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SCENARIO PHASE ADJUSTMENTS NOTICE

Dear Metas,

We have received feedback regarding weak mid-game pacing, prolonged character growth downtime, and suboptimal timing for unlocking advanced game mechanics in scenarios like Manibus and The Way of Winter.
In the March 27 update, we plan to adjust the scenario phase durations and unlocked content for Manibus (Novice), Manibus, The Way of Winter, and Evolution's Call.
In Manibus, we also plan to introduce Nightmare-difficulty Securement Silos and Apocalypse-difficulty The Prime War. Both will feature weekly challenge limits and enhanced rewards.
The following adjustments are not final. We will make further optimizations after gathering player feedback and announce the finalized content before the update.

I. Manibus (Novice)
1. To enable players to explore the entire map and tackle higher-difficulty dungeons earlier in the Manibus (Novice) scenario, we will shorten the durations of Phase 1 - Of Mist and Mirage, Phase 2 - Tame the Staroid, and Phase 3 - Wrath of the Rift.
2. To address feedback regarding insufficient time to tackle dungeons in the mid to late-game, we will extend the durations of Phase 4 - Stardust Roar and Phase 5 - Manibus, while keeping the overall scenario duration unchanged.
https://www.oncehuman.game/news/update/20250321/40780_1221201.html
The above changes only apply to the Manibus (Novice) scenario. Changes to the Manibus scenario are detailed below.

II. The Way of Winter
1. To address feedback regarding slow mid-term player growth and Pro dungeons being unlocked too late in The Way of Winter, we will reduce the durations of Phase 1 - Arctic Domain and Phase 2 - Scattered Ash.
2. To address feedback regarding insufficient time to tackle dungeons in the mid to late-game, we will extend the durations of Phase 4 - The End of Ice and Fire, while keeping the overall scenario duration unchanged.
https://www.oncehuman.game/news/update/20250321/40780_1221201.html

III. Evolution's Call
1. To address feedback regarding Pro dungeons being unlocked too late in Evolution's Call, we will now unlock Hard dungeons during Phase 2 - Rising Rivalry, and Pro dungeons during Phase 3 - Divided World.
https://www.oncehuman.game/news/update/20250321/40780_1221201.html

IV. Manibus
1. To reduce bottlenecks for repeat players, we will expedite the unlocking of the full map and core gameplay features by removing Phase 3 - Wrath of the Rift and shortening the durations of Phase 1 - Of Mist and Mirage and Phase 2 - Tame the Staroid.
2. To make it easier for repeat players to access high-difficulty dungeons, we will move Hard dungeons, High-Risk Public Crisis Events, and The Prime War (Hard) to Phase 2 - Tame the Staroid, and Pro dungeons to Phase 3 - Stardust Roar.
3. To address feedback that the scenario's late game lacks challenge, we will add Securement Silos (Nightmare) to Phase 3 - Stardust Roar, and The Prime War (Apocalypse) to Phase 4 - Manibus.
https://www.oncehuman.game/news/update/20250321/40780_1221201.html

V. New Challenges
The Prime War's Apocalypse difficulty and Nightmare-difficulty Securement Silos are new additions to Manibus (non-novice). Try them out if you're looking for a bigger challenge!
Details:
How to Access
The Prime War's Apocalypse difficulty can be accessed via all existing Nightmare-difficulty zones.
Nightmare-difficulty Securement Silos can be accessed by choosing the new difficulty level in existing Securement Silos.
Challenge Rewards
Nightmare difficulty is now available in all six Securement Silos with an independent weekly challenge limit. There are bonus rewards for the first clearance.
Each zone of The Prime War shares a weekly challenge limit.
Monoliths and LEA Research Labs
Nightmare difficulty will be added to these dungeons in a future update.

VI. Schedule
1. All the above scenario phase adjustments will only apply to servers opened after the March 27 update. Existing servers will not be affected.
2. We plan to apply the following adjustments to Manibus (non-novice) scenarios opened before the March 27 update:
https://www.oncehuman.game/news/update/20250321/40780_1221201.html

We are also working on gameplay expansions for the other scenarios. Stay tuned for updates!
If you have any questions or suggestions regarding these adjustments, let us know via the in-game feedback channel or social media. Thank you for your understanding and support!

