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The First Descendant News

Defend Albion Resource Compensation

Greetings, Descendants.

Following the 1.1.6 update, an issue occurred where missions or challenges for Defend Albion Resource were not being counted properly, and this has now been resolved.

To apologize for any inconvenience this may have caused, we are offering Supply Coins to all affected Descendants.

Please refer to the details below, and we remain committed to delivering a stable and reliable service experience.

■ Compensation Details
- Rewards will be delivered via the in-game Mailbox within approximately 10 minutes of logging in on the dates specified below. Please note that rewards are automatically used upon receipt.
- Mail expires at 22:59 PST on November 17, 2024, so be sure to collect your reward before this date.




Date Range (PST)

Reward



November 6, 2024, 23:00 - November 10, 2024, 22:59

20 Supply Coins




Thank you.

Notice of Time Change Due to PST Application

Greetings, Descendants!

Starting from Sunday, November 3rd, daylight saving time will end, and the time will change from PDT to PST.
We would like to inform you of the reset times for major content.
For more detailed information, please check the section below.
* Sections currently displayed in PDT within the game will be removed with the 1.1.7 patch.

■ PST Time Application Period
- November 3, 2024 (Sunday) - March 9, 2025 (Sunday)

■ Content Reset Time Changes
- All content times will be delayed by 1 hour


Content

PDT

PST



Invasion

Daily at 00:00

Daily at 23:00



Battle Pass

Daily at 00:00

Daily at 23:00



Difficulty Level Rewards [Reactor]

Every Tuesday at 00:00

Every Monday at 23:00



ETA-0 Shop

Every Friday at 00:00 to Monday at 00:00

Every Thursday at 23:00 to Sunday at 23:00



Thank you.

10/25 (Fri) – 10/31 (Thu) Results of the Crackdown on Abusive Users

Greetings, Descendants.

Here are the results of the crackdown on abusive users carried out between 10/25(Fri) – 10/31(Thu).

We're inspecting abusive gaming behavior to ensure that all Descendants can enjoy the game in a pleasant environment.
If you notice any abnormal or abusive behavior while playing the game, please report it through the in-game reporting feature.

Please see below for the detailed outcome of the crackdown.

■ Crackdown status
- Crackdown period: 2024.10.25(Fri) – 2024.10.31(Thu) PDT

■ Creation, distribution, or use of unauthorized programs - Permanent game ban (44 users)
- Actions have been taken for creating, distributing, or using unauthorized programs.
   

■ Exploitation of all processes related to the Open Store – Permanent game ban (47 users)
- Actions were taken because of unfair gains by exploitation on store payment process.


■ Notes
- The outcome of the crackdown on abusive users includes enforcement actions taken based on Descendant’s reports and monitoring.
- If you would like to vindicate yourself in relation to a claim on the exploitation of the Open Store's payment process, please visit our official website > Customer Service > 1:1 Support and make your inquiry.
- If you would like to vindicate yourself in relation to a claim on the exploitation of the payment process through chargebacks, please contact the platform store where you made the payment.

We will continue to strive to ensure that all Descendants can enjoy the game in a pleasant environment.
Thank you.

November Known Issues

Greetings, Descendants!

Here are the major issues that were found for The First Descendant in November.

We will continually update this notice with any additional issues and bugs that are found in November, as well as any impactful issues identified before November. Please keep track of the updates during your gameplay.

[November 1st]
■ Issue with Certain Battle Pass Challenges Not Counting When Clearing Infiltration Operation: Hard 400%
- An issue has been identified where clearing the "Infiltration Operation: Hard 400%" mission does not correctly count towards the Battle Pass challenges for the number of clears at Hard difficulty in Infiltration Operation.

[Previous Known Issues]
■ Platform Challenge – Special Operations Task Force Mission Not Clearing.
- We have identified that the “Special Operations Task Force” challenge is not clearing as expected after progressing to wave 7 in the “Defend Albion Resource” mission within the Kingston area.

