Developer’s Letter: Community Q&A Review [2nd Part]
[color]System / Content[/color]
[color]Farming / Rewards / Gear / Currency / Black Market & Trading[/color]
Question
Answer
Please do not expand the tiers for enhancement, tuning, or chips.
Expansion of growth elements is unavoidable, so we are considering it, but nothing is finalized. If confirmed, we will announce it.
Please add an “Epic Core” to the item drops from the Count D raid.
No plans to add.
Please add non-dungeon content such as mini-games.
Under research.
Please expand the Conquest Program or periodically reset purchase limits in the Conquest Shop.
There are no plans to expand the Conquest Program. We’re preparing new content that evaluates character growth in other ways, as well as a limited-time mode where stronger characters can earn more rewards. We’re targeting a November update, but the date may change based on development progress.
Do you plan to add a dungeon that drops chips?
We plan to run additional events (e.g., like the Thanksgiving event dungeon) to increase chip supply.
Please add PNA EXP, clear rewards, and Normal Gear Booster Fuel to Dogra’s Comedy / Magra’s Tragedy.
PNA EXP will be distributed across various dungeons. However, we have no plans to add Gear Booster Fuel as a clear reward.
Top-tier skill cubes have low obtain rates and supply is scarce. Will you add sources like a “Top-tier Skill Cube Selector”?
We will work on finding improvements so that skill cubes are easier to obtain.
It seems that you need to make players keep running raids after players finish farming Paris/Cradle and Count D, to help new players access the game more easily. Please add extra rewards (e.g., items like Malek Crystal or Bihyung Kang Lim Box) so there’s motivation to keep running raids.
For legacy content, rather than adding rewards to re-engage existing players, we plan to improve material acquisition speed and lower difficulty to help new and returning players progress more smoothly.
With content revamps, some currencies (e.g., Malek Crystal) are being reduced. Is this tied to the in-game economy, and would there be any alternatives such as raising daily limits in Collection dungeons?
We are gradually improving the in-game economy alongside content adjustments.
Please remove the unnecessary Gear Level system entirely. With the “Black Cloud” feature gone, it serves no purpose and only raises entry thresholds, creating a hurdle for new and returning players. In a game with a relatively small player base, this system is more harmful than helpful and is likely to drive even more players away.
We’ll review improvement options.
Do you plan to keep the reroll-style dungeon farming loop that runs from the New Seoul Branch Command and Control Room’s Situation Monitor to World Peace Gate: Flame Wave going forward? Personally, repeatedly checking rewards and refreshing is quite exhausting—I’d prefer an alternative structure, such as dropping a random chest upon clear.
Thank you for the feedback. Preferences regarding the system vary by player. Our current direction is to keep the core framework while improving convenience and reward structures.
Since the Fly King, “Legion Commander PF release effects” haven’t returned. Will future challenge rewards include effects from Asmodeus through Flame King?
We’ll consider this when setting future challenge content rewards.
Do you have plans to remove the daily craft cap of 5 for Legendary Option Cubes?
We will work on finding improvements so that skill cubes are easier to obtain.
Beyond “One-Shot Growth,” are there improvements planned for new/returning players?
We are currently discussing improvements.
Please grant old, unused Elite pets to new players.
We’ll review.
Please add uses for the Training Token and Silver Hero Plate.
Improvement planned for the December update.
Quest rewards grant older gear sets, which is nice, but there’s no way to obtain them if the quest is already cleared. Could you resolve this issue by adding a one-time per-character option in the General Support Shop?
We’re reviewing ways to improve access to non-current-season items, including options that allow characters who already completed the quests to receive the rewards.
Please revamp the Internet Café rental items, Certificate-based exchange shop list, and login rewards.
Improvement planned for the December update.
Do you have plans to improve Internet Café benefits?
We recognize that current Internet Café benefits don’t align with expectations. As part of the NPC shop overhaul planned for December, we’ll review and adjust Internet Café benefits, focusing on rewards in the UNION additional supporting document shop rewards, so overall satisfaction improves.
Even after adding EX Tuning, why does access to S-grade still feel low?
For items at level 95 and above, the appearance rate of S-grade options during normal tuning has been increased compared to before, and according to actual statistics, the frequency of obtaining S-options has risen significantly compared to the past.
As a result, many players are reporting that “S-options appear more easily now.”
However, with the introduction of EX Tuning and new components, the overall option pool has grown. Therefore, when targeting a specific option during tuning, the probability may feel lower.
This structural difference can lead to variations in how the tuning rates are perceived in certain cases.
As a result, many players are reporting that “S-options appear more easily now.”
However, with the introduction of EX Tuning and new components, the overall option pool has grown. Therefore, when targeting a specific option during tuning, the probability may feel lower.
This structural difference can lead to variations in how the tuning rates are perceived in certain cases.
Please add a way to use old Access Passes or exchange them for the latest ones.
Repurposing legacy dungeon Free Passes would have significant economic impact, so we have no plans to change it at this time.
Please improve Access Passes.
Free Pass improvements will ship with the December NPC shop overhaul.
Please increase Malek Crystal sources; earning credits is too hard.
Rather than increasing credit supply, we’ll ease sinks. First, the November update removes credit costs for equipment crafting and upgrading, and we’ll continue reducing sinks thereafter.
Please add more sources for Common Phase Fiber.
We’ll prepare so you can get more fiber from events.
Will Team Challenge cosmetics be re-released?
Season-limited items won’t be reissued out of respect for participants’ past effort.
What are your thoughts on the supply of Phase Fiber and chips? Even with Integrated Farming Dungeons added, the drop quantities there don’t feel compelling. Would you consider removing the dedicated Phase Fiber dungeon and instead adding Phase Fiber as a clear reward to other Integrated Farming Dungeons?
We understand the drops can feel low and the incentive weak. As with the recent Thanksgiving event, we’ll continue to add event-based sources outside Integrated Farming Dungeons.
Please loosen the weekly UNION Watch contribution cap.
With the planned December NPC shop overhaul, we’ll review contribution gain and related rewards and consider adjustments as needed.
Any plans to improve UNION Camp rewards and convenience?
