Developer’s Letter: Community Q&A Review [1st Part]
Hello Agents, this is PD Lee Hyun Soo.
Thank you to all Agents for your active participation in the online Q&A event held from October 16th to 17th on the Closers Korea server.
While this announcement was originally prepared for the Korea server, we would like to share it with our Closers World Agents as well. During the event, we aimed to answer as many questions as possible, even though we were unable to announce certain details in advance. Because of this, we had to limit the submission period, and we kindly ask for your understanding.
In order to accurately understand each question’s intention, thoroughly review our responses, and ensure everything was conveyed clearly without misunderstandings, even seemingly “simple” questions required a significant amount of time. Despite these efforts, some answers may still differ slightly from what was originally intended in the questions.
As we were unable to provide complete answers to every question submitted, we would like to share additional responses that focus on the major topics raised and areas where uncertainties may still remain.
While we may not be able to address every concern fully, we hope that revisiting these key questions will help ease some of the doubts you may have.
Moving forward, we will continue seeking better ways to communicate with all Agents, using this experience as a foundation for improvement.
Once again, we sincerely thank everyone who took the time to share their thoughts and questions, and we extend our heartfelt appreciation to those who submitted inquiries on behalf of many other Agents.
[h3][color]▶ Why was a non–real-time Q&A board format chosen instead of a live stream?[/color][/h3]
From the early planning stages, a live broadcast or real-time chat format was considered a lower priority. There were several reasons for this:
Additionally, we determined that hosting a smooth live broadcast would be challenging without dedicated technical and broadcasting staff.
The near-real-time bulletin board format used in this event was somewhat experimental, but we plan to continue exploring different communication methods in the future, without restricting ourselves to a single format.
Above all else, our priority will be maintaining consistent and meaningful communication with all Agents, regardless of the medium used.
[h3][color]▶ Update Communication Approach[/color][/h3]
Our biweekly updates include both short-term development items and long-term tasks.
Because some development details are finalized only shortly before an update is released, it can be difficult to immediately apply player feedback to that specific update, even when we receive it promptly.
However, we fully understand the importance of improvement through communication.
As a first step toward strengthening this, we are preparing a Balance FGI (Focus Group Interview) (in Korea first).
Through this initiative, we aim to invite Agents directly and listen to your thoughts on the current development status and future direction of the game. Participants will receive a modest reward, and we will share the detailed schedule and participation method at a later time.
Starting with small steps, we hope to build a structure that better reflects the voices of our Agents.
[h3][color]▶ Regarding Closers Talk[/color][/h3]
The PD Roadmap videos, which were previously released before each season’s major updates, will not be produced for this winter season.
While the overall direction of the winter update is still progressing, detailed scheduling adjustments are currently being made in order to incorporate the feedback gathered through the recent Q&A. Because the content continues to evolve, creating a video roadmap at this stage would not accurately reflect these ongoing changes.
As a result, we will be replacing this season’s video roadmap with more frequent developer letters that will outline both our short-term and long-term plans.
In particular, we will provide concrete action plans for the balance and skill-related questions labeled as “To be answered later” during the event, as well as items marked as “Under review” or “Under investigation.” These details will be shared in a separate developer letter as soon as possible.
[h3][color]▶ Costume Development Direction[/color][/h3]
Many Agents have expressed strong interest in the creation of signature and unique costumes.
However, at this time, such items are not included in our current roadmap.
Developing signature or unique costumes requires a substantial amount of additional production time, as it involves not only designing the outfit itself but also creating cutscenes, animations, effects, and more.
Additionally, because these costumes require external resources such as voice actor recordings, producing them for only one or two characters at a time becomes difficult to justify compared to handling multiple characters as a larger, consolidated project.
For these reasons, we are currently prioritizing new costume releases that can be produced more efficiently using internal resources and applied across multiple characters at once.
We believe it is better to share these circumstances transparently rather than creating unnecessary delays, and we kindly ask for your understanding on this matter.
[h3][color]▶ Economic System Overhaul[/color][/h3]
We have received many concerns regarding the recently announced removal of item crafting costs.
The current Closers economy is experiencing inflation and resource imbalance issues, which are common challenges in long-running live-service games.
For long-time players, these crafting costs may not pose a major issue; however, for returning players, they can become a significant barrier that discourages continued play. To help ease this burden, we are implementing the removal of crafting costs.
This change is intended to streamline gameplay progression and reduce unnecessary repetitive fatigue.
The overhaul is planned to take effect during a period when many returning users are expected to revisit the game.
Moving forward, we will continue developing complementary measures to maintain a healthy in-game economy, including creating new ways to utilize surplus credits.
[h3][color]▶ Costume Reacquisition Path (“Morta’s Boutique”)[/color][/h3]
Morta’s Boutique is a system that allows players to obtain costumes and items released in the past.
It operates using a dedicated currency, which can be earned through various in-game methods.
We are also reviewing options for the sequential rerelease or in-game reintroduction of previously sold costumes.
However, please understand that certain costumes, such as limited-time or collaboration items, may be difficult to resell due to legal restrictions and fairness considerations.
[h3][color]▶ Bug Fixes and Character Balance Adjustments[/color][/h3]
After more than a decade of service, a wide range of bugs and gameplay inconveniences have accumulated. Some highly noticeable, others occurring only under specific or intermittent conditions.
While certain issues are difficult to reproduce, we plan to gather and analyze as many reports as possible in order to establish clear improvement priorities.
