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Once Human Version 1.4.3 Update Announcement

Dear Metas,

We're planning a server maintenance and update on March 12 at 4:00 PM(PST). The maintenance is expected to last about 2 hours, but the actual duration may differ. Please plan your game time accordingly for the best experience.
This update introduces non-shutdown servers, Wish Machine grand prize selection, the new Spectral Hunt event, the new Lightforge Loot Crate: Youthful Glory, adjustments to the Journey system, and various optimizations and bug fixes.
Since launch, we've been closely monitoring feedback from the community and working on fixes and optimizations.
Below are the details of this update.

[h2]New Content[/h2]
[h3]Non-Shutdown Servers[/h3]
To allow you to experience scenarios at your own pace, we will introduce non-shutdown servers on March 12 (PST).
Features
1. After the March 12 (PST) update, open servers will be converted into non-shutdown servers after their settlement phases. The conversion process takes approximately 2 hours, during which the server cannot be accessed.
2. Active character data will be retained after the conversion to a non-shutdown server. Players can continue using their characters on the non-shutdown server, exit to Eternaland, or sign up for a new scenario.
3. Note that inactive characters will not be retained on the non-shutdown server but will be sent to Eternaland. Currently, this applies to characters that have been inactive for at least 30 days. However, we plan to significantly ease this restriction in the next quarter to accommodate returning players.
For more details, visit https://www.oncehuman.game/news/update/20250304/40780_1215949.html
[h3]Wish Machine Grand Prize Selection[/h3]
After the March 12 (PST) update, grand prize selection will be enabled for the Echoes from the Rift prize pool at the Wish Machine.
How: Go to the Echoes from the Rift prize pool, and select Wishlist. You can then spend Wishstones to select a weapon blueprint. The next Legendary blueprint you draw will be guaranteed to match your chosen blueprint.
Once you draw your chosen blueprint, the Echoes from the Rift prize pool will be reset.
You can redeem Wishstones using Mitsuko's Marks at the Challenge Shop, or acquire them through events.
[h3]New Limited-Time Wish Machine Prize Pools[/h3]
After the update on March 12 21:30 (PST), the following new Wish Machine prize pools will be available for 2 weeks.
Searing Burn: Includes the Legendary weapon blueprint 'Pyroclasm Starter'.
Doom Hunter: Includes the Legendary weapon blueprint 'Doombringer'.
Rune Burn: Includes the Legendary gear blueprints 'Fire Rune Boots', 'Blackstone Hood', 'Blackstone Jacket', and 'Blackstone Shoes'.
[h3]New Scenario: Harvesters' Market[/h3]
To make trading more convenient, we are introducing Harvesters' Markets to the Manibus, Evolution's Call, and The Way of Winter scenarios. Additionally, the new Solar Power Vending Machine formula will be added to the Vending Machine Memetic. Solar Power Vending Machines can only be built in designated areas of the Harvesters' Market, with each player limited to one.
Vending Machines now also have the refrigeration function of Fridges, so they can keep food fresh for longer periods.
[h3]Stardust Chronicle[/h3]
Players can navigate to Menu > Stardust Chronicle to view all game modes available in the current scenario, along with their descriptions. Map navigation is also available for certain game modes, making it easier for players to locate and access them quickly.


[h2]New Event[/h2]
[h3]Spectral Hunt[/h3]
Spectral Hunt, an event exclusive to Visional Wheel S0: Lunar Oracle, is on its way!
Event Period: March 12 (after update) – May 7
During Lunar Oracles, Morphic Deviants that resemble players will appear in settlements across the wilderness. These Deviants, known as Lunarspawn, will assume the appearance and absorb the abilities of any player they kill.
Lunarspawn grow stronger with each player they kill. Players must work together to hunt Lunarspawn and fill the progress bar, unlocking Lunar Whispers, themed cosmetics like namecards and eyewear, and many other rewards!
For more details, visit https://www.oncehuman.game/news/update/20250306/40780_1216892.html


