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GUNDAM EVOLUTION News

Notes of Attention When Switching to Season Pass

Thank you for playing GUNDAM EVOLUTION!

The current Season 1 Season Pass will be valid until the maintenance scheduled for November 29th at 5:00PM (PST), and the new season pass will begin after maintenance.
With the aforementioned update, the Season Pass EXP awarded for completed weekly challenges from 11/23 before the update will not be awarded to the new season pass after the update.

■ Season Pass Overview
https://gundamevolution.com/en/season/1/pass

「Season 2 Mobius」Balance Changes [Updated 11/28 2:00 PDT]

[Updated 11/2 2:00AM PST] An error in the description of the adjustment of "Gundam Exia" has been corrected.
Effective From

November 30, effective from the end of maintenance


New Unit Introduction

[h2]Nu Gundam[/h2]
Specializing in medium-range combat, this unit is a shooting unit with a high ability to take out final blows by combining its main weapon with the "Fin Funnel" active skill.

Beam Rifle (main weapon)
A general semi-automatic ranged weapon that excels in medium-range firefights. It has a large total number of bullets, making it easy to inflict continuous damage.

Fin Funnel (Active Skill)
A remote attack that sends the Fin Funnel shooting at enemy units. ν Gundam can be given one mark for every two times it hits an enemy unit with each attack (up to two stacks), and the number of Fin Funnel and the number of attacks increase with the number of stacks.

New Hyper Bazooka (active skill)
When activated, the New Hyper Bazooka fires in the direction of the reticle while moving a certain distance in the entered direction.

Finn Funnel Barrier (G maneuver)
For a certain period, the "Fin Funnel Barrier" is deployed around the unit in the shape of a square weight, forming a barrier that prevents certain attacks. During the effect period, one Fin Funnel will automatically attack enemies within a certain range, and the cooldown of the "New Hyper Bazooka" will also be shortened.


Adjustments to the Existing Units

[h2]Balance Changes[/h2]
[hr][/hr][h3]Pale Rider[/h3]
  • In Season 1, it was one of the top units in terms of both usage and damage in all rate bands.
  • The 10 minute average of damage and repair volume was 4,000 ~ 5,000 higher than other shooting units, and the heal volume of the Repair Pod was also higher, so we will adjust the main weapon and Repair Pod to balance the unit with other units.
Bullpup Machine Gun
↓Damage: 60 → 58

Repair Pod
↓Heal per second: 200 → 120
↓Cooldown: 14 sec → 16 sec

[hr][/hr][h3]Zaku II [Ranged][/h3]
  • Combined with the situation where the use of incompatible units was increasing, both the usage rate and the win rate were low.
  • The DPS (damage per second) of the "ZAKU MACHINE GUN," the main axis of damage, has been increased as part of the adjustment, and the ability to defeat enemy units at close range by continuing to hit them has been improved, but on the other hand, the magazine firepower has been reduced, making it necessary to fire at a more appropriate range than before.
Zaku Machine Gun
↑Damage: 46 → 48
↓Ammo: 30 → 28

Heat Hawk Slash
↓Point Required to Activate: 6,500 → 6,800
  • We'd like to improve the DPS of the Zaku Machine Gun but not to increase the turnover rate of the Heat Hawk Slash too much, the amount of points required to activate it will be adjusted slightly.

[hr][/hr][h3]Gundam Barbatos[/h3]
Unit
↑ HP:1,000 → 1,100
  • Due to the reduced damage of the Long Sword, it is assumed that it takes longer to defeat an enemy, and the number of shots taken will increase, so the HP was increased.
Long Sword
↓Direct Hit Damage:800 → 400
↑Expand range of direct hit in front
↑Shorten post-motion delay after use
↑Cooldown: 8 sec → 7 sec
  • We anticipated a basic combo that started with the Mace (Smash), but made this change because most players use the Long Sword to engage, giving them the ability to defeat enemies in one go.
  • We lowered the damage output but increased the direct hit range in front, and reduced both the cooldown and the post-motion delay in order to curb its burst damage, but maintain its position as a frontline engagement unit. We'll keep the explosiveness of the unit by adjusting the Alaya-Vijnana System.
Alaya-Vijnana System
↑A downed enemy goes from disabled to instantly destroyed
↑Hit Stop: 0.08 sec → 0.05 sec
↑Required Points to Activate: 7,000 → 6,200
  • The Alaya-Vijnana System can only be activated three times, and even if an enemy unit is disabled, it can easily be recovered. Thus we are changing this to be the same as the Long Sword, which instantly destroys enemies instead of disabling them.
  • Although it is assumed that the amount of points gained will decrease due to the adjustment of the Long Sword, we would like to maintain the current turnover rate of the G maneuver, so we will adjust the amount of points required to activate the maneuver.

