesigned to increase player control, allowing players to directly judge attack range, timing, and angles.[/p][p]From a content perspective, overall stats have been rebalanced so that the weight and role of each melee weapon are more clearly felt, and the sense of action in combat has been strengthened through the addition and refinement of attack animations. Through these changes, we hope players can experience a wider range of tactical options even in close-range situations, and enjoy a more natural combat rhythm where ranged and melee combat flow seamlessly together.[/p][p][/p][hr][/hr][p][/p][p]Since this update includes an especially large number of weapon-related changes, we’ve provided a separate Developer’s Note to explain the goals and detailed adjustments.[/p][p][/p][p]If you have any questions about the updated weapon balance or any additional suggestions, please feel free to share them at any time via our Customer Support or Official community channels.[/p][p][/p][p]We will continue to listen closely to your feedback and think carefully about the best direction moving forward.

Thank you.[/p][p][/p][p]DARKEST DAYS Dev Team[/p]

[Update] Wednesday, December 18 - Patch Notes

[p][/p][p]In the DARKEST DAYS, Trust No One![/p][p]Hello Survivors,[/p][p]
This is the DARKEST DAYS.[/p][p]
We would like to share the patch notes for the version update on December 17 (Wed).

In this update, Lucky Box items will be removed, the upgrade system will be fully revamped, and overall weapon balance will be adjusted. We hope that the large-scale changes introduced in this update, designed to provide a more refined and enjoyable gaming experience, will meet the expectations of all our Survivors.[/p][p][/p][p]Please check the details of this update below.[/p][p]※ All screenshots and images were taken in a test environment and may differ from the live server version.[/p][p][/p][p][/p][h3]■ Version Info[/h3][p]- 0.26.1[/p][p][/p][p][/p][h3]■ Major Revamp I – Equipment System[/h3][p]The entire equipment system in the DARKEST DAYS will undergo a major overhaul. The key changes related to the equipment system are outlined below:

① The equipment Upgrade system will be updated.
② A new equipment Inheritance system will be added.
③ A new equipment Adjustment system will be introduced.
④ Equipment tooltips will be improved.
⑤ Melee weapons usability will be improved, with their balance adjusted.
⑥ Ranged weapons balance will be adjusted as well.
⑦ New acquisition sources will be added for equipment-related consumable items.
⑧ SSR equipment stats will be slightly increased compared to their previous values.[/p][p] [/p][p]\[Upgrade System Revamp Rewards][/p][p]- To celebrate the upgrade system overhaul, rewards will be given to all Survivors who log in before maintenance on January 8[/p]
[p]Upgrade System Revamp Rewards[/p]
[p]5 Dagger of Inheritance[/p]
[p]1 Upgrade Transfer Ticket[/p]
[p]SPR-12 Poison Wind Skin[/p]
[p] ※ The Inheritance Dagger +5 is a melee bladed weapon that cannot be enhanced, dismantled, or adjusted.
※ However, the Inheritance Dagger +5 can be used as material equipment for upgrade level inheritance.
[/p][p]- The quantity of upgrade materials for each equipment grade will be increased by 20x
- The quantity of upgrade materials for each equipment grade will be increased by 20x
└ Grade-based “Common Upgrade Materials” will be replaced with Weapon/Armor Upgrade Materials
└ After the update, using a Weapon/Armor Upgrade Material Box will give 20 random upgrade materials
ex). 10 SR-grade Weapon Upgrade Materials → updated to 200 SR-grade Weapon Upgrade Materials
- With the upgrade system revamp, the upgrade levels of equipment items that are currently equipped or owned will be automatically adjusted[/p]
[p]Before Revamp[/p]
[p]+ 1[/p]
[p]+ 2[/p]
[p]+ 3[/p]
[p]+ 4[/p]
[p]+ 5[/p]
[p]+ 6[/p]
[p]+ 7[/p]
[p]+ 8[/p]
[p]+ 9[/p]
[p]After Revamp[/p]
[p]+ 2[/p]
[p]+ 4[/p]
[p]+ 6[/p]
[p]+ 9[/p]
[p]+ 11[/p]
[p]+ 13[/p]
[p]+ 15[/p]
[p]+ 17[/p]
[p]+ 18[/p]
[p]ex). Equipment that was at Upgrade Level +5 before the revamp will be changed to Upgrade Level +11[/p][p] [/p][p]\[Upgrade System Revamp][/p][p]- As previously announced, the upgrade system in DARKEST DAYS has undergone a major revamp
- Equipment upgrade can be accessed from \[Shelter] → \[Forge] once the facility reaches Level 5 or higher
- The equipment upgrade range has been expanded to Levels 0-18
※ For SR and SSR equipment, reaching enhancement levels 6, 12, and 18 will result in a significant increase in stats[/p]
[p]Previous Upgrade Levels[/p]
[p]Updated Upgrade Levels[/p]
[p]Level 0 ~ Level 9[/p]
[p]Level 0 ~ Level 18[/p]
[p] [/p][p]\[Guaranteed Upgrade Point System Added][/p][p]- A new “Guaranteed Upgrade Point” value has been added to adjust equipment upgrade success rates
- When an upgrade attempt fails, the upgrade level will no longer decrease and Guaranteed Upgrade Points will accumulate instead
- When the Guaranteed Upgrade Points reach 100%, the next upgrade attempt is guaranteed to succeed
- Accumulated Guaranteed Upgrade Points will be reset to 0 upon successful upgrade
\[Inheritance System Added][/p][p]- A new Inheritance system has been added, allowing the upgrade level of one piece of equipment to be transferred to another
- From your Inventory or Locker, you can use an Upgrade Inheritance Ticket to transfer the upgrade level and prefix of the material equipment
※  Equipment used as inheritance material will be removed
※ Equipment that receives an inherited upgrade level will become untradeable
[/p][p]※ When using Upgrade Inheritance Tickets, only the weapon's upgrade level is inherited. The weapon options are not transferred. However, this was not clearly stated in the Patch, so any Survivors who used an inheritance ticket before the notice was corrected and require assistance are asked to contact [/p][p][/p][p]Customer Support[/p][p][/p][p] - Upgrade levels can only be inherited between weapons or between armors
   (weapon → weapon or armor → armor)
