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Ratatan News

The Challenges and Future of EA

https://store.steampowered.com/app/2949320/Ratatan/

It’s been almost two weeks since Ratatan entered Early Access.
We can’t express how grateful we are to everyone who has played the game and shared their thoughts with us via reviews and the feedback form. Thank you so much!
We’d like to talk about the challenges that have become clear from everyone’s feedback, and what our plans are going forward.

[hr][/hr]
[h2]Challenges Identified from Feedback So Far[/h2]

[h3]Game Balancing[/h3]
Many players mentioned that enemies felt a bit too tough, or that some skills felt much stronger or weaker than others.
We also heard that the difficulty curve can feel uneven—with moments that flow smoothly followed by sudden spikes that felt overly harsh.

[h3]Ratakaruta[/h3]
A lot of feedback pointed out that power levels differed depending on attributes and that builds tended to end up looking the same each run.
Some players also highlighted that randomness, such as draw luck, can heavily affect the experience.
We’ve heard a strong desire for more freedom and more variety when building decks.

[h3]Roguelike Structure[/h3]
Repeated feedback noted that runs felt too long, the gameplay became repetitive, and rewards felt underwhelming.
Players also mentioned that the variety of choices and events were limited, which made the excitement of wondering what will happen next run weaker.
It’s not that randomness itself is disliked, but rather that the balance between risk and reward sometimes feels off.

[hr][/hr]
[h2]How We’re Addressing These Issues[/h2]

[h3]Game Balancing[/h3]
Rather than making large changes all at once, we’ll be carefully adjusting balance little by little.
With the new Super Fever Technique ultimate move arriving in October, along with other player-side power-ups, we’ll continue tuning the overall balance to match these enhancements.

[h3]Ratakaruta[/h3]
In the short term, we’ll review attribute strengths to allow for a wider variety of effective deck combinations.
We’re also considering a Reroll feature, which will let players reroll card selections, reducing the impact of randomness while giving more meaningful choices.
In December, we plan to introduce powerful Duo Cards that can be obtained by combining specific elemental powers. This will significantly expand deck-building variety.

[h3]Roguelike Structure[/h3]
This area is one of our biggest challenges, and we’re planning major overhauls.
First, in October, we’ll add Risky Picks featuring tough enemies that grant previously scarce resources. This aims to reduce the number of required runs while enhancing the sense of accomplishment and reward.
Currently, progression heavily relies on battles, so we’ll also add more non-battle events to lower battle density and create a more varied experience.
In December, Dark Ratatan will be introduced, adding major climactic events to break up monotony and inject tension and excitement into runs.

[h3]Other Improvements[/h3]
Bug fixes, UI enhancements, and multiplayer stability improvements will continue to be addressed in future updates.

[hr][/hr]
[h2]Update Planned for End of October[/h2]

[h3]Ratatan Exclusive Skill: Super Fever Technique[/h3]
We’re implementing long-requested ultimate moves unique to each Ratatan.

[h3]Cobun Accessory Implementation[/h3]
Cobun can now equip head accessories, and rewards have been increased, expanding both visual customization and gameplay options.

[h3]New Random Events[/h3]
We’re adding areas with tougher enemies and areas with larger rewards, introducing more variety to the pacing of runs.

[h3]Ratakaruta Reroll Feature[/h3]
We’re prioritizing a system that lets you redraw your deck, replacing the previous “Best Build” button. This reduces randomness while creating new ways to use tokens.

[h3]Random Match Improvements[/h3]
The UI has been updated so you can see currently ongoing sessions, making it smoother to join multiplayer games.

[hr][/hr]
[h2]Ratatan: Evolving Through Your Feedback[/h2]
We’re often asked, “Is this a sequel to Patapon?”
Ratatan was created as a completely new challenge. While it shares some roots with Patapon, it’s not about revisiting nostalgia—it’s about exploring a fresh rhythm experience and a unique roguelike structure.

The driving force behind this challenge is the feedback we receive from all of you. Balance adjustments, the card system, the roguelike structure… we’ll continue to improve these based on what you have to say.

Early Access has only just begun, and because of your input, Ratatan can keep evolving and become even more fun.
We, the development team, are fully aware that there are areas that still need improvement. That’s why we’re dedicating ourselves to making these improvements and working tirelessly toward the official release.

Every review that says, “This was fun!” gives the development team a huge boost. If you have suggestions for what could be improved, please share them through the feedback form.
Your reviews and feedback support Ratatan’s future and help expand its potential!

Roadmap

Early Access v0.5.10 Hotfix Patch Notes

Important Notice
[p](Updated: 2025/09/26 11:00 JST)[/p][p]The issue in Ver.0.5.9 that caused progression to become impossible has been fixed, and the game has been re-released as Ver.0.5.10.[/p][p]We apologize for the inconvenience caused to all players.[/p][p][/p][p](Updated: 2025/09/25 12:40 JST)[/p][p]A critical progression-blocking bug was found in Ver.0.5.9, so we have rolled back to Ver.0.5.5.[/p][p]If you have already updated to Ver.0.5.9, please update again to revert to Ver.0.5.5.[/p][p]We will announce the re-release of Ver.0.5.9 once the fix is complete.[/p][p][/p]
Update
  • [p]Added two types of Weapons to the drops from the Altars in World 4 and World 5.[/p]
    • [p]If you’re lucky, you might get something interesting from the Goddess Lottery.[/p]
    • [p]Secret items obtained in Ver.0.5.9 must be acquired again in Ver.0.5.10.[/p][p]We apologize for the inconvenience and thank you for your understanding.[/p]
  • [p]In Single Player, it is now possible to skip the Ending.[/p]
    • [p]Hold down a key to skip the event and return to Rataport.[/p]
  • [p]Optimized background textures during gameplay to reduce data size and rendering load.[/p]
  • [p]Adjusted terrain across all Worlds to reduce elevation differences.[/p]
  • [p]Updated Credits.
    [/p]
Bug Fixes
  • [p](Updated: 2025/09/26 11:00 JST) Fixed a bug where the game could become unplayable if you opened the Formation screen after playing an event in the lobby.[/p]
  • [p]Fixed a bug where the NAT Type was not being diagnosed correctly when joining Multiplayer.[/p]
    • [p]If the environment is judged as difficult for Network Multiplayer, please review your router’s security settings or try another internet connection.[/p]
  • [p]Fixed a bug where returning to the Lobby before the Owner in Multiplayer would cause you to be kicked from the session.[/p]
  • [p]Fixed a bug where other players were not syncing correctly during the Ending in Multiplayer.[/p]
  • [p]Improved synchronization of Cobun movement between players in Multiplayer.[/p]
  • [p]Improved stability when a joining player obtained a Cobun in Multiplayer.[/p]
  • [p]Fixed a bug where if a defeated Cobun was falling and the Wave was cleared, it would get buried in the ground and be unable to return.[/p]
  • [p]Fixed a bug where Cobun would sometimes fail to follow after clearing a Wave, causing progression to become impossible.[/p]
  • [p]Fixed a bug where Elemental Force would remain active if the player died while it was triggered.[/p]
  • [p]Fixed a bug where the icons for the Player Upgrades From the Brink and Seven Stumbles, Eight Rises would disappear from the Player Status after being consumed.[/p]
  • [p]Due to incorrect rarity, stats, Decorune slots, and required experience, the weapon Whirlwind Spear Zonzacrin has been temporarily made unobtainable via drops and crafting.[/p]
    • [p]It will become obtainable with the correct rarity in a future update.[/p]
    • [p]Weapons already obtained will remain in your inventory.[/p]
  • [p]Fixed a bug where the death effects of certain Bosses were not displayed correctly.[/p]
  • [p]Fixed a bug where the effect description text of the Player Upgrades From the Brink and Seven Stumbles, Eight Rises did not match their actual effects.[/p]
  • [p]Corrected some text displayed in Decorune and UI.
    [/p]