[hr][/hr][h3]Sazabi[/h3]
Beam Shot Rifle
↑Shot Spread: 4 → 3.3
  • Due in part to the environment of higher usage of fighting units, the usage rate, win rate, and overall results were also low.By improving the bullet collection value of the Beam Shot Rifle, we will make adjustments to improve damage by allowing enemy units to hit multiple rounds at close and medium ranges before they get too close.

[hr][/hr][h3]Methuss[/h3]
Energy Cable
↓Required Points to Activate: 7,800 → 9,200
  • Although the unit does not have major problems as a unit, it had a high number of activations for a powerful G maneuver (about 4.3 per 10 minutes on average), so we will adjust the number of activations to be on par with Turn A's Moonbeam Butterfly (about 3.7 per 10 minutes on average).

[hr][/hr][h3]Dom Trooper[/h3]
  • In the Diamond and above rate range, it ranks second in usage rate and third in kill death ratio.
  • Its damage and other results are not different from those of other shooting units, but its high HP, various skills, and G maneuvers make it a valuable contribution to the team in areas other than damage. Among them, the "Armor Gun" is especially compatible with fighting units and shield-carrying units that maintain the front line, and in the current environment where fighting units are widely used, the "Armor Gun" has a synergistic effect. Therefore, we are adjusting the cooldown of the Armor Gun to reduce its performance by about 25% from Season 1, and we are modifying it so that it can no longer perform adequately unless it is more accurately given to allies.
Armor Gun
↓Cooldown: 10 sec → 13 sec

[hr][/hr][h3]Turn A Gundam[/h3]
Overhead Throw
↓Time until grab occurs: 0.42 sec → 0.5 sec
  • It was difficult to avoid when it was done at close range, so the time until it is triggered has been extended to make it easier to avoid.

[hr][/hr][h3]Guntank[/h3]
Bop Missile
↑Multi-lock Damage: 18 → 21

The damage to disabled units is "30," so we are revising that to "21," the same as normal damage.
  • Adjustments will be made to enable more damage than before when many enemy units can be targeted, and performance will be enhanced by switching between "multi-lock" and "concentrated-fire mode" to suit the situation.

[hr][/hr][h3]Gundam Exia[/h3]
  • When comparing the unit's performance to other units, it was not a unit that was able to do significantly more damage than others in each rate band. We believe that the unit's superiority in this situation is due to its footing, including its step skill, which allows it to easily jump into enemy territory and escape.
  • The main weapon, the GN Beam Dagger, has 20~30% lower damage than the main weapons of other units, and adding distance attenuation to this may result in excessive adjustment, so we have decided not to make this adjustment. However, this is a point that we have received a lot of feedback on, and we will keep an eye on it as one of the items to consider along with the implementation of reloading.
GN Beam Saber
↑Hit Stop: 0.08 sec → 0.05 sec
  • The hit-stop during Trans-Am was a bit much, so we are adjusting it to be the same as the GN Sword & GN Short Blade (Rotating Slash).
GN Sword (Rush & Slash)
↓Cooldown if canceled: 3 sec → 4 sec
  • We will increase the risk when canceling it because, it can be activated too easily with little risk when canceling it as well.
    [Updated 11/2 2:00AM PST] An incorrect description in the "GN Beam Saber" column has been corrected.
Quick Step
↓Cooldown: 9 sec → 12 sec
  • Despite its low HP compared to other units, it has fewer deaths, partly due to its small size, but also because of its mobility, thanks to its three steps and two movement skills. The "Quick Step" is a useful skill that can be used for both escaping and joining battles, and in this regard, the cooldown is extended to limit the number of times it can be used conveniently.
  • The reduction in the number of boost steps will be carefully considered, as it will have a significant impact on fighting units that are characterized by their good mobility.