We've also updated the duration of Visional Wheel S0 and adjusted the ending times of some events.
[h2]New Shop Arrivals[/h2]
[h3]1. Lightforge Loot Crate: Youthful Glory (available from March 14, 10:00 AM server time)[/h3]
"Even if we must return to school, let's keep the fire of youth burning!"
The limited-time Lightforge Loot Crate: Youthful Glory includes the 'Crimson Zero' fashion set (Legendary), 'Sweet Bear Cub' Cradle skin (Legendary), and 'Classic Triangle Piano' Collection furniture formula (Epic). Gifted students, assemble and see where you rank!


* Lightforge Loot Crate: Dream Waltz will be removed from sale on March 13 at 6:00 AM (server time).
[h3]2. Future Shop Arrivals (available from March 20, server time)[/h3]
"Stay active to stay alive. Success demands persistence, and every drop of sweat reshapes your body."
The 'Fitness Club' territory furniture pack (Epic) is coming. Join our fitness alliance now!


The 'Western Wildflower' weapon skin (Epic) and corresponding bundle will also become available, along with the new and discounted 'Blackfire Skull' character set (Rare)! Just go to Shop > Cosmetics after March 20 (server time) to purchase them!

[h2]Optimizations[/h2]
[h3]Hive System[/h3]
1. Added the Private Hive feature. If you enable this feature, your Hive will not be searchable by others. This option is disabled by default and can be changed by the Hive leader in the Settings.
2. Added the option for Hive members to invite new members. When enabled, non-leader Hive members can invite friends to join the Hive without the leader's approval. This option is disabled by default and can be changed by the Hive leader in the Settings.
[h3]Events[/h3]
Added a batch redemption feature to the 'Astral Dewlets' long-term event. Players can now redeem supplies in bulk.
[h3]Journey System[/h3]
During this maintenance, we will optimize the Journey system by merging the location of Scenario Challenges and Commissions and simplifying the Scenario Challenge hierarchy. This is designed to help new players adapt more quickly to exploration, combat, and construction.
Changes will be made to the structure of Journey tasks and how rewards are issued, which may affect your current task and reward progress. Due to this, additional compensation will be included with the maintenance compensation.


[h3]Deviations[/h3]
1. Improved the effective range of lighting on Deviations. Deviations can now receive light from a two-story vertical range.
2. Changed the acquisition methods for certain Deviations, as per the following table:
https://www.oncehuman.game/news/update/20250312/40780_1218344.html

3. Increased the maximum stack size for Deviation output.
4. Improved the display of Deviations obtained from Loot Crates. Deviations owned by the player will now be prioritized for display to ensure players don't miss their drops.
[h3]Wilderness[/h3]
1. Added a new Settings option to toggle the slow-motion camera when fishing.
2. Optimized the visual effects for areas where fishing is not allowed.
[h3]Vehicles[/h3]
1. Improved the rules for parking vehicles in player settlements:
Large vehicles can no longer park in player strongholds in neutral areas. They must leave the stronghold within 15 seconds or be forcibly recalled.
Vehicles of all types can no longer park in trading zones. They must leave the stronghold within 15 seconds or be forcibly recalled. Additionally, vehicles cannot be summoned inside strongholds.
2. Improved the protection that vehicles offer players. Some builds can no longer damage vehicle passengers when attacking vehicles.
3. Optimized the physics of collisions between railroads and vehicles. Vehicles can now cross railroads more smoothly.
[h3]Guidance[/h3]
1. Added a new location guidance effect for Mimics. When a Mimic is nearby, Butterfly's Emissary will fly toward its location, guiding you to the hidden Mimic.
2. Moved the Whisper feature to the function wheel. You can now long-press Tab to call up the function wheel and leave a Whisper. Crafting the Whisper item is no longer necessary, and the corresponding formula has been removed.
[h3]Other[/h3]
1. All references to "season" in the text have been changed to "scenario". For example, "Season Sign-Up" is now "Scenario Sign-Up".
2. Optimized the performance when talking to Mitsuko in Victor Hammett's hut.