In regard to character skill and balance adjustments specifically, we will share a separate notice detailing our intended direction.
[h3][color]▶ Closing Remarks[/color][/h3]
We sincerely thank all Agents who have supported and cherished the game for so many years.
Your feedback continues to be the greatest source of motivation for our development team.
We will keep listening to your voices and strive to maintain transparency and trust in our communication.
Updates on follow-up actions from this event will be shared in multiple installments going forward.
Thank you.
Closers PD, Lee Hyun Soo
[h3][color]▶ Online Q&A Session Summary[/color][/h3]
※ Below are the questions submitted by Agents during the online Q&A session *held in Korea*, along with our corresponding answers.
Duplicate questions have been excluded for clarity. As mentioned earlier, we will also provide information on follow-up actions in future updates.
[color]Visual / Graphics / Modeling[/color]
[color]Character Modeling / Body Type / Motion[/color]
[color]Lighting / Illumination[/color]
[color]Graphics Options / Remaster / Overall Visual Quality[/color]
[color]Feature Improvements[/color]
[color]Inventory / Item Transfer / Account Sharing / Crafting QoL[/color]
[color]Combat / Dungeon QoL Improvements[/color]
[color]Social / Squad / Chat / Communication[/color]
[color]UI / Notifications / Misc. QoL[/color]
[color]Bug[/color]
[color]Combat Logic / Invincibility / Skill Input / Cooldown[/color]
[color]Animation / Modeling / Motion / Camera[/color]
[color]Connection / Resolution / Sound / UI[/color]
[color]Raid / Dungeon Patterns / Combat Bugs[/color]
[color]Story Cutscenes / Direction & Misc. Bugs[/color]
[color]Scenario / Story[/color]
[color]Story Cutscenes / Direction & Misc. Bugs[/color]
[color]Worldbuilding / Characters / Story Direction[/color]
[color]New Characters[/color]
[color]Direction / Voiceover[/color]
[color]Misc. Convenience[/color]
Thank you to all Agents for your active participation in the online Q&A event held from October 16th to 17th on the Closers Korea server.
While this announcement was originally prepared for the Korea server, we would like to share it with our Closers World Agents as well. During the event, we aimed to answer as many questions as possible, even though we were unable to announce certain details in advance. Because of this, we had to limit the submission period, and we kindly ask for your understanding.
In order to accurately understand each question’s intention, thoroughly review our responses, and ensure everything was conveyed clearly without misunderstandings, even seemingly “simple” questions required a significant amount of time. Despite these efforts, some answers may still differ slightly from what was originally intended in the questions.
As we were unable to provide complete answers to every question submitted, we would like to share additional responses that focus on the major topics raised and areas where uncertainties may still remain.
While we may not be able to address every concern fully, we hope that revisiting these key questions will help ease some of the doubts you may have.
Moving forward, we will continue seeking better ways to communicate with all Agents, using this experience as a foundation for improvement.
Once again, we sincerely thank everyone who took the time to share their thoughts and questions, and we extend our heartfelt appreciation to those who submitted inquiries on behalf of many other Agents.
[h3][color]▶ Why was a non–real-time Q&A board format chosen instead of a live stream?[/color][/h3]
From the early planning stages, a live broadcast or real-time chat format was considered a lower priority. There were several reasons for this:
- First, we lacked sufficient experience with real-time studio livestreams, making it difficult to guarantee stable production quality.
- Second, the real-time nature of a livestream could greatly limit the number of questions we could address, as we would need to select questions on the spot—potentially reducing the depth and value of the event.
Additionally, we determined that hosting a smooth live broadcast would be challenging without dedicated technical and broadcasting staff.
The near-real-time bulletin board format used in this event was somewhat experimental, but we plan to continue exploring different communication methods in the future, without restricting ourselves to a single format.
Above all else, our priority will be maintaining consistent and meaningful communication with all Agents, regardless of the medium used.
[h3][color]▶ Update Communication Approach[/color][/h3]
Our biweekly updates include both short-term development items and long-term tasks.
Because some development details are finalized only shortly before an update is released, it can be difficult to immediately apply player feedback to that specific update, even when we receive it promptly.
However, we fully understand the importance of improvement through communication.
As a first step toward strengthening this, we are preparing a Balance FGI (Focus Group Interview) (in Korea first).
Through this initiative, we aim to invite Agents directly and listen to your thoughts on the current development status and future direction of the game. Participants will receive a modest reward, and we will share the detailed schedule and participation method at a later time.
Starting with small steps, we hope to build a structure that better reflects the voices of our Agents.
[h3][color]▶ Regarding Closers Talk[/color][/h3]
The PD Roadmap videos, which were previously released before each season’s major updates, will not be produced for this winter season.
While the overall direction of the winter update is still progressing, detailed scheduling adjustments are currently being made in order to incorporate the feedback gathered through the recent Q&A. Because the content continues to evolve, creating a video roadmap at this stage would not accurately reflect these ongoing changes.
As a result, we will be replacing this season’s video roadmap with more frequent developer letters that will outline both our short-term and long-term plans.
In particular, we will provide concrete action plans for the balance and skill-related questions labeled as “To be answered later” during the event, as well as items marked as “Under review” or “Under investigation.” These details will be shared in a separate developer letter as soon as possible.
[h3][color]▶ Costume Development Direction[/color][/h3]
Many Agents have expressed strong interest in the creation of signature and unique costumes.