- Upgrade inheritance is only possible between equipment of the same grade
- Only Level 40 equipment is eligible for upgrade inheritance[/p][p][/p][p][/p][p]\[Calibration System Added][/p][p]- A new Calibration system has been added that allows you to change an equipment’s additional options
- The Calibration system can be accessed from the Shelter once the Forge facility reaches Level 6
- When calibrating equipment, Milla and Calibration Tool items will be consumed
└ Calibration Tools can be obtained with a 20% chance when dismantling Level 40 SSR-grade equipment
- When an item is calibrated, a new prefix and 3 additional options will be revealed, allowing you to apply the desired options by comparing them with the previous ones
- The probability of each option can be viewed by clicking the button on the right side of the Calibration page
- Only Level 40 SSR-grade equipment can be calibrated
[/p][p]\[Equipment Tooltip Improvements][/p][p]- Equipment tooltips have been improved to make it easier to review the stats of equipment
- From the top of the tooltip, the following information will be displayed: Equipment Combat Power, Base Stats, Overview, Additional Options, and Detailed Stats
- The fire rate stat has been updated to be displayed as RPM (Rounds Per Minute) in the tooltip[/p][p][/p][p]\[Melee Weapon Usability Improvements & Balance Adjustments][/p][p]- Melee weapons have been reclassified into the secondary weapon category and equipment slot system has been updated accordingly to show this change
- A dedicated melee weapon slot has been added as Slot 3
└ With the addition of the dedicated melee weapon slot, the consumable weapon slots have been updated to Slot 4 and Slot 5
※ Any melee weapons previously equipped in the main weapon slots (Slot 1 or 2) will be unequipped and sent to your in-game mailbox[/p][p][/p][p]- To provide Survivors with more tactical options in combat, melee weapon controls have been improved, with the attack motions and targeting methods reworked to enable a smoother and more natural combat flow[/p][p]- The Melee Assistant System has been improved to increase player control, allowing Survivors to directly determine attack range, timing, and angle[/p][p]- Melee attack animations have been refined to reduce delay and improve chaining with other actions such as movement and weapons swapping to ensure a more fluid combat experience[/p][p]- A new Quick Melee System has been introduced, allowing melee attacks to be used even while wielding a ranged weapon[/p][p]└ On PC, the Quick Melee Attack can be activated by pressing the \[F] key[/p][p]└ On mobile, the Quick Melee Attack can be activated via a newly added button[/p][p][/p][p][/p][p]\[Weapon Balance Adjustments][/p][p]- Overall weapon balance has been reworked to clearly define the concepts and roles of each weapon type
- Ranged weapon balance has been adjusted to clearly distinguish roles between firearm categories based on their intended engagement range and usage, which encourages players to choose the appropriate weapon for each situation
└ Assault Rifles (AR): Improved standing-fire accuracy and adjusted mobile firing performance
└ Submachine Guns (SMG): Enhanced close-range mobility combat and reduced mid-range effectiveness
└ Shotguns (SG): Specialized as close-range damage dealers with reload time optimized
└ Sniper Rifles (DMR/SR): Specialized for mid to long-range combat with close range penalties applied
└ Pistols (HG): Updated to a mobility-focused gunplay style
└ Machine Guns (MG): Improved sustained firing stability

- Overall melee weapon balance has been adjusted so that using melee weapons will become an effective option when zombies approach at close range
└ Overall Stat Adjustments: Attack power, attack speed, stamina consumption, etc
└ System Improvements: Quick Melee Attack and adjustments to the Assistant System
└ Expanded Melee Combat Variety: Enhanced strategies for handling multiple or single enemies[/p][p]
※ Detailed changes for each weapon can be found in the Developer Notes[/p][p]\[Developer Notes Link][/p][p][/p][p]\[New Acquisition Sources for Equipment-Related Consumable Items][/p][p]- By dismantling Level 36 or higher equipment at the Forge, you can obtain upgrade materials of the same grade
- Upgrade materials can be dismantled to obtain 5 upgrade materials of the next lower grade
ex) Dismantling an SSR Weapon Upgrade Material will grant 5 SR Weapon Upgrade Materials
- Enhancement materials can be crafted at the Forge once the Forge facility reaches Level 5 or higher
- Higher Forge facility levels allow for the crafting of higher-grade upgrade materials
- SSR-grade Upgrade Materials can be crafted up to 20 times per month[/p][p][/p][p]- New crafting recipes such as “SSR Weapon Box” and “SSR Armor Box” will be added to the Forge
- The SSR Weapon Box and SSR Armor Box can be crafted using only materials, without the need for blueprints
└ Crafting the SSR Weapon Box and SSR Armor Box requires the Forge facility to be Level 7
└ Each of the SSR Weapon Box and SSR Armor Box can be crafted once per month[/p][p][/p][p][/p][p][/p][h3]■ Major Revamp II – Shop System[/h3][p]The shop system in DARKEST DAYS will undergo a major overhaul.
The key changes related to the stop system are outlined below:[/p][p]① Removal of Lucky Box products
② Membership product revamp
③ Improvements to Shop page design
④ Expansion of in-game currency usage[/p][p] [/p][p]\[Removal of Lucky Box Products][/p][p]- Pickup Lucky Box, Advanced Lucky Box, Normal Lucky Box, and Event Lucky Box products will be removed from the Shop
- Any Lucky Coupons and Event Lucky Coupons currently in your possession will be removed from your inventory
- Based on the amount and type of Lucky Coupons removed from your inventory, the corresponding Lucky Box items listed below will be sent to you via in-game mail[/p]
[p]Item Name[/p]
[p]Image[/p]
[p]Description[/p]
[p]Event Lucky Box[/p]
[p][/p]