Cross-Character Sharing - Asset Consolidation Rules

Dear Metas,
Cross-character sharing will go live with the update at the end of March. This process will consolidate assets owned by characters on your account, which may impact some of your asset data. To ensure a smooth transition, we recommend familiarizing yourself with the relevant rules in advance.
Due to the feature's complexity, we will first conduct a limited test in the HK & MO & TW region, chosen for its relatively small player base. Once the feature is stable, we will deploy it globally on March 29. Additional server maintenance may be required before the rollout, and we will provide advance notice accordingly.
Cross-character sharing is intended to make it easier for you to enjoy the game with multiple characters. We apologize for any inconvenience caused during the transition period, and appreciate your convenience and support. We will issue compensation, including Starchrom and Phantom Cubes, to all players after the feature is launched globally on March 29.
If you encounter issues such as lost assets, please submit a ticket through the in-game customer service system. We will verify and resolve the issue promptly. To submit a ticket: Press ESC > Feedback & Customer Support > Other > Item Tracking.

I. Cross-Character Sharing Rules
1. Once cross-character sharing is implemented and you log in with any character, the following data from the character with the highest Blueprint Collection level will be applied to all characters on your account:
a) Stellar Stairway progress
b) Wish Machine progress and draw status
c) Blueprints, blueprint fragments, and Blueprint Collection level data
d) Starchrom quantity
e) Phantom Cube quantity (All Keyword Effects will be reset, and an equivalent amount of Phantom Cubes will be refunded, allowing you to redeem new Keyword Effects.)

2. The following data requires you to manually log in with existing characters to consolidate their data and sync it across all characters:
a) Mods
b) Cosmetics, including fashion pieces, vehicles, weapons, emotes and actions, namecards, furniture formulas, and some recipes and formulas
c) Emblem Unlock Items, Weapon Renaming Cards, etc.

Items can be shared between characters using the new Account Depot in Eternaland. The Account Depot is located in the Spacetime Backpack, and you must spend Resource Points to transfer items into a scenario. Additionally, items cannot be transferred into novice scenarios.
* You can move items from a scenario to the Account Depot, causing them to be settled into the Spacetime Backpack in advance. (To prevent accidental actions, a double confirmation process will be implemented.) Items not settled during Scenario Settlement cannot be moved to the Account Depot.

II. Mod Consolidation and Sharing
After cross-character sharing is implemented, the mods of all characters on your account will be consolidated and shared. You must manually log in with each character to sync their mods. As the Mod Backpack has a limit of 2,000 slots, excess mods will be retained or disassembled according to the rules below. To prevent unexpected losses, please clear your Mod Backpack ahead of time. The rules are as follows:
If the total number of mods across all your characters exceeds the Mod Backpack's 2,000-slot limit, mods will be chosen for retention based on the following rules:
a) Equipped, locked, and enhanced mods will be prioritized for retention.
b) If these three types of mods exceed the limit, priority will be given to mods with the highest total attribute levels. Mods with the same total attribute level will be prioritized based on rarity. Excess mods will be converted into mod parts.
c) For mods that are not equipped, locked, or enhanced, priority will be given to mods with the highest total attribute levels. Mods with the same total attribute level will be prioritized based on rarity. Excess mods will be converted into mod parts.
d) If enhanced mods are not retained, all the enhancement materials used will be refunded.

To prevent unnecessary losses, please organize and manage the mods in your Mod Backpack ahead of time.
If you experience issues such as missing mods, please contact Customer Support. We will investigate the matter and restore any lost items. Due to the volume of data involved, this process may take some time. Thank you for your patience and support.

