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Dev Blog丨New Combat Weapons, Armor, Sets, and Mods Coming Soon

[p]Dear Metas,[/p][p]As the Visional Wheel turns, a new crisis looms. After the January 21(PT) update, we'll introduce brand-new combat weapons, gear, and mods. We hope every Meta in Once Human will find both challenge and simple, straightforward joy.[/p][p]The following updates will go live on all scenario servers except RaidZones. Weapon and gear updates for RaidZones will be detailed in a separate announcement later.[/p][p]I. New Weapons[/p][p][/p][p](1) New Weapon: EBR-14 - Octopus! Grilled Rings![/p][p]▪ Chance to trigger Burn on hit.[/p][p]▪ At max Burn stacks, creates a fire ring dealing AoE DMG.[/p][p]▪ Blaze DMG Boost[/p][p]▪ Reduced Burn stacks, increased Crit Rate.[/p][p][/p][p][/p][p](2) New Weapon: TEC9 - Additional Rules[/p][p]▪ Guaranteed Fortress Warfare trigger on hit (cooldown applies).[/p][p]▪ Reloading on empty restores some Deviant Power.[/p][p]▪ After using Deviations, bullets deal Elemental DMG (type depends on Deviations).[/p][p]▪ In Fortress Warfare status, Crit Rate increases.[/p][p][/p][p][/p][p][/p][p]II. New Gear[/p][p](1) New Armor: Gilded Gauntlets[/p][p][/p][p]Key Effect: Enables Burn to deal Crit DMG .[/p][p](2) New Armor: Pivot-Step Boots[/p][p][/p][p]Key Effect: Resets Battle Skill cooldown after using Deviation Ultimate.[/p][p][/p][p]III. New Sets[/p][p]Dark Resonance Set:[/p][p][/p][p]1-Piece: Grants a Shield when using Ultimate[/p][p]2-Piece: Player DMG Boost when Deviant Power is not full[/p][p]3-Piece: The more Deviant Power consumed, the higher the Player DMG Boost[/p][p]4-Piece: Using Deviant Battle Skill consumes a portion of Deviant Power to reduce cooldown time[/p][p]IV. New Suffix Attributes[/p][p]After this update, the new mod system will be launched, along with the following new mod suffix attributes. Metas can customize their builds based on different situations.[/p][p] Suffix[/p][p]Increases Weapon DMG; further increases Weapon DMG when attacking from behind[/p][p]Increases Crit DMG; further increases Crit DMG when attacking from behind[/p][p]Reduces non-player DMG taken from the front[/p][p][/p][p] Suffix[/p][p]Increases Status DMG; further increases Status DMG when attacking from behind[/p][p]Increases Elemental DMG; further increases Elemental DMG when attacking from behind[/p][p]Reduces non-player DMG taken from the front[/p][p][/p][p] Suffix[/p][p]Increases Weapon DMG; the closer you are to enemies, the higher the boost[/p][p]Increases Crit DMG; the closer you are to enemies, the higher the boost[/p][p]Reduces non-player DMG taken from ranged attacks[/p][p][/p][p] Suffix[/p][p]Increases Status DMG; the closer you are to the enemy,the higher the boost[/p][p]Increases Elemental DMG;the closer you are to the enemy, the higher the boost[/p][p]Reduces non-player DMG taken from ranged attacks[/p][p][/p][p] Suffix[/p][p]Increases Weapon DMG for a duration after switching weapons[/p][p]Increases Crit DMG for a duration after switching weapons[/p][p]Reduces non-player DMG taken when HP falls below a certain threshold[/p][p][/p][p] Suffix[/p][p]Increases Status DMG for a duration after switching weapons[/p][p]Increases Elemental DMG for a duration after switching weapons[/p][p]Reduces non-player DMG taken when HP falls below a certain threshold[/p][p][/p][p]Once Human Development Team[/p]

Dev Blog丨Adventure Upgrade: New Enemies Arrive

[p]Dear Metas,[/p][p]Reliable sources indicate that new creatures may be lurking in Nalcott![/p][p]In this update, we will showcase never-before-seen new enemies. Each comes with unique appearances and distinct behavior patterns, aiming to offer Explorers a richer and more engaging adventure.[/p][p]Shh… let's sneak a closer look to uncover their true nature.[/p]
1. New Large Biomechanical: The Devourer