My Room/Farm content no longer aligns with the current development direction of Closers, and it has become content that players engage in mainly to obtain rewards rather than something that enhances attachment to characters or captures the charm of subculture-style gameplay.
Because of this, we believe that an overall improvement or renewal is necessary. However, since other updates are being prioritized, the My Room/Farm overhaul is currently set at a lower priority.
We will provide further information when progress begins.
Because of this, we believe that an overall improvement or renewal is necessary. However, since other updates are being prioritized, the My Room/Farm overhaul is currently set at a lower priority.
We will provide further information when progress begins.
Will you add a dungeon focused on earning PNA EXP?
We recognize PNA farming is time-consuming. We’ll reduce early-level grind for new and returning players by raising low-level mutation stat gains and expand PNA EXP sources beyond the Integrated Farming Dungeon so players have more growth paths.
Why can’t the Lv. 85/90 armband items move through the account warehouse?
We’ll change them to be account bank transferable.
In the past, extra gear was high-value equipment used only by top tier players. With the introduction of a pity system and increased supply, it’s increasingly perceived as a near-essential, farm-to-complete set. Yet some high-value items—like Lust Trigger—still lack a pity. Given this, could you clarify the identity of extra gear and your intended direction for it going forward?
With limited exceptions, extra gear is intended to be obtainable over time by all players to reinforce dungeon clear goals. We plan to maintain this stance and will announce any changes if they arise.
Obtaining boss costumes is too difficult. For older boss costumes like Camilla’s, you must grind the relevant dungeon with very low drop rates, and with many eligible characters it’s extremely hard to get the one for your own character. Please add a crafting route or a universal recipe; also, weapon costumes are far too scarce.
We will explore ways to add acquisition routes within this year, if possible.
Under the current Trigger farming method, if a character doesn’t use all Aerial/Back Attack/Chase (ABC) Crit Damage conditions, the odds of rolling Best-in-Slot options drop sharply for each missing condition. Also, hybrid characters without the Fighting Instinct passive deal less damage with Physical/Psi Crit Damage than with ABC Crit Damage. If Break Challenge 3 launches, are you willing to improve this farming method?
We are discussing additional measures and will share details once they are finalized.
Despite encouraging multi-character play, the current Integrated Collection Dungeons feel luck-driven and yield less than half the currency they used to. Do you intend to rework them, and on what timeline?
We recognize the entry-limit constraints and are exploring multiple adjustments to Integrated Farming Dungeons.
Until a direction is set, we will continue supplementing rewards via event content like the recent Thanksgiving “Golden Field” hunting dungeon event.
Until a direction is set, we will continue supplementing rewards via event content like the recent Thanksgiving “Golden Field” hunting dungeon event.
Will you reduce the consumption of Quality Assurance Seal items?
We will look into increasing their supply.
Will you raise the credit cap for direct player-to-player trades?
We do not encourage direct player-to-player trading, so we have no plans to raise the cap.
For Black Market pricing, please separate—or exclude—designated prices from the recent transaction price.
The recent transaction price display already excludes designated prices.
Will you disclose seller nicknames on the Black Market?
There are no plans to disclose seller nicknames on the Black Market at this time.
With the recent Black Market rollback there were some improvements, but hiding items that currently have no listings has been inconvenient. When I check my wishlist daily, I keep getting a “no listings” message. I also liked being able to preview even unavailable costumes directly in the Black Market without having to jump out to the Costume Book. Will you revert this change or introduce an alternative improvement?
We shifted to emphasizing currently listed items. However, we recognize the need to check unlisted items and will improve the Purchase Reservation Black Market system so unlisted items are easier to track.
Please release EX Tuning for Unique costumes.
We do not plan to add EX Tuning to already released Unique costumes. Future costume parts that support EX Tuning are planned.
When Unique costume conversion fails, please expand the pool of costumes that can appear.
At present, we do not plan to expand the costume pool that appears on Unique costume conversion failure.
[color]Content Additions / Expansions[/color]
Question
Answer
Please add a new dungeon to replace the Flame Wave dungeon.
For now, we plan to keep the Flame Wave dungeon’s re-roll structure, but re-launch it with QoL improvements such as opening the Flame Wave UI directly inside the dungeon and adjusted rewards.
Do you have plans to revamp UNION Arena?
Several prerequisites are needed to normalize PvP. We’re currently confirming the scope. We’ll share an update once that review is complete.
Please officially launch UNION Arena.
Official PvP launch requires prerequisite work. We’re progressing internally, but cannot promise a completion date yet.
For screenshots, could you add a “map-only” entry (no fatigue cost, no monsters) so we can enter dungeon maps and explore them?
To apply the suggestion you gave, it requires removing all monster spawns and adding features like a selfie mode, which entails nontrivial development. Given current priorities on new content/updates, this is not planned.
Please add a practice mode to learn boss patterns.
A dedicated boss-pattern practice mode would require deeper design work and a long development period. It is not under consideration at this time.
In Decisive Program [EASY], let us press F4 to move to the Training Program.
Because Battle Program and Training Programs have separate difficulty structures, enabling direct moves between them is technically difficult.
After clearing Count D’s Raid dungeon, let us enter the next dungeon by pressing F4.
Using F4 key to enter the next area may be difficult, but we’ll discuss showing the raid status board immediately upon clear as an alternative.
When will Flame Wave, Mock Battle, and Break Challenge be added to the Unified Entry system?
In the December update, Conquest / Break Challenge / Wave content will be openable via the Unified Entry system from within dungeons.
Back in winter 2021 we could switch Centum City’s hub ambience to a nighttime look like in Chapter 2. Since then that option hasn’t returned. Could you add a feature to choose the hub ambience based on story state—not only for Centum City but for other hubs whose mood changes as the story progresses?
In the past, Centum City could be changed to a night-time atmosphere by completing certain repeatable quests.
However, that feature was limited to Centum City, and applying it to all towns would require additional feature development.
However, that feature was limited to Centum City, and applying it to all towns would require additional feature development.
Please add Christmas (and other seasonal) decorations to towns other than Noah’s Museum.
Changing the overall mood of every town is difficult. However, we will switch Noah’s Museum to a winter theme this year again so you can take screenshots.