[hr][/hr][h3]Marasai UC[/h3]
Feydeen Rifle (Beam Blade)
↑Shorten the post-motion delay when a sidestep cancel is not used after the beam blade.

[hr][/hr][h3]Mahiroo[/h3]
REN-DO Grenade
↑Detection Range for Explosion: 20 → 180
  • We aim to improve its damage performance and its suppressing power in tight spaces by extending the sensing range for detonation.

[hr][/hr][h3]Zaku II [Melee][/h3]
  • Although both usage and win rates dropped slightly after the October 27th adjustment, the impact on matches in the Diamond IV and higher rate ranges continues to be high, and we have determined that adjustments are necessary. The main adjustments will be made to the ability to maintain the front line based on HP and the ability to reverse the situation with the G maneuver.
Unit
↓HP:1,200 → 1,100

Zeon's Rage
↑Armor Gained on Activation: 500 → 600

Guard Tackle
↓Cooldown: 7 sec → 9 sec
  • This highly versatile movement ability can be used offensively or to escape, so we will make adjustments to increase the importance of using it in more suitable situations.
Large Head Hawk (Rotating Slash)
↓Required Points to Activate: 8,000 → 8,500

[hr][/hr]
Matchmaking

[h2]Adjustment Plan[/h2]
In Season 1, there were many problems with matching and ratings, and we have made numerous corrections and updates to the system. We apologize again for any inconvenience this may have caused to our players.
Before we begin to explain the adjustments we will be making in Season 2, we would first like to give you an update on the Season 1 matching situation.

  • The average waiting time for a match was about 40 seconds during high player traffic periods and about 3 minutes during low player traffic periods.
  • The average rate difference between the two teams was less than 100 in about 87% of the matches.
  • In approximately 76% of the matches, the party composition of both teams was the same.

Although the overall results showed a certain level of effectiveness, the accuracy of the rate difference and party composition was still insufficient.

Based on the data obtained and the feedback we received, we will make the following adjustments to the matching and rating systems in order to achieve more accurate and fair matching, and to improve the appropriateness of the rate fluctuation when winning or losing a match.


[h3]Matching[/h3]
In order to address the fact that there are still many matches with different party compositions, resulting in dissatisfaction with the difference in rates and party compositions, the following improvements will be made.

  • Revise restrictions on party participation in ranked matches.
  • Adjustment of logic to make it more difficult for party and solo players to be matched.

By resolving these issues, we will improve the accuracy of matching with less differences in party composition, and also improve the poor playing experience for solo players who are paired with some party compositions.


[h3]Ratings[/h3]
We have received the following comments regarding rate fluctuations in the results of wins and losses.

  1. Complaints about the fact that the higher rated players in a team have a smaller rate increase and a larger rate decrease than the other player
  2. When there is a gap between the ranks of the two teams at the time of matching, the amount of rate fluctuation is not satisfactory.
  3. Complaints about the amount of rate fluctuation when a player leaves in the middle of a match and loses.
  4. I would like the rate fluctuation amount to reflect the content of play in the match.

The development team is aware of these comments and issues, and we are currently working on modifications for each of them.
We apologize that we are unable to resolve all of them at once, but we will be addressing mainly points 1 and 2 in Season 2.