■ Issue with "Highest Wave Stage" Displayed as Wave 1 in Defend Albion resource result.
- We have identified an issue where, even after completing 10 waves or performing a mid-mission check during Defend Albion resource, the "Highest Wave Stage" in the result screen statistics displays as Wave 1.
- As a result, missions or challenges requiring the completion of Albion Resource Defense may not be counted correctly. Sorry for the inconvenience.
- This issue is planned to be fixed with Hotfix 1.1.7, and as an apology for the inconvenience, we will be providing Supply Coins as compensation.
※ Details regarding Supply Coin distribution will be provided in the Hotfix 1.1.7 announcement.

■ Issue with Display Error of Research Time for "Ion Accelerator" after Cancelation.
- We have identified an issue where, after canceling the "Ion Accelerator" research, the research time is displayed incorrectly when re-researched beyond a certain quantity.
- Please note that the correct research time applies during actual research.

■ Issue with Preview Image of the Twisted Worship Set in the Shop
- We have identified an issue where the preview for the "Twisted Worship" item within the "Twisted Worship Set" in the shop displays the "Twisted Worship SE" image instead.
- Please note that the correct image will appear when selecting "See Details."

■ [PS] Issue with Inconsistent Weapon Spec Details
- An issue has been identified where some specification details are displayed incorrectly in the “Weapon Details (F1)" view.

■ Issue with being visible in inventory even when its balance is negative.
- It has been identified that during the scheduled restoration(10/18(Fri)), when the balance for Premium ETA Vouchers becomes negative due to reclamation process, the item icon is displayed as if it is kept in the inventory.
- Before the issue is resolved, for Descendants whose balance is negative, please check the balance through ‘ETA-0‘ or ‘Access Info – Miscellaneous’.

■ [PS5] Voice Chat Issue When Creating a Party on PS4 Platform
- It has been identified that voice chat does not function properly when creating a party on the PS4 platform.

■ Intel CPU Issue.
- Crashes have been reported on some Intel 13th and 14th generation CPUs.
- On PCs using these CPUs, the game may forcefully shut down with an error message stating 'Out of video memory' when launched.
This issue can be partially resolved by adjusting power limits in the BIOS.
- We are awaiting a response from Intel regarding this issue, and we are sharing Intel's official response for your reference.

■ Temporary solutions for client termination issues with certain antivirus Programs
- We have requested for exceptions for The First Descendant to antivirus programs, but some have not been implemented. Below are temporary solutions for this problem.
(1) ‘Bitdefender’ Temporary Solution [FAQ]
- Go to System Protection > Advanced Threat Detection (ATD) > Manage Exclusions menu, select the file or folder for The First Descendant, and save.
(2) ‘McAfee Agent’ Temporary Solution [FAQ]
- Go to McAfee Security > Navigation > Quarantined and Trusted Items, select TheFirstDescendant.exe from the quarantined programs list, and restore it.

■ Solutions for ‘Easy Anti-Cheat’ not functioning correctly
- If Easy Anti-Cheat malfunctions, refer to the FAQ for solutions. If the issue persists, please contact customer support with relevant screenshots.
- Customer Support Access: Official Website > Customer Support > FAQ > Contact Us

Thank you.

Community Q&A

Greetings, this is The First Descendant Dev team.

We recently realized that our communication with the community has been lacking, and we would like to apologize for this.

Today, we aim to address as many of the suggestions and feedback we've received from Descendants throughout our live service so far. Given the large volume and variety of suggestions, there may be some that we have missed or haven't covered. However, starting today, we plan to communicate more regularly, sharing our thoughts and updates. We appreciate your patience if some suggestions remain unaddressed this time.

The reason we're sharing these responses through this announcement is that the volume and breadth of suggestions make it challenging to address them all within the limited time of a broadcast-style format. Therefore, we've gathered the feedback from a variety of First Descendant communities and prepared responses that are as candid and detailed as possible.