[h2]Bug Fixes[/h2]
[h3]Cosmetics[/h3]
1. Fixed an issue where hidden fashion items would become visible again after the player switched armor.
2. Fixed an issue where the player character would float when crouching while wearing high-heeled shoes.
[h3]Wilderness[/h3]
Fixed an issue where, during a Monster Attack, other players would also trigger a Monster Attack when gathering water.
[h3]Trade[/h3]
1. Fixed an issue where some Memetic Specialization memory fragments could not be listed for sale on the Vending Machine.
2. Fixed an issue where the Vending Machine's advertisement was not displayed correctly.
[h3]Vehicles[/h3]
Fixed an issue where the suspension of the 'Pyro Glide' vehicle skin was lower than that of the original skin.
[h3]Combat[/h3]
Fixed an issue where the weapon nickname was not displayed when the player was defeated by another player.
[h3]Other[/h3]
Fixed an issue where tips would be incorrectly shown when creating equipment presets in certain languages.

Once Human Development Team



Devs Talk-Dedicated trading zones are coming!

Hi, Metas!

You've probably noticed the many useful features added in the February 27th update, including the long-awaited ability to hide cosmetics. Now, you have the option to hide your Cradle, giving you more freedom to personalize your character! We also upgraded the trading system, allowing players to easily trade Deviations directly or via Vending Machines.

In Nalcott, trading plays a crucial role in fostering social connections. Not only does it help you acquire new items, but it can also spark friendships with people you might never have encountered otherwise.

Trading has been a consistently popular activity since launch. To maximize exposure, players often place their Vending Machines in Blackfell, causing lag, obstructions, and other issues. After extensive discussions, our team has decided to create a dedicated trading zone—the Harvesters' Market, set to launch on March 13th.

Harvesters' Markets will be available in the Manibus, Evolution's Call, and The Way of Winter scenarios. However, due to the unique faction-based gameplay of Prismverse's Clash, we currently have no plans to include a Harvesters' Market there. If you'd like to see this feature in Prismverse's Clash, share your suggestions with us via Customer Support or the Co-Dev Feedback Platform, and we'll assess its viability.

To minimize disruption, we've chosen areas with low player density for the Harvesters' Markets. Players will be able to place Special Vending Machines within these designated zones.


Here are the coordinates for the Harvesters' Markets:
Manibus/Evolution's Call: (4871, -2405)
The Way of Winter: (2426, 6542)

To ensure the safe construction of the Harvesters' Markets, players whose territories fall within the designated zones must relocate beforehand. All affected players will be notified via in-game mail. But don't worry if you can't relocate before March 13—you won't lose anything. Your territory will be automatically recalled, and you can place it again once you find a suitable location.

Now, we'd like to answer some questions you may have about the Special Vending Machine.

Q: How many Special Vending Machines can I build?
 
A: To accommodate as many players as possible within the limited space, each player will be restricted to building one Special Vending Machine.
 
Q: Are the Special Vending Machines restricted to the Harvesters' Market?
 
A: Yes.
 
Q: How can I build a Special Vending Machine?
 
A: It may be special, but it's still a Vending Machine, so you'll need to unlock the Vending Machine in the Memetic system first.
The Special Vending Machine can also use the same skins as the standard Vending Machine, allowing you to customize its appearance to your liking.
 
Q: What will happen to inactive Special Vending Machines that are just taking up space?
 
A: If a Special Vending Machine remains inactive for several days, it will be recalled, and its building materials will be refunded to the player's Territory Terminal. When you place the Special Vending Machine again, all previously listed items will still be available for sale.
 
Q: Does the Special Vending Machine need to be connected to power?
 
A: For convenience's sake, Special Vending Machines do not need to be connected to power and can be freely placed within the Harvesters' Market.