III. Blueprint Sharing
After cross-character sharing is implemented, you can log in with any character on your account to activate cross-character sharing. After activation, all characters on your account will share the Stellar Stairway progress, Starchrom quantity, and blueprint data of the character with the highest Blueprint Collection level.
If your other characters hold significant amounts of Starchrom, we recommend using the Starchrom to upgrade their Blueprint Collection levels to prevent potential losses.
Players will receive Starchrom compensation based on the aggregate Blueprint Collection level of the other characters as follows:


Other Characters' Aggregate Blueprint Collection Level

Starchrom Compensation



1-30

4000



31-60

8000



61-90

12000



91-120

16000



121-150

20000



151-180

24000



181-210

28000



211-240

32000



241-270

36000



271 and above

40000


After cross-character sharing is enabled, the blueprint conversion limit will be increased to 15, and players will automatically recover 6 conversions every week. This makes it easier to change your blueprints and explore different builds.

Thank you for your understanding and support! If you have any questions, don't hesitate to ask!

Development Update | Pollution Zone Revamp, Gameplay Tweaks, and Mod Conversion

Dear Metas,
Since the launch of Once Human, we've carefully reviewed your feedback on repetitive exploration, resource surpluses, and challenges with mod acquisition.
To address these issues, we've refined the core exploration and progression experience. On March 27, we'll roll out updates including a Pollution Zone revamp, new gameplay experiences, resource balancing, and mod conversion improvements. Our goal is to deliver a better gaming experience to all players.
In this article, we'll preview some of these changes and optimizations. We'd also love to hear your feedback on these updates, so let us know what you think!

[h2]Pollution Zone Adjustments[/h2]
Pollution Zones were originally designed to provide players with an evolving survival experience during exploration. However, we recognize that the current Contamination and Sanity mechanics feel too static and predictable, diminishing the richness and depth of exploration. To fix this, we've overhauled these mechanics as follows:
1. Stardust Ore can suppress and absorb Contamination, and will appear in areas with high Contamination. Items and structures crafted using Stardust Ore are super effective against Deviants. Stardust Ore in the environment will also continuously weaken nearby Deviants.
2. Mining Stardust Ore triggers a gradual rise in local Contamination levels, which only stops when the Stardust Ore respawns, restoring its suppressive effect.
3. The rules for Contamination in Pollution Zones have been adjusted. Sanity now starts at 1,000 and drains at a rate of (Contamination level - Pollution Resist) per second. When Sanity drops below a certain level, special Deviants will attack, and you must use Stardust Ore or crafted items to repel them.
4. A new structure has been added: Veil of Tranquility. Once connected to power, it will expend its own Durability to provide Sanity protection to nearby players, while simultaneously weakening nearby Deviants.
Note: The number on the Backpack reflects the area's current Contamination level.


[h3]Rosetta Settlement[/h3]
While exploring the high-difficulty Rosetta Settlement area, a Rosetta secret convoy event may be randomly triggered. If you steal the convoy crate from Rosetta, you will be hunted by a large number of Rosetta elites, and you must evade their pursuit until the convoy crate is unlocked. The convoy crate contains a large amount of Control Units, which can be used to craft bullets and tactical items.

[h2]Gameplay Optimizations[/h2]
[h3]Anti-Type Effects[/h3]
We want to give players more freedom in utilizing anti-type effects that are strong against Deviants or humanoid enemies. Therefore, these effects are no longer restricted to specific weapons. Instead, players can craft bullets and tactical items with various anti-type effects using in-game resources.

1. Basic Rules
Using Stardust Ingots to craft bullets and tactical items will grant them anti-Deviant effects, while using Control Units to craft these items will grant them anti-humanoid effects.

2. New Anti-Type Bullets: Suppression AP Ammo (strong against Deviants) and Penetration AP Ammo (strong against humanoids)
These anti-type bullets deal massive amounts of bonus damage to the HP and Shields of the corresponding enemy types, including Super Anomalies.
These effects (Non-Elemental DMG, Impact, Penetration, and Suppression) have also been removed from all weapons. Additionally, Non-Elemental DMG bonuses provided by fur have been replaced with Weapon DMG bonuses.

3. Other Combat Item Adjustments
All offensive tactical items can now be crafted with anti-type effects.

[h3]New Tactical Items[/h3]
Due to the changes to anti-type effects and the introduction of new high-difficulty dungeons on March 27, we are introducing a new combat option—rare tactical items!
[h3]Shield Matrix[/h3]
"Omnidirectional defense device, activate!"
Deploys a large protective shield at the user's location. The shield completely blocks all incoming bullets and projectiles, but Meta-Humans within it can still fire outward. However, the shield does not prevent enemies from passing through.