Today's responses are organized under major themes like Combat, Content, Equipment, and Customization. We'll share your suggestions and provide our team's thoughts and intentions in response. Since there's a lot to cover, the document is quite long, but we hope you'll take the time to read through it.

Combat

[h2]■ Direction[/h2]
# Player Suggestion 1
Create more content aligned with hack-and-slash and run-and-gun styles (more monsters, faster pace, reduced travel distances, etc.).
# Dev Team Response 1
We're developing future content to align with the hack-and-slash and run-and-gun styles. Specifically, we've taken feedback regarding the Invasion content not fitting this approach and are working to better match these gameplay styles.

# Player Suggestion 2
Improve the Invasion content (it doesn't fit the looter-shooter genre and its hidden mechanics are stressful).
# Dev Team Response 2
We're currently focusing our development efforts on new content that aligns with the hack-and-slash and run-and-gun direction, so we don't have specific plans to revamp Invasion, at this time. However, as we are expanding our team, we'll continue to work on improving underutilized or less popular contents alongside the development of new content.

# Player Suggestion 3
More boss patterns (improved invincible patterns and/or hidden mechanics, etc.)
# Dev Team Response 3
So far we've been implementing patches to replace some boss patterns with new ones. New bosses will be added to the new content in Season 2, and we're preparing to introduce new monster types to the Fields in Season 3. We will work to diversify boss patterns while ensuring they align with the hack-and-slash and run-and-gun styles.

# Player Suggestion 4
Farming missions feel too long and tedious; we'd like adjustments to mission duration or pacing.
# Dev Team Response 4
We've learned from feedback that players enjoy missions with constant monster spawns and the freedom to roam while fighting. As a result, we've changed all missions in the Hard Infiltration Operations to Extermination missions. We aim to create content with a dense combat experience rather than just fast-paced progression, thus allow for hack-and-slash and run-and-gun type gameplay. We will also be improving the existing Field missions to make repeated farming more enjoyable.

[h2]■ Play[/h2]
# Player Suggestion 1
Improve Grappling Hooks (cooldown reduction, out of combat cooldown reduction, etc.)
# Dev Team Response 1
We believe the purpose of the Grappling Hook improvement is to enhance character mobility. All characters should be able to move with Bunny for a better co-op experience. Currently, Bunny often arrives first and ends the event before other characters can catch up. To address this, we are considering improving the Grappling Hook or introducing new default mobility skills or movement items in the medium to long term. We are working to improve co-op play so that players can run and fight together.

# Player Suggestion 2
Remove Guided Missile patterns and reduce the hit rate of Common Monsters.
# Dev Team Response 2
The 1.1.6 update included a patch that reduces the performance of Guided Missiles, making it easier for players to dodge them.

# Player Suggestion 3
Add and invincibility effect when rolling.
# Dev Team Response 3
We currently have no plans for this. Since Guided Missiles can now be dodged, we believe that invincibility while rolling is less necessary. Rolling is designed to be a quick movement in the direction of the roll to allow players to evade enemy skills.

# Player Suggestion 4
Increase HP and MP Recovery outside of combat.
# Dev Team Response 4
Currently, there are ample means to recover HP and MP during combat, and builds are optimized accordingly. We will review whether further improvements are needed and provide updates in future Dev Notes.

# Player Suggestion 5
Make it easier to get ammo supplies, especially for Special Rounds.
# Dev Team Response 5
We are exploring ways to increase the utilization of Special Rounds and will implement improvements as soon as possible.

# Player Suggestion 6
Improve equipment swapping during combat.
# Dev Team Response 6
There are some technical challenges associated with this suggestion, and we have tried to prevent equipment or module swapping from becoming a part as a build. However, since players sometimes start with the wrong module setup, we see the need for adjustments. We plan to allow module changes on restarts after mission completions, but not during combat.