Do you have plans to improve so that we can view illustration cutscenes from the Journal?
We’ll add functionality to view illustrations from the Journal. This needs extra development, so it won’t be immediate. We’ll post an announcement once it’s ready for update.
Will extra trinkets be added in the next new area?
For the new area “Incheon,” we can’t share the grade or details of new trinkets yet. Related information will roll out in the December “Preview” notice. Thank you for your patience.
When will the chip overclock level expansion happen?
It’s planned, but the timing is undecided.
Do you plan to release a higher-tier version of the Night-maze dungeon?
There are no plans at this time.
Are there plans to add higher-tier items for the Dragon Discs & Chips?
We’re not able to share details yet.
UNION Watch includes ‘clear a crew dungeon’ missions, but the Unified Entry system doesn’t list crew dungeons. To do one I have to go: Town → enter crew hangout → enter crew dungeon → clear → exit → leave hangout (can’t open the Watch there) → back to Town → claim Watch rewards. Could you streamline this—e.g., add crew dungeons to the Unified Entry system?
After we improve Crew Dungeons, we’ll revise the Union Watch mission as well.
Can you expand the number of Conquest floors?
There are no plans to expand the Conquest Program. We’re preparing new content that evaluates character growth in other ways, as well as a limited-time mode where stronger characters can earn more rewards. We’re targeting a November update, but the date may change based on development progress.
Will you (re)introduce Dimensional Battle?
We’re aware of that content, but we don’t plan to re-release it.
It’s been a while since there was a rumor about Team Challenge Season 2. I’d like to know if it has been delayed or canceled.
We plan to develop other content that reinterprets retired modes, but we don’t currently plan to re-open Team Challenge itself.
It feels like there isn’t enough repeatable, long-term dungeons/content. Could you keep adding more dungeons that a wide range of players can enjoy?
We will continue to add such content on an ongoing basis.
Any plans to revamp Special Operation Area (Dimensional Doppelgangers, Endless Elevator)?
Older content will be integrated and revamped sequentially.
Will you add a training ground feature for practicing PvP combos?
We understand your request for a PvP combo practice feature as a 'Display Function for Skill/Key Inputs'.
We have no plans until the prerequisite PvP work is complete. We’ll reconsider after the PvE/PvP separation is finished.
We have no plans until the prerequisite PvP work is complete. We’ll reconsider after the PvE/PvP separation is finished.
Will you improve the Integrated Farming Dungeon?
We recognize the entry-limit constraints and are exploring multiple adjustments to Integrated Farming Dungeons.
Until a direction is set, we will continue supplementing rewards via event content like the recent Thanksgiving “Golden Field” hunting dungeon event.
Until a direction is set, we will continue supplementing rewards via event content like the recent Thanksgiving “Golden Field” hunting dungeon event.
When will rewards for older content (e.g., Crew Dungeon rewards) be revamped?
We recognize the need to consolidate and overhaul old and outdated content,
and improvements will be made sequentially.
We will inform you once progress begins.
and improvements will be made sequentially.
We will inform you once progress begins.
Please let the Farming Dungeon : Chip drop T1 Color Chips, Platinum Chips, etc.
We recognize the entry-limit constraints and are exploring multiple adjustments to Integrated Farming Dungeons.
Until a direction is set, we will continue supplementing rewards via event content like the recent Thanksgiving “Golden Field” hunting dungeon event.
We also plan to expand PNA EXP sources across more dungeons.
Until a direction is set, we will continue supplementing rewards via event content like the recent Thanksgiving “Golden Field” hunting dungeon event.
We also plan to expand PNA EXP sources across more dungeons.
[color]Crew / Squad[/color]
Question
Answer
Crew content feels very limited; right now the only Crew-level activity is the Crew Dungeon. When members of the same Crew run raids or higher-tier dungeons together, will you add extra buffs or new Crew-vs-Crew content?
We are considering it; however, crew-exclusive content is inaccessible to Closers who aren’t members of a crew or who don’t participate in crew activities. Because concentrating content around specific groups could alienate some players, we are prioritizing development of content that is accessible to everyone regardless of crew membership.
Legacy reward content such as the Crew Dungeon, Special Operations, and UNION Camp feels heavily outdated. Rather than just increasing quantities of current materials (e.g., Malek Crystal, Firm Dimensional Rift, Chromatic Phase Essence, etc.), please modernize obsolete materials like New Seoul Damage Analysis Report, Glutton King Crystal, Essence of the Sea Breeze, and Reanimator.
Expanding the uses of old items would effectively drive players back into outdated dungeons.
We believe this direction doesn’t fit the game’s current content loop.
We believe this direction doesn’t fit the game’s current content loop.
Are you intentionally steering the game toward solo play? Squad content feels very limited, and raids are pretty much the only activity that meaningfully benefits from grouping. The daily dungeons—Gildal, Xue, and Triss—lose much of their value once you’ve collected all the materials. And since the patches, Mirage, Skyscraper, and Arcade feel pretty much abandoned.
We aim to balance solo and squad content. We will continue adding new content on an ongoing basis.
Please block dungeon entry for players below the recommended Total Combat Power.
Closers aims to provide content that all players can challenge together.
So we don’t plan to restrict entry by Total Combat Power, as such limitations do not align with the current direction of the game.
So we don’t plan to restrict entry by Total Combat Power, as such limitations do not align with the current direction of the game.
Please add a penalty that blocks entry when Phase Gear Level is insufficient. Players should progress step by step; being carried without proper gear to obtain endgame equipment isn’t healthy RPG design. It also enables mass-producing alternate characters and even profiting from it, which doesn’t feel right.
Closers aims to provide content that all players can challenge together.
For this reason, we do not have plans to introduce entry restrictions based on factors other than a character’s actual level, such as Total Combat Power or Phase Gear Level, as such limitations do not align with the current direction of the game.
For this reason, we do not have plans to introduce entry restrictions based on factors other than a character’s actual level, such as Total Combat Power or Phase Gear Level, as such limitations do not align with the current direction of the game.
Please improve Crew missions and related content.
We recognize the need to consolidate and overhaul old and outdated content, including the crew system, and improvements will be made sequentially.