Additionally, on March 13, a freezer feature will be introduced to Vending Machines, enabling them to keep food fresh for longer. The effect wears off after purchase, so remember to consume your food promptly!

That wraps up today's Devs Talk! If you have any questions about the trading zone, feel free to share them in the comments below!

Once Human Development Team

Once Human Version 1.4.2 Bug Fixes (March 10)

Dear Metas,
Since the official release of Once Human version 1.4.2, we have been gathering community feedback and actively addressing your concerns. Here are the latest fixes we have implemented:
1. Fixed an issue where some players did not receive the global compensation mail.
2. Fixed an issue where some players did not receive the 'Realm of Nightmares' task.
3. Fixed an issue where some servers were incorrectly flagged as undergoing maintenance for non-shutdown conversion.
4. Fixed an issue where players could not complete the 'In the Tall Grass' main story task.
5. Fixed an issue where the Territory Terminal would get stuck in rocks when using Flight Mode during construction.

Once Human Development Team

Update Preview | Here's what we're working on!

Dear Metas,

Since Once Human's launch, we've been closely monitoring your feedback on core aspects such as scenario pacing, character growth, and replayability.
Once Human is an open-world survival and crafting game designed to allow players to experience its various scenarios without restrictions. To achieve this, we've introduced new features such as Blueprint Conversion, the Stellar Stairway system, and the Scenario Exit function, alongside extensive upgrades to the core gameplay experience. These updates aim to give you more freedom to engage with the scenarios on your terms.
In this article, we’ll preview some of the changes and optimizations planned for March. We’d also love to hear your feedback on these updates, so let us know what you think!


Share your thoughts by commenting on this article or via the Co-Dev Feedback Platform: https://www.oncehuman.game/grfkpt/

Now, let's take a look at the upcoming changes!
[h2]I. Non-Shutdown Servers[/h2]
Planned Launch: March 13
Currently, servers automatically close after the scenario's settlement phase ends, following which your character will be transferred to Eternaland, where they can sign up for a new scenario and more.
Regarding this, we've consistently received the following feedback:
1. Some players cannot experience all of a scenario's content due to the limited duration.
2. Returning players cannot resume their progress due to server closures.
3. Some players prefer to continue playing the same scenario rather than starting a new one or returning to Eternaland.
To allow you to experience scenarios at your own pace, we plan to introduce permanent servers on March 13.

Rules
1. Scenario servers will not close: When the scenario ends after its settlement phase, the server will convert into a permanent server. This process takes about 2 hours, during which the server will be inaccessible. Once the conversion is complete, you can choose to remain on the server, return to Eternaland, or sign up for a new scenario.


2. Inactive characters cannot enter the permanent server: After the server converts to a permanent one, characters that have not logged in to the scenario for an extended period will be returned to Eternaland. From there, they can sign up for a new scenario.
The reason for this restriction is that transferring all characters to the permanent server would place a significant load on the server. To ensure a smooth experience for active users, characters inactive for 30 days or more will not be transferred to the permanent server. However, we plan to significantly ease this restriction in the next quarter to accommodate returning players.

3. Servers will be merged after conversion to permanent status:
i. Servers of the same scenario type and Visional Wheel status will be merged.
ii. Each server will be merged into a single World on the permanent server. After the merge, you can switch between Worlds to interact with players from other servers. Subsequently, Worlds with relatively low activity levels may be merged to ensure a good experience.

4. Visional Wheel updates for permanent servers:
Permanent servers will be kept in their original state. Updates and changes that can only be applied to new servers will not affect permanent servers. These changes include:
i. Major scenario changes, such as new regions, modifications to existing regions, or the addition/removal of Public Crisis Events.
ii. New Memetics and changes to Memetic Specializations.
iii. Changes to season goals, seasonal challenges.
iv. Map changes.
v. New game modes based on seasonal phases.