[p]"The internal rail transit vehicles on Nalcott Island range in height from 2.88 to 3.68 meters and in width from 2.6 to 2.9 meters. Any rail vehicle outside these dimensions is a potential hazardous entity."[/p][p]A new Biomechanical collapse is upon us. While exploring the Workshop area, Metas may encounter the large Biomechanical "Devourer," which attempts to disguise itself as a normally operating rail transit vehicle. Based on preliminary investigations, the following intel is now disclosed to Metas:[/p][h2]Appearance[/h2][p]The "Devourer" is a large Biomechanical creature measuring approximately 27-45 meters in length. Its form resembles a mix of a worm and a subway train. Units composed of enlarged broken carriages are connected via gangways, forming multiple segments that allow the body cavity to bend and fold freely.[/p][p]The iron-clad carriages enveloping the "Devourer" grant it formidable defensive capabilities, while exposed areas remain highly vulnerable.[/p][h2]Behavior[/h2][p]The "Devourer" is docile and slow to react, showing no interest in normal animals or humans with low Stardust levels. Apart from occasional "station entry" incidents and conflicts triggered when its feeding is disturbed, there are no records of the entity actively harming humans.[/p][p]The "Devourer" prefers Stardust-enriched metal ores and will actively devour them to replenish energy. Their sensory range is exceptionally vast, and neither soil, rock, nor metal can impede their movement, posing a significant threat to all operational Workshop facilities.[/p][h2]Combat Mechanics[/h2][p][/p][p]Once its Shield is broken, the Devourer will attempt to Devour nearby ores to recover. It can consume ores produced by the Workshop or those discarded on the ground by Metas.[/p][p]When Metas actively discard minerals to feed the Devourer, note that the Devourer's level varies by region. Higher-level Devourers can consume higher-grade minerals.[/p][p]During the Devourer's feeding, each Meta can see a unique progress bar. Filling it applies a stacking Overload Weakness effect to the Devourer with the following rules:[/p]
  • [p]Overload Weakness effects from different Metas stack when fully filled.[/p]
  • [p]At the end of feeding, the Devourer enters an Overload Weakness state with a duration based on the number of Overload Weakness effects received.[/p]
  • [p]After three feedings, the Devourer becomes Satiated. If not defeated before satiation, it will burrow underground with all consumed minerals to digest them![/p]
  • [p]If Metas defeat the Devourer before it escapes, it will vomit out the consumed minerals after randomly upgrading them at varying ratios.[/p]
II. New Enemy: The Hoarder
[p]The Hoarder is an entity formed by the symbiotic fusion of mannequins and supermarket carts under Stardust influence.[/p][p][/p][h2]Appearance[/h2][p]Its main body is a supine, multi-limbed mannequin with a shopping cart permanently embedded in its chest. A "smiling face" drawn on a paper bag hangs from the cart handle, resembling facial features.[/p][h2]Behavior[/h2][p]It retains its hoarding obsession from its pre‑mutation state: one hand wields a scanner to periodically survey the environment, while the other collects discarded items into the cart. It also picks up items dropped by Metas. During this, its scanner emits blue light, showing no aggression.[/p][p]Observations indicate Hoarders operate in clusters of 3–5 per shared "nest", where they hoard collected items, including rare ones. If you are detected within the vicinity of a nest, their scanners turn yellow as a warning.[/p][p][/p][h2]Combat Mechanics[/h2][p]When attacked or if nest resources are stolen, the Hoarder enters hostility: its scanner glows red, limbs elongate abnormally, and it attacks the intruder to reclaim items.[/p][p][/p]
III. New Enemy: The Sonivore