[h3]Mr. Wish's Rocket Launcher[/h3]
"Still struggling to calculate offset? Let's try a different approach."
Mr. Wish's Rocket Launcher is equipped with Mr. Wish's "advanced" guidance technology, allowing you to control the rocket's trajectory and precisely strike the enemy.
Note: Due to Mr. Wish's Deviation powers, he is not harmed during this process. Please do not try this at home.


[h3]Wildfire Flamethrower[/h3]
"Stop using this thing for barbecues—you'll burn yourself!"
This flamethrower employs cutting-edge fuel and catalytic technology to produce higher-temperature flames with an extended range. Be careful not to burn yourself.
Note: The above tactical items are PvE-exclusive.

[h3]New Memetic Specialization Items[/h3]
Currently, only Biomass Missiles and Plasma Rounds are effective against the Manibus's Silver Plague shield in The Prime War game mode. To add more strategic options, three new Memetic Specialization items are now available: Red Plasma Rocket Warheads, Red Plasma Grenades, and Red Antiviral Ammo.

1. Red Plasma Rocket Warheads and Red Plasma Grenades are compatible with the RPG7 Rocket Launcher and the Grenade Launcher, respectively, and significantly increase their damage against the Silver Plague shield. This allows you to dominate The Prime War without crafting turrets.
The Red Plasma Grenade will replace the Ultra Grenade specialization, while the Red Plasma Rocket Warhead will replace the High Power Warhead specialization.

2.Red Antiviral Ammo deals massive damage to Original Entity bosses and is highly effective against the OE Kin summoned by the Manibus in Nightmare difficulty and above!

[h2]Resource Balance Adjustments[/h2]
To address early-game scarcity and late-game resource surplus, and to balance for the deprecation of Controllers on March 27, we've adjusted resource acquisition rates as follows:
1. Increased the resource yield of early and mid-game stages, while reducing the resource yield of late-game stages Affected resources include Energy Links, Stardust Source, and Barreled Premium Fuel.
2. Increased the value of resources obtained from Pollution Zones, such as Stardust Ore, but reduced their respawn frequency.
3. Adjusted the conversion rates of some Memetic Specializations, including Sulfur Chemist and Oil Processing.


[h3]Detailed Yield Adjustments[/h3]
Securement Silos / Dungeons / LEA Research Labs
1. Normal and Hard: Stardust Source +20%; Energy Links +20%.
2. Pro: Stardust Source yield reduced by about 10%. Energy Link yield reduced by about 10%.
Note: Pro difficulty still offers higher resource acquisition efficiency than lower difficulty levels.

The Prime War
1. Normal and Hard: Stardust Source +10%; Barreled Premium Fuel +20%.
2. Pro and Nightmare: Stardust Source -10%; Barreled Premium Fuel -20%.

Chaosweaver
1. Scenario Phases 2 and 3: Stardust Source +10%.
2. Scenario Phase 4: Stardust Source -10%.

Evolution's Call - Engagement Zone
1. Stardust Source: Production efficiency and storage limit +10%.
2. Barreled Premium Fuel: Production efficiency and storage limit -15%.

Public Crisis Events
1. Normal: Stardust Source yield increased by about 20%.
2. High-Risk: Stardust Source yield increased by about 10%.
3. High-Risk Public Crisis Events now also yield Rubber.

Memetic Specializations
1. Oil Processing: Stardust Ore consumption reduced from 50 to 25.
2. Sulfur Chemist: Production time increased from 5 to 8 minutes. Energy Link consumption increased from 50 to 100.
3. Stardust Mining Platform efficiency now fluctuates slightly based on Contamination.