Early Access v0.5.5 Hotfix / Upcoming Update Plans

[h2]Bug fixes[/h2]
  • [p]Fixed an issue in multiplayer where players could join an already-deployed session and the game would become unplayable.[/p]
  • [p]Fixed a bug in multiplayer where non-host players could launch into the world from the lobby.[/p]
[p][/p][h2]Known issues[/h2][p]Thank you very much to everyone who has been playing since the start of Early Access.[/p][p]To address the currently confirmed issues, we plan to release a hotfix sometime next week.[/p][p]
We are prioritizing fixes for the following frequently reported points:[/p][p][/p]
  • [p]UI / UX: We will improve the automatic text advance in dialogue speech bubbles in the October update.[/p]
  • [p]Multiplayer / Network: We are sequentially addressing connection instability and behavior in random matchmaking.[/p]
[p]  *Note: for random matchmaking we are also considering a fundamental overhaul as part of the large December update.*[/p][p][/p][p]We will publish full hotfix details in the patch notes when the update is released. We’ll continue improving the game with reference to your feedback — thank you for your continued support.[/p][p][/p][p]Other known issues (selected)[/p]
  • [p]Backgrounds may not display correctly when zooming the screen in/out.[/p]
  • [p]In Goddess' Game, if Oath Level is 1 or higher and Summon Strong Foe is enabled, reward items may fail to drop.[/p]
  • [p]Some languages contain incorrect translations.[/p]
  • [p]Some screens may not respond correctly when using a controller.[/p]
  • [p]We have confirmed an issue where, if you exit via Suspend Save, then join multiplayer and switch to another player character, the character from the resumed suspend save can change.[/p][p][/p]
[p]Issues already listed in the v0.5.2 release notes (reposted here for reference)[/p]
  • [p]Player desyncs in multiplayer.[/p]
  • [p]After switch selection, some players’ doors may not open, blocking progress.[/p]
  • [p]In certain multiplayer cutscenes, other players’ animations may not display correctly.[/p]
  • [p]Altar text may overflow in some languages.[/p]
  • [p]Missing characters / glyphs in some languages.[/p]
  • [p]Player enhancement descriptions for From the Brink and Never Surrender differ from their actual effects.[/p]
  • [p]The display for the Healing Spring may be incorrect in-world.[/p]
  • [p]Barrier values may not carry over when resuming from a Suspend Save.[/p]
  • [p]If time runs out while the Ratakaruta selection screen is open, the selection screen may remain after phase transition.[/p]
  • [p]Damage/heal calculations that include decimals may be incorrectly truncated, causing small result deviations.[/p]
  • [p]Critical checks for multi-hit attacks are currently evaluated per action rather than per hit.[/p]
  • [p]Chain Lightning’s Ratatability and Decorune damage buff do not activate for enemies other than the directly hit target.[/p]
  • [p]Facility unlock demos may not display correctly when returning to Rataport.[/p]
  • [p]Certain Crow lines may not display.[/p]
  • [p]Resuming from Suspend Save may be counted as an extra deployment.[/p]
  • [p]Boss defeat SE may play unexpectedly upon resuming from Suspend Save.[/p]
  • [p]When acquiring Ratakaruta after resuming, “Swap” may incorrectly display as “Obtain.”[/p]
  • [p]Some popup help screens still show old-version in-game assets.[/p]
  • [p]Incorrect description text for Magical Cobun’s hustle skill Gravity Wand in some language builds.[/p]
  • [p]Element Force Ratakaruta effect text may display incorrectly.[/p]
  • [p]Repeated fast operations in the Crafting screen may temporarily lower performance.[/p]
  • [p]Bottom-of-screen control guides may overlap with guides from other screens.[/p]
  • [p]Ratakaruta ownership info may not display when obtaining them at an Altar.[/p]
  • [p]After resuming from Suspend Save, items and shop inventories in intervals may change.[/p]
  • [p]Bombardier Cobun’s squad skill Rolling Bomb may exhibit unintended behavior when colliding with the Goodie Gate.[/p]
  • [p]If Max HP Up is obtained while a barrier is active, barrier amount may increase.[/p]
  • [p]Markers at boss attack impact points may sometimes remain visible after impact.[/p]

Ratatan Launches into Early Access

Planet Redo.
On a world where humanity no longer exists floated a cluster of islands called Ratatan Land, surrounded by a vast ocean.

The singing ship Fortrun and the black bird Crow embark on a journey with their friends, the Ratatan, to find the Goddess in her home in the Everafter.