[h2]Adjustments[/h2]
[h3]Revision to Required Points for Rank & Tier Promotion[/h3]


Rank & Tier

Required Rating for Promotion



Bronze Ⅳ

0



Bronze Ⅲ

400



Bronze Ⅱ

600



Bronze Ⅰ

800



Silver Ⅳ

1,000



Silver Ⅲ

1,200



Silver Ⅱ

1,400



Silver Ⅰ

1,600



Gold Ⅳ

1,800



Gold Ⅲ

2,000



Gold Ⅱ

2,200



Gold Ⅰ

2,400



Platinum Ⅳ

2,600



Platinum Ⅲ

2,800



Platinum Ⅱ

3,000



Platinum Ⅰ

3,200



Diamant Ⅳ

3,400



Diamant Ⅲ

3,600



Diamant Ⅱ

3,800



Diamant Ⅰ

4,000



Master

4,200



Newtype

*Promotion for Top 600 Master players


Along with this change, the initial rating for new accounts will also be changed.
The initial rating will be determined after placement matches are complete.


[h3]Reinstating Placement Matches[/h3]
Placement Matches were put on hold due to issues in Season 1, but will be reinstated now that those issues have been addressed.

In the new season, players joining ranked matches will first participate in five placement matches.
Their rank and tier will be determined after the five placement matches, and they also gain access to season rewards.


[h3]Season Rating Reset[/h3]
We will be resetting the ratings of all players from Season 1 moving into Season 2.

The following are temporary ranks for internal purposes at the start of Season 2's reset, and your official rank will be determined after your placements.
*Based on the results of placement matches, you may end up higher or lower than the temporary rank.



In Season 1

After Reset



Bronze Ⅳ

Silver Ⅱ



Bronze Ⅲ

Silver Ⅱ



Bronze Ⅱ

Silver Ⅱ



Bronze Ⅰ

Silver Ⅱ



Silver Ⅳ

Silver Ⅰ



Silver Ⅲ

Silver Ⅰ



Silver Ⅱ

Silver Ⅰ



Silver Ⅰ

Silver Ⅰ



Gold Ⅳ

Gold Ⅳ



Gold Ⅲ

Gold Ⅳ



Gold Ⅱ

Gold Ⅲ



Gold Ⅰ

Gold Ⅲ



Platinum Ⅳ

Gold Ⅱ



Platinum Ⅲ

Gold Ⅰ



Platinum Ⅱ

Platinum Ⅳ



Platinum Ⅰ

Platinum Ⅲ



Diamant Ⅳ

Platinum Ⅱ



Diamant Ⅲ

Platinum Ⅱ



Diamant Ⅱ

Platinum Ⅰ



Diamant Ⅰ

Platinum Ⅰ



Master

Diamant Ⅳ



Newtype

Diamant Ⅳ



[h3]New Modifier for Initial Rating Change in Ranked Matches[/h3]
In order to help newcomers to Ranked Matches quickly reach the appropriate rate range, a special correction will be applied to the first 50 rounds of Ranked Matches to increase the amount of rate fluctuation. This correction will not be applied to players who are Diamond IV or higher.

This correction will be applied to players who have been playing since Season 1 but have participated in less than 50 Ranked Matches.
Also, matches during the placement match will be counted as the first 50 matches.


[h3]Change to Party Restrictions in Ranked Matches[/h3]
From Season 2, parties cannot play ranked matches together under any of the following conditions:

  1. The difference between the highest and lowest rated in the party is over 1,000 points.
  2. Parties of five members.
  3. There is a diamond* or higher player in parties of four or more.

We will explain our reasoning for each of these conditions.
  1. We believe that too much of a gap between the rates of different parties can easily reduce the validity of a match and detract from the experience of playing with each other's teams, so we have reviewed the appropriate rate difference in changing the value required for rank and tier advancement and have decided to set it at "1,000" (approximately one rank difference).
  2. When a party of five plays together, the sixth person is playing solo and it makes it difficult to coordinate with the other team members, often making it hard to contribute, and often leads to a bad gameplay experience when compared to other situations. We have also received much feedback from you regarding this.
    In Season 1, the system was designed to minimize the number of matches between solo players and parties, with only about 12% of matches placing a solo player with a party, so we decided to make this overall change.
  3. Parties that include players in the high rank range had to be treated in a special way because it was difficult to evaluate their strength in the same way as other parties. As a result, it has been difficult to match players with acceptable opponents while maintaining a realistic waiting time for matching, and after careful consideration, we have decided to impose these restrictions.