We will inform you once progress begins.
We will inform you once progress begins.
Please allow Crew Dungeon access via the Unified Entry system.
Crew Dungeon is Crew-exclusive content, so we don’t plan to include it in the Combined Dungeon Entry.
Please remove the 5-minute wait to obtain the Crew Hangout buff. Let us get it instantly by spending a fixed amount of Credits or Crew Points, similar to the Extreme Fighter buff.
Please simplify or remove boss intro cutscenes. In time-limited dungeons like Mock Battle and Conquest, wasted time has a big negative impact, and due to network conditions there are cases in squads where only one player ends up watching the intro.
Please simplify or remove boss intro cutscenes. In time-limited dungeons like Mock Battle and Conquest, wasted time has a big negative impact, and due to network conditions there are cases in squads where only one player ends up watching the intro.
In the Crew UI, clicking the Donate button lets you spend a small amount of credits to acquire the Crew Feature buff immediately.
There’s an issue with squad creation. Currently, anyone who has cleared the prerequisite quests can create a squad. However, this leads to numerous problems when players who don’t meet the Recommended Total Combat Power create squads and fill the squad listings. Would you consider restricting squad creation to players who meet the Recommended Total Combat Power?
Closers aims to provide content that all players can challenge together.
So we don’t plan to restrict entry by Total Combat Power, as such limitations do not align with the current direction of the game.
So we don’t plan to restrict entry by Total Combat Power, as such limitations do not align with the current direction of the game.
Are there plans to release new feature?
No plans to add new features or resell at the moment. We’ll reconsider after broader improvements or a future renewal.
[color]Raid / Auction System[/color]
Question
Answer
Will future raids continue to focus on high-CP players like the Count D Hard Raid, or will you also add raids tuned to the current season’s endgame gear?
We plan to separate future content into two tracks: content focused on item acquisition (farming) and content focused on high Total Combat Power.
The Count D Raid boss’s 50% damage reduction is too high, and the Phase 1 clone pattern has too much HP. Will you ease the difficulty?
Yes, we’re planning adjustments. Details will be announced later.
Even though raids only release once a year, there’s too much reuse of BGM, monster models, and costumes.
We’ll put more care into future content.
Recent raids feel overly simple—not a difficulty issue, but the boss patterns/mechanics come off like reused assets with minimal craft. Compared to earlier bosses/raids, it often boils down to hitting a near training dummy. Even for story-critical characters, the fights and presentation feel underwhelming. Will future raids continue to release in this perfunctory, low-fun state?
This content was adjusted in combat tempo and difficulty so that more players can enjoy it.
In that process, some sections may have felt overly simple, but our intention was to prioritize smooth combat flow and accessible gameplay.
We will continue reviewing ways to enhance the overall combat quality and will work harder to deliver enjoyable dungeons that better reflect each monster’s concept.
In that process, some sections may have felt overly simple, but our intention was to prioritize smooth combat flow and accessible gameplay.
We will continue reviewing ways to enhance the overall combat quality and will work harder to deliver enjoyable dungeons that better reflect each monster’s concept.
During the four-week delay, which was unavoidable to improve the completeness of the Hard Raid and the Auction system, what specific improvements and trial-and-error did you undertake? Also, despite those efforts, why did Normal and Hard release with the same boss patterns—and even the same dungeon bugs—instead of changes beyond simple numeric tweaks such as boss HP, Crit Damage Resistance, and revive-count limits?
The Count D raid was a piece of content that held special meaning for the development team.
As a symbolic raid of Closers, our goal was to deliver a strong impact and a fresh experience to all players. To achieve this, the team prepared several new attempts at once, including a Count D–exclusive entry system, a buff structure gained through clearing lower dungeons, a final-phase cinematic, and the auction system.
However, trying to implement such a large set of features all at once ultimately proved to be overly ambitious on our part.
The update’s scale became too large relative to the available development resources, which led to scheduling issues.
As a result, we were unable to release the auction system and the Count D raid together, leading to the separation of Normal and Hard modes, and the auction system being applied only to Hard mode. At the time, our focus on stabilizing and validating the auction system left us with insufficient time to refine monster patterns and overall combat quality.
We deeply regret that this resulted in an experience that did not meet your expectations.
Unless we establish clear solutions to the issues that have surfaced so far, the current auction system will not be applied again to future content.
As a symbolic raid of Closers, our goal was to deliver a strong impact and a fresh experience to all players. To achieve this, the team prepared several new attempts at once, including a Count D–exclusive entry system, a buff structure gained through clearing lower dungeons, a final-phase cinematic, and the auction system.
However, trying to implement such a large set of features all at once ultimately proved to be overly ambitious on our part.
The update’s scale became too large relative to the available development resources, which led to scheduling issues.
As a result, we were unable to release the auction system and the Count D raid together, leading to the separation of Normal and Hard modes, and the auction system being applied only to Hard mode. At the time, our focus on stabilizing and validating the auction system left us with insufficient time to refine monster patterns and overall combat quality.
We deeply regret that this resulted in an experience that did not meet your expectations.
Unless we establish clear solutions to the issues that have surfaced so far, the current auction system will not be applied again to future content.
Will the Count D Raid auction system be used in future raids? If so, will there be improvements? Also, could you remove the distribution quota so payouts can be received even with no remaining attempts?
The auction distribution count limit was added as a measure to improve unreliable weekday squad matching.
While the system was intended to encourage continued play and make it easier to join squads, it has caused inconvenience for many players. If the auction system is used again in the future, we will discuss solutions to these problems and strive to implement a better approach.
While the system was intended to encourage continued play and make it easier to join squads, it has caused inconvenience for many players. If the auction system is used again in the future, we will discuss solutions to these problems and strive to implement a better approach.
When will the Count D Raid / auction system be improved?
We don’t have plans for large structural changes to the current Count D Hard Raid or its auction.
However, we do see the need for balance adjustments and will apply them in a future update.
For future auction-type systems, we’ll use the lessons from this one to make them more fair and satisfying.
However, we do see the need for balance adjustments and will apply them in a future update.
For future auction-type systems, we’ll use the lessons from this one to make them more fair and satisfying.