However, at this time, such items are not included in our current roadmap.
Developing signature or unique costumes requires a substantial amount of additional production time, as it involves not only designing the outfit itself but also creating cutscenes, animations, effects, and more.
Additionally, because these costumes require external resources such as voice actor recordings, producing them for only one or two characters at a time becomes difficult to justify compared to handling multiple characters as a larger, consolidated project.
For these reasons, we are currently prioritizing new costume releases that can be produced more efficiently using internal resources and applied across multiple characters at once.
We believe it is better to share these circumstances transparently rather than creating unnecessary delays, and we kindly ask for your understanding on this matter.
[h3][color]▶ Economic System Overhaul[/color][/h3]
We have received many concerns regarding the recently announced removal of item crafting costs.
The current Closers economy is experiencing inflation and resource imbalance issues, which are common challenges in long-running live-service games.
For long-time players, these crafting costs may not pose a major issue; however, for returning players, they can become a significant barrier that discourages continued play. To help ease this burden, we are implementing the removal of crafting costs.
This change is intended to streamline gameplay progression and reduce unnecessary repetitive fatigue.
The overhaul is planned to take effect during a period when many returning users are expected to revisit the game.
Moving forward, we will continue developing complementary measures to maintain a healthy in-game economy, including creating new ways to utilize surplus credits.
[h3][color]▶ Costume Reacquisition Path (“Morta’s Boutique”)[/color][/h3]
Morta’s Boutique is a system that allows players to obtain costumes and items released in the past.
It operates using a dedicated currency, which can be earned through various in-game methods.
We are also reviewing options for the sequential rerelease or in-game reintroduction of previously sold costumes.
However, please understand that certain costumes, such as limited-time or collaboration items, may be difficult to resell due to legal restrictions and fairness considerations.
[h3][color]▶ Bug Fixes and Character Balance Adjustments[/color][/h3]
After more than a decade of service, a wide range of bugs and gameplay inconveniences have accumulated. Some highly noticeable, others occurring only under specific or intermittent conditions.
While certain issues are difficult to reproduce, we plan to gather and analyze as many reports as possible in order to establish clear improvement priorities.
In regard to character skill and balance adjustments specifically, we will share a separate notice detailing our intended direction.
[h3][color]▶ Closing Remarks[/color][/h3]
We sincerely thank all Agents who have supported and cherished the game for so many years.
Your feedback continues to be the greatest source of motivation for our development team.
We will keep listening to your voices and strive to maintain transparency and trust in our communication.
Updates on follow-up actions from this event will be shared in multiple installments going forward.
Thank you.
Closers PD, Lee Hyun Soo
[h3][color]▶ Online Q&A Session Summary[/color][/h3]
※ Below are the questions submitted by Agents during the online Q&A session *held in Korea*, along with our corresponding answers.
Duplicate questions have been excluded for clarity. As mentioned earlier, we will also provide information on follow-up actions in future updates.
[color]Visual / Graphics / Modeling[/color]
[color]Character Modeling / Body Type / Motion[/color]
Question
Answer
Could you add breast morphs for Sylvi, or increase/isolate breast morph options for Sylvi Lee?
It’s realistically difficult. Please understand that this concerns a core part of the character’s concept.
Aeri’s hips move unnaturally when she walks.
During Aeri’s production we iterated on animation to match technical limits and concept direction. We concluded the current motion is the best available. We’ll keep your feedback in mind for future character work.
Triss’s entrance animation is noticeably slower than other characters. In raids like Dogra Magra, whose boss intro is short, Triss often starts moving later than the boss. Any plans to improve this?
Entrance animations can vary slightly by character and costume. Because this is part of each character’s unique motion set, we don’t plan a separate change at this time.
Please revise the models for Lucy and Soma.
We’re aware of requests to revise specific character models. However, it’s difficult to lock a clear direction, so assigning full-scale resources for a complete overhaul requires caution.
Some released avatars (e.g., Holy Knight Bunny, Sparkling Ocean Secret) shipped with improved body shapes that fixed older character issues. Why not keep using those instead of reusing the legacy models—even for high-value avatars (Secret Parts, Unique Avatars) that already have improved versions?
When a bottom garment isn’t a skirt and its structure includes the legs, we can apply body-shape correction and release it that way. We’ll continue striving to launch costumes with higher satisfaction.
Please apply Live2D to the character-creation illustrations.
The said presentation uses 3D plans, not Live2D, for animation. To improve efficiency, we’d need R&D to adopt Live2D/Spine. Please also see the related R&D answer below.
Technical question: Every April Fools’ we see TS illustrations—would it be hard to model them as Unique Avatars? I’m curious purely about feasibility, aside from revenue.
Because each character’s body type differs, applying the same animations across them is difficult.
[color]Lighting / Illumination[/color]
Question
Answer
After the lighting changes, my character looks extremely bright in certain dungeons or hubs and is hard to see. Could you lower the light intensity?
We’re aware this can look different by area. It requires a full audit, so we’ll review the scope of work.
Overall lighting quality feels poor. Please make the default lighting look closer to Sunny Day or consider other improvements.
Thank you for loving the Sunny Day lighting. It was designed alongside Sunny Day’s “wet-skin” effect to showcase that look better. We recognize the default lighting shows its age compared to modern titles, and we’ll keep working toward more natural lighting.