[h3]Now, it’s time to begin a joyful adventure to the Everafter!
Ratta Ratta Rattatta ♪[/h3]

[previewyoutube][/previewyoutube]
[hr][/hr]
[h3]More Information[/h3]

https://store.steampowered.com/app/2949320/Ratatan/

Early Access v0.5.2 Release Notes

[h2]Highlight[/h2]
  • [p]All Ratatan have been unlocked.[/p]
    • [p]You can now freely assemble your unique companions, greatly expanding your tactical options.[/p]
  • [p]All weapon types have been unlocked.[/p]
    • [p]All weapons, including Bombs, Wands, Hammers, and Sickle, are now available. With explosions, magic, heavy strikes, and other unique actions, you can tackle challenges in diverse ways.[/p]
  • [p]New worlds have been unlocked.[/p]
    • [p]World 3: Jam Jammer Jungle Journey is now available.[/p]
      • [p]A dense jungle area awaits, with guardians of ancient ruins like the Rock’n’Golem and giant plant monsters such as Rafflison.[/p]
    • [p]World 4: Frozen Flower Fantasia is now available.[/p]
    • [p]Set in a kingdom of flowers trapped in eternal winter, this stage features icy enemies such as Chillwarden, master of the great ice mirror, and Thawner, the princess’s royal guard bound by a curse of ice.[/p]
    • [p]World 5: Bonedead Theatre is now available.[/p]
    • [p]Set in a grand stone theater where cheerful ghosts reside, this stage pits you against foes like the broken teddy bear Boneless Bear and the theater’s superstar Flipflop. A unique stage blending horror with showtime flair.[/p]
  • [p]A new system, The Goddess Games, has been added.[/p]
    • [p]This is endgame content, available after clearing World 5.[/p]
    • [p]You can make vows to adjust the difficulty yourself and, in return, obtain weapon limit-break materials.[/p]
    • [p]By choosing to summon foes, bosses in each world will take on even more powerful forms.[/p]
  • [p]Altars have been implemented.[/p]
    • [p]Placed within each world, these allow you to spend costs in exchange for various rewards.[/p]
    • [p]Main effects include:[/p]
      • [p]Goddess Original: Obtain a random Ratakaruta[/p]
      • [p]Goddess Lottery: Obtain a random weapon[/p]
      • [p]Goddess Lucky Draw: The next Ratakaruta you obtain is guaranteed to be Legendary[/p]
      • [p]Mega Goddess Lottery: A superior version of Goddess Lottery[/p]
      • [p]Mega Goddess Original: A superior version of Goddess Original[/p]
  • [p]Ratakaruta have been significantly updated.[/p]
    • [p]New effects have been added, and the stats and appearance rates of existing cards have been adjusted. High-rarity cards now drop more frequently, further widening tactical options.[/p]
    • [p]Card effect descriptions have also been revised to better reflect their actual behavior, making them clearer.[/p]
  • [p]Base features have been expanded.[/p]
    • [p]New upgrade options have been added to the Ratatan Dock, allowing progression-based growth.[/p]
    • [p]The Support Desk has new support options, expanding meta-enhancement choices.[/p]
    • [p]The Quest Board now features Ratatan-specific quests. Clearing them during adventures rewards you with weapons, minions, and more.[/p]
  • [p]Suspend Save is now supported.[/p]
    • [p]You can now interrupt your adventure mid-progress and resume later.[/p]
    • [p]No need to complete long sessions in one go—you can enjoy the game with peace of mind.[/p]
    • [p]When resuming, play will restart after an INTERVAL phase.[/p]
  • [p]Tutorials have been greatly updated.[/p]
    • [p]A new Help function has been added to clearly guide players through systems and controls.[/p]
    • [p]“Crow’s Advice” has been introduced, giving you practical hints during play.[/p]
    • [p]You can now choose to display HP/MP at the bottom of the screen (or keep them at the top, as before).[/p]
    • [p]A new TIPS function has been added, showing helpful info during loading screens.[/p]
  • [p]UI and text across the game have been refined for more natural, easy-to-understand localization.[/p]
[p][/p][hr][/hr][p][/p][h2]Battle[/h2]
  • [p]Adjustments have been made to each cobun type:[/p]
    • [p]Soldier Cobun: Expanded upward field of vision, making it easier to handle flying enemies. Adjusted movement correction based on Intelligence to improve overall behavior balance.[/p]
    • [p]Pike Cobun: Enlarged hit collision to make attacks easier to land. Adjusted attack angles to improve accuracy.[/p]
    • [p]Ranger Cobun: Reduced the gap between the landing points of the first and second normal attacks. Improved targeting for Torrential Arrow and Toxic Arrow, making them easier to hit.[/p]
    • [p]Bombardier Cobun: Increased power of normal attacks and shortened detonation time. Normal attacks and Roman Candle now land properly on aerial platforms. Roman Candle is now fixed at 3 shots, with increased power per shot. Targeting has been adjusted to make hits on bosses easier.[/p]
    • [p]Assault Cobun: Enlarged hit collision for normal attacks. Knockback direction now aligns with the attack direction.[/p]
    • [p]Magical Cobun: Adjusted movement correction based on Intelligence. Adjusted duration of Hustle Tech and improved visual clarity of effects. Adjusted angle, number, and power of fire-element meteor projectiles. Changed hit intervals for water/ice/poison projectiles, making ricochets easier to follow in large boss fights. Adjusted upward field of vision and power for stationary lightning/wind attacks.[/p]
    • [p]Ninja Cobun: Adjusted movement correction based on Intelligence.[/p]
    • [p]Mauler Cobun: Adjusted movement correction based on Intelligence.[/p]
  • [p]Mimizukkyun’s equippable weapon types have been changed.[/p]
    • [p]Equippable weapons changed from Bows and Spears to Bows and Hammers.[/p]
  • [p]Rhythm Command “Jump” has been revised.[/p]
    • [p]Jump duration shortened from 8 beats to 4 beats.[/p]
    • [p]You can now input rhythm commands while jumping, allowing continuous jumps and switching into attacks or formations.[/p]
  • [p]Camera behavior has been changed.[/p]
    • [p]Players can now manually move the camera left and right, improving visibility and control during combat. Zoom in/out remains available as before.[/p]
  • [p]Hustle Skill 2 unlock conditions have been changed.[/p]