You said auctions would break the monotonous “run-the-same-dungeon” farming loop, but in practice we’re still forced to form squads and run the same dungeon—so was it really necessary to stick with auctions? Since the auction concept was borrowed from other games and Closers encourages multi-character play with per-character raid entries, why design it so players can still enter raids even with 0 auction attempts left? Why are stronger players effectively expected to carry weaker players and even feel obliged to thank them for joining?
Unless we find a clear answer to the issues raised so far, we won’t reuse the current auction system in future content.
Please add a waiting time to the first auction item as well.
The first auction item already has a set waiting time. If we increase it further, the overall auction flow becomes too sluggish, so we’re not planning to add any waiting time.
[color]Illustration / Costume[/color]
[color]Costume Releases / Re-releases / New Outfits[/color]
Question
Answer
The number of unit costumes varies too much by character.
For newer characters, the costume count is indeed low, so we’re continually adding outfits.
We also recognize disparities among legacy characters.
While we’d like to distribute costumes evenly, there are practical constraints; we’ll keep looking for ways to improve.
Also, we welcome your suggestions.
We also recognize disparities among legacy characters.
While we’d like to distribute costumes evenly, there are practical constraints; we’ll keep looking for ways to improve.
Also, we welcome your suggestions.
I like sailor outfits. Any plans to add it to other characters, similar to the priestess set?
There are no plans at the moment, but it may be considered for a future schedule.
Please add an “Another Hair” variant for Bai’s Dark Command outfit without the ornament.
No release is currently planned.
Do you plan to release an illustration armband for the “Fly King” raid boss?
We’ll review.
Any plans to add dyeable costumes besides hair?
We plan to release dyeable eye accessories in the future. However, retrofitting past accessories is difficult, so ask for your kind understanding.
There are no current plans to make clothing dyeable.
There are no current plans to make clothing dyeable.
If model overhauls for older characters aren’t feasible, can you improve them through costumes?
We’ll put extra care into upcoming costumes to improve overall presentation.
Please add transparent weapons.
Making weapon models transparent causes awkward results with town motions and emotes that rely on weapon visuals, so we’re not able to apply this at this time.
Please re-sell long-discontinued items like the opera mask.
I’ve rechecked after the answer yesterday, but Opera and Garden Party costumes cannot be re-sold due to policy and licensing constraints.
Any re-sale or revival event for the weapons from the 2015 Ocean Splash & Poolside swimwear event?
We regret to inform you that past limited-sale costumes, such as Poolside and Splash that were never announced for re-sale cannot be re-sold or re-issued.
The Leisurely Morning avatar hasn’t appeared since Lucy. Will you release versions for Aeri, Ria Yoon, and Triss? Also, could you re-sell the older Rattus-Black Hands individual-part avatar packs? If no plans, please reconsider.
Costumes that have been re-sold multiple times are difficult to expand to new characters.
We will continue exploring acquisition methods and offerings that better align with player requests.
We will continue exploring acquisition methods and offerings that better align with player requests.
Will you narrow or unify the in-game option gaps among Unique Avatars?
Unique Avatars are designed with distinct options. We have no plans to unify or share their option sets.
Will you add acquisition routes for the Aura of Wrath Triss and Assassin of the Pole illustration tickets?
These items must retain their scarcity for a period to respect existing owners. We may review possible routes after sufficient time has passed.
Please add New Year’s Dress outfits for the Wildhüter and Vulture teams, like the Black Lambs’ Full Moon and Wolf Dogs’ Full Moon.
New Year’s (Moon) outfits are not eligible for re-sale under our policy.
Can you release new April Fools’ costumes? Also, can you use UNION Academy (Nekoje) and hot-spring illustrations?
We’re preparing a new April Fools’ event.
Where policy allows re-sale, we plan to offer certain past costumes via new items from events or gameplay-based acquisition.
Where policy allows re-sale, we plan to offer certain past costumes via new items from events or gameplay-based acquisition.
Please re-sell swimwear released before 2020.
We’re considering multiple avenues, including re-sale, so that players can obtain select older swimwear.
Please re-sell previously available costumes.
Some past costumes were time-limited and cannot be re-sold.
We’re preparing alternative acquisition paths beyond prior gacha or package sales.
We’re preparing alternative acquisition paths beyond prior gacha or package sales.
Is there a plan to release a hanbok costume for Triss?
Production is planned; we will announce the detailed schedule later.
Do you intend to add Triss’s Eternal Black Rose?
We will coordinate with the relevant teams and proceed with adding Triss’s Eternal Black Rose.
I’ve been trying for months to get accessories from the previously sold Opera package. Since package costumes aren’t in gacha, player trading is the only route. In a past dev video you said you’d add ways to obtain older costumes—will that include the Opera package?
We will explore adding acquisition routes for this package.
Please re-sell very early costumes like Sweater and Sonata for other characters as well.
Where policy allows re-sale, we plan to offer certain past costumes via new items from events or gameplay-based acquisition.
We’re sorry but the two costumes you mentioned cannot be re-sold due to policy.
We’re sorry but the two costumes you mentioned cannot be re-sold due to policy.
It’s been years since older costumes like Summer Island were rerun. In the September Dev Letter, you said you’re developing a new acquisition route for legacy costumes that isn’t a rerun gacha. Can you confirm it won’t just be another paid Transmitter or a special costume box (like the Levia Remake’s Levia Special Costume Box) instead?
Where policy allows re-sale, we plan to offer certain past costumes via new items from events or gameplay-based acquisition.
This feature is planned for November, and we’ll keep working on exploring diverse avenues to acquire past costumes.
This feature is planned for November, and we’ll keep working on exploring diverse avenues to acquire past costumes.
It’s been almost five years since Omega Knight and Gina eye accessories were released. Will you include them in future 3-Star Boss Eye Boxes?
We will include Omega Knight and Jina eyes in the 3-Star box.
Aside from a few Unique costumes, there have been almost no new eye accessories in recent years. Will you release new color lenses?
New eye accessories are planned for release this year.
Could you add an underwear system like SoulWorker? Coordinating outfits often looks odd without it.