[p]This item is sent as a replacement for Event Lucky Coupons.[/p][p]Using this item will allow you to obtain equipment with the same drop rates as the removed Event Lucky Box.[/p]
[p]Advanced Lucky Box[/p]
[p][/p]
[p]This item is sent as a replacement for Advanced Lucky Coupons.[/p][p]Using this item will allow you to obtain equipment with the same drop rates as the removed Advanced Lucky Box.[/p]
[p][/p][p]\[Monthly Membership Product Revamp][/p][p]- Sales of the Standard Monthly Membership will be discontinued and the product will be removed from the shop
※ The subscription benefits of the Standard Monthly Membership will remain active for the remaining subscription period
※ The existing daily login reward of 30 Red Diamonds from the Standard Monthly Membership will be granted in a lump sum, proportional to the remaining subscription days
- The Instant Rewards and Daily Login Rewards of the Premium Monthly Membership will be changed
※ The existing daily login reward of 100 Red Diamonds from the Premium Monthly Membership will be granted in a lump sum, proportional to the remaining subscription days[/p]
[p]Reward Type[/p]
[p]Previous[/p]
[p]Updated[/p]
[p]Instant Rewards[/p]
[p]1,000 Red Diamonds[/p]
[p]620 Red Diamonds[/p]
[p]Daily Login Rewards[/p]
[p]100 Red Diamonds[/p]
[p]1 Membership Supply Box[/p]
[p] [/p][p]- The Membership Supply Box is an item that allows you to obtain a Solo Booster Ampoule, along with two additional items selected at random from the items listed below:[/p]
[p]Membership Supply Box[/p]
[p]Guaranteed Reward[/p]
[p]1 Solo Booster Ampoule[/p]
[p]2 Random Rewards[/p]
[p]1 DNA Shot[/p]
[p]1 Defibrillator[/p]
[p]1 Infection Cure Shot[/p]
[p]1 Painkiller[/p]
[p] [/p][p]- New subscription benefits will be added to the Premium Monthly Membership[/p]
[p]New Subscription Benefits for Premium Monthly Membership[/p]
[p]Max Stamina +5%[/p]
[p]Skill Preset Slots + 3[/p]
[p]Character Inventory Slots +8[/p]
[p]Character XP Gain +20%[/p]
[p]Milla gained per zombie kill +20%[/p]
[p]Friendly Community XP gain +5%[/p]
[p]Resident Exploration Great Success Change +3%[/p]
[p]Crafting Great Success Change +2%[/p]
[p]Transaction Fee -50%[/p]
[p]Remote Repair Service[/p]
[p]Instant Fast Travel between exploration towers in restricted areas with no cooldown[/p]
[p] [/p][p]- Existing subscription benefits of the Premium Monthly Membership will be expanded as well[/p]
[p]Previous Subscription Benefits[/p]
[p]Updated Subscription Benefits[/p]
[p]Max Pistol Ammo +50[/p]
[p]Max Pistol Ammo +270(30%)[/p]
[p]Max Shotgun Ammo +10[/p]
[p]Max Shotgun Ammo +60(30%)[/p]
[p]Max Assault Fire Ammo +60[/p]
[p]Max Assault Fire Ammo +240(30%)[/p]
[p]Max Sniper Rifle Ammo +10[/p]
[p]Max Sniper Rifle Ammo +50(30%)[/p]
[p]Auto-Search Storage Slots + 68[/p]
[p]Auto-Search Storage Slots +100[/p]
[p]Party Member Resident XP Gain +20%[/p]
[p]Party Member Resident XP Gain +30%[/p]
[p]Sprint Speed +10%[/p]
[p]Sprint Speed +10%[/p]
[p]Vehicle Repair Time -30%[/p]
[p]Vehicle Repair Time -30%[/p]
[p]Exposure Accumulation - 5%[/p]
[p]Exposure Accumulation - 5%[/p]
[p]Reload Speed +10%[/p]
[p](Removed)[/p]
[p]※ Survivors who were already subscribed to the Premium Monthly Membership will have the updated subscription benefits automatically applied[/p][p][/p][p]\[Shop Page Revamp][/p][p]- The shop page’s detailed categories will be reorganized
- New \[Popular] category tab added, which allows you to easily view the game’s most popular and main products[/p][p]- New \[Skins] category tab added, allowing you to purchase outfit skins for both players and residents[/p][p]- New \[Exchange] category tab added, allowing you to purchase various in-game items using in-game currencies such as Trinity Coins, Silver Bars, and Milla[/p][p]- New \[Cahrge] category has been added, allowing you to purchase Red Diamonds via cash payments[/p][p][/p][p]\[In-Game Currency Usage Expansion][/p][p]- The usage of in-game currencies such as Milla and Trinity Coins within the shop has been expanded
- In the \[Shop] → \[Exchange] category, you can purchase various in-game items using each in-game currency
- Additional items that can be purchased with Milla have been added[/p]
[p]N-grade Weapon/Armor Enhancement Materials[/p]
[p]R-grade Weapon/Armor Enhancement Materials[/p]
[p]Mid-grade Materials
(Iron, Thread, Plastic, Leather, etc)[/p]
[p] - Items that can be purchased using Trinity Coins have been added[/p]
[p]SR-grade Weapon/Armor Enhancement Materials[/p]
[p]SSR-grade Weapon/Armor Enhancement Materials[/p]
[p] [/p]
[p]SR-grade Materials
(Chrome, Polymer Fiber)[/p]
[p]SSR-grade Materials
(Titanium, Nano Fiber)[/p]
[p]High-grade Materials
(Iron, Thread, Plastic, Leather, etc)[/p]
[p]ER[/p]
[p]Calibration Tool[/p]
[p] [/p]
[p] - Items that can be purchased using Silver Bars have been added[/p]
[p]SSR-grade Weapon/Armor Enhancement Materials[/p]
[p]Calibration Tool[/p]
[p] [/p]
[p] [/p][p]- Items that can be purchased using Red Diamonds have been added[/p]
[p]SSR-grade Materials
(Titanium, Nano Fiber)[/p]
[p]ER[/p]
[p]Calibration Tool[/p]
[p]Resident Advanced Combat Manual[/p]
[p]Appearance / Gender Change Ticket[/p]
[p] [/p]
[p]※ The Appearance/Gender Change Ticket can be purchased for free on the first purchase only[/p][p] [/p][p][/p][h3]■ New Additions[/h3][p]\[Skin System Added][/p][p]- A new Skin System has been added, allowing you to freely customize your character’s appearance
- From the new \[Skins] tab on the tablet, you can change the appearance of each equipment in your slots
- Skins you obtain are registered in the Collection and can be applied to your equipment appearance at any time
- Skins can be applied to a total of six slots, including weapons and outfits
└ Hats, Accessories, Tops, Bottoms, Bags, Weapons[/p][p][/p][p]\[Character Appearance/Gender Change Ticket Added][/p][p]- A new item that allows you to change your character’s appearance and gender has been added
- When using a Character Appearance/Gender Change Ticket, the appearance/gender change UI will be activated