    • [p]It is no longer available by default and must now be unlocked via the Quest Board.[/p]
  • [p]Weapon projectile behavior has been adjusted.[/p]
    • [p]Reviewed throwing logic for spears, bows, and bombs to improve stability and consistency.[/p]
  • [p]New Wave Bosses have been added.[/p]
    • [p]Each world now features a variety of new wave bosses, expanding combat variety.[/p]
  • [p]New Teshita units have been added.[/p]
    • [p]These new minions wield different weapons, introducing fresh threats in battle.[/p]
  • [p]Forts now break down in stages.[/p]
    • [p]During battles, forts are gradually destroyed, heightening tension.[/p]
  • [p]Invincibility has been added after Ratatan revival.[/p]
    • [p]After recovering from being knocked out, Ratatan are temporarily invulnerable, making it easier to regroup.[/p]
[p][/p][hr][/hr][p][/p][h2]Balance Adjustments[/h2]
  • [p]Welcome Mode benefits have been added.[/p]
    • [p]Starting Tokens and Extra Starting Chorus have been introduced, allowing you to progress more easily from the beginning.[/p]
  • [p]Rhythm Command input window has been relaxed.[/p]
    • [p]The input timing window has been extended, making commands easier to perform.[/p]
  • [p]Tension Gauge gain has been adjusted.[/p]
    • [p]Good: 15 → 6[/p]
    • [p]Just: 30 → 12[/p]
  • [p]Barrier cap now scales with Max HP.[/p]
    • [p]The relationship between defense and durability is clearer, making tactical decisions easier.[/p]
  • [p]Unit Skill: Roman Candle has been adjusted.[/p]
    • [p]Number of shots is now fixed at 3, with increased power per shot.[/p]
    • [p]Improved boss hit accuracy, making it easier to strike the intended target.[/p]
    • [p]Normal attacks and Roman Candle bombs now properly land on aerial platforms.[/p]
  • [p]Boss actions and presentations have been adjusted.[/p]
    • [p]Dekadon: Adjusted behavior for backstep, meteor, jump attack, and burning area effects.[/p]
    • [p]Wagoon: Adjusted HP and charge behavior to improve balance in later phases.[/p]
  • [p]Global adjustments have been made to cobun unit types.[/p]
    • [p]Adjusted movement correction speed and WIZ scaling for all Hustle Techs.[/p]
    • [p]Some Hustle Tech 1 & 2 setups have been swapped.[/p]
  • [p]Drop rates for Legendary and Epic weapons have been increased.[/p]
    • [p]Rare weapons are easier to obtain, improving the growth tempo.[/p]
  • [p]Legendary weapon Decorune effects have been rebalanced.[/p]
    • [p]Effect contents have been streamlined for better overall combat balance.[/p]
  • [p]Rewards and meta-loop distribution across worlds have been optimized.[/p]
    • [p]Growth now feels more natural in line with progression.[/p]
  • [p]Enemy placement, platforms, and backgrounds across worlds have been revised.[/p]
    • [p]Combat rhythm and stage visibility have been improved.[/p]
  • [p]Weather appearance rates have been adjusted.[/p]
    • [p]Reduced bias in occurrences, stabilizing variation in play experience.[/p]
  • [p]Healing Springs now restore MP, and shop healing items now recover minions as well.[/p]
  • [p]Wiz has been removed from Ratatan stats.[/p]
  • [p]Initial cobun count for all unit types has been changed to 4.[/p]
  • [p]A visual effect now triggers when obtaining a Barrier.[/p]
[h3]Stage, Enemy, and Boss Adjustments[/h3]
  • [p]Enemy parameters have been rebalanced overall.[/p]
    • [p]Adjusted HP values for all enemies.[/p]
    • [p]Adjusted collision size and sound effects for turret impacts.[/p]
    • [p]Delayed attack timing for Spear Chief and reduced its damage.[/p]
    • [p]Adjusted spawn rates and placements of wave bosses, and added many new ones.[/p]
  • [p]World 1 adjustments[/p]
    • [p]Adjusted volume of boss BGM.[/p]
    • [p]Added a new enemy: Clamerl.[/p]
    • [p]Adjusted attack timing of Bonbobon.[/p]
  • [p]World 2 adjustments[/p]
    • [p]Removed knockback effect on aerial shots from Kit Lasso.[/p]
    • [p]Updated background layers (foreground/midground) to improve visibility during play.[/p]
    • [p]Adjusted terrain holes so midground seams are no longer visible.[/p]
    • [p]Added a spawn marker for Wagoon.[/p]
    • [p]Adjusted Wagoon’s HP.[/p]
  • [p]Adjustments from World 3 onward[/p]
    • [p]Reviewed HP, attack power, and behavior patterns of various native creatures.[/p]
    • [p]Redesigned wave and platform placements to improve combat flow.[/p]
    • [p]In Worlds 4 and 5, new native fauna wave bosses, Kashira, and Boneless Bear have been added.[/p]
  • [p]Tutorial adjustments[/p]
    • [p]Adjusted Dekadon appearance in the tutorial.[/p]
    • [p]Simplified its behavior and lowered difficulty, making it easier for beginners to clear.[/p]
  • [p]Other adjustments[/p]
    • [p]Adjusted auto-move speed when passing through a Goodie Gate.[/p]
    • [p]Wave bosses now drop special materials.[/p]
    • [p]These materials can be used to craft special weapons distinct from regular ones.[/p]
[h3]Ratakaruta, Status Abnormalities, and Elemental Force[/h3]
  • [p]Ratakaruta rarity rates have been adjusted:[/p]
    • [p]Common: 66% → 55%[/p]
    • [p]Rare: 30% → 36%[/p]
    • [p]Epic: 3% → 6%[/p]
    • [p]Legend: 1% → 3%[/p]
  • [p]New effects have been added to Ratakaruta.[/p]
    • [p]Effect descriptions have been revised to accurately match actual values.[/p]
  • [p]Status ailment adjustments:[/p]
    • [p]Poison: Damage received increase now scales by level (25% / 30% / 35% / 40%).[/p]
    • [p]Burn: Damage dealt reduction effect strengthened (5% → 15%).[/p]
    • [p]Freeze: Duration reduced (8s → 6s), enemy resistance increased.[/p]
    • [p]Shock: Increased additional damage on expiration.[/p]
  • [p]Attribute RataCards / Elemental Force adjustments:[/p]
    • [p]Fire[/p]
      • [p]Burning Blast+ / Hustle Blast+: 7.5%+1% / 15%+2% / 22.5%+3% / 30%+4% → 15%+3% / 25%+6% / 35%+9% / 45%+12%[/p]
      • [p]Burning Bulwhark: 20% / 40% / 60% / 80% → 10% / 20% / 30% / 50%[/p]
      • [p]Burning Boost: 1% / 2% per second → 3% / 5% every 2 seconds[/p]
      • [p]Big Booms: Expanded range, knockback added to explosion[/p]
      • [p]Sacrificial Valor: Duration 10s → 30s[/p]
      • [p]Blaze Ball: Expanded rotation radius[/p]