Material Point Adjustments
Acid: 10 ---> 8
Stardust Source: 2 ---> 3
Barreled Premium Fuel: 100 ---> 80
Stardust Ore: 20 ---> 30
Beryllium Crystal: 100 ---> 80
Vanadium Crystal: 150 ---> 120
Iridium Crystal: 200 ---> 160
Platinum Crystal: 250 ---> 200

[h2]Mod Conversion Adjustments[/h2]
We've heard your frustrations about the grind for high-rarity mods. With the deprecation of Controllers, we're overhauling the mod conversion system to improve fairness and accessibility.
1. Increased the overall probability of obtaining high-level Mods.
2. When converting mods of the lowest initial level, there is now a chance of obtaining mods with Epic attributes.
3. The higher the total initial level of the mods being converted, the higher the minimum rarity of the mods obtained, and the greater the chance of obtaining high-rarity mods.

The above adjustments are not final. We will make further optimizations after gathering player feedback and announce the finalized content before the update.
If you have any questions, please contact us via social media or the in-game feedback channel.

Once Human Version 1.4.3 Bug Fixes (March 21)

Dear Metas,

Since the official release of Once Human version 1.4.3, we have been gathering community feedback and actively addressing your concerns. Here are the latest fixes we have implemented:
1. Fixed a rare issue where the game would freeze after the player entered a Floor Mirror.
2. Fixed an issue that caused errors with the season settlements of some territories.
3. Fixed an issue where images placed in photo frames were occasionally displayed with abnormal stretching.
4. Fixed an issue in Prismverse's Clash where Prism Deviations were incorrectly settled multiple times in other players' territories.
5. Fixed an issue where players encountered login errors.
6. Fixed an issue where vehicles would shake after being summoned.
7. Fixed an issue where Fence: Spring's Lattice and Gate: Spring's Lattice would sink into the ground.
8. Fixed an issue where Thermal Towers in neutral settlements within the Snowy Realm were not visible.
9. Fixed an issue where an error would occur when interacting with the entry points of some game modes.
10. Fixed an issue where weapons obtained in the wilderness could not be disassembled to produce calibration blueprints.
11. Fixed an issue where Vending Machines in Harvesters' Markets were not visible from some angles.
12. Fixed an issue where the Jump button on controllers became unresponsive after being used once.
13. Fixed an issue where output could not be claimed from gathering platforms.
14. Fixed an issue where returning players lost blueprints and Deviations.Previously unsettled players will automatically complete the settlement upon login.

Once Human Development Team

Fair Play Announcement (February 10th, 2025 – March 2nd, 2025)

Dear Metas,
To combat cheating and the malicious exploitation of bugs, we have implemented the following measures:
1. We will monitor the game for unusual behavior 24/7 and respond promptly to player reports.
2. Players confirmed to be using cheats will face severe penalties, including long-term account bans.
3. We place a high priority on fixing bugs and enhancing game security. Malicious exploitation of bugs will not be tolerated. After fixing a bug, we will retroactively penalize players who exploited it and reclaim any illicit gains.

Below is a list of players recently penalized for severe violations. The accounts involved have been reviewed and confirmed to be in violation.
1. Language violations
From February 10th to March 2nd, a total of 863 players received bans of varying durations for language violations:
30 days — 21 players
7 days — 78 players
1 day — 518 players
2 hours — 251 players
(Due to space limitations, we do not provide the list of players banned for speech violations.)

2. Use of cheats or hacks
We will identify the characteristics of newly discovered cheats and use them for retroactive investigations. After banning an account, we will check if it has any associated alt accounts and ban those as well.
The following is the list of players penalized for using cheats or hacks from February 10th to March 2nd:
https://www.oncehuman.game/news/update/20250307/40780_1217056.html


3. Malicious exploitation of game mechanics (e.g. obstruction with vehicles, malicious behavior, obstruction with buildings)
Using loopholes in the game mechanics to break the rules or damage the game experience is not permitted. If you come across such behavior, please report it via the in-game reporting system or to customer service.
If you encounter players who maliciously use temperature-changing items to kill other players, please report them via the in-game reporting system for verification. For minor offenses, the offending player will first receive a warning mail, then a 1-day or 3-day ban for repeated offenses. For major offenses, the offending player will face a 7-day, 30-day, or permanent ban. Please use the reporting system to help us maintain a fair and pleasant gaming environment.
The following is the list of players penalized for malicious exploitation of game mechanics from February 10th to March 2nd:
https://www.oncehuman.game/news/update/20250307/40780_1217056.html

Once Human Development Team