- All Survivors who created their character before November 27 (Thu) will receive a Character Appearance/Gender Change Ticket[/p][p][/p][p][/p][p]\[Guide Missions Added][/p][p]- Guide missions have been added to help you become familiar with DARKEST DAYS
- The guide missions consist of 4 steps, and by completing all the quests in each step, you can obtain special additional rewards
- Upon clearing Step 4 of the guide missions, you will receive the \[Recon Scout Violet Cry][/p][p][/p][p]\[New Field Boss: Brute][/p][p]- A new field boss monster, Brute, will be added to Holitore, Twilight Holitore, and Harsh Winter Bielli Island
└ The Gigas that previously spawned in these areas has been removed
- Brute is a zombie specialized in fighting multiple enemies, featuring a large body and high HP
- All Survivors who participate in defeating Brute will receive a unique personal reward box
- Rewards for defeating Brute can be obtained up to twice per week
- Defeating Brute grants you a chance to obtain high-grade equipment
- When Brute appears in a multiplayer area, a Brute-related quest will be generated for all Survivors eligible to receive rewards[/p][p][/p][p][/p][p]\[New Event – Friend Invitation Event ~ until Feb. 19, 2026][/p][p]- A new Friend Invitation Event has been added, allowing players to receive rewards based on the growth of newly invited players
- After the update, new players who create an account can enter an Invitation Code received from an existing player on the \[Event] → \[Invitation Participation Event] page to participate in the event together
※ Existing players who created their accounts before the update can copy their own Invitation Code from \[Event] → \[Friend Invitation Event]
- Existing players participating in the Friend Invitation Event and new players participating in the Invitation Participation Event will automatically be added as friends
- As the newly invited player progresses, both players can earn various rewards, including an exclusive gun skin \[Krinkov-47 Bloody Road]
- The Invitation Participation Event will run until February 19, 2026, and rewards can be claimed from the event page until March 12, 2026[/p][p][/p][p]\[New Event – A Special Gift for All Survivors Event ~ until Jan. 8, 2026][/p][p]- A new login event has been added to express our gratitude to Survivors who have been waiting for this major update
- By logging into the game during the event period, you can obtain various rewards, including a Premium Membership Trial Ticket, Royal School Uniform Outfit Skin, and ALPHA-12 Coldbone
- When you use the Premium Membership Trial Ticket, you will receive Premium Monthly Membership benefits for 3 days[/p][p][/p][p]\[New Christmas Season Event – Ginger Cookie Collection Event ~ until Jan. 8, 2026][/p][p]- To celebrate the Christmas season, a special event will begin
- During the Christmas season event, the game’s background music will be changed
- Christmas-themed objects will be added throughout the character selection screen and the Community Shelter[/p][p]- Pets will also be updated with a Christmas-themed design[/p][p][/p][p]- Ginger Cookies can be obtained by defeating zombies in all freely accessible areas (such as Sand Creek, Bielli Island, etc.)[/p][p][/p][p]- Collected Ginger Cookies can be exchanged for various items via Shop → Exchange → Cookie Exchange
- Any Ginger Cookie currency you have obtained will be removed at once after the event ends[/p][p][/p][p][/p][p]\[New Christmas Season Event – New Christmas-Themed Items ~ until Jan. 8, 2026][/p][p]- 13 new Christmas-themed skins have been added
└ Santa Skin (Male): Hat / Accessory / One-piece Top & Bottom / Bag
└ Santa Skin (Female): Hat / Accessory / One-piece Top & Bottom / Bag
└ Red Winter Skin (Unisex): Hat / Accessory / Top / Bottom / Bag
- Santa Skins (Male/Female) can be purchased from \[Shop] → \[Skins]
- The Red Winter Skin (Unisex) can be purchased from \[Shop] → \[Skins]
- These outfits can be purchased once per character only[/p][p][/p][p][/p][p][/p][p]\[New Recruit Service Residents][/p][p]- Liam McCarney, Lola Sweet, and Daisy Summers can now be recruited via \[Shop] → \[Recruitment]
- Liam McCarney was previously obtainable through Community Pass Season 3
- Lola Sweet was previously obtainable through Community Pass Season 4
- Daisy Summers was previously obtainable through Community Pass Season 5
- Each resident can be recruited once per character only[/p][p][/p][p]\[Skill Preset Feature Added][/p][p]- A new preset feature has been added that allows you to configure, save, and use skill setups tailored to different situations
[/p][p]\[SSR-Grade Item Drop Box Effect Improvements][/p][p]- SSR-grade items will now drop in boxes with more visually enhanced effects
- Weapons, Armor, and Other items will each drop in different box types[/p][p][/p][p][/p][p]\[New Packages Added][/p][p]- Two new packages, \[Limited Equipment Upgrade Package 1] and \[Limited Equipment Enhancement Package 2], which grant a large amount of SSR Equipment Upgrade Materials, will be added
- Eight newly restructured permanent packages will be added
└ Weapon Upgrade Package / Armor Upgrade Package / Equipment Calibration Package 1 / Equipment Calibration Package 2 / Resident Growth Package 1 / Resident Growth Package 2 / Material Package 1 / Material Package 2[/p][p] [/p][p][/p][h3]■ Major Improvements[/h3][p]\[Equipment Item Option Effect Balance Adjustment][/p][p]- The effects of additional options applied to equipment have been doubled[/p]
[p]Equipment Option Effect 2x Increase[/p]
[p]Weapon Attack Power / Attack Power to Elite Zombies / Reload Speed / Accuracy / Recoil / Limb Amputation Probability/ Knockdown Probability / Critical Hit Chance / Critical Hit Damage / Melee Attack Stamina Consumption / Pistol Attack Power/ Shotgun Attack Power / Submachine Gun Attack Power / Assault Rifle Attack Power / Sniper Rifle Attack Power / Machine Gun Attack Power / Defense / Running Speed / Max HP / Natural Stamina Recovery / Consumable Weapon Attack Power / Natural HP Recovery / Knockdown Resistance / Sprint Speed[/p]