    • [p]Water[/p]
      • [p]Soaking Splash+ / Hustle Splash+: 36% / 54% / 72% / 90% → 25% / 40% / 55% / 70%[/p]
      • [p]Splash Barrier: 40 / 60 / 80 → 20 / 30 / 40[/p]
      • [p]Splash Initiative: 25% / 50% / 75% / 100% → 10% / 20% / 30% / 50%[/p]
      • [p]Oasis Power: 5% / 10% / 15% → 5% / 7% / 10%[/p]
      • [p]Supreme Soaker: 50% / 100% / 150% / 200% → 30% / 60% / 90% / 120%[/p]
      • [p]Whirlpool Shield: Increase 3 / 5 / 8 → 2 / 3 / 5 (scales with Max HP, reduced barrier cap)[/p]
    • [p]Ice[/p]
      • [p]Grand Finale: Heal conditions 75% / 60% / 50% / 40% → 75% / 60% / 50%[/p]
      • [p]Glacial Heal: 30 / 60 / 100 → 30 / 45 / 60[/p]
      • [p]Frigid Rush: 25% / 50% / 75% / 100% → 15% / 25% / 35% / 50%[/p]
      • [p]Frigid Fury: 30% / 50% → 75% / 100%[/p]
      • [p]Macho Minuet: 20 / 30 → 10 / 15[/p]
      • [p]Cold Shoulder: Now inflicts additional damage on hit[/p]
    • [p]Poison[/p]
      • [p]Poison Drop+: 50% / 100% → 50% (new step) / 100% / 200%[/p]
      • [p]Toxic Boost: 50% / 70% → 75% / 100% (lower proc rate, stronger effect)[/p]
      • [p]Toxic Miasma: 10s → 4s (spec change: Rare tier removed, now inflicts poison level based on rarity)[/p]
    • [p]Lightning[/p]
      • [p]Amped-up Zapper: 6s → 8s[/p]
      • [p]Wizardly Walts: Effect values adjusted (3 / 5 → new settings)[/p]
      • [p]Thunder Freebie: 25% / 35% / 50% → 15% / 33% / 50%[/p]
      • [p]Bolt Boomer+: 25% / 50% → 50% / 100%[/p]
      • [p]Thunder Recovery: 1 / 2 / 4 / 6 → 1 / 2 / 3 / 5[/p]
    • [p]Wind[/p]
      • [p]Whirlwind Strike+ / Hustle Strike+: 25% / 35% / 45% / 60% → 40% / 50% / 60% / 70%[/p]
      • [p]Boss Buster: Effect values adjusted[/p]
      • [p]Hurricane Havoc: 20% / 30% / 50% → 50% / 75% / 100%[/p]
      • [p]Hurricane Combo: 10% / 20% / 40% → 60% / 90% / 120%[/p]
      • [p]Cha-ching Critical: 2 / 5 / 10 → 5 / 7 / 10[/p]
      • [p]Whirlwind Tornado: Damage adjusted[/p]
[p][/p][hr][/hr][p][/p][h2]Meta Game[/h2]
  • [p]New system: Goddess Games have been added.[/p]
    • [p]An NPC now appears at Rataport, where you can take oaths to adjust difficulty and earn weapon limit-break materials.[/p]
  • [p]Weapon growth EXP requirements have been relaxed.[/p]
    • [p]The amount needed has been reduced, making it easier to raise more weapons.[/p]
  • [p]Weapon crafting material requirements have been reduced.[/p]
    • [p] Item consumption burden is lighter, allowing for parallel growth of multiple weapons.[/p]
  • [p]Ratatan Quests have been added to the Quest Board.[/p]
    • [p]These can be accepted and progressed from your base, with rewards and goals to support your play cycle.[/p]
  • [p]New upgrade options have been added to the Ratatan Dock.[/p]
    • [p]Growth routes have been expanded in stages, giving you more options for development at Rataport.[/p]
  • [p]New support options have been added to the Support Desk.[/p]
    • [p]This expands pre-battle preparation and upgrade choices.[/p]
  • [p]Movement speed in Rataport has been increased.[/p]
    • [p]Travel time within the base has been shortened, reducing downtime between upgrading, crafting, and deployment.[/p]
  • [p]Newly unlocked items now display a “!” marker.[/p]
    • [p]This prevents overlooked unlocks and makes it immediately clear what to do next.[/p]
  • [p]You can now obtain minions from the Quest Board.[/p]
    • [p]This expands your available squad at deployment, increasing team composition variety.[/p]
  • [p]Help system has been implemented.[/p]
    • [p]Accessible from Rataport, it allows you to check key points of controls and systems.[/p]
  • [p]Ratatan Dock UI has been updated (replacing Nyandola in the lower-left with Baba).[/p]
  • [p]Upgrade unlock timing and costs have been revised overall.[/p]
    • [p]Progression curves have been readjusted to match game pace, easing bottlenecks in early to mid-game.[/p]
  • [p]Unlock timing for features like crafting have been pulled forward to help soften overall difficulty.[/p]
[p][/p][hr][/hr][p][/p][h2]UI/UX[/h2]
  • [p]Adjusted the layout of the formation screen.[/p]
    • [p]Changed the first-view focus to Cobun, improving the visibility of buttons and various guides.[/p]
  • [p]Revamped the formation screen.[/p]
    • [p]When switching Cobun of the same unit type, stat differences are now displayed in color (blue/red).[/p]
    • [p]If no Decorune is equipped, the details button is now hidden (same behavior applied in the Cobun selection screen).[/p]
    • [p]In the equipment selection and Cobun selection screens, Cobun can now be switched with the L/R buttons without having to return to a higher layer.[/p]
  • [p]Revamped the crafting screen.[/p]
    • [p]In the weapon level-up screen, currently equipped items can now be unequipped via a specific operation and selected as materials.[/p]
    • [p]LB/RB button prompts are now displayed larger.[/p]
    • [p]Operation prompts at the bottom of the screen are now displayed larger.[/p]
    • [p]Required material counts are now displayed larger.[/p]
    • [p]Added a final confirmation dialog when crafting, limit breaking, or leveling up weapons. This prevents accidentally using necessary weapons as materials.[/p]
  • [p]Revamped the Ratakaruta information display screen.[/p]
    • [p]It now clearly shows whether an acquired Ratakaruta is newly obtained or a replacement.[/p]
    • [p]Owned Ratakaruta and Elemental Force effects can now be viewed in a list.[/p]
  • [p]Added an in-game operation guide for the Ratakaruta info screen, making it easier to check effects and controls even during battle.[/p]
  • [p]Expanded the Options menu:[/p]
    • [p]Swap confirm key[/p]
    • [p]Toggle HP gauge and damage numbers ON/OFF[/p]
    • [p]Toggle permanent token display ON/OFF[/p]
    • [p]Adjust character status display position[/p]
    • [p]Select controller icon[/p]
  • [p]Added initial setup options:[/p]
    • [p]On first startup: only language selection is shown.[/p]
    • [p]On first play: Welcome Mode and rhythm input method tutorial/selection dialog is displayed.[/p]
  • [p]Added a result screen.[/p]
    • [p]Reorganized UI and text, and added a treasure chest opening animation with a dedicated sound effect.[/p]