We are very sorry that these restrictions will limit your freedom of play, and we ask for your understanding in this matter.
We will continue to monitor developments in the game, including feedback from our players, with regard to party restrictions in ranked matches.


[h3]Revision to Rate Change for Victory/Defeat[/h3]
We revised the amount of points gained or lost for victories and defeats. You should see the following cases more as you play.
  • The amount of points gained or lost will be smaller compared to Season 1.
  • The difference in amount of rating points gained or lost from other team members has also been reduced.
  • The amount changed will take into consideration the rating difference between the two teams in matchmaking.
    In a disadvantaged matchup) If the match is won, the points gained will be significantly boosted, and upon defeat, the points lost will be reduced.
    In an advantaged matchup) If the match is won, points gained will be reduced, and upon defeat, the points lost will be increased.
  • From Masters and up, the amount of points gained/lost gets incrementally smaller the higher the rating.


[h3]Revision to Party Matchmaking Logic[/h3]
The party matchmaking logic has been updated to reduce the gap between party composition of both teams.

[h3]Adjusted the matching logic for casual matches[/h3]
When matching in Casual Match, we have adjusted the matching logic so that players with similar player skills will be matched.


In Closing

We talked about improvements made to the matchmaking and rating systems, and we will continue to monitor ranked matches in Season 2. Further changes and updates will be made after analyzing in-game data and feedback from you. If you can into any issues or frustrations played ranked matches in Season 2, do not hesitate to contact us and let us know.

Season 2 Mobius Release Notes[Updated 11/30 ]

【Updated 11/30】We have fixed a number of issues during the November 30, 2011 maintenance. For details, please refer to the "Bug Fixes" section of this announcement.

Season 2 Mobius is almost upon us!
This notification will introduce you to the various elements available from the start of Season 2.

[hr][/hr]
Season 2 Period
■ PC
After the 11/29/2022 maintenance - before the 2/1/2023 maintenance

■ Consoles
11/30/2022 5:00PM (PST) - before the 2/1/2023 maintenance

*The period may change due to circumstances.

[hr][/hr]
New Units


Nu Gundam





Nu Gundam joins the fray in Season 2 Mobius!
A unit made for mid-range combat, specializing in shooting with its Beam Rifle main weapon and Fin Funnel Active Skill.

Read the Season 2 Mobius balance patch notification for more details.
https://store.steampowered.com/news/app/1816670/view/3487503939272501106

[hr][/hr]
New Maps


Colony Trading Post (Destruction Mode)






The Colony Trading Post has been added as a Destruction mode map.
Shutters and conveyor belts are placed around the map, altering sight lines as the match forges ahead.

[hr][/hr]
Additional Custom Match Features


Custom Matches get even more features in Season 2 Mobius.
The following features have been added to make custom matches even more enjoyable.

[h2]Spectate[/h2]
A feature letting you enjoy custom matches as a spectator.
You can change the number of spectators in Room Settings.

[h2]Coach[/h2]
Set a Coach to each team, letting them watch from each team member's perspective during the game.
You can toggle your Coach slot in Room Settings.

[h2]Timeout[/h2]
This feature lets players pause the game during custom matches.
Activate this in Room Settings to use this feature from the Options Menu.

[h2]Toggle Room ID Display[/h2]
Show or hide the Room ID displayed on a room screen.

Notes of Attention Custom Matches are only available on PC for Season 2. Please wait for updates regarding implementation on consoles.

[hr][/hr]
Change Player Name Function

You can now change your Player Name from [Player] > [Player Info].

The first time is free, but subsequent changes will require EVO Coins.

Notes of Attention The Change Player Name function is only available on PC.

[hr][/hr]
Ranked Matches: Season 2

[h2]Rating/Matchmaking Adjustments[/h2]
With Season 2 on the horizon, we have implemented various adjustments to the rating and matchmaking systems for ranked matches.
Read the Season 2 Mobius balance patch notification for more details.

[h2]Distribution of Season Reward Titles[/h2]
With the start of Season 2, ranks and ratings from Season 1 have been reset.
For PC players, we will distribute new titles to Season 2 Mobius as rewards, based on your final rank results from Season 1.

