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Starlight Re:Volver News

Devlog #1: Upcoming Features, FOMO Dekos & SR:V's Future Direction ✨ 10/16/25

[p]Hi Divers,[/p][p]Ahead of our upcoming patch next week, we want to give a peek behind the curtains and talk a bit more about what our team’s been working on, and what’s coming next with Starlight Re:Volver.[/p][p]First and foremost, we want to extend our biggest thanks to our players and our community. We launched in Early Access to build Starlight Re:Volver alongside our community, and your feedback has been incredibly valuable. Being able to work so closely with players who care as deeply about SR:V as us has been one of the highlights of development.[/p][p]Our focus for the October patch has been addressing top priority launch feedback from our community that needed a bit more time to get right. While full patch notes will be shared closer to release, we want to highlight three key improvements coming soon: key rebinding, deko re:runs, and networking updates.[/p][p][/p][h3]Key Rebinding[/h3][p]This has been one of the most requested features since Early Access launched, and we’re excited to finally roll it out. Our UX team’s goal is to make Starlight Re:Volver accessible to as many players as possible, and key rebinding is a step in that direction.[/p][p]Some notes from our UI Engineer:[/p]
[p]We’ve actually been working on this feature since before our Early Access launch, but it turned out to be more complex than expected, since Starlight Re:Volver uses two separate input systems: Unity’s built-in input framework, and a secondary system that leverages our UI for any menu/UI navigation. Unity supports rebinding relatively easily, but our UI layer unfortunately came with very little support, which meant that we had to build a new system from scratch to allow for both sides to communicate and support remapping in real time. This required not only building a new system to remap our UI controls, but also rebuilding our translation layer between the two systems so that SR:V could correctly register new inputs at runtime, rather than being locked to settings baked in at build-time.[/p][p]Even after the core systems were in place, key rebinding came with a lot of tricky edge cases that had the potential to leave players stuck or with broken inputs, so we decided to pull it from our Early Access launch because it wasn’t up to our quality standards. Supporting both mouse + keyboard and multiple controller types added even more complexity, and given our weak controller support during launch, key rebinding would have made an already poor experience even worse. Our priority was to first get controller support fully stable, which we shipped in the September patch. With that groundwork done, we’re finally ready to roll out key rebinding in this October update.[/p][p]That said, we still consider key rebinding to be in beta. Some actions (like basic attacks and a few menu controls) can’t be remapped yet, since we want to avoid any setups that could leave the player in a broken state. Please give it a try once the patch drops, and, as always, our team appreciates all your feedback and bug reports![/p]
[p][/p][h3]Deko Re:runs[/h3][p]We know exclusive or “FOMO” dekos have been a hot topic, and we've been reading through the feedback threads and the discussions happening on Steam, social media, and in Discord. When we originally released early supporter cosmetics, it was our way of thanking our early supporters; it was never our intention to create any sense of exclusion or frustration for the community.[/p][p]Moving forward, we are doing away with FOMO dekos entirely. That means all future dekos will be available for crafting permanently or at the same time each year (seasonal). We are also re:introducing past cosmetics in a new form so that players who missed them have another opportunity to obtain them. To start, we’re excited to announce the following deko re:runs coming in our October patch:[/p]
  • [p]The two deko series that we distributed alongside our September patch (E:MO recolor pack and Falling 4 U recolor pack) will be available at Fox[/p]
  • [p]A re:color of Spring Fling Kira (Flower Power Getup) will be available at Frankie[/p]
  • [p]Re:colors of our summer swimsuit Bowline series will also be available at Frankie[/p]
[p]We also want to acknowledge player feedback that the time investment required for dekos has been higher than expected. This update is part of our effort to revisit our deko strategy, and to make cosmetics more approachable and rewarding for everyone who spends time in the game.[/p][p][/p][h3]Networking Updates[/h3][p]We’ve also received feedback that players, especially ones in regions other than NA, have been experiencing instances of rubberbanding and desync/networking issues. Improving our networking has been a big focus for our engineering team, but one that took longer to nail down. This upcoming patch includes a networking update that should help resolve instances where players would experience desynchronization from their party. We’ve been testing directly with players across regions who have been experiencing issues previously, and we’re hopeful that this patch will help things feel tangibly better.[/p][p]On top of networking updates, we’ve also adjusted our matchmaking so that parties will be kept together at the end of dives – this was another feature that was widely requested from our community that we’re excited to finally release. This means that, after a dive ends, you and your party can vote to either dive again immediately, or return to NIM. In both cases, you will be kept together with your party.[/p][p][/p][h3]Starlight Re:Volver's Direction[/h3][p]Starlight Re:Volver’s initial release did not go as we had hoped, in part because we tried to do too much all at once and therefore did not deliver a complete experience. As a result, we are making the hard decision to return to “pre-production”, which means going back to the drawing board and re-designing the core game structure.[/p][p]To do this, our development team needed to shrink to a core group of designers, engineers, and artists. Pahdo Labs is now a core team of 15 full-time developers, and we are still working with many of our previously full-time artists and devs on a part-time or contract basis.[/p][p]Starlight Re:Volver is no longer aiming to be an MMO, or “MMO-lite”. We believe that this vision is too broad for us to deliver as our studio’s first shipped title. Instead, we are converting Starlight Re:Volver to be a co-op roguelite, which means that it will be available to play fully offline with local save files. This is a self-contained Starlight Re:Volver that you will fully own with no risk of losing access during an End of Service.[/p][p]This re-creation of our game will be named “Starlight Revolver: Ignite”. We are testing a new progression system with story and quests, a new dungeon structure more worthy of replaying, and a new way to interact with NIM and its residents.[/p][p]We are not going dark; the transition from Starlight Revolver to Starlight Revolver: Ignite will happen in public, via monthly updates, in close collaboration with our community. We are grateful to our players for being incredibly flexible and supportive of the major changes we have been making to our game so far, and want to make Starlight Re:Volver the best game it can be with the participation and support of our Early Access community.[/p]

