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Once Human News

Once Human Now Supports NVIDIA DLSS 3 and Reflex Technologies

Dear Metas,

We are thrilled to announce that NVIDIA DLSS 3 and Reflex are now available in Once Human!

Experience enhanced performance and reduced system latency, bringing your gameplay to the next level. Dive into the world of Once Human and enjoy smoother, more responsive gaming.

Once Human Development Team

Important Update on Scenario Registration

Dear Metas,
Since the beginning of the new season, we've received a wealth of feedback. We’ve noticed that the demand for Hard Difficulty servers is far beyond our expectations. Currently, the number of existing Hard Difficulty servers cannot meet our players’ needs.

After a brief internal discussion, we've made some adjustments based on your suggestions and needs.
1. Due to high demand for more Hard Difficulty servers, we will monitor online activity in real-time and open additional servers as needed. Announcements regarding these openings will be made on our official platforms, allowing players to select their preferred server and plan their playtime accordingly.

We plan to open registration for the following Hard Difficulty servers in advance:
North America:
Registration for PVE01-X0050 begins on August 20, 2024, at 7: 00 AM (PDT), labeled Voidbringer, Regeneration, Hard.
Europe:
Registration for PVE01-X0050 begins on August 20, 2024, at 7: 00 AM (UTC), labeled Voidbringer, Regeneration, Hard.


We will continuously update the list of servers that will be opened in advance and announce it on the official accounts of our channels. Please stay tuned.

Regarding Hard Difficulty servers that our players are highly concerned about, we will provide further explanations here:
In Hard Difficulty, the amount of Starchrom obtainable through various methods is approximately 8%-9% higher than in Normal Difficulty. This difference applies only to Starchrom obtained from Seasonal Objectives and Purification; rewards from other sources remain the same between Hard and Normal Difficulties.
For the Manibus/Evolution's Call scenario in Normal Difficulty, the combat difficulty has been increased compared to Novice Difficulty. Hard Difficulty offers greater challenges in survival and combat, catering to players seeking a more demanding experience. We aim to provide different difficulty levels to meet the needs of various players, ensuring everyone can find a suitable pace for the second season.

2. To accommodate a diverse range of players and support server development, we have decided to postpone the launch of the Normal Difficulty servers initially scheduled to open after August 20, 2024.
The list of servers with postponed opening:


Players who have already registered for the above servers can choose a different server. We will automatically cancel the registration for those who do not do so themselves in the next few days. We will also provide compensation to those affected by this adjustment.
*Hard Difficulty servers will remain on their original schedule.

We deeply value your input and understand the desire for co-op and more challenging experiences. Please continue to send feedback through official channels such as Discord and Customer Support. We are committed to addressing your concerns promptly.

Thank you for your support and we will continue to optimize the game content to bring everyone a better gaming experience!

About Hard Scenarios Earlier Availability

Dear Metas,

We received your feedback, and taking into consideration the online sign-up statistics, we've decided to make the Hard PvE scenario, Manibus, available earlier. In the future, we will also arrange scenarios on different difficulty levels according to our players’needs.

For North America, we added
PVE01-X0023
PvE: Voidbringer, Balance, and Hard
Schedule (PDT): Available on August 21, 2024 at 07:30


For Europe, we added
PVE01-X0025
PvE: Voidbringer, Balance, and Hard
Schedule (UTC): Available on August 21, 2024 at 07:30

For Japan, we added
PVE01-X0006
PvE: Voidbringer, Balance, and Hard
Schedule (JST): Available on August 20, 2024 at 07:30

For South Korea, we added
PVE01-X0007
PvE: Voidbringer, Balance, and Hard
Schedule (KST): Available on August 20, 2024 at 07:30

For Southeast Asia, we added
PVE01-X0015
PvE: Voidbringer, Balance, and Hard
Schedule (SGT): Available on August 21, 2024 at 07:30

For Hong Kong, Macao, and Taiwan, we added
PVE01-X0006
PvE: Voidbringer, Balance, and Hard
Schedule (CST): Available on August 20, 2024 at 07:30


There are differences between scenarios on different difficulty levels. Here's a breakdown of how it is.

Compared to the Normal Difficulty, the Manibus and Evolution's Call scenarios on Hard Difficulty differ in these ways:
1. Survival Challenges:
The Pollution Zone in the open world is larger, and all Pollution Zones have significantly higher Contamination.
Players lose Energy and Hydration twice as fast, and the duration of Full Energy and Hydration is shortened.
2. Combat Environments:
Monsters' stats, sensitivity, movement speed, and attack frequency are increased.
The monsters that spawn in the Territory Purification mode will be changed, with the difficulty raised.
3. Rewards:
The number of Starchroms you can obtain within a season is slightly raised (by about 8% to 9%).
①The number of Starchroms you can obtain by completing the seasonal objectives of each chapter is raised by 20%.
②The number of Starchroms you can obtain by purifying Eclipse Cortexes and Chaotic Cortexes is slightly raised (each Whisper Purification reward yields 10 more Starchroms, but the total cap remains unchanged).