[color]Graphics Options / Remaster / Overall Visual Quality[/color]
Question
Answer
Back in the 32-bit client era, shadows were removed and textures were forced to low quality due to memory leaks. Even after 10 years, visuals haven’t improved much. Will you restore high-quality options or pursue other visual upgrades?
We’re exploring multiple approaches to raise overall visual quality.
Do you have plans for graphics upgrades, modeling improvements, or a remaster?
At this time, there are no scheduled plans for graphics/modeling updates or a remaster.
Please add granular options for in-game shadows, textures, etc.
Thank you for the suggestion. We’ll take it under advisement.
How does the dev team view visual improvements? After the remaster was canceled, criticism of a former PD has continued. While overall character modeling quality has improved recently, the current in-house engine seems to impose limits on adopting modern technology.
The team’s mission is twofold: prepare for the future and fix past shortcomings. We’re putting extra care into the quality of new characters and illustrations, but we apologize that we haven’t yet addressed all legacy pain points. We’ll set up a separate venue to gather your feedback. As for engine replacement, it requires far more time and manpower than we can cover internally.
[color]Feature Improvements[/color]
[color]Inventory / Item Transfer / Account Sharing / Crafting QoL[/color]
Question
Answer
Please allow fused Phase Wings items to be moved via the Gremory Box to the account bank.
No plans at this time.
Please revamp the consolidation policy for time-limited and permanent items, and update the rules on whether they can be moved to the account bank.
Even for the same item, delivery method/quantity/remaining time differ, which helps players recognize what they got, but it can waste inventory space. We’ll adjust this where possible.
Please allow existing gear items to move through account banks.
Except for Extra Gear, we are not considering cross-character transfers within the same account.
Please allow the crafting materials for legacy gear to be moved through account banks.
Thank you for the suggestion. We’ll review options.
Could you allow minor consumables and materials—like currently non-transferable resurrection capsules—to be moved via Account Bank? Of course, current-tier mats like Xue Triss Gildal Bug Lump and Masks should be excluded. I like organizing things, but it’s inconvenient that the number of resurrection capsules and other materials differs for each character, and I’d love to be able to consolidate them in one place.
For items where an account-transfer lock isn’t really necessary, we’ll look to lift the restriction.
Characters and items keep increasing, and the game promotes alt-characters—can you expand storage and account bank further?
We’ll first do a pass to remove unnecessary items. Simply expanding won’t solve the root cause, and if space is still an issue after that, we’ll consider expanding inventory/bank.
Can you add a feature to salvage gear & open boxes in bulk at once? It takes too long.
Because random boxes yield many different items, the effect won’t be meaningful unless space issues are addressed first. We’ll prioritize inventory expansion/management, then add a bulk-open feature for random boxes.
Let us equip Skill Option Cubes via right-click instead of drag.
We will implement this improvement.
Please add a bulk skill cube conversion feature.
Thanks for the suggestion. We’ll review it.
When salvaging a wrongly crafted chip, let us recover the resources used to craft it.
We need to assess the gameplay impact before confirming, so we can’t make any promises yet.
Please make items obtained from the washing machine (gachas) easier to collect (sort).
We recognize sorting purchased gacha items is inconvenient. We are planning on updating the system so that if you already have the same item, it will auto-stack in your inventory.
Over 90% of items in the Crafting Machine are not used now. Can’t you sort those out?
We are aware of the issue that, over time, many removed items remained in the Crafting Machine, hurting usability. We’re preparing a way to sort items with no clear use; related changes will roll out via future updates.
Please remove the “repackaging count” limit.
The repack count system is tightly tied to legacy costume data. Removing it requires many edits and checks. While immediate deletion is difficult, we’ll streamline unnecessary parts in stages and announce if/when a change is finalized.
Instead of a repack count, just show Sealed/Repacked/Bound. The 99-time limit feels pointless and stressful.
The packaging rules for costumes were relaxed in two prior updates and we have no further relaxations planned. However, we’re planning to increase availability of Quality Assurance Seals.
Can we exchange obsolete materials (e.g., past raid/boss mats) for some non-tradeable currency? Mats like Contribution, Chromatic Phase Essence, Firm Dimensional Rift, and Overclock Chip should suffice, or convert them into a new base material that can be traded in for contribution points or valuable consumables.
Expanding sinks for old gear materials would push players back into outdated dungeons, which conflicts with our current content loop. That said, a reasonable way to consume legacy items is necessary; we’re preparing alternatives that provide consistent reward value.
[color]Combat / Dungeon QoL Improvements[/color]
Question
Answer
Please add a feature in the Training Ground to spawn monsters and practice patterns.
There are no plans for a boss-pattern practice mode.
Will you build a dedicated tutorial dungeon for jumping-only content that teaches skills, conditionals, normal monster attacks, super-armor–piercing attacks, invincibility-piercing attacks, and unavoidable attacks?
We’re planning a new tutorial dungeon that covers overall defensive training, including how to use character skills. Targeting release next year, but please note that the schedule may change as development progresses.
Please show damage contribution at the end of a dungeon.
We plan to let you check your own damage distribution in the training ground only. There are no plans to show squad members’ damage contribution.
Can pet skills / Empowered State / Astarte Discs be set to auto-use or work passively? If not, why?
No plans for development. We determined that skills whose timing should be chosen by players are not suitable for auto-use.
Boss intro animations feel too long, or we’ve seen them too often—can we skip them by default (like reroll dungeons where bosses appear immediately)?