  • [p]Added a shortcut button to Crafting in Rataport.[/p]
  • [p]Adjusted the appearance of the formation, inventory, pause, and help buttons.[/p]
  • [p]Improved boss HP display.[/p]
    • [p]Adjusted gauge size and color, and unified HP bar labeling for wave bosses and other bosses to correct English names.[/p]
  • [p]Implemented a message window.[/p]
    • [p]Conversations and explanations during gameplay can now be displayed in a window format.[/p]
  • [p]Refreshed the title screen.[/p]
    • [p]Redesigned visuals, and Feedback Form text is now displayed.[/p]
  • [p]Adjusted character status display.[/p]
  • [p]Changed the design of speech bubbles.[/p]
  • [p]Improved in-game visibility:[/p]
    • [p]Adjusted Fever effects[/p]
    • [p]Adjusted screen contrast[/p]
    • [p]Adjusted distant background blur effect[/p]
    • [p]Improved overall effects[/p]
  • [p]Revised visuals during bad weather.[/p]
  • [p]Adjusted outlines of native creatures.[/p]
  • [p]Adjusted display fonts (Chinese font updated).[/p]
[p][/p][hr][/hr][p][/p][h2]Sound and Voice[/h2]
  • [p]Migrated the BGM system to CRIADX.[/p]
    • [p]Optimized volume and playback control.[/p]
    • [p]Calibration adjustment can now be performed from Options > Sound Settings, and it is recommended to re-run the overall calibration.[/p]
  • [p]Replaced all in-game BGM with the latest sound sources.[/p]
    • [p]Updated both in-game and non-game tracks as well as jingles, strengthening overall consistency.[/p]
  • [p]Updated the selectors for WIN/game over jingles and each boss BGM.[/p]
    • [p]Performance effects now transition more naturally according to gameplay situations.[/p]
  • [p]Added and adjusted various sound effects (SE).[/p]
    • [p]Significant improvements made to system operation sounds, player action sounds, and enemy attack sounds.[/p]
    • [p]New SE have been implemented for squad skills, Ratacarta (such as the Water category), and enemy-specific actions.[/p]
  • [p]Implemented NPC voices.[/p]
    • [p]Voice has been added to conversations at the base and during battles, enhancing immersion in the world.[/p]
  • [p]Added unique responses.[/p]
    • [p]Expanded dedicated voice lines and reactions that play in response to player actions.[/p]
  • [p]Added new results screen music.[/p]
    • [p]The results screen after a run now concludes with a more vibrant presentation.[/p]
  • [p]Adjusted various performance effects.[/p]
    • [p]Updated existing effects, improving overall visibility.[/p]
  • [p]Adjusted BGM control.[/p]
    • [p]Improved fade-in/out and loop accuracy in specific scenes.[/p]
[p][/p][hr][/hr][p][/p][h2]System, Network, and Optimization[/h2]
  • [p]Improved multiplayer connection stability.[/p]
    • [p]Enhanced stability of TLS communication with AWS, and adjusted telemetry transmission data and frequency.[/p]
  • [p]Improved accuracy of random matchmaking.[/p]
    • [p]Added a system to send player country information to the server, enabling more appropriate matchmaking.[/p]
  • [p]Fixed a wide range of online-related exceptions, improving overall stability.[/p]
  • [p]Extended gate waiting time.[/p]
    • [p]Adjusted so that progress remains smooth even if some players have slow connections.[/p]
  • [p]Optimized demos and progression processing before and after match start.[/p]
    • [p]Balanced presentation and loading to prevent progression from halting.[/p]
  • [p]Added host transfer handling.[/p]
    • [p]Multiplayer sessions now continue even if the host disconnects.[/p]
  • [p]Added a reporting feature as an anti-cheat measure.[/p]
    • [p]Players can directly report detected misconduct.[/p]
  • [p]Acquired NAT type and display an announcement if matchmaking is impossible due to NAT restrictions.[/p]
  • [p]Optimized loading times.[/p]
    • [p]Changed to load only necessary data, reducing load times.[/p]
  • [p]Optimized rendering performance.[/p]
    • [p]Reduced workload of various rendering tasks, including effects, and capped frame rate at 240Hz when VSync is disabled.[/p]
    • [p]Reviewed texture resolution and compression for Worlds 4/5 and new variant bosses; atlas creation reduces RAM/VRAM usage and draw calls.[/p]
  • [p]Adjusted background and distant scenery rendering.[/p]
    • [p]Stopped Y-axis scrolling in the background to improve visibility.[/p]
    • [p]Reviewed depth settings for certain effects and optimized stage haze effects.[/p]
  • [p]Refactored internal processing.[/p]
    • [p]Organized Jolly Hermit-related internal code, improving stability.[/p]
  • [p]Localized startup messages for all languages.[/p]
  • [p]Updated Unity to version 6.[/p]
  • [p]Engine migration provides overall optimization and improves future scalability.[/p]
[p][/p][hr][/hr][p][/p]
Bug Fixes
[p][/p][h2]Battles[/h2][p]Enemy-Related Fixes[/p]
  • [p]Fixed an issue where attack behavior would become erratic under certain conditions.[/p]
  • [p]Fixed an issue where Toxic Curse and Slow Thaw did not affect native creatures.[/p]
  • [p]Resolved a bug where Jolly Hermit’s triple cannon attack animation would break.[/p]
  • [p]Fixed an issue with Bow Chief’s poison mist effect.[/p]
  • [p]Fixed a bug where Cobun hit by Squidly Pete’s ink bomb immediately after a phase clear would stop following and block progress.[/p]
  • [p]Fixed an issue where Squidly Pete would get stuck near walls.[/p]
  • [p]Fixed a rendering issue with Lumabat’s effects.[/p]
  • [p]Fixed a mismatch in hit detection during transformation of W3 Lord Rosham Bo.[/p]
  • [p]Corrected the attack effect display for Shield Chief.[/p]
  • [p]Fixed an issue where Jolly Hermit’s water beam attack effect would cut off midway.[/p]
  • [p]Fixed a bug where multiple hitboxes hitting a single enemy at the same time would incorrectly stack all damage.[/p]
[h3]Battle System[/h3]
  • [p]Fixed a bug where critical damage multipliers were higher than intended.[/p]
  • [p]Fixed various Cobun control and behavior bugs.[/p]
  • [p]Fixed an issue with the Splash Combo.[/p]
  • [p]Fixed a bug where tornado movement speed differed from intended values (standardized the time basis used for distance calculation).[/p]
  • [p]Fixed regressions in target detection.[/p]