# Player Suggestion 7
Remove collisions between party members for smoother movement.
# Dev Team Response 7
The game was designed with collisions between characters, skills, summons, and objects, so there are many aspects to review. While we have reviewed this in the past and did not proceed with any changes at the time, but we plan to revisit it again.

# Player Suggestion 8
Improve terrain features that interfere with run-and-gun gameplay in the Fields.
# Dev Team Response 8
We are continuously refining the level design to enhance its quality. Terrain adjustments are included in every update, but due to the abundance of objects, some unaddressed terrain elements still remain. We will continue to work on long-term level design improvements to ensure a smoother gameplay experience.

# Player Suggestion 9
Allow shooting while running instead of walking when moving backwards for a better sense of speed.
# Dev Team Response 9
We believe slowing down when moving backwards is appropriate for maintaining natural movement. Moving quickly while retreating can make it harder to see, which may lead to discomfort. We plan to keep it as it is but will reconsider if there is significant player request.

[h2]■ Early Growth[/h2]
# Player Suggestion 1
The early story difficulty is too high, making progression challenging, so a reduction in difficulty is needed.
# Dev Team Response 1
The 1.1.6 update includes adjustments to lower monster levels in Normal Missions. We're also adjusting the difficulty and rewards of story sections to help new players adapt more easily. We will continue to analyze and improve the difficulty and progression support in the early game.

# Player Suggestion 2
- Content requiring initial learning should be more detailed and mandatory (e.g., Module Enhancement). Offer rewards to alleviate the stress from such mandatory tasks.
- Provide a Support Package to help with new player growth.
# Dev Team Response 2
We're preparing several support strategies. In Season 2, we plan to reward players with Enhanced Modules as they progress through the story. We will also reduce the farming difficulty for Enzo and Gley to allow players to have more Descendants in the early stages and help them reach Hard Difficulty. Additionally, we'll introduce better guides, help features, and clearer difficulty indicators to support players in settling into the early game.

[h2]■ UI/UX[/h2]
# Player Suggestion 1
Add a feature to disable Party Member effects.
# Dev Team Response 1
We understand that visibility can be an issue when multiple effects occur simultaneously, and there can be optimization issues depending on the device. To address this, we agree that there is a need for a step-by-step feature to toggle effects on and off. However, simply toggling effects based on Party Members and oneself makes it difficult to identify Buffs from Party Members, so we believe grouping effects for the on/off control in stages is necessary. Although it's not on the roadmap yet, we will begin discussions immediately due to ongoing optimization issues on some devices after the 400% Dungeon update. We will provide further details through Dev Notes once plans are solidified.

# Player Suggestion 2
Improve the applied Buff UI, as all the Buffs are small and green, making them hard to distinguish.
# Dev Team Response 2
We're working on better ways to identify Buffs, and we plan to make improvements as soon as possible.

[h2]■ Balance[/h2]
# Player Suggestion 1
Better Descendants and weapon balance
# Dev Team Response 1
So far, we've focused on reworking specific Descendants and weapons in each patch. For Season 2, we're planning an overall rebalance to allow players to choose from a broader range of weapons and Descendants.

# Player Suggestion 2
The low reward drop rates feel more difficult than they should. Please improve farming difficulty.
# Dev Team Response 2
To address drop rate concerns in Season 2, we're introducing the 'Target Reward' system. While certain items have a 20% drop rate, some players might obtain the item on their first try, while others may not get it even after ten attempts. Our analysis of server-wide logs shows that the overall drop rates align with the intended 20%, but individual player experiences often do not converge to this 20%, leading to variability. The 'Target Reward' system aims to address this by allowing players to select a mission and earn guaranteed rewards after a set number of attempts. Additionally, we plan to offer Enhanced Shape Stabilizers as limited-time event rewards, which increase the chances of obtaining rare items when opening Amorphous Materials. We are committed to providing a balanced farming experience that feels fair to all players.