Intro/phase-change cutscenes differ per boss, but we’re gradually shortening them. For repeatable dungeons, we’ll look into other ways to simplify presentation.
Instead of typing commands like /ㅋㅋ to cancel intros, please make them cancel immediately when we move or press a skill.
Entrance animations can vary slightly by character/costume. We’ll work to standardize cutscene lengths for future characters/costumes.
Please allow title changes inside dungeons.
We don’t plan to enable title swaps inside dungeons, but future titles will include utility power beyond just stats and Total Combat Power.
Please add a combat analysis feature.
We’re planning a way to view your own damage breakdown in the training ground, to be included with future updates to that area. This won’t be extended to other dungeons, and viewing other players’ damage is not planned. Details to follow later.
We have to swap pet/PNA/title per dungeon and it takes too long. For titles, could we equip two—one combat title and one PNA/EXP title?
Thanks for the suggestion.
Let us use Skill Cutscenes even if the costume is in inventory (not in the Costume Locker).
Not feasible to improve at this time.
Let users choose which ultimate skill cutscene plays.
The ultimate move illustration uses a dedicated camera setup. Changing this now is difficult. When we remake ultimates later, we’ll allow owned costume illustrations to appear.
About the current Awakening Strain: having to accept constraints to get a buff is fine in concept, but as a permanent base system, it feels bad (even Break Challenge S2 removed constraints). Do we have to interrupt skill combos and jump every 15 seconds forever?
We recognize that the current Awakening strain design can feel inconvenient. We’ll prepare an awakening strain that can be used without conditions and carefully review improvements for a smoother combat experience.
Please make Fused Phase Wings stage effects apply only to stats tied to Total Combat Power.
Some enhancement tiers of Fused Phase Wings don’t immediately raise Total Combat Power, but the next tier compensates—power increases are grouped at intervals by design. If certain tiers feel too uneven, we’ll consider adjustments during balance reviews.
[color]Social / Squad / Chat / Communication[/color]
Question
Answer
Please allow chat input in UNION Arena.
We’ll consider it after prerequisite PvP work is completed.
Please hide squads created by blocked users from the squad window as well.
No improvement is planned at this time.
Please add a cooldown to the Network Megaphone item.
The item is currently on sale, so changing its functionality is difficult.
Please bring back the /dice command.
We’ll review and take action if needed.
Allow blocking users while offline.
Messenger feature improvements will follow in a future update.
Add an alert sound to wake squad members who alt-tab during dungeon entry. It was one of the items selected for a feedback review back in Jan 2024, during the NEXON era—why isn’t it live yet?
This feature is not planned. Implementing it would likely inconvenience many players who keep the game active, so we decided not to proceed.
Can you make it possible to block an entire account even if we only block a Closers name or a single character name—also while offline? And could you add a small memo field so we can record why we blocked them?
A memo feature is scheduled for a future update. As for account-wide blocking, we will review it.
As friends/blocks grow—and when users rename—it’s hard to remember why we added/blocked them. Can you add a memo system across the messenger features?
We recognize the need and plan to include it in a future update.
[color]UI / Notifications / Misc. QoL[/color]
Question
Answer
Please add an option in the Costume Book to show only costumes I own.
We’ll review adding a “owned only” filter in the Costume Book.
In the Costume Preview window, please show the default motion, not dungeon motions.
The preview plays the standing motion, but some characters (e.g., Soma / Ria / Triss) have separate Town Standing, which currently can’t be viewed. We’ll check feasibility and consider implementing it.
For the Crew UI revamp, do you plan to add search and sort feature in the member list?
We recognize the need to revamp the Crew UI, but with new content/updates prioritized, its priority is currently low.
The buff notifications on login block my view. Any plan to improve?
This feature was added to show all active buffs when you first enter town. We recognize it can clutter the screen as buff types have grown. We plan to make changes so that the notification won’t cover the whole screen.
Let users reposition the loading-screen illustration.
No plans to develop this feature.
When you use actions in dungeons that can be used only in towns, sometimes a red text notice appears at the bottom, other times a pop-up appears. When a pop-up appears, it makes you press on the wrong key and interrupts dungeon flow. Can you unify it so no pop-up appears in dungeons?
Thanks for the feedback. We’ll work to avoid interrupting dungeon flow. Please note that this may take some time as it requires a lot of information to go through.
After the UNION Watch revamp, a warning pop-up appears if you exceed weekly contribution when claiming. Since you can’t gain more contribution anyway, the pop-up feels unnecessary and must be clicked on each character. Will you raise the contribution cap or remove the warning?
We are preparing improvements to prevent unnecessary pop-up displays.
Please allow logging in from within the game client.
The feature itself is implemented. We still need additional development and testing before activation; we’ll apply it once those are finalized.
When a wrong search returns a message in the Crafting Machine, pressing Enter spawns duplicate pop-ups and you have to mouse-confirm each time to search again. Can you fix this?
We’ll check and fix it.
Please show Skill Cube options in the Skill window as well.
We’ll update the Skill UI to present information more cleanly, including this request.
Keep Network chat history when switching to another character.
We’re aware this is inconvenient, but improving it would require broader chat-linked changes; development is difficult at this time.
Mouse-wheel zoom can be changed, but after clearing a block the next block resets the camera zoom. Can you keep my zoom setting after block transitions?
Dungeon blocks currently load each block’s preset camera zoom. We need to investigate whether user-set zoom can persist. If updated, we’ll announce it separately.