New content not exclusive to new servers will be applied to permanent servers, including:
i. Construction optimizations, including new building materials and components.
ii. Changes, optimizations, and additions to the ranching and farming systems.
iii. Weapon balance adjustments.
iv. New cosmetics and events.
v. Bug fixes and optimizations.
In future updates, we will specifically indicate whether or not new content will be applied to permanent servers.

5. Visional Wheel updates for permanent servers:
For servers with the Visional Wheel tag, the Visional Wheel theme will continue to cycle after conversion to a permanent server. For example, when the current Lunar Oracle theme ends, the next Visional Wheel theme will start on the permanent server.

Developer Notes:
As an optimization to the season system, permanent servers are intended to address gameplay pacing issues, enabling returning players, new players, and active players alike to play at their own pace. We are also aware that players want fresh content and non-repetitive gameplay. To meet this demand, we plan to introduce new scenarios, enhance scenario playability, and optimize resource allocation, self-hosted servers, and the Visional Wheel system. Next, we'll unveil a new PvE scenario and adjustments to resource allocation.

[h2]II. New PvE Scenario: Endless Dream[/h2]
Banish the nightmares and guard the dawn.
This year, we will introduce a new scenario: Endless Dream. In an ever-shifting dreamscape, you must hunt down the Original Entity behind the nightmares and awaken the world from its terrible slumber.

1. Scenario Features
Fully accessible map: Explore every region from Broken Delta to Ember Strand right from the start.
Dynamic environmental effects: The dreamscape's challenges will constantly evolve in response to your actions.
Greater freedom: Use Construction mode outside your territory and creatively utilize facilities to your advantage!
Flexible pace: Explorable regions will no longer be restricted by seasonal phase, and seasonal phases will advance based on players' progress in hunting the Original Entity.
Salvation or destruction? The fate of the world hinges on the collective efforts of all players.
2. Scenario Concept
When the Sleeper manifests, its influence will warp the surrounding wilderness into a dreamscape full of unpredictable changes. You might find yourself engulfed in darkness or afflicted with strange vulnerabilities—becoming unusually weak, flammable, or even explosive.
The dreamscape will also transform Deviants and resources within the world, changing how players interact with or battle against them.
We hope that these changes will bring a variety of combinatory changes to exploration and combat, ensuring that every area and play session offers new and unexpected experiences. Let us know your thoughts and ideas on the scenario concept!

Stay tuned to our official announcements for information on the upcoming co-dev test. We'll be sharing more details about the new scenario soon!

[h2]III. Cross-Character Asset Sharing[/h2]
Planned Launch: March 27
Once Human is an open-world survival and crafting game designed to allow players to experience its various scenarios without restrictions. Currently, however, assets are tied to character level, creating a significant barrier for players who want to create a new character to try new scenarios or play with friends. To address this, we plan to introduce cross-character asset sharing on March 27. This feature will allow more resources to be shared and transferred across all characters on the same account, giving you greater freedom to play the way you want.

Scope and Rules
1. Which assets will be shared? How will the sharing work?

The following assets will be shared across all characters on the same account:
i. Stellar Stairway, Starchrom, and Blueprints: Stellar Stairway progress, Starchrom, blueprints, blueprint fragments, and Blueprint Collection level will be shared at the account level.
After the March 27 update, 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, and blueprint data of the character with the highest Blueprint Collection level.
ii. Mods: All mods from every character on your account will be shared across all characters.
iii. Weapon Accessories: All weapon accessories from every character on your account will be shared across all characters.
iv. Cosmetics: The vast majority of cosmetics—including fashion items, actions, emotes, keyword effects, and namecards—will be shared across all characters on your account. Any exceptions will be clearly labeled.
v. Certain Formulas: Some formulas will be shared across all characters on your account. These formulas will be labeled as shared in the UI.
vi. Certain Tokens: The following tokens will be shared across all characters on your account:

a. Emblem Unlock Items
b. Weapon Renaming Cards
c. Phantom Cubes
Mods, weapon accessories, cosmetics, and certain formulas and tokens owned by every character on your account will be aggregated and shared across all characters. Due to the amount of data involved, after the March 27 update, you will need to manually log in with each character to complete data aggregation for that character. Characters that have not undergone data aggregation will be marked on the login screen.
Duplicate weapon accessories, cosmetics, and formulas will be automatically disassembled during the merging process.