Content

[h2]■ Story[/h2]
# Player Suggestion 1
- The overall storyline feels short or incomplete, and there is a desire for more expansion on the backstories of key characters.
- The story seems to progress to a certain point and then feels like it stalls, so there is a desire for the main story to continue consistently.
# Dev Team Response 1
We plan to expand the main story with each season, and we're increasing our team size to deliver more story content. Our goal is to provide a richer storytelling experience, not only for the main plot but also for the stories of the Descendants.

# Player Suggestion 2
We'd like to see deeper stories explaining why characters are in their current situations (i.e. backstory or motivations of popular characters).
# Dev Team Response 2
In Season 3, we will focus on Gley's story within the main plot. We've noticed that many players resonate more with the personal drama of the Descendants than the overarching storyline, so we plan to ensure the main story also captures the Descendants' narratives.

# Player Suggestion 3
Some players want a system where the story changes based on their choices, leading to different outcomes.
# Dev Team Response 3
We don't believe offering choices and multiple endings aligns with the direction of The First Descendant. As developers, we respect games with great multiple endings and would love to attempt it ourselves, but we think it's crucial for The First Descendant to focus on what makes it unique.

[h2]■ Characters[/h2]
# Player Suggestion 1
We'd like to see new characters and abilities added, as the current roster lacks diversity.
# Dev Team Response 1
We are exploring ways to introduce more new characters, and as a result, we will introduce two new Descendants (one male and one female) in Season 2. New Ultimate Descendant will also be added. We'll continue our efforts to bring more diverse and innovative Descendants.

# Player Suggestion 2
- Adding characters that enable more diverse combat styles (especially characters specializing in ranged attacks, support abilities, and co-op play).
- We hope to see more unique characters with complex skill mechanics or specialized combat styles.
# Dev Team Response 2
We are working on adding more characters with diverse abilities to offer a broader gameplay experience. However, we believe that this also requires more varied content. Currently, the content is divided into two main types: Intercept Battles, which involve defeating large bosses, and Exterminations, which focus on defeating many monsters. As a result, characters optimized for these two content types are highlighted. We think it's necessary to diversify the types of content to allow for a wider range of character choices. At the same time, we are carefully testing new content to avoid creating an environment where new characters feel required as choices for this content. As soon as the new content is ready, we'll seek player feedback through FGT (Focus Group Test) and Dev Notes.

[h2]■ Combat[/h2]
# Player Suggestion 1
- Current dungeons are repetitive and lack new challenges and enemy types.
- We need dungeons that are more challenging and require strategic thinking, as there is currently a lack of content to challenge core players.
# Dev Team Response 1
The dungeons in Season 2 will feature new types of monsters. We also recognize the need for more challenging endgame content, so we're preparing a range of endgame experiences for Season 2. This includes adding higher difficulty Special Operations and Intercept Battles, as well as content that gradually increases in difficulty to challenge the toughest stages. We are hoping to continue to expand the range of endgame experiences.

# Player Suggestion 2
We need large monsters. Currently, there are only small, normal, and medium monsters. We'd like to see Vulgus mobs with Weak Points that can be targeted.
# Dev Team Response 2
We'll take the idea of large Vulgus mobs that have Weak Points into consideration and discuss them with the relevant departments. We recognize the perception of a lack of large monsters in Missions and Dungeons and are also mindful of level design constraints. To address this, we plan to create new Fields that provide a Field combat experience with a mix of large monsters.

# Player Suggestion 3
The bosses' attack patterns and combat style are somewhat monotonous. We hope to see Void Intercept Battles with more complex patterns.
# Dev Team Response 3
We're striving to balance adding complexity to patterns to increase difficulty while ensuring they remain intuitive for players. We believe the Death Stalker update aligned well with this goal. Going forward, we'll continue updating Intercept Battles by adding new patterns, ensuring they are both intuitive and strategically fair.