In the Tuning window, using an Equalizer sometimes closes the window due to a misclick. Can this be improved?
We’re aware that clicking outside the NPC dialog/UI can close it; we’ll investigate and fix it.
Please add an option to adjust in-game font size.
To add font-size settings, the entire UI layout must scale and reflow accordingly. Given 10 years of accumulated UI, such a restructure would require significant effort and is difficult to proceed with now.
I remember hearing last year that Sylvi’s running loading screen would change—any plans?
We planned a loading-screen revamp around the 10th anniversary and the KR self-publishing transition, but it was deprioritized due to the size of that update. Since the loading screen shapes first impressions, we’ll look to improve it at a suitable future time.
Please show a warning pop-up when changing Closer/character names.
We’ll improve it so duplicate or invalid names are immediately flagged.
Any plans to revamp the Closers Installer UI (setup wizard)?
No plans at this time.
Please allow access to Storage, NPC Shops, and the UNION Missions window from the Crew Hangout.
Thanks for the suggestion. We’ll take note of it.
Please place the Count D Raid Entry in Noah’s Museum.
Noah’s Museum is already dense with features, and we want to avoid added complexity. You can access that content via the Combined Dungeon Entry.
Please add options to change the BGM in Noah’s Museum or place preferred NPCs there.
(1) BGM changes are technically feasible, but we have no plans now, as it is difficult to analyze the utility. (2) Each hub places NPCs tied to that area’s story. We understand the desire to place your favorite NPC, but relocating NPCs from other places or relocating disappeared NPCs is not planned.
Do you plan a major update to Selfie Mode? If so, please add a “freeze motion” toggle and a wide camera like in UNION Camp (And also if you have plans to support selfie mode in UNIOIN Camp’s My Room/Farm).
No Selfie Mode revamp is planned. If we do improve it later, we’ll try to reflect these requests.
More UI improvements please. Why were 16:10 and 21:9 resolutions removed? UI scaling should follow resolution—and a user UI-scale option is needed. Also, can we filter chat by channel types like other games?
If you share your monitor model via a ticket, we’ll investigate.
Please add a “Claim All” feature for UNION Pass mission rewards.
Some rewards from the UNION Pass can’t go to account bank, so a one-click claim has complications. We’ll review internally and seek an improvement.
When will bundle sales for costumes be added?
Our current plan wouldn’t meet expectations, so we’re reworking the design. Especially the Black Market, where past changes caused friction, we’ll be more cautious. We’ll take the time needed to deliver a satisfying feature.
Please add auto-tuning and a tuning pity (ceiling) system.
As with continuous inputs for Mutant Manifestations, we’ll improve costume/gear tuning to allow continuous actions.
Please revamp Achievement rewards.
We have plans, but Achievements touch many systems and some players have already completed/claimed them. It requires deep consideration and significant effort, so we can’t commit to specifics at this time.
For old quests, please re-list required collection items or add clearer item descriptions.
We’ll prepare better guidance on where items are obtained and how they’re used.
[color]Bug[/color]
[color]Combat Logic / Invincibility / Skill Input / Cooldown[/color]
Question
Answer
1. Please clearly define each attack/judgment system (or fix the bugs). Enemy vs. player attack-cancel rules don’t match. 2. Please clarify Violet’s Transcendence (Super Armor) skill—why can she still be stunned by normal/stun attacks while in the transcendent state?
We recognize this needs broad revisions. We’re carefully reviewing required fixes to ensure a stable combat experience.
1. The “Forced Cancel invincible not applying” bug has lingered for years—will you fix it?
2. Same for overlapping damage (double-hit) issues. If not, must players just endure the frustration?
2. Same for overlapping damage (double-hit) issues. If not, must players just endure the frustration?
We are doing our best to resolve the submitted bugs. We hope you understand that we’ll never ignore any tickets.
Please fix long-standing issues: inputs dropping skills and some skills not activating even when their cooldowns are ready.
We check all reports and are doing our best to resolve them. Sorry for the inconvenience.
When will Forced Cancel/input drops/cooldown failures be fixed? You aim for action satisfaction, but players keep bearing frustration.
We check all bug reports.
We are doing our best to resolve the submitted bugs. We hope you understand that we’ll never ignore any tickets.
We are doing our best to resolve the submitted bugs. We hope you understand that we’ll never ignore any tickets.
When will you fix the Forced Cancel bug where it doesn’t trigger? If not, will you at least give it an invincibility property like quick evasion that ignores “ignore-invincibility” attacks?
We do investigate all bug reports. However, differences by PC environment, low repro rates, and unclear causes can delay fixes and communications. We hope you understand that we’re still working on them and not leaving them unattended.
Sometimes skills just lock themselves for no reason mid-combat, in any dungeon. How can this be fixed?
We’re tracking down the cause, but it’s taking time. Thanks for your patience.
[color]Animation / Modeling / Motion / Camera[/color]
Question
Answer
For certain characters (Yuri, Misteltein, Levia, Violet), equipping Cybernetic Eyes sometimes applies the old shading method—please fix.
We’ll check and apply a fix.
On Triss, a standing jump makes the right leg bend and snap back unnaturally. Do you have plans to fix this?
We’re investigating the cause. We’ll announce separately once it has been fixed.
When characters do a standing jump in town, the leg motion glitches on landing. We’ve asked for this a long time ago—when will it be fixed?