  • [p]Fixed an issue where target acquisition would fail during attack states.[/p]
  • [p]Fixed marker display issues for Spear Chief/Bow Chief wave bosses.[/p]
  • [p]Fixed an issue where long-press jump could not control jump strength.[/p]
  • [p]Fixed incorrect attack hit registration for Pike Cobun.[/p]
  • [p]Fixed an issue where the Zap Bonus (Legendary) effect was not applied.[/p]
  • [p]Fixed a bug where knockback did not occur with Impact Lance (adjusted so native creatures are knocked back properly).[/p]
  • [p]Fixed a bug where Cobun animations could freeze or become unresponsive on platforms.[/p]
  • [p]Fixed the flight distance issue of Poison Arrow.[/p]
  • [p]Fixed a bug where Decorune’s status effect damage enhancements would stack indefinitely.[/p]
  • [p]Fixed an issue where Ratakaruta buffs did not apply correctly to additional Cobun in the intended order.[/p]
  • [p]Fixed a bug where Amped-Up Zapper effects were not triggered correctly.[/p]
  • [p]Fixed issues with unique Decorune.[/p]
  • [p]Fixed a bug where critical multipliers were calculated lower than intended.[/p]
  • [p]Fixed errors occurring with Happy Decorune.[/p]
  • [p]Fixed issues with Ratakaruta implementation related to water splash effects.[/p]
  • [p]Fixed Fantasy Decorune issues.[/p]
  • [p]Fixed a bug where Poison category effects triggered every command.[/p]
  • [p]Fixed a bug where Wind category effects triggered every command.[/p]
  • [p]Fixed an issue where changing the rhythm command type in-game disabled Hustle Tech 2.[/p]
  • [p]Fixed issues with Bitter Chill+/Hustle Chill+ not applying effects correctly.[/p]
  • [p]Fixed buff parameter specification errors in Frigid Rush.[/p]
  • [p]Fixed unnatural gaps between the first and second shots of bow attacks.[/p]
  • [p]Fixed a bug where category effect quantity limits were not functioning correctly.[/p]
  • [p]Fixed an issue where Cobun alignment did not work properly.[/p]
[h3]Multiplayer[/h3]
  • [p]Fixed an issue where communication would cross between worlds.[/p]
  • [p]Fixed some issues where host behavior would cause inconsistent gameplay in multiplayer.[/p]
  • [p]Fixed a bug where dying almost simultaneously with a player under From the Brink in multiplayer could trigger a game over.[/p]
  • [p]Fixed exceptions that occurred when a session was disconnected.[/p]
  • [p]Fixed exceptions that could occur when transitioning from the lobby.[/p]
  • [p]Fixed a bug where leaving a session while an ice Ratakaruta effect was active in online multiplayer would cause an error.[/p]
  • [p]Fixed a bug where selecting multiplayer for the first time could cause an error if a scene transition occurred while the lobby popup help was displayed.[/p]
  • [p]Fixed exceptions caused by incorrect disposal control when changing the session owner.[/p]
  • [p]Fixed a bug where fade-in timing was misaligned at the start of multiplayer battles.[/p]
  • [p]Fixed a bug where progress would halt if the room owner disconnected while waiting.[/p]
  • [p]Fixed timing misalignment when starting multiplayer games.[/p]
  • [p]Fixed incorrect state transitions when switching Ratatan → COMtan on disconnection, mainly during Interval phases.[/p]
  • [p]Fixed a bug where a game over would trigger if a player died while another player’s From the Brink reached 0.[/p]
[h3]Other[/h3]
  • [p]Fixed a bug where objects generated when enemies are hit would appear offset from the attack hit position.[/p]
  • [p]Fixed a bug where the screen would glitch if the Ratatan was knocked back while zoomed in.[/p]
  • [p]Fixed a bug where the Ratatan would get stuck when jumping to the edge of a platform.[/p]
  • [p]Fixed a bug where the in-game Ratakaruta display button did not switch to keyboard mode.[/p]
  • [p]Fixed Cobun gauge UI showing MAX incorrectly (0/0 no longer displays MAX; gauge hidden when no Cobun are present).[/p]
  • [p]Fixed an issue where the rhythm gauge display could be inverted.[/p]
  • [p]Fixed a bug where the number of wind Ratakaruta was not counted in in-game info display.[/p]
  • [p]Fixed a bug where characters would not return fully to the wall after clipping into it.[/p]
  • [p]Fixed an error occurring after Ratakaruta selection.[/p]
  • [p]Fixed various flickering issues of allied characters (Cobun).[/p]
  • [p]Fixed handling of offset values for Cobun alignment.[/p]
  • [p]Partially fixed a bug where elapsed time during pause would jump forward abruptly when unpausing.[/p]
  • [p]Fixed an issue where save data could not be deleted.[/p]
  • [p]Fixed a bug where leaving the game in-game could cause an error.[/p]
  • [p]Fixed a bug where starting a new game could inherit weapons from the previous slot.[/p]
  • [p]Fixed a bug where item drop trails would not disappear.[/p]
  • [p]Partially fixed an issue where enemies could be knocked beyond gates.[/p]
  • [p]Fixed a bug where data interrupted in the first wave would not be restored.[/p]
  • [p]Fixed a bug where HP gauges of Cobun who joined late would not display correctly.[/p]
  • [p]Fixed a bug in the in-game character status display at the top-left corner.[/p]
  • [p]Fixed a bug where Cobun could be prevented from passing through gates if residual attack effects caused burn/freeze immediately after phase clear.[/p]
[h2]World[/h2]
  • [p]Fixed a bug where recovery item descriptions in the in-game shop were not displayed correctly.[/p]
  • [p]Fixed lobby demo behavior so that interrupted demos are correctly marked as “completed.”[/p]
  • [p]Fixed a bug where progress would halt if a 3-player party chose different Goodie Gates.[/p]
  • [p]Fixed a bug in World 2 where the gate to the next wave would sometimes not appear.[/p]
  • [p]Fixed a bug where the camera state from the previous world carried over after switching worlds.[/p]
  • [p]Fixed a bug where camera position would be offset at the start of a world.[/p]
  • [p]Fixed a bug where the top-right menu icon appeared during lobby demo playback.[/p]
  • [p]Fixed a bug where some players could not pass through Goodie Gates even when opened.[/p]
  • [p]Fixed a bug where the farthest in-game background could be cut off.[/p]
  • [p]Fixed a bug where certain demos would not play in the lobby under specific conditions.[/p]