We’ve run internal tests to see if it’s feasible, but found several problems. The skin area of underwear differs from the leg skin, and characters like Sylvi and Yuri have different underwear structures. So, at this stage we’ve determined there are many implementation difficulties.
Do you plan to re-release past collaboration items and other season-limited items?
Collaboration items cannot be re-sold after the license term ends.
For season-limited items such as Conquest 1 Name Tag, we don’t plan identical re-releases out of respect for players’ original effort.
For season-limited items such as Conquest 1 Name Tag, we don’t plan identical re-releases out of respect for players’ original effort.
Even if updates take longer, could you release costumes for all characters rather than only a subset?
Thank you for the suggestion. We’ll take it under advisement.
Are there any plans to release signature costumes like Dark Command?
Signature costumes were built per original characters and require substantial development time, so we do not plan to add legacy Signature sets to new characters.
Do you plan to release Rai Yoon & Triss Hot Springs avatars, or a Triss Swim Meet costume?
New characters are prioritized when producing new costumes because they have less costumes compared to existing characters, but we recognize requests for older sets. We will continue expanding character coverage for illustration costumes.
Could you adjust certain costumes’ town idle motions to face forward instead of sideways?
For future town motions, we’ll aim to better showcase characters.
Please note that not every pose will face forward, since it can make different avatar sets look too similar.
Please note that not every pose will face forward, since it can make different avatar sets look too similar.
Do you intend to improve the quality of the Black Lambs/Wolf Dogs default and promotion outfits?
Reworking legacy resources has lower priority than creating new ones, so there are no current plans. That said, we will keep exploring other ways to raise costume modeling quality.
[color]Illustration[/color]
Question
Answer
Do you plan to release a new group illustration that includes the Rattus team?
When we produced the 10th-anniversary art, there was a proposal to create a single Nampo-dong–style group key art featuring every character. However, the roster has grown so large that fitting everyone into one image would shrink faces and cause overlaps, so we split by team.
If we get a future opportunity for similar key art, we’ll consider a full cast image.
If we get a future opportunity for similar key art, we’ll consider a full cast image.
Art quality feels inconsistent and sometimes lower; you even released AI-like quality before. Will you hire an Art Director or ensure quality control?
An Art Director sets visual direction and performs final quality checks.
Except for the very early days, those duties have been shared across teams.
We understand your request is for consistent, high-quality art regardless of titles, rather than having an actual AD, and each team will continue focusing on that goal.
Except for the very early days, those duties have been shared across teams.
We understand your request is for consistent, high-quality art regardless of titles, rather than having an actual AD, and each team will continue focusing on that goal.
Please raise the resolution of certain illustration cutscenes.
Please submit a ticket for specific cutscenes that appear low-quality, we will check and address them.
You once said you would continue matching the colors of legacy hairstyles and eyebrows, but it seems to have stopped. Why?
The policy is still in effect. If any cases were missed, please submit a ticket and we’ll review.
Will you update the birthday illustrations for each character?
As noted elsewhere, revising legacy assets has lower priority than creating new ones, so there are no current plans to update them.
Will you bring illustrations, emotes, or emojis from overseas servers to other regions?
Many art assets used in China/Taiwan are tied to regional licenses and cannot be imported as-is.
However, for some emotes and similar items used in other regions, we will prepare to offer them where feasible.
However, for some emotes and similar items used in other regions, we will prepare to offer them where feasible.
There’s a noticeable quality gap between new unit-avatar illustrations and the official character key art, making them feel like different characters. Do you have plans to maintain consistent quality?
We’ve collaborated with many artists over 10 years, so styles naturally vary by each artist.
We are strengthening internal reviews and guidelines to keep visual direction and quality consistent.
We’ll continue working to deliver a uniform level of polish.
We are strengthening internal reviews and guidelines to keep visual direction and quality consistent.
We’ll continue working to deliver a uniform level of polish.
[color]Misc. Suggestions[/color]
Question
Answer
1) (Costumes) Will you let other characters wear another character’s exclusive outfit, or release new ‘no-outfit’ base looks?
2) (Costumes) For Violet, could you offer a slimmer blade (katana-style) instead of the heavy greatsword?
2) (Costumes) For Violet, could you offer a slimmer blade (katana-style) instead of the heavy greatsword?
In most cases characters wear costumes, so producing additional “no-outfit” base looks is difficult.
Also, weapons are tightly linked to animations, enhancement effects, and character traits; allowing weapon forms that differ from a character’s native weapon would cause many issues.
Also, weapons are tightly linked to animations, enhancement effects, and character traits; allowing weapon forms that differ from a character’s native weapon would cause many issues.
Do you plan to add body-type/makeup customization beyond costumes?
We’d love to add customization for body size and skin tone, but it isn’t compatible with the many costumes already released, so it’s not feasible at this time.
Among Unique Avatars, only “Solomon” grants HP recovery on Force Cancel, and that bonus is tied to its skill-effect visual. If I want to use a different effect (e.g., Nightmare, Wonderland, Shaman), it feels like a loss. Could you decouple the recovery from the visual or provide an alternative condition so the recovery isn’t locked to a specific effect?
We’ll discuss it with the relevant teams.
The Prisoner of Nightmare title gives eye-glow, but newer titles have better stats, so I have to downgrade to keep the glow. Likewise, good effects like Icon or Shaman’s [Evasion] can’t be used due to performance. If I own a title/costume, could you add a feature that lets me toggle those visuals in a character-skin menu?
Thank you for proposing broader visual customization.
We’ll take this to the relevant teams for further discussion.
We’ll take this to the relevant teams for further discussion.
Will Anna Aegis (Luna Memorial) or Phantom Prom Queen No. 2 (Violet Memorial) NPC motions be added as town motions?
Starting with the next Memorial quest, we’re preparing to make Memorial NPC town motions usable.
However, earlier Memorial characters (Luna, Violet) weren’t built to use Memorial motions, so we’ll coordinate internally on feasible usage and scope with the relevant team.
However, earlier Memorial characters (Luna, Violet) weren’t built to use Memorial motions, so we’ll coordinate internally on feasible usage and scope with the relevant team.
Do you have plans to apply Memorial NPC motions to playable characters?