[p]※ Certain equipment options such as Headshot Damage, Attack Speed, Fire Rate, Magazine Capacity are excluded from the effect increases[/p][p][/p][p]\[Skill Effect Balance Adjustments][/p][p]- The effects of certain character skills have been adjusted[/p]
[p]Skill Name[/p]
[p]Description[/p]
[p]Spotting Weakness[/p]
[p]The effects of the Headshot Damage Increase skills [/p][p]have been adjusted from 56% to 28% (at max level)[/p]
[p]Ammo Management[/p]
[p]Pistol Max Ammo +550 → +750[/p][p]Assault Rifle Max Ammo +500 → +670[/p][p]Sniper Rifle Max Ammo +90 → +130[/p][p]Shotgun Max Ammo +120 → +170[/p]
[p] [/p][p]\[Ammo Capacity Adjustments][/p][p]- Ammo recharge has been removed and reloading will now fill the ammo up to its maximum capacity
- If you already have ammo equal to the maximum capacity, additional ammo items cannot be used
- The base maximum ammo capacity has been adjusted[/p]
[p]Ammo Type[/p]
[p]Before Update[/p]
[p]After Update[/p]
[p]Pistol Ammo[/p]
[p]1,100[/p]
[p]900[/p]
[p]Automatic Rifle Ammo[/p]
[p]990[/p]
[p]810[/p]
[p]Sniper Rifle Ammo[/p]
[p]200[/p]
[p]160[/p]
[p]Shotgun Ammo[/p]
[p]240[/p]
[p]200[/p]
[p] 
\[Collection Effect Entries Added & Balance Adjustments][/p][p]- 144 new Collection Codex entries have been added
- The upgrade requirements for existing Collection Codex entries have been doubled
- The upgrade requirements for some Collection Codex entries have been slightly increased to less than double their previous values[/p]
[p]Collection Effect Entries with Slightly Increased Upgrade Requirements[/p]
[p]Fitness Fanatic / A Businessman’s Clothes / Perfect Swing / Angel of Death / Safe Driving Equipment / Can’t Stop / Fire Fighter / Rescue Team / Cowboy / Military Service Standard Firearms / Tactical Instructor / Lady of Death / White Reaper / Riot Suppression / Commando / Shelter Sheriff / Men at Arms / Crafting Expert[/p]
[p] - Some effects of the Collection Effect entries have been changed[/p]
[p]Collection[/p]
[p]Previous Effect[/p]
[p]Updated Effect[/p]
[p]Outdoor Sleeping[/p]
[p]Infection Probability -0.1%[/p]
[p]Infection Probability -2%[/p]
[p]Inspiring Design[/p]
[p]Friendship XP Acquisition Increased +0.5%[/p]
[p]Friendship XP Acquisition Increased +3%[/p]
[p]Angel of Death[/p]
[p]Recoil -0.5%[/p]
[p]Submachine Gun Damage +1.5%[/p]
[p]Safe Driving Equipment[/p]
[p]Vehicle Refuel Time -0.5%[/p]
[p]Blade Weapon Attack Power +1.5%[/p]
[p]4th Hitter[/p]
[p]Consumable Weapon Attack Power +0.5%[/p]
[p]Consumable Weapon Attack Power +3%[/p]
[p]Racing Mechanic[/p]
[p]Vehicle Repair Time -1%[/p]
[p]Shotgun Attack Power +5%[/p]
[p]Fire Fighter[/p]
[p]Debuff Duration -1%[/p]
[p]Debuff Duration -5%[/p]
[p]Construction Site Warehouse[/p]
[p]Knockdown Resistance +1%[/p]
[p]Knockdown Resistance +4%[/p]
[p]Power Home Run[/p]
[p]Knockdown Probability +1%[/p]
[p]Knockdown Probability +6%[/p]
[p]Rescue Team[/p]
[p]Resident Expedition Max HP +1%[/p]
[p]Max HP +1.5%[/p]
[p]Militia[/p]
[p]Resident Expedition Defense +1%[/p]
[p]Assault Rifle Attack Power +1.5%[/p]
[p]Tactical Instructor[/p]
[p]Resident Party Member XP Acquisition +1%[/p]
[p]Party Member Resident XP Acquisition +1%[/p]
[p]Street Gangster[/p]
[p]Melee Attack Speed +1%[/p]
[p]Submachine Gun Attack Power +3%[/p]
[p]Dreadful Hunter[/p]
[p]Item Search Time -1%[/p]
[p]Item Search Time -6%[/p]
[p]Stealth Hunting[/p]
[p]Headshot Damage +2%[/p]
[p]Sniper Rifle Attack Power +1.5%[/p]
[p]White Reaper[/p]
[p]Attack Power to Elite Zombie +2%[/p]
[p]Attack Power to Elite Zombie +3%[/p]
[p]Riot Suppression[/p]
[p]Crash Defense +2%[/p]
[p]Machine Gun Attack Power +1.5%[/p]
[p]Experienced Guard[/p]
[p]Resident Expedition Attack Power +2%[/p]
[p]Blunt Weapon Attack Power +1.5%[/p]
[p]Commando[/p]
[p]Weapon Durability Consumption -2%[/p]
[p]Weapon Durability Consumption -4%[/p]
[p]Green Light Aviation[/p]
[p]TAS Cost -2%[/p]
[p]TAS Cost -1%[/p]
[p]Shelter Sheriff[/p]
[p]Equipment Calibration Cost -2%[/p]
[p]Pistol Attack Power +1.5%[/p]
[p]Ranger[/p]
[p]Reload Speed +2%[/p]
[p]Reload Speed -2.5%[/p]
[p]Light Shoulder[/p]
[p]Sprint Speed +2%[/p]
[p]Sprint Speed +4%[/p]
[p]Protect Your Head[/p]
[p]Fall Defense +2%[/p]
[p]Max HP +1.5%[/p]
[p]Protect Your Ears[/p]
[p]Consumable Weapon Defense +2%[/p]
[p]Consumable Weapon Defense +1.5%[/p]
[p]Crafting Expert[/p]
[p]Equipment Repair Cost -2%[/p]
[p]Equipment Repair Cost -3.5%[/p]
[p]Agricultural Expert[/p]
[p]Max HP +2%[/p]
[p]Max HP +1.5%[/p]
[p] [/p]
[p] [/p]
[p] [/p]
[p]

\[Shelter Facilities & Community Stat Adjustments][/p][p]- New effects have been added for each Shelter facility by level (Levels 6–10)[/p]
[p]Facility Name[/p]
[p]New Effects by Level[/p]
[p]Command Center[/p][p]Kitchen[/p][p]Solar Generator[/p][p]Watchtower[/p]
[p]Level 6: Shotgun Attack Power +1%, Blunt Weapon Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Shotgun Attack Power +2%, Blunt Weapon Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Shotgun Attack Power +3%, Blunt Weapon Attack Power +3%, Max HP + 1.5%[/p]
[p]Exploration Storage[/p][p]Medical Room[/p][p]Robotics Lab[/p]
[p]Level 6: Assault Rifle Attack Power +1%, Blade Weapon Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Assault Rifle Attack Power +2%, Blade Weapon Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Shotgun Attack Power +3%, Blunt Weapon Attack Power +3%, Max HP + 1.5%[/p]
[p]Parking Lot[/p][p]Skill Lab[/p][p]Drone Station[/p][p]Forge[/p]
[p]Level 6: Machine Gun Attack Power +1%, Submachine Gun Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Machine Gun Attack Power +2%, Submachine Gun Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Machine Gun Attack Power +3%, Submachine Gun Attack Power +3%, Max HP + 1.5%[/p]
[p]Barracks[/p][p]Garden[/p][p]Broadcast Studio[/p]
[p]Level 6: Sniper Rifle Attack Power +1%, Pistol Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Sniper Rifle Attack Power +2%, Pistol Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Sniper Rifle Attack Power +3%, Pistol Attack Power +3%, Max HP + 1.5%[/p]
