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Dev Note vol.1



Hello from The First Descendant Dev Team.

First and foremost, we would like to thank all Descendants for all the love you have shown our last Dev Note (we think of it as vol.0) and improvements to gun sounds. In addition, we are deeply grateful for your patience during the three months it took for the update.

In today's Dev Note vol.1, we will reveal the jump motions that our Animation Team has been working on, so check it out!

Note from the Dev Team

Hello Descendants! This is the The First Descendant Dev team.

We hope everyone spent a warm 2022 year end as well as a vibrant new year! We know its quite late to say ‘Happy New Year!’ but our Dev team has been busy over the past few months, working on improvements that reflect the results of last year's Steam Beta test, whilst developing new contents.

To keep everyone informed about what we're working on and how we're adapting Steam Beta feedback to the project, we'll be providing regular updates on our community channels.

Through this note, our Dev team would like to share where we are headed in terms of development since the Steam Beta test, and we would like to show some details of our current objectives.

We broke down our development plan into 3 key objectives: Overall Completion, Game Depth Enhancement and Play Experience Enhancements. The first focuses on the core integrity of The First Descendant to exceeding the standards of the latest global games. 'Game Depth Enhancement' will provide a more sustainable and enriching gameplay experience, and lastly, we are focusing on improving the gameplay and leveling to provide a more comprehensive and satisfying gaming experience.

We will continue to share and gather feedback on the specific preparations made for each key objective. Today, we would like to share more details, focusing on the Overall Completion of the game.

■ Improvements Towards Overall Completion

First of all, we'd like to talk about optimization.

Currently, our Dev team has completed the implementation of Unreal Engine 5.1 and is working on the latest version, 5.2. With the latest version, 5.2, we expect to see many positive results, as we attempt to resolve instability issues and improve optimization. Additionally, we're conducting various optimizations to provide a more stable play environment for both low-end and high-end PCs compared to before. Of course, we are working on console versions as well. Further information will be shared in the future.

Secondly, we are implementing solutions on controls based on your feedback.

To begin with, we would like to share that we are actively addressing various issues related to sprinting in the game, particularly unintentional sprinting cancellation and issues with reloading. We are also working on addressing the grappling hook, which made up a huge portion of the feedback from the community, by implementing full-scale improvements such as rotation, inertial movement, acceleration, and deceleration. We are currently testing these improvements and hope to provide visual contents to share the changes in the near future.

Last but not least, we'd like to share the improvements made to the gun sound effects.

Following feedback received during the previous Steam Beta test, where users reported that the gun sound effects were lackluster, we are currently committed to enhancing the sound effects of firearms, such as firing, bullets, impacts, kills, and other elements, with a focus on improving the overall user experience.

We are also adding an in-game Audio Mix option, which will allow players to personalize their audio experience by not only adjusting the Equalizer but also other sound elements like Compression and Loudness.

We're excited to reveal some of the gun sound effects we've been working on. We're confident that you'll notice a significant improvement in the gun sound effects compared to the previous version. Please keep in mind that we've deliberately left out the recoil of the guns in this video to focus on the sound changes.

[previewyoutube][/previewyoutube]

Also, as you can see in the assault rifle "After" section, we have minimized the delay motion between reloads. Previously, characters would make a standby position after reloading, which resulted in a clunky combat experience. So, we have worked on enhancing the gun's usability to enable immediate firing after reloads.

[previewyoutube][/previewyoutube]

In addition to the improvements mentioned so far, we are also making adjustments to gun characteristics and balance. Furthermore, we are currently completely revamping our UI/UX, in response to the feedback that many of you have shared with us. We will discuss these updates in greater detail next time.

Our Dev team will try to be as transparent as possible and provide regular updates on our progress, so we hope you follow along and continue to share your thoughts. We will bring you more development news and updates in the future.

Thank you.

2022 Recap - The First Descendant's Highlight Video

[previewyoutube][/previewyoutube]
Hello, Descendants!

This year was extra meaningful and memorable as it was the first time we met our Descendants.

Thank you for all your active support this year, and to commemorate the moments we spent with our Descendants in 2022, we prepared a highlight video that includes a montage of our creators' exciting moments during the 2022 Steam Beta.

Please look forward to The First Descendant in 2023, as much more will come next year just like the exciting moments in the highlight video.

We sincerely thank you for all your love and support for The First Descendant.
We wish you all a wonderful Christmas and a Happy New Year!

Happy Holidays.

[Official Youtube Channel]

Interesting Statistics about Steam Beta!

Hello, Descendants!

More than 170 countries have participated in our Steam Beta, and we are truly thankful for all your interests and feedbacks.

For those who have been waiting for more news about us, we came back with some interesting statistics about how our Steam Beta went.

Check out the statistics below to find out the most popular weapons, average level, total damage of Void Intercept Battles, etc.

We will try our best to keep everyone updated with more information about The First Descendant.

Thank you.

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Steam Beta Feedback FAQ

Hello, Descendants!

Once again, we are greatly thankful for your participation on the latest Steam Beta test, and we prepared an FAQ based upon your valuable feedbacks and expressions toward ‘The First Descendant’.