Starting with the next Memorial quest, we’re preparing to make Memorial NPC motions as emotion.
Earlier Memorial characters (Luna, Violet) were developed as an independent usage spec, so we’ll need to discuss the feasible usage and scope with the relevant team.
Earlier Memorial characters (Luna, Violet) were developed as an independent usage spec, so we’ll need to discuss the feasible usage and scope with the relevant team.
Will you add a feature to flip illustrations left/right?
Implementing a left/right flip option for illustrations is difficult.
Could boss-arrival scenes use Live2D or 3D presentation like other RPGs? It seems like a good idea since other RPGs follow this trend.
This is under R&D, but practical deployment will take time.
Even without those specs, we’ll keep working to enhance visual presentation.
Even without those specs, we’ll keep working to enhance visual presentation.
Some costumes (e.g., blush) shift colors depending on background/area. Will you improve the lighting system?
We’re aware this can look different by area. It requires a full audit, so we’ll review the scope of work.
[color]Economy[/color]
[color]Multi-Character Progression[/color]
Question
Answer
Will you add support (reduced currency/material costs) for players leveling multiple characters?
We plan to remove Credits and certain materials consumed during crafting and upgrades.
For players who don’t raise multiple characters, would you consider a “main character” setting that increases that character’s currency earnings?
Regarding your suggestion, please understand that it’s difficult to give a simple answer because there are many factors to consider: appropriate buff values, the degree of freedom in character progression, and so on.
I returned after the recent crew update due to a crew leadership issue. Even trying to raise just one main character feels daunting. What progression do you envision for new or returning players to acquire materials and credits, gear up, and settle into Closers?
Thank you for the feedback. We’re exploring ways to ease the burden.
In November, we will remove Credits and certain materials from crafting/upgrade steps; we expect this to help new and returning players.
In November, we will remove Credits and certain materials from crafting/upgrade steps; we expect this to help new and returning players.
[color]Resource Acquisition[/color]
Question
Answer
Please remove the (too-low) price ceilings on items.
For costumes, all price ceilings have already been lifted.
We’re phasing out caps on other items as well to increase market flexibility.
If you spot items or costumes still capped, let us know and we’ll review and adjust.
We’re phasing out caps on other items as well to increase market flexibility.
If you spot items or costumes still capped, let us know and we’ll review and adjust.
The recent reduction of dungeon currencies has made Amplified Dimensional Essence—required for Task Force/Black Hand advancement—overly difficult and convoluted for new players to obtain. Could you remove or revise the unnecessary currencies tied to mid-tier advancement?
We will adjust promotion-related currencies.
Please remove Chip Protector and chip transfer fees.
We plan to ease these and details will be announced when ready.
Normalize Quality Assurance items (especially the Unique Avatar Packaging fee)—it’s too expensive. Also: accelerate character remakes; rework Contribution Store; increase pet-core sources; merge the six farming dungeons into one.
Thanks for the suggestion. We’ll review it.
Please increase sources/quantities of gear-progression consumables from gachas, packages, and events. As a multi character player, even with frequent purchases, supplies are short; Black Market stock is scarce and expensive.
As noted elsewhere, in November, we will remove Credits/materials from equipment crafting and upgrading to reduce overall consumption. We’ll also continue improving access to consumables.
You keep cutting in-game Credit sources; even after reverting some consumable prices like gear booster fuel to two-years-ago levels, the economy still feels off. Isn’t the cause elsewhere?
We are continuously monitoring credit real-money trading prices and in-game circulation, and we are reviewing various measures to ensure the economy remains stable.
However, to alleviate inflation caused by long-term service, we have inevitably adjusted both the sources and quantities of credit supply.
First, we plan to implement an update this coming November that removes all credit, Chromatic Phase Essence, and Solid Dimensional Rift item costs required for gear crafting and upgrading, which had previously been a hurdle for players. The same policy will also apply to all equipment released in the future.
However, to alleviate inflation caused by long-term service, we have inevitably adjusted both the sources and quantities of credit supply.
First, we plan to implement an update this coming November that removes all credit, Chromatic Phase Essence, and Solid Dimensional Rift item costs required for gear crafting and upgrading, which had previously been a hurdle for players. The same policy will also apply to all equipment released in the future.
Please increase sources for UNION Gear Lubricant.
We’re evaluating two approaches:
(1) make gear quality permanently 100% without lubricant, or (2) provide a guaranteed-100% item.
We’ll share the final direction when set, and we’re also preparing broader source increases for other under-supplied items.
(1) make gear quality permanently 100% without lubricant, or (2) provide a guaranteed-100% item.
We’ll share the final direction when set, and we’re also preparing broader source increases for other under-supplied items.
[color]Combat / Balance[/color]
Question
Answer
Is a rework of Ultimate Move planned?
A rework of Ultimate moves is currently under additional R&D.
What criteria guide balance patches?
We review major-content, ranking, and challenge metrics, combine them with live play feel and player feedback, and then select adjustment targets based on a holistic data analysis.
Will future raid bosses also feature high Crit Damage Resistance?
Defensive stats may be tuned at release to provide difficulty appropriate to players’ specs at that time.
Please add a UI that shows each boss’s damage-reduction by pattern and total HP.
We will include this matter under the Boss HP Gauge UI improvements and propose it when drafting the development roadmap.
However, we ask for your understanding, as we currently have other scheduled updates, making it difficult to proceed with this right away.
However, we ask for your understanding, as we currently have other scheduled updates, making it difficult to proceed with this right away.
Please roll back Tina’s Phantom Snipe and Lee Sylvi’s “bus pull” motion.
No plans at this time.
Why do (titles/items) keep adding “Damage Bonus during Empowered State”?
Typically, Closers who earn titles from the latest content already have their Phase Power Release damage-increase stats at the maximum value.
Because of this, the damage-increase stat granted by the title may feel insignificant.
However, for some Closers who may still lack those stats, it can provide a meaningful benefit.
Therefore, we provide the stat as a minimum level of capability for those players.
Because of this, the damage-increase stat granted by the title may feel insignificant.
However, for some Closers who may still lack those stats, it can provide a meaningful benefit.
Therefore, we provide the stat as a minimum level of capability for those players.