[p] [/p][p]- The effects of each facility within the Shelter have been adjusted[/p]
[p]Facility Name[/p]
[p]New Effects by Level[/p]
[p]Command Center[/p]
[p]No changes[/p]
[p]Exploration Storage[/p]
[p]Exploration Great Success Probability +1 ~ +5% → +1 ~ +10%[/p]
[p]Parking Lot[/p]
[p]Vehicle Crash Attack Power +1% ~ +10% Added (Level 10 at +10%)[/p][p]Vehicle Crash Defense +1% ~ +10% Added[/p][p]ER Cost Reductions in car modifications removed[/p]
[p]Barracks[/p]
[p]No changes[/p]
[p]Kitchen[/p]
[p]Knockdown Resistance +0.5% ~ +5% → +1% ~ +10% at Level 10[/p][p]Stamina Recovery +1% ~ +10% Added[/p][p]Fall Damage Reduction and Collision Damage Reduction removed[/p]
[p]Skill Lab[/p]
[p]Publication unlock level changed from Level 6 → Level 1[/p][p]Advanced Publication unlock level changed from Level 10 → Level 6[/p]
[p]Medical Room[/p]
[p]Infection Probability +0.1% ~ +0.5% → +1% ~ +10%[/p][p]Fatal Infection Relief Stage 1 unlock level changed from Level 6 → Level 2[/p][p]Fatal Infection Relief Stage 2 unlock level changed from Level 7 → Level 4[/p][p]Fatal Infection Relief Stage 3 unlock level changed from Level 8 → Level 7[/p][p]Infection Cure Shot Recovery Increase Stage 1 unlock level changed from Level 9 → Level 6[/p][p]Infection Cure Shot Recovery Increase Stage 2 unlock level changed from Level 10 → Level 8[/p]
[p]Garden[/p]
[p]HP Natural Recovery +1% ~ +5% → +1% ~ +10%[/p][p]HP Natural Recovery unlock level changed from Level 6 → Level 1[/p]
[p]Solar Generator[/p]
[p]Equipment Repair Cost +1% ~ +10% Added[/p][p]Crafting Great Success Probability +1% ~ +5% from Level 6 Added[/p]
[p]Drone Station[/p]
[p]Item Loss Probability Upon Death +1% → +1 ~ +10%[/p][p]Equipped Item Loss Probability Upon Death unlock level changed from Level 10 → Level 1[/p][p]TAS Sniper Support Service unlock level changed from Level 6 → Level 1[/p][p]TAS Cooldown Reduction effect removed[/p][p]TAS Lost Recovery Cost Reduction effect removed[/p]
[p]Robotics Lab[/p]
[p]No changes[/p]
[p]Broadcast Studio[/p]
[p]No changes[/p]
[p]Watchtower[/p]
[p]No changes[/p]
[p]Forge[/p]
[p]R-grade equipment crafting recipes unlock level changed from Level 5→ Level 4[/p][p]SR-grade equipment crafting recipes unlock level changed from Levels 6 ~ 8 → Levels 5 ~ 7[/p][p]SSR-grade equipment crafting recipes unlock level changed from Levels 9 ~ 10 → Levels 7 ~ 9[/p][p]Upgrade unlock level changed from Level 6 → Level 5[/p][p]Calibration will be unlocked upon reaching Level 6[/p]
[p] [/p][p]- Facility mod effects have been adjusted
- The level requirement to equip mods for all facilities has been changed from Level 10 → Level 8[/p]
[p]Facility[/p]
[p]Grade[/p]
[p]Previous Effect[/p]
[p]Updated Effect[/p]
[p]Command Center[/p]
[p]SR[/p]
[p]Outpost Registration Cost -2%[/p]
[p]No changes[/p]
[p]Command Center[/p]
[p]SSR[/p]
[p]Outpost Registration Cost -5%[/p]
[p]No changes[/p]
[p]Exploration Storage[/p]
[p]SR[/p]
[p]Exploration Great Success Probability +1%[/p]
[p]Exploration Great Success Probability +0.7%[/p]
[p]Exploration Storage[/p]
[p]SSR[/p]
[p]Exploration Great Success Probability +3%[/p]
[p]Exploration Great Success Probability +1.4%[/p]
[p]Parking Lot[/p]
[p]SR[/p]
[p]Vehicle Modification Cost -1%[/p]
[p]Vehicle Modification Cost +2.5%[/p]
[p]Parking Lot[/p]
[p]SSR[/p]
[p]Vehicle Modification Cost -10%[/p]
[p]Vehicle Crash Attack Power +5%[/p]
[p]Barracks[/p]
[p]SR[/p]
[p]Max HP +1%[/p]
[p]Max HP +2%[/p]
[p]Barracks[/p]
[p]SSR[/p]
[p]Max HP +5%[/p]
[p]Max HP +2%[/p]
[p]Kitchen[/p]
[p]SR[/p]
[p]Consumable Weapon Hit Damage -1%[/p]
[p]Consumable Weapon Hit Damage -0.5%[/p]
[p]Kitchen[/p]
[p]SSR[/p]
[p]Consumable Weapon Hit Damage -3%[/p]
[p]Consumable Weapon Hit Damage -1%[/p]
[p]Skill Lab[/p]
[p]SR[/p]
[p]Party Status Resident XP Acquisition +1%[/p]
[p]No changes[/p]
[p]Skill Lab[/p]
[p]SSR[/p]
[p]Party Status Resident XP Acquisition +5%[/p]
[p]Party Status Resident XP Acquisition +2%[/p]
[p]Medical Room[/p]
[p]SR[/p]
[p]Infection Probability -0.1%[/p]
[p]Infection Probability -1%[/p]
[p]Medical Room[/p]
[p]SSR[/p]
[p]Infection Probability -0.5%[/p]
[p]Infection Probability -2%[/p]
[p]Garden[/p]
[p]SR[/p]
[p]Max HP +1%[/p]
[p]Max HP +2%[/p]
[p]Garden[/p]
[p]SSR[/p]
[p]Max HP +5%[/p]
[p]Max HP +4%[/p]
[p]Solar Generator[/p]
[p]SR[/p]
[p]Equipment Calibration Cost -1%[/p]
[p]Equipment Calibration Cost -2%[/p]
[p]Solar Generator[/p]
[p]SSR[/p]
[p]Equipment Calibration Cost -5%[/p]
[p]Equipment Calibration Cost -4%[/p]
[p]Drone Station[/p]
[p]SR[/p]
[p]TAS Cooldown Time -1%[/p]
[p]Equipped Item Loss Probability Upon Death -2%[/p]
[p]Drone Station[/p]
[p]SSR[/p]
[p]TAS Cooldown Time -4%[/p]
[p]Equipped Item Loss Probability Upon Death -4%[/p]
[p]Robotics Lab[/p]
[p]SR[/p]
[p]Equipment Upgrade Cost -1%[/p]
[p]No changes[/p]
[p]Robotics Lab[/p]
[p]SSR[/p]
[p]Equipment Upgrade Cost -5%[/p]
[p]Equipment Upgrade Cost -2%[/p]
[p]Broadcast Studio[/p]
[p]SR[/p]
[p]Resident Expedition Max HP +1%[/p]
[p]Resident Expedition Max HP +1%[/p]
[p]Broadcast Studio[/p]
[p]SSR[/p]
[p]Resident Expedition Max HP +5%[/p]
[p]Resident Expedition Max HP +3%[/p]
[p]Watchtower[/p]
[p]SR[/p]
[p]Ring Siren Reward Increased[/p]
[p]No changes[/p]
[p]Watchtower[/p]
[p]SSR[/p]
[p]Ring Siren Reward Greatly Increased[/p]
[p]No changes[/p]
[p]Forge[/p]
[p]SR[/p]
[p]Crafting Great Success Probability +1%[/p]
[p]No changes[/p]
[p]Forge[/p]
[p]SSR[/p]
[p]Crafting Great Success Probability +3%[/p]
[p]Crafting Great Success Probability +1.5%[/p]
[p] [/p][p]- New effects based on the level of friendliness of the Sand Creek community have been added[/p]
[p]Community[/p]
[p]Details[/p]
[p]Medical Support[/p]
[p]Level 6: Shotgun Attack Power +1%, Blunt Weapon Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Shotgun Attack Power +2%, Blunt Weapon Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Shotgun Attack Power +3%, Blunt Weapon Attack Power +3%, Max HP + 1.5%[/p]
[p]First Responders[/p][p]Last Guardians[/p]