Please check below for details. We will continue to pay close attention to your thoughts and opinions.

Thank you.

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Q1. Where was the most active region during the beta test
A1. It was amazing to find out that 175 countries throughout North America, Europe, Asia, etc. actively participated the Steam Beta test, and one of the largest portion of players came from North America. During the test there was definitely many feedbacks about the storyline, sound effects, repeating missions, motion improvements. Nevertheless, overall satisfaction was quite high, and majority answered that they would wish to play again when the game officially launches. So, our main priority is to match the satisfactory to the highest.

Q2. What was the most frequent feedbacks
A2. First above all, we were truly surprised of how many suggestions we’ve got through various channels during and after the beta test. Other than optimization, which we are already working on with high priority, we’ve got feedbacks about Jumping Motion/Reloading/Grappling hook, etc. Our development team is working to improve movement motions as well as overall quality of The First Descendant. We are also aware of the inconvenience coming from the absence of ‘Loadouts’, and we are developing a way to improve the UX, so our Descendants can switch, setup their equipment in an easier way.

Q3. Will there be any improvements for shooting experience
A3 As we know, The First Descendant is a TPS as well as a Character-driven game, so we are not aiming to meet the standards for FPS. But we also got various feedbacks from the Steam Beta about the shooting experience and the Dev team fully agrees that there needs to be more improvement. So, we are in the proccess of renewing weapons by separating each class more distinctively, improving percussion and hitmarkers, along with shooting sound effects which will clearly improve our shooting experience. Although, until now and henceforth we aim to build a Character-driven game, so we will do our best to improve our shooting experience but try to find balance to avoid the game being too dependent on physical (aiming/reflexes) conditions.

Q4. How will the Grappling Hook turn out?
A4 There were many feedbacks, suggesting improvements for grappling hook. Dev team is looking into many different ways to improve it. Especially, we are working with high priority on occasions where players fail to land after grappling, unnecessary jumping after landing, and long hovering time. Besides these urgent matters we are re-examining the fundamental use of grappling hooks and how it should work. One of the many feedbacks we are positively looking into is applying inertia to the grappling hook motion and we expect it will bring more satisfaction if it gets applied. We consider grappling hooks to work as a very important role in our gameplay, so we plan to continuously advance it.

Q5. Item System improvements compared to existing Looter Shooter
A5. First of all, our Dev team enjoys looting and farming, which is why we wanted players to loot many items during the Steam Bets test. But there were feedbacks about too many unnecessary items filling the inventory which led to breaking the combat streek. We intend to improve this by adding convenient features that will help players to focus on playing without stopping to reorganize. Additionally, Tier 3 weapons were not in the Steam Beta, but these special items will have perks that add more abilities which we expect make farming to be more enjoyable. Besides item farming, we are also working on The First Descendant’s core contents such as character grinding, rune farming, build setting etc., for a better gaming experience.

Q6. Will new characters still be starting at level 1 in the future?
A6. As we mentioned before, The First Descendant’s fundamental fun comes mainly from the characters. Researching, customizing, changing abilities, modifying skills, etc. are the very core aspects and fun of gathering each character. We aim to deliver various builds so players can use each character for different purposes and experience the fun during the growth of the character. In order to deliver that intention, we decided to maintain the policy for every new character to start from level 1 and grow step by step. We also think the assets and equipments that are already stacked in the account will make it easier for additional new characters to grow. We will also improve the growth experience, which was quite dull during Steam Beta, to be more fun and appealing.

Q7. Party matching system on the field didn’t work so well
A7. Currently, there is a function called ‘interference’ while forming a party in the field. It’s a function that adds a player in a vacant spot of the party without considering the player’s condition. It didn’t turn out to be favorable to the players during the test, and we have plans to fix it. Little bit off the topic but, party matching systems that were applied on contents such as Void Intercept Battles worked very fine.

Q8. Will The First Descendant be on other platforms rather than PC?
A8. Yes, as opened, The First Descendant will be supported on PS4, PS5, XBOX ONE, XSX, and we are keep testing. For many players that weren’t able to experience PS5 demo at G-star 2022, we would like to briefly introduce it. The latest technology such as VRR (Variable Refresh Rate), HFR (High Refresh Rate) was applied to the PS5 demo, making the gameplay on a higher level. And ‘Adaptive Triggers’, ‘Haptic Feedback’ of PS5 DualSense pad made the controlling experience like weapon shooting more realistic. Many who got to play on-stage gave super positive feedbacks. As we have been doing, we will keep optimizing The First Descendant on each platform.

Q9. What’s the future Development plan?
A9. First of all, the Dev team and everyone who are involved have aligned to launch after making The First Descendant a high-quality game. And we acknowledge that as much good attention we got from the Steam Beta there was much more feedbacks for improvement. So, the Dev team will do our best to apply much of the feedback and improve the game. We are building up improvement plans in detail, and we hope to share the progress time to time. At the moment, it is hard to share a fixed date for future tests and launch, since there can always be changes during development. Additionally, we plan to support multi-platforms at launching state, along with cross-play so players can enjoy the game as a single build globally and on multi-platforms. And as an online service game, we will deliver constant updates, so we hope for your continuous attention and feedbacks.