[p]As the contamination of Stardust on Nalcott continues to deepen, certain substances within the earth's crust are gradually assimilated. The Sonivore is one such entity. Its original form is a gel-like mixture of nanoscale magnetic particles and Black Water. After being assimilated by the "Stardust" state of Black Water, it gradually developed biological characteristics.[/p][h2]Appearance[/h2][p]Initially, it appears on the surface in the form of an "egg," exhibiting small individual size and partial "egg-like" traits. Over time, as magnetic particles accumulate, its juvenile features fade, forming a mature form. The mature form features a core of deep-black magnetic fluid material, which uses varying flow patterns to express reactions to surrounding sounds.[/p][p][/p][h2]Behavior[/h2][p]The Sonivore's magnetic fluid core is highly sensitive to sound, causing it to unconsciously move toward sound sources in an attempt to touch and devour objects.[/p][p]According to continuous observations by Rosetta observers, Sonivores exhibit a peculiar fondness for high-value items, often appearing near Rosetta's important supply storage boxes and "giving birth" to offspring there. Rosetta researchers are quite pleased with this strange sense of identification, though occasional friction arises.[/p][p][/p][p]Surveillance footage from certain research facilities shows that most Sonivores have grown numb to Rosetta's sounds, no longer reacting. However, they become highly active in the presence of Metas, responding to any sound with predatory behavior, even trapping them inside their bodies in an attempt to consume their energy.[/p][p][/p][h2]Combat Mechanics[/h2][p]Sonivores react differently to various sounds. They move slowly in response to footsteps, quickly toward gunfire, and sprint at high speed upon hearing explosions.[/p][p]If a player deals damage to a Sonivore, it will relentlessly pursue the source of the damage. At this point, fleeing quickly is advised![/p][p]Once caught, victims will be trapped deep within the gel-like body and must struggle to break free, all while sustaining continuous damage from the Sonivore.[/p][p][/p][p]Of course, Metas can also exploit the Sonivore's sound-based mechanics, like crouching for silence, or using Melee Weapon attacks or other items to divert its attention and escape.[/p][p][/p][p]That concludes all the intel on the new enemies. What new challenges and storms these foes will bring is something the Metas must explore firsthand![/p][p][/p][p]Once Human Development Team[/p][p] [/p]

Version 2.2.5 Bug Fixes (January 16)

[h2]Dear Metas,[/h2][p]If you encounter any issues while playing, please contact us using the following methods:[/p][p]PC: Open the in-game ESC menu → Feedback & Customer Support → Select Bug Report to submit your issue.[/p][p]Mobile: Tap the menu button in the upper right corner → Tap the headphone icon in the sidebar → Select Customer Support→ Then choose Bug Report to submit your feedback.[/p][p][/p][p]If you're offline, you can also report issues via our official email: [email protected]. We'll investigate as soon as we receive your message.[/p][p][/p][p]We've been gathering community feedback and actively addressing your concerns.[/p][h3]The following are the ongoing/completed fixes:[/h3]
January 16
[p]In the January 22 update, we will iterate on the blueprint system (after the iteration, old blueprints can no longer be fine-tuned) and the module system. To help Metas maximize the use of their existing resources, we have adjusted the Supply Points required for fine-tuning blueprints and most module boxes to 0 points. Please make sure to use your resources as soon as possible.[/p][p]For more details, please refer to the Dev Blog:[/p][p]1. In the January 21(PT) update, we will implement the blueprint system (after the update, old blueprints can no longer be calibrated) and the mod system. To help Metas maximize the use of their existing resources, we have adjusted the Supply Points required for calibration blueprints and most mod crates to 0 points. Please make sure to use your resources as soon as possible.[/p][p]For more details, please refer to the Dev Blog:[/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink]2. Fixed an issue where the points refunded during tech resets were incorrect in certain situations.[/p][p]3. Fixed an issue where the Frost Vortex and Bounce effects failed to trigger correctly in rare cases.[/p][p]4. Fixed an issue where, in some cases, animal companions would collect ores but the ores would not disappear.[/p][p][/p][p]Once Human Development Team[/p]