[p]Level 6: Assault Rifle Attack Power +1%, Blade Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Assault Rifle Attack Power +2%, Blade Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Assault Rifle Attack Power +3%, Blade Attack Power +3%, Max HP + 1.5%[/p]
[p]Shopaholic[/p]
[p]Level 6: Machine Gun Attack Power +1%, Submachine Gun Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Machine Gun Attack Power +2%, Submachine Gun Attack Power +2%[/p][p]Level 9: Max HP + 1%[/p][p]Level 10: Machine Gun Attack Power +3%, Submachine Gun Attack Power +3%, Max HP + 1.5%[/p]
[p]Blood Lab[/p][p]End People[/p]
[p]Level 6: Sniper Rifle Attack Power +1%, Pistol Attack Power +1%[/p][p]Level 7: Max HP + 0.5%[/p][p]Level 8: Sniper Rifle Attack Power +2%, Pistol Attack Power +2%[/p][p]Level 9: Max HP 1%[/p][p]Level 10: Sniper Rifle Attack Power +3%, Pistol Attack Power +3%, Max HP + 1.5[/p]
[p] [/p][p]- The existing effects of the Sand Creek community have been adjusted[/p]
[p]Community[/p]
[p]Details[/p]
[p]First Responders[/p]
[p]Friendship XP Upon Delivering Community Required Resource +0.5% ~ +5% → +1% ~ +10%[/p]
[p]Blood Lab[/p]
[p]Defense +0.5% ~ +5% → +1% ~ +10%[/p]
[p]Medical Support[/p]
[p]Max HP +0.5% ~ +5% → +1% ~ +10%[/p]
[p]Shopaholic[/p]
[p]Community Shop Sales Cost +1 ~ +3% → +1% ~ +10%[/p][p]Community Shop Sales Cost unlock level changed from Level 7 → Level 1[/p][p]Equipment Repair Cost Reduced effect removed[/p]
[p]Last Guardian[/p]
[p]No changes[/p]
[p]End People[/p]
[p]No changes[/p]
[p] [/p][p][/p][h3]■ Improvements[/h3][p]- Fast travel to Exploration Towers in multiplayer areas has been improved.
(Cooldown: 180 minutes)
- Overall improvements made to the drop-rate related systems
└ Higher recommended region levels now result in a higher chance of high-grade item drops
└ Representative item icons based on a region’s recommended level have been adjusted
└ Drop rate for equipment items has been significantly increased
└ Drop rate for facility blueprints has been significantly increased
└ Drop rate for equipment blueprints has been significantly increased
└ High-performance and high-quality equipment blueprints will no longer drop
- Probability of Epic-grade zombies appearing increased
- Zombies killed in all regions now have a chance to drop equipment items
- The mini map icon for Contaminated Roots will now only appear when the character is near them
- Difficulty of the Holitore Antique Collection (1–4) quests reduced
└ If you already possess the required antiques, the quest can be completed immediately
- Difficulty of Scenario Quests reduced
└ Difficulty of the Titan appearing in the scenario quest \[Crisis] lowered
└ Number of zombies appearing in the scenario quest \[Crisis] reduced
└ Difficulty of the scenario quests \[Final Battle] and \[Ruin] lowered
└ Save points have been added between combat encounters during \[Final Battle] and \[Ruin]
└ Number of zombies appearing in \[Final Battle] and \[Ruin] reduced
└ Allied NPCs in \[Final Battle] now equip stronger weapons
└ Level of zombies spawned in \[Ruin] has been adjusted to Level 43
└ Billy’s defense has been reduced in \[Ruin]
- Content and progression of the “Suspicious Large Warehouse” quest have been improved
- Progression of the quests “A Different View” and “Back to Back” has been improved
- When using box-type items, players can now select the quantity to use
- Voice lines have been added to default Shop NPC dialogue[/p][p] [/p][p][/p][h3]■ Other Improvements[/h3][p]- Amount of materials required to craft low-level equipment has been adjusted
- Sprinting and dodging are now immediately available during the early tutorial
- Acquisition source button has been removed from SSR equipment crafting blueprint items
- Witcher’s HP recovery skill has been reduced from 10% to 5%
- Building and zombie levels in certain areas of Bielli Island and Pamrein have been lowered
- Titans will now spawn in locations where Gigas previously appeared
- Gigas spawns have been removed from Bielli Island and Pamrein
- Some wave quests have been changed to monster elimination quests, and their balance has been adjusted
- ER drop chance per Rootland furniture has been reduced
- Contaminated Flowers and Titans in Sand Creek will now spawn at fixed locations, with the ER drop amounts adjusted
- Entry time limit for existing rooms in Rootland has been increased from 10 minutes to 20 minutes
- Rootland Titan level has been changed to 45 and ER drop amounts have been adjusted
- Standard transaction fee in the Marketplace adjusted from 5% to 10% upon transaction completion
- Epic/Elite monsters of Level 40 or higher appearing in multiplayer areas will now drop ER at a higher probability
- Required facility levels for crafting some items have been adjusted
- The selling price of “Old” items has been adjusted
- Ammo capacity and reload amount have been unified, with the maximum ammo capacity being adjusted
- Tutorials have been updated to reflect the revised systems
- Upgrade/Calibration help text has been updated to match the revised systems
- Facility blueprint rewards have been added to the Harsh Winter Bielli Island region information window
- Frozen Bielli Island has been added as an acquisition source for facility blueprint items
- Fixed an issue where the “Ruin” quest could be completed while zombies were still remaining
- Quest-specific objects have been placed for the “Suspicious Large Warehouse” quest
- The “Follow the Trail” quest has been changed to progress by opening doors
- The “Psychopath Out of Control” quest can now only be progressed in Sand Creek and Conflict Zone modes
- Some weekly/season missions in the Community Pass have been changed
- Epic-grade zombies will now appear in Twilight Holitore
- Contaminated Flowers will now recover HP when no enemies are nearby
- HP threshold at which Contaminated Flowers summon contaminated roots has been adjusted
- The skill used by Contaminated Flowers to summon roots based on HP thresholds can now be reused after 10 minutes
- Consumable item drops have been added when defeating Followers in Rootland