Titles will be applied at your first login during Season 2, and you can choose a title to set from your inventory from Title from the Player tab. As mentioned previously, players who logged in during Season 1 will be given a special title sent separately.

[hr][/hr]
Season 2 Mobius Season Pass

[h2]What is a Season Pass?[/h2]
All players in GUNDAM EVOLUTION will have a Season Pass corresponding to the season.
By meeting requirements such as playing matches and completing challenges, you can get Season Pass EXP that increases your Season Pass Level at certain intervals, offering access to various rewards based on your level.

You can use EVO Coins to upgrade your Season Pass into a Premium Pass, offering access to extra rewards for each level.

Season 2 Mobius Season Pass Premium Pass rewards include the legendary unit skin "Active Resonance" for Nu Gundam, up to 990 EVO coins, and other customization items.
*EVO Coins, which are needed to upgrade to a Premium Pass, will become available on consoles after the 12/1/2022 maintenance.

[h2]Season 2 Mobius Season Pass Period[/h2]
During Season 2

Notes of Attention See here for Season Pass explanations and notes.

[hr][/hr]
Item Sets

The new item set Unit Pack "Mobius" appears in Season 2!

[h2]Unit Pack "Mobius"[/h2]
In this pack, you can unlock the Nu Gundam unit, and obtain customization items such as a Unit Skin, Weapon Skin and Portrait.

[h3]Cost[/h3]
1,980EC

[h3]Sales Period[/h3]
End of 11/29/2022 maintenance onward.
*A notice will be sent before the end date is set.

[h3]Content for Sale[/h3]
▼Unit Unlocks
• Nu Gundam

▼Unit Skins
• Nu Gundam (Another Code)

▼Weapon Skin
• Nu Gundam (Another Code)

▼Portraits
• Amuro Ray (CCA) Ver. 2

Notes of Attention
The Unit Pack "Mobius" includes a unit unlock. Note that if you purchase it and have already unlocked the included unit, there will be no substitute items nor points granted.
See here for item set explanations and notes.

[hr][/hr]
Supply Pods

[h2]What are Supply Pods?[/h2]
Open these to get random custom parts.
You can get each type of supply pod by using its specified in-game currency, such as EVO Coins, Capital, or Supply Pod Tickets.

[h3]Limited EC Pods[/h3]

EC Pod Mobius arrives in Limited EC Pods at the start of Season 2.
Gain access to exclusive custom items for units such as Nu Gundam and Sazabi.

[h3]Sales Period[/h3]
End of 11/29/2022 maintenance - before 12/26/2022 maintenance
*Sales periods may change due to circumstances.

[h2]Exclusive Items Overview[/h2]


▼Unit Skins
• Exceed Horizon (Nu Gundam)
• Gravity Chaos (Sazabi)

▼Weapon Skins
• Exceed Horizon (Nu Gundam)
• Gravity Chaos (Sazabi)

▼Portraits
• RX-93 Nu Gundam
• That didn't hurt!

▼Stamps
• Pixel (Nu Gundam)

Notes of Attention
Limited-time items may appear again at a later date after sales close.

[h2]EC Pods[/h2]

EC Pods feature multiple items such as Unit/Weapon Skin "Royal Vanguard" for Nu Gundam!

[h3]Sales Period[/h3]
End of 11/30/2022 maintenance - start of 12/27/2022 maintenance
*Sales periods may change due to circumstances.

[h3]Some Featured Items Overview[/h3]


▼Unit Skins
• Marine Camo (Nu Gundam)
• Royal Vanguard (Nu Gundam)

▼Weapon Skins
• Marine Camo (Nu Gundam)
• Royal Vanguard (Nu Gundam)

▼Portraits
• ASW-G-08 Gundam Barbatos
• You won’t get away!

▼Stamps
• Image Training

▼Player Icons
• Nu Gundam Ver. 2

▼MVP
• Beam Tomahawk Throw (Sazabi)

[h2]Other Supply Pods[/h2]
CAP Pods and Ticket Pods are also refreshed, so check "Item Provisions" for each Supply Pod in-game for details.