# Player Suggestion 4
We'd like to see a stronger emphasis on the importance of co-op play in dungeons.
# Dev Team Response 4
We understand that there are mixed feelings about the emphasis on co-op play. Dungeons in The First Descendant are designed to be playable solo, with the option for smoother and faster progress in a group. We intend to maintain this approach while enhancing co-op synergy, which we believe should be supported by player abilities and content difficulty. Currently, the lower difficulty of content may make the need for co-op less apparent, but as we introduce more challenging endgame content, we anticipate that the demand for co-op play will grow naturally.

# Player Suggestion 5
Improve the structure of Amorphous Outpost farming methods.
# Dev Team Response 5
We agree that the farming and opening methods for Amorphous Materials in Outposts, Fragments, and Fusion Reactors needs improvement. Our team has been exploring a variety of ways to enhance Outposts, such as implementing a system where players are rewarded after a minute of continuous combat. However, we're approaching this carefully, as it may put Sharen players—who have less monster-killing power—at a disadvantage. We recognize that the current Outpost route is less engaging compared to the Infiltration route, and we are firmly committed to making improvements. We will thoroughly review all options to ensure positive changes for everyone and actively consider the ideas players share with us.

# Player Suggestion 6
Remove unreasonable penalties for Content, Weapons, Modules, Inversion, etc.
# Dev Team Response 6
We've received considerable feedback regarding penalties on Invasion, Inversion Reinforcement, and similar areas. Currently, we are not considering penalties when designing new content; instead, we aim to provide attribute bonuses to encourage a wider variety of character use. Moving forward, we plan to balance content to avoid imposing penalties on participation. We will also review the penalties on Ultimate Weapons to make them usable without penalties even at base levels, ensuring a more enjoyable experience. We plan to retain the +/- effect for modules, as it offers an option to maximize positive effects when configuring characters or builds where certain stats aren't needed. Alongside the +/- effect, we'll also introduce +/+ effect modules, providing players with even more customization options.

# Player Suggestion 7
Please consider accessibility options for visually and hearing impaired players when developing content.
# Dev Team Response 6
Based on Descendant feedback, we've enhanced Encrypted Vault navigation by adding visual effects, though we recognize that accessibility options are still lacking. Moving forward, we are committed to gradually introducing more accessibility features to make The First Descendant enjoyable for a wider range of players.

[h2]■ Event[/h2]
# Player Suggestion 1
- The events that have been held or are currently ongoing aren't very engaging, and the rewards aren't sufficient to encourage engagement.
- Current events are repetitive. We'd like to see more creative and new events, such as seasonal special events.
# Dev Team Response 1
We're running web events to offer a wider variety of event experiences and plan to enhance accessibility by complementing them with in-game event features. We aim to provide various in-game events, such as attendance checks and an event store, so players can enjoy more activities within the game itself. During periods without major updates, we'll continue to support gameplay through events, establishing them as a key content feature.

# Player Suggestion 2
We'd like to see special rewards like character skins.
# Dev Team Response 2
We're always carefully considering event structures and rewards. As previously mentioned, we're planning to introduce new event features, and along with growth items, materials, and currency rewards, we're exploring other options—including character skins—to enhance motivation and satisfaction. Ideally, these skins will align with the season's theme, and we're looking into ways for players to earn them simply through event participation and gameplay.

Equipment

[h2]■ Firearms[/h2]
# Player Suggestion 1
- There is a lack of incentive to obtain Ultimate Weapons, and they currently lack uniqueness. We'd like to see more polished and unique Ultimate Weapons.
- We would like new firearms to diversify options and a rework to make the existing firearms feel more distinctive.
# Dev Team Response 1
We plan to rebalance Ultimate Weapons in Season 2 to give players a broader choice based on their preferences. Additionally, we'll continue to add Ultimate Weapons with interesting stats and effects to make them more worthwhile to collect.

# Player Suggestion 2
We would like to add support for zooming in/out with firearms.
# Dev Team Response 2
We've discussed introducing weapons with an ADS (Aim Down Sights) system to enhance the firearms experience. Since The First Descendant is optimized for fast-paced run-and-gun combat, with less need for precise shooting mechanics, this idea is currently on hold. We believe it's more important to focus on creating engaging firearm effects and iconic 'dream' weapons rather than precision controls, so we've lowered the priority of this point on our agenda.