*Other than that, the number of Starchroms you can obtain elsewhere remains the same as that on Normal Difficulty.

Once Human Bugfixes: August 16

Dear Meta,

We're committed to addressing your thoughts in the Once Human community, and to resolving issues and enhancing the game accordingly. Here's a summary of the fixes we've implemented:

[h3]August 16[/h3]
1. Optimized the tip for spending Starchroms when pulling from the Wish Machine.
2. Fixed an issue where door frames would not snap to grid if a glass door frame cosmetic was applied.
① After the patch, door frame wall cosmetics can only be applied to door frame walls and full wall cosmetics can only be applied to full wall structures. The application of each cosmetic type is now clearer.
② If you previously applied a door frame or window frame wall cosmetic to a full wall, the cosmetic will be converted into the corresponding full wall cosmetic after the patch. Likewise, if you previously applied a full wall cosmetic to a door frame or window frame wall, the cosmetic will be converted into the corresponding door frame or window frame wall cosmetic.
③ Following the patch, if a wall cosmetic does not fit your desired design, you will need to remove the affected wall and build a new wall of your desired type, then reapply the corresponding cosmetic.
3. Fixed an issue where incorrect text was displayed for some modules. Modules are carried over between seasons.
4. Fixed a display issue affecting some Lightforge Collection items obtained from the Lightforge Loot Crate event.
5. Fixed an issue affecting the 50% discount for the first 10 pulls in the Lightforge Loot Crate event.
6. Fixed an issue where duplicate Lightforge Collection items obtained from the Lightforge Loot Crate event would not be automatically converted into Lightforge Relics.

If you have any issues or suggestions while playing, feel free to share them with us via the Feedback Desk in the official Once Human Discord. Thank you for your ongoing support!
Discord: https://discord.gg/oncehuman

X: https://twitter.com/OnceHuman

YouTube: https://www.youtube.com/channel/UCgUb8QkT-DHF62tR2n7TPDQ

Facebook: https://www.facebook.com/OnceHumanOfficial

Ins: https://www.instagram.com/oncehuman_official/


Once Human Development Team

Once Human Bugfixes: August 15

Dear Meta,

We're committed to addressing your thoughts in the Once Human community, and to resolving issues and enhancing the game accordingly. Here's a summary of the fixes we've implemented:

[h3]August 15[/h3]
1. Fixed an issue where the Solar Drill would cause frequent interface refreshes, preventing item crafting.
2. Fixed an issue where the Teleportation Tower icon was incorrectly displayed in the open world.
3. Fixed an issue where items would drop from the Private Storage Crate when it was destroyed.
4. Fixed an issue where the Server Invitation Code couldn't be used. Players can now invite friends to full servers using the Server Invitation Code.
5. Fixed an issue where the microphone would automatically turn off after joining a team.
6. Fixed an issue where using upgraded animal feed would trigger an error message.
7. Fixed an issue where the brightness was abnormal in some scenes.
8. Fixed an issue where scores were calculated incorrectly in the [Wilderness Express] event.
*Please rest assured that we will continue to address leaderboard data issues in future updates.
9. Fixed an issue where characters couldn't use consumables or reload after an abnormal exit from the [Wilderness Express] event.
10. Fixed an issue where the game would occasionally crash while challenging a Dungeon.
11. Fixed an issue where attributes on Calibration Blueprints were displayed incorrectly.
12. Fixed an issue where attributes on Calibration Blueprints were not visible in crates.
13. Fixed an issue where some players experienced crashes while entering the game.
14. Fixed an issue where the Public Crisis Event would repeatedly refresh under certain conditions.
15. Fixed an issue where some Deviation attributes were incorrect.

If you have any issues or suggestions while playing, feel free to share them with us via the Feedback Desk in the official Once Human Discord. Thank you for your ongoing support!
Discord: https://discord.gg/oncehuman

X: https://twitter.com/OnceHuman

YouTube: https://www.youtube.com/channel/UCgUb8QkT-DHF62tR2n7TPDQ

Facebook: https://www.facebook.com/OnceHumanOfficial

Ins: https://www.instagram.com/oncehuman_official/


Once Human Development Team