Notes of Attention
See here for explanations and notes on EC Pods and featured items.
Some Supply Pods may contain featured items.
Featured items have a higher chance to appear than other items of the same rarity and category.
For details on probability, check the featured section of ""Item Provisions"" on the Supply Pod page in game.
The following items will no longer appear in the "Limited EC Pod" after the 11/29 update.
▼ Unit Skins
"City Camo"(Unicorn Gundam)

▼ Weapon Skin
"City Camo"(Unicorn Gundam)

▼ Portrait
"RX-78-2 Gundam"

▼ Player Icons
"Haro (Pixel)"

▼ Stamps
"I’ll give it my best!"

▼ Ornaments
"Haro Charm"

*The items may possibly reappear in the future.

[hr][/hr]
Material Point Exchange Items

The "Pale Rider (Space Design)" unit skin will appear for Pale Rider, and the "Gundam Barbatos (Second Form)" unit skin will appear for Gundam Barbatos in Season 2 Mobius.


Pale Rider (Space Design)

Gundam Barbatos (Second Form)







[h2]Exchange Period[/h2]
After the 11/29/2022 maintenance - before the 2/1/2023 maintenance
*The period may change due to circumstances.
*Available items may reappear in the future after the period ends.

[hr][/hr]
New Live Service Areas for PC

New PC live service areas will be added after the 11/29 maintenance.

[h2]New Service Areas[/h2]
India, Vietnam, Turkey, Israel, Ukraine, Puerto Rico, Mexico, Costa Rica, Dominican Republic

[hr][/hr]
Other updates
  • Optimized the display of portraits to make them lighter.

[hr][/hr]
Bug Corrections[Updated 11/30 ]
  • Sometimes Gundam Barbatos cannot use Mace (Sweep) after using the Long Sword.
  • Fixed a problem in which the G maneuver gauge remained unconsumed when a "Dom Trooper" was destroyed immediately after activating the G maneuver.
  • Fixed a bug in which the G maneuver was sometimes canceled when the same unit launched again at the same time as the G maneuver was activated.
  • When you receive duplicates of a new item in a Supply Pod, it doesn't show Material Points for the extra item(s).
  • Fixed a bug in which a blank topic would appear having it displayed after a match has been made and returning to the home screen.

For details on the currently confirmed issues, please refer to the "Issues" list.
If you run into any of the aforementioned issues after the fix, we kindly ask you to inform us through the "Contact" page.

Notice: 11/29 Maintenance[Updated 11/29 08:40PM PST]

[Updated 11/29 8:40 PST]
Maintenance is taking longer than expected. We will be changing the end time to 10:00 (PST).
We apologize for any inconvenience this may cause.

[hr][/hr]GUNDAM EVOLUTION maintenance will be performed on the following time and date.

The game will not be accessible during maintenance.

[h3]Maintenance Schedule[/h3]
11/29/2022 5:00PM - 9:00PM 10:00PM (PST) (Scheduled)
Matchmaking for Casual and Ranked matches will be suspended 30 minutes before maintenance starts.

[h3]Maintenance Details[/h3]
・Season 2 Mobius Update
https://store.steampowered.com/news/app/1816670/view/3487503939272492926
https://store.steampowered.com/news/app/1816670/view/3487503939272501106

We apologize for any inconveniences this may cause, and appreciate your cooperation with our maintenance efforts.

GUNDAM EVOLUTION Developer Blog

Future Updates

Hello! This is Kazuya, the Executive Producer for GUNDAM EVOLUTION.

We appreciate your patience, as always! We recently released the Mission Briefing Season 2 video that revealed information regarding Season 2 Mobius. Please take a look if you haven't already.

[previewyoutube][/previewyoutube]

As announced, Season 2 Mobius will go live for PCs on November 30, and it will accompany the console launch on December 1.

In this Developer Blog, we'll reveal details for upcoming updates including Season 2 content, and everything we can share about our ongoing game fixes.

[h2]Unit Balance Patch[/h2]
With Season 2, we are implementing balance changes based on the in-game data we have collected. And just like before, battle director Ryota Hogaki will be here to explain the details and intentions behind them via a separate notice. It should be up around 11/24 (PST), so expect it just around the corner!