Please share the order of upcoming character skill remakes.
The next planned character is Nata, as you already know.
After that, we aim to follow the original release order, but timing may change depending on circumstances.
After that, we aim to follow the original release order, but timing may change depending on circumstances.
Physical-type item prices are abnormally high versus Psi/hybrid, worsened by two consecutive physical new characters, since there were already more physical-type characters. Will you address this skew?
We’ll take this into account when planning future characters.
Will Fused Phase Wings enhancements be extended beyond +20?
There are no plans to expand Fused Phase Wings enhancement.
I understand the purpose of skill remakes is to modernize old effects. However, it often looks like characters come out significantly stronger afterward (e.g., more reliable conditionals, stronger passives), so remakes feel like guaranteed buffs. Does this mean teams not on the remake list, like ‘Wildhüter’ or ‘Rattus,’ have been abandoned?
We previously announced that remakes would proceed up through the Wolfdog team.
After that, remakes will be carried out on a per-character basis.
Please note that the schedule may change, so we will provide further details when each remake is actually underway.
After that, remakes will be carried out on a per-character basis.
Please note that the schedule may change, so we will provide further details when each remake is actually underway.
Will you continue improving input feel, motion, and presentation for already-remade characters?
We will keep refining control feel and presentation.
Show debuffs applied to bosses under the HP bar with icons.
Thank you for the suggestion. We will include this matter under the Boss HP Gauge UI improvements and propose it when drafting the development roadmap.
However, we ask for your understanding, as we currently have other scheduled updates, making it difficult to proceed with this right away.
However, we ask for your understanding, as we currently have other scheduled updates, making it difficult to proceed with this right away.
Any plans for a 6th Advancement?
There currently no plans for a 6th Advancement.
Will the Wildhüter team also receive remakes?
We previously announced that remakes would proceed up through the Wolfdog team.
After that, remakes will be carried out on a per-character basis.
Please note that the schedule may change, so we will provide further details when each remake is actually underway.
After that, remakes will be carried out on a per-character basis.
Please note that the schedule may change, so we will provide further details when each remake is actually underway.
Enemy ground AoE sometimes deal damage slightly before or after the visual depending on the boss/AoE/dungeon. Could you standardize the timing so hits land exactly when/where the AoE shows, making quick evasion or invincible windows reliably avoid them?
To preserve tactical variety, timings are tuned slightly different per monster and concept. We ask for your understanding.
Current conditionals (e.g., Air Strike forcing jumps; Chase being impractical without guaranteed conditional) feel restrictive. Any adjustments planned?
We recognize structural issues with Chase. Fixing them requires large-scale work, including character balance changes, so we can’t promise specifics yet.
It may take some time, but we will make every effort to adjust things so you won’t be inconvenienced.
It may take some time, but we will make every effort to adjust things so you won’t be inconvenienced.
You said Count D’s Hard was delayed to improve the quality, but from the player side it felt like the boss HP was simply inflated. Was there really no internal review or dissent on that? And about the auction system: you noted it concentrated high-value items, but in practice it let wealthier players monopolize them. Couldn’t that outcome have been predicted through internal meetings or simulations?
We feel heavy-hearted that, in focusing on refining the auction system, we fell short on the combat experience.
We deeply share your concerns and will do our best to deliver a more enjoyable combat experience.
We deeply share your concerns and will do our best to deliver a more enjoyable combat experience.
After J’s remaster, the Solomon unique avatar effect on Dragon Kick disappeared. I bought it for that effect, but it disappeared for no reason. Are you aware of this, and will you restore it?
We’re aware of the issue and are reviewing it with the relevant teams.
At the 2021 town hall you said a PVP rework was planned, and the former PD reaffirmed it in the 8th-anniversary interview. With the 11th anniversary approaching, what happened? Do you still intend to revamp PVP? Please give a clear answer.
PvP in an action-RPG offers a different kind of fun. However, at present our PvE balance patches still affect PvP, so several preparatory tasks are required to properly normalize PvP. We are investigating and working on those internally, but we ask for your understanding that we cannot provide a definite completion date at this time.
Why did you add a skill seal mechanic to Battle Program: Aura of Wrath Triss, which disrupts fast action?
This mechanic was not intended to feel unfair, but rather to express the monster’s unique identity: “this is how this monster fights.”
However, since it ultimately caused discomfort, we will ensure that future content preserves each monster’s concept while designing combat skills that do not significantly undermine the enjoyment of battle.
However, since it ultimately caused discomfort, we will ensure that future content preserves each monster’s concept while designing combat skills that do not significantly undermine the enjoyment of battle.
Why aren’t balance patches more frequent?
We adjust balance based on major content, various metrics, and the feedback we receive from our Closers.
However, because character balance is directly tied to content difficulty, we must proceed carefully, and we ask for your understanding if these adjustments take a bit more time.
However, because character balance is directly tied to content difficulty, we must proceed carefully, and we ask for your understanding if these adjustments take a bit more time.
Stagnant skill kits need to change. Any plan for new advancements or similar?
After the planned skill-system overhaul is complete and stable, we’ll explore new systems.
While recent skill remakes have clearly improved performance, in some cases the motion quality feels worse, only the effects changed while the motion/staging stayed the same, and action-camera cuts were removed, leading to regression and a loss of character identity. How do you view this?
Future remakes will pay closer attention to presentation.
Large-scale skills will retain action-camera beats.
With many characters and other updates, we ask for your understanding as changes won’t be immediate.
Large-scale skills will retain action-camera beats.
With many characters and other updates, we ask for your understanding as changes won’t be immediate.
If full content updates are difficult, would it be feasible to take a Planar Gate-style approach, adding both new and legacy versions of skills so players can build more varied loadouts? Alternatively, could you provide fresh experiences for veteran players through things like new advancement paths?
We’ll consider new systems after the skill-system overhaul has stabilized.
Will you let tuning add currently “nonexistent” skills to costumes/gear items?
Skill tuning is designed so that each equipment slot allows tuning for specific skills.
Therefore, we currently have no plans to change the system to allow all skills to be tuned on every slot.
Therefore, we currently have no plans to change the system to allow all skills to be tuned on every slot.