We’re investigating the cause. We’ll announce separately once it has been fixed.
Entrance animation lengths differ by costume, so we have to cancel them manually. Can you standardize the timing? Also, sometimes after entering a dungeon the camera bugs and the character can’t move.
Entrance animations vary by character/costume due to unique motion sets, so broad changes are difficult. We’ll try to align durations for future characters/costumes. For the camera bug, please send a video via ticket and we’ll check.
The “Adult Gremory” pet stops instantly after walking. It has a stop animation from running but not from walking—can you add one?
We’ll review and fix.
With the full Cybernetic set, after using the Transform emote the “Cybernetic Mobility Booster” stays extended, but it’s folded again after a dungeon when returning to the hub, so we have to type in Transform every time we return to the hub. Can it remain extended after returning?
We’ll identify the cause and fix.
[color]Connection / Resolution / Sound / UI[/color]
Question
Answer
Sometimes the Enter Dungeon button does nothing. Can you fix this?
We’ll check and fix it.
The anti-aliasing option in the pre-login settings window doesn’t work.
We’ve identified the cause and will fix it soon.
Existing Speaker to PC = Sound works correctly. Existing Speaker to PC + Bluetooth Earphones = Only background music plays when connected. Character voice, voice-overs, etc., are missing. Existing Speaker to PC to Monitor 1 + Extended Display (Monitor 2) + Bluetooth Earphones = Closers audio plays only through the existing speakers; no sound from Closers on Bluetooth earphones. Are you willing to fix or improve this issue?
Please submit a 1:1 ticket with your setup details; we’ll review your settings and investigate.
After updates, lag increases; some dungeon effects bug out (e.g., Hecatoncheir Phase Wings in Paris and Cradle); occasional sound “popping.” Please provide solutions to these issues.
Please submit a ticket and we’ll verify and take corrective action.
Please fix the issue where, at 4K resolution, some UI displays incorrectly.
We’ll look into it.
There’s a long-standing issue where dungeon entry doesn’t respond until relogging. Is this acknowledged and scheduled to be fixed?
We’re aware of the issue and are working to resolve it.
Sometimes after dying, the revive UI appears very late (up to ~1 minute). Support said it may depend on PC/network environment.
We are aware of the issue and are working on finding the root cause. However, it’s difficult to identify specific details of the issue with the analysis result so far, so we’re running ongoing tests. Once identified, we’ll implement a fix.
[color]Raid / Dungeon Patterns / Combat Bugs[/color]
Question
Answer
Count D (Hard) Morta Phase 2 “under-600” pattern: ground effects don’t appear even until the timer ends. Please fix.
We’ll verify and apply a fix.
The raid was delayed 4 weeks for polish, but many raid pattern bugs (e.g., Show Stopper) remain, and Hard mode changed only numbers. It’s probably not possible to add patterns to the raid since it has been completed now, but at least bug fixes and improvements on some of the unfair patterns are necessary
We’ll continue to fix and improve the reported issues.
Please fix the bug in Break Challenge where Cheolsu’s damage sometimes doesn’t apply.
Please submit a ticket with details of the issue. We’ll check and fix.
In Count Raid, Hard mode inherited Normal’s bugs. Also, in Hard, some squad members can use Show Stopper while others can’t. I searched issues related to Show Stopper and it seems same-channel players can keep using it in dungeons. Please check.
We’ll check and address these issues.
Please fix bugs in Count Hard Raid: in Morta Phase 2, the horizontal red line pattern fails to appear, forcing the instant kill pattern. In Count Phase 2, stepping on white tiles sometimes doesn’t clear the pattern, forcing the instant kill pattern. It is ridiculous that bugs don’t get fixed in the end-game content for months, and also it’s quite inconvenient when we encounter bugs, especially since we have to clear with multiple characters every week.
We’ll check and address these issues.
In regular Dogra/Magra dungeons, monster attack effects don’t match the actual attack effects. Can this be fixed?
We’ll review Dogra/Magra effects, ground AoE, and hitbox ranges.
Why do some dungeon patches affect PvP—is that intended or a bug? Following the timeline, skills like Nata’s 4 sec. Invincible Endless Pursuit, Soma’s 5 sec. Invincible Lion Roar, J’s Health Drink HP recovery, etc., making it into PvP, is that intended or a bug?
While each skill’s detailed options can be configured independently for PvP and PvE, the core behavior is implemented by inheriting from the PvE version. During balance updates, we tried to separate PvE/PvP settings for the same skill to avoid impacting PvP, but for various reasons some cases weren’t fully separated, which resulted in bugs.
[color]Story Cutscenes / Direction & Misc. Bugs[/color]
Question
Answer
When inviting a squad of 2+ friends, there’s a bug where someone can’t accept the invite, so we have to resend the invite.
We’ll investigate the bug.
Sometimes in story cutscenes/videos, playable characters appear in novice/default outfits even though the story timing implies they’re already promoted (e.g., in Triss’s opening, Levia appears in a novice agent outfit instead of prime agent). Is this intended?
For main-story cutscenes/videos, our principle is to outfit characters according to their promotion state. The case you mentioned was an internal communication error; we’ll check more carefully to prevent recurrences.
However, for sub-quests like Memorials, we may intentionally vary outfits to avoid visual monotony. Also, promotional videos/images may use representative or alternate outfits.