  • [p]Fixed a bug where item drop lists were not set when entering the same world consecutively.[/p]
  • [p]Fixed a bug where weapons and items could disappear when closing the application.[/p]
[h2]Tutorial[/h2]
  • [p]Fixed a bug where the font did not switch in popup help.[/p]
  • [p]Fixed a bug where text overlapped in the tutorial demo under certain language settings.[/p]
  • [p]Fixed an issue where BGM would not resume after unpausing at the beginning of the tutorial.[/p]
  • [p]Fixed a bug where the tutorial could not progress when the rhythm command input mode was set to Advanced.[/p]
  • [p]Fixed a bug where the tutorial would freeze in Traditional Chinese / Simplified Chinese environments.[/p]
  • [p]Fixed a bug where, after obtaining instruments in the tutorial, Just timing effects played while the music score remained hidden.[/p]
  • [p]Fixed a bug where tutorial BGM continued playing on the title screen after returning from the tutorial.[/p]
[h2]Meta Game[/h2]
  • [p]Fixed a bug where controls became unresponsive after changing the language in options.[/p]
  • [p]Fixed a bug where Donut Love and Candy Love effects did not apply correctly.[/p]
  • [p]Fixed a bug where some characters would stop acting properly after opening and closing the pause menu.[/p]
  • [p]Fixed a bug on the title screen where the cursor appeared to jump unexpectedly.[/p]
  • [p]Fixed a bug where changing sort order on the quest board, then switching tabs, could halt progress.[/p]
  • [p]Fixed a bug where items would duplicate across slots.[/p]
  • [p]Fixed a bug where items would not persist correctly.[/p]
  • [p]Corrected effect settings in the Ratatan Dock.[/p]
  • [p]Fixed various issues related to interrupted saves.[/p]
  • [p]Fixed a bug where cursor initial positions were incorrect in language selection, Cobun selection, and weapon selection screens.[/p]
  • [p]Fixed layout issues for character status in the top-left of Rataport.[/p]
  • [p]Fixed a bug where Decorune names were cut off in some languages.[/p]
  • [p]Fixed incorrect thumbnail images for Worlds 1 and 3 on the save screen.[/p]
  • [p]Fixed a bug where the Feedback Form text on the title screen was not displayed.[/p]
[h2]Sound[/h2]
  • [p]Fixed SE playback for selecting slots in online save data when the tutorial has not been completed.[/p]
  • [p]Fixed various BGM playback issues.[/p]
  • [p]Fixed a bug where incorrect SE would play during lightning strikes.[/p]
  • [p]Fixed SE playback for cannon projectile impacts.[/p]
  • [p]Corrected Ratatan voice pronunciation.[/p]
  • [p]Fixed SE playback when using advance input mode.[/p]
  • [p]Fixed SE for Cobun voice lines not playing correctly when all Cobun are defeated.[/p]
  • [p]Fixed SE not playing in certain dialogues.[/p]
  • [p]Fixed a bug where, if a single melody rank persisted for a long time within one phase, character actions would go out of sync with the music rhythm.[/p]
[h2]Known Issues[/h2][p]These are currently known issues. They are either scheduled to be addressed in upcoming patches, or investigations into the causes are currently ongoing.[/p]
  • [p]In multiplayer, player synchronization may occasionally become misaligned.[/p]
  • [p]In multiplayer, after selecting a switch, some players’ doors may not open, preventing progress.[/p]
  • [p]In multiplayer, certain demo scenes may display other players’ animations incorrectly.[/p]
  • [p]In multiplayer, if a lobby once reaches full capacity with 4 players, then the number drops to 3 or fewer, new players may no longer be able to join.[/p]
    • [p]This can be resolved by leaving the lobby and creating a new one.[/p]
  • [p]In multiplayer, a match may occur with a lobby where players have already deployed.[/p]
    • [p]Progress can resume when the last player to enter the lobby leaves.[/p]
  • [p]In some languages, text on the altar may be cut off.[/p]
  • [p]In some languages, certain characters may not display.[/p]
  • [p]Effect description text for player upgrades From the Brink and Never Surrender does not match the actual effects.[/p]
  • [p]The in-world display for Healing Springs may not show correctly.[/p]
  • [p]When resuming from a suspended save, barrier values may not carry over.[/p]
  • [p]If a phase ends due to a timeout while the Ratakaruta selection screen is open, the screen may remain open.[/p]
  • [p]Damage and healing calculations involving decimals may truncate decimal values even when the final result should be an integer, causing discrepancies.[/p]
  • [p]Critical hits from consecutive attacks occur per attack, not per hit.[/p]
  • [p]Ratability and Decorune damage buffs from Chain Lightning do not apply to enemies other than the directly hit target.[/p]
  • [p]Facility unlock demos when returning to Rataport may not display correctly.[/p]
  • [p]Certain lines from Crow may not appear at specific timings.[/p]
  • [p]Resuming from a suspended save may count as an additional deployment for the player.[/p]
  • [p]SE for boss defeat may play after resuming from a suspended save.[/p]
  • [p]When obtaining Ratakaruta after resuming from a suspended save, “replace” may incorrectly display as “acquired.”[/p]
  • [p]Some popup help images may still use older versions of in-game assets.[/p]
  • [p]In some languages, the description for Magical Cobun’s Hustle Tech Gravity Wand in the formation screen may display incorrect text.[/p]
  • [p]Effect text for Ratacarta Elemental Force may display incorrectly.[/p]
  • [p]Performing consecutive operations in the craft screen may temporarily reduce performance.[/p]
  • [p]On-screen operation guides at the bottom may overlap with guides from other screens.[/p]
  • [p]When obtaining Ratakaruta at the altar, information for already owned Ratakaruta may not display.[/p]
  • [p]Items and shop inventories placed during intervals may change after resuming from a suspended save.[/p]
  • [p]Bombadier Cobun’s squad skill Rolling Bomb may behave unexpectedly when hitting a Goodie Gate.[/p]
  • [p]Acquiring a Max HP increase while holding a barrier may increase the remaining barrier amount.[/p]
  • [p]Markers displayed at impact points may not disappear for some boss attacks.[/p]
[p][/p][hr][/hr]