Dev Blog丨New Pollution Zones and Existing Survival Environment Optimizations

[p]Dear Metas,[/p][p]When survival becomes predictable, challenges lose their meaning. We’ve decided to break the status quo by comprehensively upgrading the Pollution Zone gameplay and existing survival environment, ensuring every scenario journey presents a new excitement. On January 21(PT), after the version update, we’ll introduce you to a brand-new Pollution Zone experience. Details are as follows:[/p][p]I. Pollution Zone Experience Optimizations[/p][p]1. New Pollution Zones[/p][p]We’ll add various types of Pollution Zones across different level areas on the map. After the January 21(PT) update, scenario servers (excluding RaidZone Mode) will randomly generate Pollution Zones, with each server having unique locations and quantities, creating a distinct experience for every scenario.[/p][p]Description:[/p][p]1) Scenarios like "Endless Dream," "Prismverse's Clash," and "Deviation: Survive, Capture, Preserve" will feature fewer Pollution Zones. This is due to their inherently high challenge and unique narrative pacing, ensuring balance and focus on their core experience.[/p][p]2) New scenario servers will randomly generate Pollution Zone locations upon launch, with positions and types fixed thereafter.[/p][p] [/p][p]2. Pollution Zone Trait Adjustments[/p][p]In this update, we’re also refining the current Pollution Zone environment. Pollution value will now stabilize and no longer fluctuate with special resource quantities. Adjustments include:[/p][p]1) To preserve resource value, higher Pollution value areas will yield more special resources, with increased chances of gold/silver ore spawns. Metas can use Stardust Miners for extraction in high-pollution zones.[/p][p]2) Structures in Pollution Zones will continuously suffer Corrosion until destroyed. Metas can protect them by consuming specific materials, with Corrosion speed and material costs scaling with Pollution value.[/p][p]3) If Metas remain in a Pollution Zone with resistance lower than the Pollution value, Sanity loss will slow significantly compared to the current version. However, the effectiveness of items, Deviations, and other Sanity recovery methods will also decrease.[/p][p]4) The Fools will no longer spawn by default in low Sanity states and will only appear in \[Wild Deviant] Pollution Zones. Additionally, their mechanics have been revised: new Fools will no longer instantly kill players, and they will not stop moving when observed by players. Detailed mechanics regarding Fools in Pollution Zones will be further explained in the \[Wild Deviant] Pollution Zone section below.[/p][p]3. Other Adjustments[/p][p]In the January 21(PT) update, we have also made the following adjustments:[/p][p]1) The effects of \[Stardust Malt Ale]/\[Stardust Corn Ale] have been adjusted to boost Pollution Resistance, while \[Signature Ice Brew] now enhances Sprint Speed, better aligning with their food-themed naming (related crafting Formulas have been updated accordingly):[/p]
[p]Item Name[/p]
[p]Effect Before[/p]
[p]Effect Now[/p]
[p]Stardust Malt Ale[/p]
[p]Sprint Speed +20%[/p]
[p]Pollution Resistance +100 for 1800s[/p]
[p]Stardust Corn Ale[/p]
[p]Sprint Speed +20%[/p]
[p]Pollution Resistance +100 for 1800s[/p]
[p]Signature Ice Brew[/p]
[p]Pollution Resistance +30%. Sanity recovers quickly when out of combat, duration: 1800s[/p]
[p]Sprint Speed +20%[/p]