[h2]■ Reactors[/h2]
# Player Suggestion 1
We would like to add a feature to adjust the type and number of secondary options on Reactors.
# Dev Team Response 1
Currently, we don't support Readjustments since Reactors only have two options, but we've received a lot of feedback about this. We're considering increasing the Reactor options to four or raising the cost of Readjustments, with further details to be shared in future Dev Note.

# Player Suggestion 2
We would like to add crafting of Rare Reactors for better build variety.
# Dev Team Response 2
The Reactor Implant system in the 1.1.6 update has made weapon optimization easier. We have noticed the feedback about the consumable material and cost for the implant, we will review the data and if needed increase ways to earn more materials. Our direction for Reactor improvements includes optimizing the rotation system to simplify farming for Ultimate Reactors and creating an environment for more interesting builds by introducing new reactor tiers in the future.

[h2]■ Modules[/h2]
# Player Suggestion 1
Add more ways to obtain Modules (e.g. Shot Focus and Enzo-exclusive modules).
# Dev Team Response 1
Drop sources for Modules has been diversified at the 1.1.6 update.

# Player Suggestion 2
Increase the performance of dedicated Transcendent Modules.
# Dev Team Response 2
We'll review the performance of underutilized Transcendent Modules and adjust them to allow for more variety in their usage.


# Player Suggestion 3
Add a feature to delete Modules from the Inventory.
# Dev Team Response 3
Currently, it has been improved at the 1.1.6 update so Transcendent Module drops are sent to the Lost and Found, if you already have 1,500 modules. After this patch, we will further assess whether an Inventory delete function is necessary.

# Player Suggestion 4
Add an Auto-Combine feature for Modules.
# Dev Team Response 4
We understand the need for this feature and are currently preparing improvements. We plan to include it in a hotfix as soon as possible.

[h2]■ UI/UX[/h2]
# Player Suggestion 1
- Add functionalities to the search function for Modules and Inventory (e.g., initial search, space ignoring, option search, etc.).
- Add a dismantling filter feature with an AND condition.
# Dev Team Response 1
We believe the more QoL improvements like these, the better. Our dedicated live team is collecting and organizing player feedback to make continuous improvements.

Customization

[h2]■ Options[/h2]
# Player Suggestion 1
Currently, customization options for characters are limited; we'd like to see more options for appearance elements.
(e.g. we hope to have a wider selection of hairstyles, such as long, short, and unique styles, as well as more options for overall customization.)
# Dev Team Response 1
We know that players have a strong desire for customization. Our internal data shows particularly high demand for appearance options like hairstyles, so we've decided to expand our art team's capacity to produce more of them. We'll also continue to review and steadily introduce a wider range of customization options.

# Player Suggestion 2
Allow us to dye the default character appearance.
# Dev Team Response 2
We've listened to your requests, and with the start of Season 2, both Descendant and Ultimate Descendant default appearances will be dyeable. We apologize for the delay in implementing this highly requested feature. Additionally, as noted in previous update notes, dedicated spawns and back attachments will become shared items starting in Season 2.


[h2]■ More Variety[/h2]
# Player Suggestion 1
- The limited selection of skins makes it hard to customize as desired.
- Release more skins with both casual and unique themes.
# Dev Team Response 1
That's right. Our data shows that skins with a wide variety of themes are very popular. In response, we're expanding our team to create skins with more themes and in greater quantities. We would appreciate your patience as we work on this.

[h2]■ UI/UX[/h2]
# Player Suggestion 1
The customization system isn't very user-friendly, and the process for changing character appearances is complicated.
# Dev Team Response 1
We anticipate more usability improvement requests once the previously mentioned plans are implemented, and we'll continue to work on these improvements.