However, for sub-quests like Memorials, we may intentionally vary outfits to avoid visual monotony. Also, promotional videos/images may use representative or alternate outfits.
As a combat power ranking reward for Triss, we can obtain a golden accessory, but its aura/skill effects aren’t displayed. When will they be added?
We will fix the issue where the aura and skill effects of the golden accessory obtainable as Triss’s Total Combat Power ranking reward are not displayed.
[color]Scenario / Story[/color]
[color]Story Cutscenes / Direction & Misc. Bugs[/color]
Question
Answer
Please share the update cadence for story content.
Update cadence varies by content type. New areas and raid-related scenarios are updated roughly once per year. Memorial quests are updated about once each in summer and winter. Other scenario content has its own cadence depending on scope and nature, and all schedules are subject to change based on development circumstances.
Main story is once a year, with four areas per season. If new Wildhüter and Rattus characters are released in between, can you wrap a season in just two areas? Or will you increase areas per season compared to last time?
We’re not ready to share specific scenario plans yet. We’re exploring multiple approaches to deliver higher-quality stories.
Please tell us the release schedule and progress for the next area.
Please look forward to the December update.
[color]Worldbuilding / Characters / Story Direction[/color]
Question
Answer
In the Closers setting, is Seha objectively good-looking, or is that just Jisu Seo praising her son? I’m curious about your view of how the illustrations/models reflect his looks as set in the lore.
Aesthetic judgments are subjective and vary by viewer, so we cannot make a definitive statement via this channel.
Can characters like Aeri (half-dimensional via induced fusion), Lucy (a Phase-force duplicate), or Wildhüter Squad 2 (artificial Closers) conceive children like humans?
We’re not able to comment officially on this topic.
I deleted my previous message because of a typo and have revised it... Does Flame’s Daughter eventually die in a fight against a Playable Character (PC) I don't understand why the human villains in Closers don't die at the hands of the PCs, but instead, they die through other means, such as suicide or being killed by other enemies. Some users feel frustrated by this. Shouldn't villains who deserve to die be killed off without mercy?
We can’t discuss future story directions due to spoilers. We’ll continue to gather feedback and do our best to enhance character appeal and narrative quality.
How were playable characters conceived and designed?
The full answer is extensive. Please refer to the Triss Developer Diary.
[color]New Characters[/color]
Question
Answer
If a new character is added, could it be a spear-wielder like Jina Grace?
Thank you for the suggestion.
With Ria and Triss released, expectations are high. Are upcoming Wildhüter members students? (due to master-apprentice ties, I expect there will be more students than teachers) Also, are you open to releasing a male playable character? Some of us feel mixed about consecutive female releases.
Thank you for your interest in new characters. We’re not yet ready to share details; please stay tuned.
Do you plan to release a male character?
We know some players want male characters. However, multiple data show that most Closers players prefer female characters, so development is currently focused on them. Male characters aren’t ruled out, but they aren’t a priority at this time.
If not male, please at least add a cute playable character (not just an NPC).
We’ll keep that in mind and strive to create cute playable characters.
[color]Direction / Voiceover[/color]
Question
Answer
Please add animated cutscenes to the story.
Thank you for the suggestion. Fully animating every major scene isn’t realistically feasible, but we’ll keep exploring higher-quality direction to enhance immersion in the story.
Are you not planning on re-recording the parts of the story that are missing voiceover?
We’ll check the sections where voiceover is missing.
Main/sub-event storylines seem to have fewer unique scripts, and sub-event cadence/volume is very low. Is this the story/script quality Closers is aiming for?
We are aware of the issue you mentioned. However, as the number of characters in the main story increases, we found it necessary to adjust the amount of unique story segments for each character to maintain the overall quality and coherence of the narrative.
If too many characters each have their own dedicated sections within a single storyline, it can disrupt the story’s flow and completeness. We ask for your understanding regarding this matter.
To make up for the reduced amount of unique story content, we are working on new approaches such as creating Memorial Quests that feature specific characters as protagonists. In addition, we are actively reviewing and planning the development and introduction of other types of scenario content.
Furthermore, we plan to update sub-event scenario quests more actively, as they have been less frequent for a while, in order to provide more opportunities to highlight each character’s charm.
We believe that conveying the unique personalities and voices of the playable characters is one of the most important goals in Closers’ storytelling, and we will continue to explore and improve in pursuit of better ways to achieve this.
If too many characters each have their own dedicated sections within a single storyline, it can disrupt the story’s flow and completeness. We ask for your understanding regarding this matter.
To make up for the reduced amount of unique story content, we are working on new approaches such as creating Memorial Quests that feature specific characters as protagonists. In addition, we are actively reviewing and planning the development and introduction of other types of scenario content.
Furthermore, we plan to update sub-event scenario quests more actively, as they have been less frequent for a while, in order to provide more opportunities to highlight each character’s charm.
We believe that conveying the unique personalities and voices of the playable characters is one of the most important goals in Closers’ storytelling, and we will continue to explore and improve in pursuit of better ways to achieve this.
During story sequences, VO and SFX volume levels fluctuate, so I have to adjust audio constantly. Can you fix this?
We’ll review this issue.
[color]Misc. Convenience[/color]
Question
Answer
There are over 20 characters; clearing the story on each one is exhausting. Please add a feature that lets other characters skip the story once one character clears it (like in DFO).
We’re exploring multiple directions to find a system that can satisfy both players who want to experience the story and those who wish to skip it after a first clear.