[p]2) Based on the current Pollution Zone’s gameplay philosophy of "high risk, high reward, intense challenge," we have implemented the following comprehensive adjustments:[/p][p]a. Increased rewards from Pollution Zones:[/p][p]- Defeating Elites in Pollution Zones may drop Deviations.[/p][p]- Defeating enemies in Pollution Zones will drop Stardust Source and Acid.[/p][p]- Pollution Zone chests may now contain Fuel.[/p][p]b. Adjusted Pollution Zone values to better reflect high-risk gameplay:[/p][p]- Reduced Pollution Resistance provided by gears and adjusted the values of certain dishes with Pollution Resist effects, changing them from percentage-based to fixed values. Metas must now strategize more carefully when using dishes, Deviations and other means to counter Pollution.[/p][p]0[/p][p]- Gear degradation is more severe upon death in a polluted zone.[/p][p]c. Streamlined and focused on open-world gameplay, removing the Mist feature: Based on long-term monitoring of online data and player feedback, we found that the current Mist feature failed to deliver the expected experience for Metas in terms of fun and playability, with consistently low participation rates. After careful consideration, we have decided to temporarily remove the Mist feature. The Deviations and items originally obtained from Mist can now be acquired by defeating Elites in Pollution Zones. We will revisit and revamp the Mist feature in the future to reintroduce it in a better form.[/p][p]4. Survival Stats and Whim Optimization[/p][p]In this update, we have also adjusted Survival Stats and Whims:[/p][p]1) Adjusted the impact of different Survival Stats on characters: Energy primarily affects HP, Hydration mainly affects movement, and weight influences temperature resistance.[/p][p]2) Characters now recover Sanity much faster while sleeping.[/p][p]3) Reduced the speed of Heatstroke and Hypothermia progression.[/p][p]4) The trigger condition for Whims has been changed to occur when characters perform specific actions under low Sanity. Whim effects will now have more distinctive visuals and entertaining impacts.[/p][p]Example: After triggering a certain Whim, defeating enemies while having low Energy may cause them to drop meat instead of regular loot.[/p][p]More intriguing Whims await you to discover![/p][p]II. Pollution Zone Types and Effects[/p][p]After this update, multiple new Pollution Zones will appear on the map. Different types of Pollution Zones have varying Deviant effects. Higher Pollution value intensify these effects. Each Pollution Zone comes with one mandatory Deviant effect and 1-3 Deviant Traits (affecting survival, exploration, or production), with the number of Traits increasing alongside Pollution value.[/p][p]Upon entering a Pollution Zone, players will see its type and Deviant effects displayed at the top of the screen (red pins for Deviant effects, yellow pins for Deviant Traits). Metas can click to view detailed effects in-game.[/p][p] [/p][p]Below, we’ll introduce the new Pollution Zone types and their effects:[/p][p]1. Wild Deviant[/p][p]\[Deviant Effect]: Damage falls off with distance from the target, while the mutation rate of wild plants increases.[/p][p]\[Deviant Trait 1]: When planted in Wild regions, crops have an increased chance of mutation.[/p][p]\[Deviant Trait 2]: Special trees appear in Wild regions, which are guaranteed to drop seeds/mutated plants when chopped down. If left unchopped for a certain time, these trees will transform into Fools. Fools no longer attack Metas but will devour crops planted by Metas.[/p][p]\[Deviant Trait 3]: When breeding in Wild regions, offspring have a chance to upgrade their Trait entries and an increased chance of obtaining rare patterns. Tamed animals lose Tameness more easily (Tameness may start decreasing even when Energy and Hydration are not zero), and higher Pollution value further accelerate Tameness loss.[/p][p] [/p][p]2. Mirror Deviant[/p][p]\[Deviant Effect]: In Mirror regions, damage falls off with how frontal the hit is. Looting or gathering actions have a chance to yield double rewards.