vii. Items and Equipment: An Account Depot into which you can deposit items and equipment will be added to Eternaland. Items stored in the Account Depot are converted into Spacetime Backpack items that can be withdrawn to your Spacetime Backpack. You can then spend Resource Points to transfer them to your scenario backpack.
· You can deposit items from your scenario backpack into the Account Depot without waiting for the season settlement. Deposited items will be immediately converted into Spacetime Backpack items.
· Items not sent to the Spacetime Backpack during season settlement temporarily cannot be transferred between characters. We plan to optimize this feature in the future to allow more items to be transferred between characters.

2. Why can't Stellar Stairway progress, Starchrom, and blueprint data be aggregated? Why is only the data of the character with the highest Blueprint Collection level shared?
Starchrom and blueprint acquisition are tied to character playtime. Aggregating these resources would create a significant and insurmountable gap between players who focus on one character and those who play multiple characters. Using the data of the character with the highest Blueprint Collection level ensures that all other characters on your account will enjoy an increase in Blueprint Collection level, allowing you to create and use new characters more freely. If you have invested in multiple characters, we will offer Starchrom compensation based on the aggregate Blueprint Collection levels of your other characters. For example:
Assume you have three characters on your account: A, B, and C whose Blueprint Collection levels are Lv. 100, Lv. 40, and Lv. 20 respectively.
i. After the March 27 update, the Stellar Stairway progress, Starchrom, and blueprint data of A will be shared across all characters.
ii. The Blueprint Collection levels of your remaining characters B and C will be aggregated. In this case, Lv. 40 + Lv. 20 = Lv. 60.
iii. You will be compensated based on the aggregate Blueprint Collection level as per the table below. The maximum compensation is 40,000 Starchrom. In this example, B and C's aggregate Blueprint Collection level of Lv. 60 means you will receive 8,000 Starchrom in compensation.



Other Characters' Aggregate Blueprint Collection Level

Starchrom Compensation



Lv. 1–30

4000



Lv. 31–60

8000



Lv. 61–90

12000



Lv. 91–120

16000



Lv. 121-150

20000



Lv. 151–180

24000



Lv. 181–210

28000



Lv. 211–240

32000



Lv. 241–270

36000



Lv. 271 and above

40000



iv. Compensation will be sent via system mail after the cross-character sharing is activated.
After the March 27 update, all players will receive a set amount of Starchrom and blueprint conversion attempts to allow you to adjust your blueprints as needed. The changes we are making are not designed to invalidate your previous efforts, but to reduce grind and allow you to enjoy the game's content more flexibly.

[h3]IV. Resource Allocation and Deviation Optimizations[/h3]
1. Deviation Acquisition and Interaction Optimizations
Planned Launch: March 13
The acquisition methods for Morphed Deviations will be made more focused and streamlined. The probability of obtaining these Deviations will not change. Before the update, we will announce the affected Deviations and their acquisition methods, and we will continue to make adjustments based on your feedback.
We have also improved the rules for spawning Deviations when opening Lunar Oracle Crates. Deviations belonging to the player will be prioritized for display, and there will be a cap on the total number of visible Deviations. Additionally, the duration of Deviation spheres will be shortened. This is to prevent confusion when trying to capture Deviations.