- ER rewards from Co-op Raids have been increased overall
- Guild/Individual ranking rewards for Conquest Battles have been adjusted
└ Rank 1–3: 5,000 Silver Bars
└ Rank 4–10: 2,000 Silver Bars
└ Remaining Ranks: Unchanged
- Silver Bar rewards obtained from guild content adjusted
└ Weekly contribution ranking reward: 4,800 → 700 Silver Bars
└ Silver Bar reward per donation: 100 → 300
- Melee weapon sound effects have been adjusted
- Combat Power display for weapons and armor has been corrected to better reflect actual stats
- Accumulated login event rewards have been changed
- Daily quests can now only be completed in Sand Creek and Conflict/Peace Zone modes[/p][p]- Number of SSR-grade weapon/armor upgrade materials granted in the purchased Community Pass rewards changed to 20 [/p][p]- Number of SSR-grade weapon/armor upgrade materials granted on Day 26 and 27 of the 28-Day Login Event changed to 20
- Restricted words (chat filters) have been updated[/p][p] [/p][p][/p][h3]■ Bug Fixes[/h3][p]- Fixed an issue where the HUD quest category was displayed incorrectly
- Fixed an issue where only Weapon Slot 1 was displayed on the PC HUD
- Fixed an issue where the Survivor Level was cut off on the PC HUD
- Fixed an issue where buff effect popup text was displayed in an incorrect position on PC
- Fixed an issue where the item information window would occasionally remain displayed on the HUD
- Fixed an issue where the camera would occasionally become locked in free-camera mode
- Fixed an issue where the crosshair would occasionally disappear
- Fixed an issue where resident quests were registered when logging in or changing regions
- Fixed an issue where buttons and alignment were displayed incorrectly in the Public Party Invitation popup
- Fixed an issue where the product list order was incorrect in the Guild Shop
- Fixed an issue where a system message was not displayed when attempting to purchase without sufficient currency in the Guild Shop
- Fixed an issue where rewards were not displayed in the Guild War ranking reward popup
- Fixed an issue where a room remained open even if a guild invitation was not accepted
- Fixed an issue where the quest did not immediately re-register after failing “Back to Back” quest
- Fixed an issue where the Lonetree Tunnel description text overlapped
- Fixed an issue where the Leave Party popup appeared when exiting the Rootland entry preparation screen
- Fixed an issue where Rootland or Co-op Raid gameplay was not reflected in rankings
- Fixed an issue where players could enter blocked Jimmy’s Houses
- Fixed an issue where the Multi entry preparation screen UI was displayed incorrectly
- Fixed an issue where a quest icon appeared after removing a resident with a daily quest in multi regions
- Fixed an issue where button positions were displayed incorrectly on the mobile HUD
- Fixed an issue where some buildings in Rootland were displayed abnormally on mobile
- Fixed an issue where tooltips were cut off when hovering over the mini map info button
- Fixed an issue where the Squito icon did not appear on the mini map
- Fixed an issue where UI elements were cut off in the item list at Burns’ Shop
- Fixed an issue where incorrect popups appeared when hovering over empty slots
- Fixed an issue where some UI elements could not be customized after changing control settings
- Fixed an issue where the party leader was not displayed in the Sand Creek Co-op public party invitation popup
- Fixed an issue where user levels were displayed incorrectly in the Sand Creek Co-op public party invitation window
- Fixed an issue where residents continued to accompany the player even after being removed in the Sand Creek Co-op entry preparation screen
- Fixed an issue where the Not Distributable UI position was incorrectly displayed upon revival after death in Sand Creek Co-op
- Fixed an issue where residents did not appear even after forming a party in Sand Creek Co-op
- Fixed an issue where an incorrect message appeared when joining a publicly recruited party outside of Sand Creek
- Fixed an issue where dividers were not displayed correctly in some UI elements in Settings
- Fixed an issue where the Suspicious Large Warehouse” NPC moved to an incorrect location or the quest could not be completed properly
- Fixed an issue where the party recommendation UI was not displayed in the “Suspicious Large Warehouse” quest.[/p][p]- Fixed an issue where the “Suspicious Device” quest would not progress correctly if the objective was destroyed using a vehicle
- Fixed an issue where interaction was not possible near the Shelter Storage
- Fixed an issue where the HP bar did not appear when contaminated roots were underwater
- Fixed an issue where contaminated root animations did not play
- Fixed an issue where some masked enemies did not move when restarting the “Police Station in Crisis” quest after failure
- Fixed an issue where players could climb to unintended locations on some buildings
- Fixed an issue where the UI overlapped when hovering over location information icons
- Fixed an issue where progression became impossible after reconnecting during cutscenes in the “Quiet Town” and “Crisis” quests
- Fixed an issue where Community Friendship XP was displayed incorrectly at Max level
- Fixed an issue where quest details and effects were not displayed properly on the Quest HUD
- Fixed an issue where a red dot was always displayed on the tablet event button
- Fixed an issue where tunnel waves were cleared when exiting and reconnecting during Lonetree tunnel progression
- Fixed an issue where some UI elements disappeared when changing HUD types during Co-op Raids
- Fixed an issue where multilingual translations were not applied to Co-op Sand Creek content
- Fixed an issue where daily quests were occasionally not issued properly
- Fixed an issue where XP rewards were not granted after clearing some multi-content

[/p][p]Please refer to these latest updates when playing the game.[/p][p]Thank you.
 
DARKEST DAYS Team[/p]