[/p][p]\[Deviant Trait 1]: Interactive magic mirrors spawn in Mirror regions. Interacting with them summons a clone that follows you, sharing damage taken. After the player attacks an enemy, the clone enters combat and Taunts the foe.[/p][p]\[Deviant Trait 2]: Morphic Crates with reflective mirrors on their backs spawn in Mirror regions. Defeating them grants rich rewards. Metas must use their wits to overcome them![/p][p]\[Deviant Trait 3]: Backstab kills have a chance to double loot drops.[/p][p] [/p][p]3. Phantasmal Deviant[/p][p]\[Deviant Effect]: All creatures (including Metas, enemies, and animals) alternate between Void and Solid states. Void reduces Physical DMG, while Solid reduces Elemental and Psi DMG.[/p][p]\[Deviant Trait 1]: More enemies spawn.[/p][p]\[Deviant Trait 2]: If a Meta Captures an animal while it is in the Void state, the animal gains the Trait: Phantom. Animals with this trait take on a Void appearance, and their attacks deal random Elemental DMG.[/p][p]【Deviant Trait 3】:Elite enemy Frostella appears. Frostella will use different types of attacks based on the Metas' Void/Solid state.[/p][p][/p][p]That's all for this Dev Blog. After the optimization and iteration of the Pollution Zone, the new Visional gameplay will also be launched alongside the Pollution Zone. We will later reveal the new S3 Visional Wheel gameplay for the Metas. Stay tuned![/p][p][/p][p] [/p][p]Once Human Development Team[/p][p] [/p][p] [/p][p] [/p][p] [/p]

New Gameplay "Peak Duel" for [Deviation: Survive, Capture, Preserve] Scenario

[p]New Gameplay "Peak Duel" for \[Deviation: Survive, Capture, Preserve] Scenario is About to Begin[/p][p]Dear Metas,[/p][p]The new update is coming soon! After the January 21(PT) update, the \[Deviation: Survive, Capture, Preserve] scenario will embrace a highly challenging new gameplay: the "Peak Duel" ranked battle system, aiming to infuse this scenario with even more intense competitive energy and deeper strategic objectives.[/p][p]Here, you'll have the chance to compete against other Metas, vying for the top spot and proving your strength.[/p][p]
[/p][p]1. Gameplay Participation Guide[/p][p]1) Server Availability: This gameplay is exclusive to new servers. It will only be implemented in newly launched servers after the update. Existing older servers will not feature this content.[/p][p]Due to development progress and data compatibility, only newly launched servers after the January 21(PT) update will initially support this gameplay. However, to allow veteran players of the \[Deviation: Survive, Capture, Preserve] scenario to experience it, we will enable the gameplay in the \[Deviation: Survive, Capture, Preserve] permanent server during the February 4(PT) update. Metas can choose based on their preferences.[/p][p]*To help Metas who wish to participate in "Peak Duel" easily access new servers, we will distribute Scenario Exit Card ×1 to all Metas after the January 21(PT) update. Please check your in-game mailbox for it.[/p][p]2) Unlock Timing: The battle entrance will officially unlock once the scenario progresses to "Phase 3." Early strategy and preparation are key to excelling in these intense battles.[/p][p]3) Seasons and Settlement:[/p][p]- Non-permanent Servers: When the scenario enters the "Rest Period," the season will conclude based on your final ranking, and all rewards will be issued.[/p][p]- Permanent Servers: On the 1st of each month at 6:00 (Server Time), the season will conclude based on your final ranking, and all rewards will be issued.[/p][p]
[/p][p]2. Generous Battle Rewards[/p][p]1) Weekly Participation Reward: Simply participating in Peak Duel grants you weekly rewards; consistent motivation awaits![/p][p]2) Server Ranking Reward: The top 8 Metas in each server’s final rankings will receive exclusive additional rewards, showcasing your exceptional prowess![/p][p]
[/p][p]
[/p][p]Metas interested in the "Peak Duel" are advised to plan ahead, hone your lineup, and prepare for this ultimate battle![/p][p]
[/p][p]Once Human Development Team[/p]