2. Resource Allocation Optimizations
Planned Launch: March 27
High-risk zones will yield rarer resources, including advanced resources and some new rare resources. This change is designed to enhance the risk-reward experience of exploration.
The yield rate of advanced resources will also be adjusted, as some of the yield has been reallocated to high-risk zones. Some Memetic Specialization effect values and game mode rewards will also be changed.
New special ammo and tactical items will also be added. These items require rare resources to craft and introduce new combat effects and strategic options to scenarios.
Controllers and all Controller-related features will be removed. Affected rewards will now yield mods directly, but some resource rewards have been reallocated to high-risk zones.

More details on these optimizations will be unveiled in the update announcement. Stay tuned!

[h3]V. Construction System Optimizations[/h3]
Planned Launch: March 27
1. Intuitive Power Management
In response to player feedback about the complexity of connecting Generators and the ambiguity of power consumption calculations, we have overhauled the electricity system to make power management more intuitive.
Optimizations
Automatic Power Connections: Generators in your territory will automatically connect and form an electrical network by default, eliminating the need to manually lay cables.
Visualized Power Consumption Data: In Construction mode, you can view the total and current power consumption in real time. You can also monitor the power usage distribution on the Generator screen.

2. Water and Production Management Optimizations
To address player's feedback regarding inefficient water management, we have revamped how you interact with the water system.
Optimizations
Smart Output Management
The Water Pump and Rainwater Collection System will allow you to select their outputs. Available outputs are dependent on the resources of the current region.
The Water Filter and Brewing Barrel will also allow you to choose their outputs, making it easier for you to manage your territory's production line.
Automated Liquid Transport
Impure Acid and Barreled Crude Oil can be transported using water pipes.
Some redundant connections will also be removed.
Offline Output
Offline output will be automatically calculated based on your offline time, resolving the issue of production stagnating while offline.

3. Territory Relocation and Construction Optimizations
In response to feedback regarding terrain glitches during relocation and the limited variety of building parts, we have focused on improving freedom and mistake tolerance during construction.
Optimizations
Smart Terrain Adaptation
The experience of relocating your territory to locations with significant terrain variation will be improved.
Trees and rocks within the target location will also be cleared automatically, removing the need for tedious manual clearance.
More Creative Construction Options
New building parts including mirrored stairs and half-height fences will be added.
You will also be able to directly place carpets below furniture, instead of having to move the furniture first.
Control Optimizations
The green target preview in Construction mode will be optimized to make it easier to see the target's texture and orientation.

4. Future Direction: A Construction System with More Freedom
Our next plan is to optimize and revamp various aspects of the territory.
Improvements are coming to the load system, snapping rules, building permissions, House Blueprint sharing, and more. Our aim is to deliver unique construction and survival experiences for each scenario, and to provide more freedom and fun in building your territory.

We know that there remains much room for improvement.
However, we have faith that your suggestions and criticisms will help us to improve the game. Your expectations and feedback are the cornerstone of this world. Please don't hold back, and let us know your honest thoughts! Let's work together to make Once Human as great as possible!

Once Human Version 1.4.2 Bug Fixes (March 3)

Dear Metas,

Since the official release of Once Human version 1.4.2, we have been gathering community feedback and actively addressing your concerns. Here are the latest fixes we have implemented:
1. Removed some voice lines that were added by mistake. We will update these voice lines in a future update.
2. Fixed an issue where the player could not talk to Emma during the 'Murmurs in the Forest' task.
3. Fixed an issue where Stellar Stairway progress would not advance when obtaining Asterisms.
4. Fixed an issue that affected the texture of the 'Star of Tomorrow' short skirt.
5. Fixed an issue where some players could not see Klein during the 'In the Tall Grass' main story task.
6. Fixed an issue where some players could not purify Nova Deviations.
7. Fixed an issue that affected the appearance of the default outfit in some situations.
8. Fixed an issue where the size of the Traditional Chinese font was not uniform.
9. Fixed an issue where items listed in Vending Machines built on other players' territories could not be removed from sale.
10. Fixed an issue where listing too many items for sale in the Vending Machine caused display errors on the Purchase screen when other players attempted to buy items.

Once Human Development Team