# Player Suggestion 2
Adjust the Twisted Worship outfit in the Customization menu.
# Dev Team Response 2
We have actively taken this suggestion on board and implemented it in the 10/30 update. We've added a redesigned body skin to the existing product, and new purchases will receive both the original and updated skins. The revised version will also be sent via Mail to previous purchasers. More details are provided separately.

[h2]■ Purchase[/h2]
# Player Suggestion 1
Make character skins in the Battle Pass and skins for the firearms that players frequently use more appealing.
# Dev Team Response 1
We've received a lot of feedback about the Battle Pass during the preseason and Season 1. In Season 2, we plan to look into adding Descendant skins and popular firearm skins.

# Player Suggestion 2
- We just want to buy skins without bundled packages—it feels excessive.
- The prices for skins, enhancement materials, etc., are too high.
# Dev Team Response 2
We've listened to your feedback, and the team and business units have agreed to sell all cosmetic items (Skins, Spawns, Back Attachments, Chest Attachments, etc.) separately. This policy will go into effect with the start of Season 2. We're also reviewing Enhancement Materials to make them more efficient when purchasing.

# Player Suggestion 3
Are there any plans to sell retired skins again, or are they truly off the market?
# Dev Team Response 3
Many players have requested the sale of retired skins. While we are carefully considering changes to the store display for regular sales, we decided, in coordination with the dev team and our business team, to change our policy for upcoming skins to be available for regular sale, except for certain seasonal event skins. For former skins, we plan to add previously retired Ultimate Descendant skins as individual items. As for other skins we are carefully reviewing our options.

Miscellaneous
# Player Suggestion 1
Add the ability to use surplus materials to craft Amorphous Materials.
# Dev Team Response 1
We'll continue adding new systems to make use of surplus materials, similar to how ETA-0 provides an opportunity to exchange surplus blueprints for other items. Our plan is to support utilizing surplus materials, currency, and other resources in innovative ways.

# Player Suggestion 2
Servers, Optimization, and Lag. We experience a lot of stuttering and lag, especially in co-op play.
# Dev Team Response 2
We're aware of the optimization issues in the recently updated 400% Dungeon. As we plan to keep developing content with many monsters, we're working on additional optimizations for a smoother experience, some of which will be in place by Season 2.

# Player Suggestion 3
Trading system—players can't freely trade items with each other.
# Dev Team Response 3
To be honest, we're taking a conservative approach to the trading system as our current priority is live service stability and improving content satisfaction. We don't think it's the right time to introduce it just yet but will continue to evaluate its feasibility.

# Player Suggestion 4
Add a system or space to display owned Descendants like figurines.
# Dev Team Response 4
We think this is a great idea, and similar suggestions have come up internally, though we don't yet have a specific plan. However, it's under consideration as a medium to long-term project.

# Player Suggestion 5
Add a photo mode (screenshot-only screen).
# Dev Team Response 5
We'd love to add this feature internally as well, but it's difficult to say when it might be feasible. We'll review it further and make sure to keep you updated.

We're interested to hear your thoughts on the Dev Team's responses. For any questions we couldn’t answer today, we plan to open a new Q&A channel on our official Discord next week, where the development team will respond directly. We’d appreciate it if you could join us there and share your questions and feedback.

The team is currently hard at work on Season 2, scheduled for release on December 5. Drawing from our experience with the Season 1 update, we want to ensure we gather ample player feedback to refine content ahead of new updates. As part of this plan, we'll be conducting "FGT (Focus Group Test) specifically for the new Season 2 content."

We'll be sharing details on Discord, inviting players to preview the Season 2 content and provide feedback. While some issues may not be resolved immediately, we're committed to gathering early feedback and incorporating as much of it as possible to shape The First Descendant into a game that truly reflects your ideas.

We'll be back in November with more details about Season 2 and will keep you posted on our progress moving forward.

As always, we'll continue to listen to your valuable feedback and do our best to improve your gaming experience. We look forward to your continued support and input. Thank you.