[h2]Improving Ranked Matches[/h2]
We have been rolling out Ranked Match adjustments incrementally since it going live in Season 1, and we plan on making more modifications from the outset of Season 2 to dramatically improve the system.

Matchmaking logic will be adjusted in the hopes of generating matches between users with more similar ratings. We will post the details around the same time as the unit balance patch.

[h2]Upcoming Events and Rewards[/h2]
Our most active players have told us about the waning incentives after reaching the Season Pass level cap. We hear you, and we are looking into ways to improve this.

We are discussing ways to make challenges easier to complete and are looking into additional rewards and achievements based on player proficiency and unit usage. But before that, we intend to hold events in Season 2 to give our fans even more exciting gameplay!

In addition to in-game events, we are also offering Gundam crossovers, social media campaigns, and other events that give players the chance to obtain new in-game items.

[h2]Official Tournament[/h2]
As mentioned in a prior notice, we will be holding the GUNDAM GAME GRANDPRIX 2023 tournament in Japan with JPY 7 million in prize money on the line. Entry into the Season 1 Qualifiers is underway, as well as the pre-match practice runs. We are also holding a tournament in the United States with a USD 20,000 prize pool.

As we have said before, we want to expand the culture of game tournament participation through GUNDAM EVOLUTION, and we hope that many pilots will enter into these tournaments. We also plan on streaming the tournaments, including the pre-matches. That way, even if you can't join in, you can watch the world's top pilots duke it out.

Going forward, we will keep looking into projects and events that expand the scope and available regions for GUNDAM EVOLUTION tournaments.

[h2]Cheating Countermeasures[/h2]
As mentioned previously, our anti-cheat team is working around the clock to roll out measures against players engaged in cheating, illegal sales, or abusive behavior. Your reports continue to be essential to helping us detect such activity, and we thank you once again for your cooperation in these efforts.

We continue to take firm actions against cheaters and are working on upgrading our countermeasures to make cheating that much harder to get away with. We cannot go into detail regarding specific countermeasures for security reasons. Know that maintaining a safe play environment is the top priority of the entire anti-cheat team, and we strive to make continued improvements toward that goal.

[h2]Gameplay Stabilization[/h2]
In order to offer an enjoyable gameplay experience, we have strived to fix the primary causes of network disconnections, forced application shutdowns, and lag. Nailing down causes and fixes for existing issues has resulted in gradual improvements, but we are still seeing cases where such issues occur under specific environments and conditions. We apologize to anyone still affected by such circumstances.

We continue to make headway in investigating and fixing these problems, but we'd like to ask that players who run into such issues please send reports to our support team describing the situations under which such problems arose.

We are still repairing several bugs with Season 2 on the horizon. Details of these fixes will be available in our upcoming release notes, and other bug-related progress updates are published in the Issues list on our official website.

[h2]Upcoming PC Service Area Expansion[/h2]
[h3]To be added starting in Season 2 (11/29/2022 PST):[/h3]
India, Vietnam, Turkey, Israel, Ukraine, Puerto Rico, Mexico, Costa Rica, and the Dominican Republic

[h3]Areas being considered for inclusion starting in February 2023:[/h3]
Australia, New Zealand

[h2]Console Version Launch[/h2]
Console users will be able to play the game on PlayStation®5, PlayStation®4, Xbox Series X|S and Xbox One starting on 11/30 (PST).

We will send a notification regarding the regions in which the console version can be played.
We extend our apologies to our fans outside of these regions who were looking forward to playing the game. We are still looking into expanding the regions in which GUNDAM EVOLUTION is offered, so please stay tuned for further information.

In Closing

This is everything we can tell you about the current status and upcoming updates in this Developer Blog.

We are deeply sorry that we cannot completely answer all of the requests and feedback offered by our GUNDAM EVOLUTION players. But rest assured, this Season 2 update is but one of many opportunities we will take to improve the in-game environment and publish situation reports.

Our entire team is doing everything in our power to craft a space where more and more people can enjoy playing, so please continue to support GUNDAM EVOLUTION!