Unity Security Vulnerability Notice

[p]Unity recently disclosed a security vulnerability that applies to nearly all Unity games, including ours. Unity is currently not aware of any active exploitation of this vulnerability. We're working on a fix to be deployed once we verify stability, but for now, please be wary of the following: [/p]
  • [p]As always, never download files from anyone suggesting you do so and adding launch arguments to the game,[/p]
  • [p]Please be aware that this vulnerability can involve files placed outside the normal game files[/p]

Get Starlight Re:Volver for 25% off + last day for Discord Quest!

[p][/p][h3]From now until October 6th, get Starlight Re:Volver for 25% off at $9.74 USD! [/h3][p][/p][p][/p][h3]Plus, get a free Discord Quest avatar decoration when you play Starlight Re:Volver for 15 minutes ✨ (last day is tomorrow!)[/h3][p][/p][p]More info here: https://discord.com/quests/1412856057944084480[/p]

Starlight Re:Volver Re:Work - FIRST MAJOR UPDATE [9/23/25]

[h2]Hello Divers![/h2][p][/p][p]We’re so excited to share more about the first major update for Starlight Re:Volver Early Access, dubbed “Re:Work”. We launched in Early Access to learn and grow with our community, much like online games that inspired us. While this strategy is not without its tradeoffs, we believe Starlight Re:Volver will ultimately benefit from the thoughtful feedback and quick learning cycles that this approach offers.[/p][p][/p][p]We launched in Early Access with rough edges and Mixed reviews on Steam. During this “soft launch” period, we took feedback and concerns seriously and are including a swath of hotly requested and improved player experience changes in this update.[/p][p][/p][p]Here are the high level changes this update encompasses:[/p][p][/p][h3]Greater player counts[/h3][p]With this latest update, we are confident to begin promoting our game more heavily (including a Discord Quest starting tomorrow), to push for higher concurrent player counts and lower matchmaking times.[/p][p][/p][h3]Combat Re:Work[/h3][p]Through our Pre-Alpha testing and in EA, we tuned our game for our most hardcore and dedicated Divers. While that helped us test the limits of our systems, it also meant our combat and decisions felt clunky, restrictive, and punishing to new players. We have completely Re:Worked the combat experience:[/p]
  • [p]Solo play is now a completely viable way to Dive, across all difficulties[/p]
  • [p]Re:Fuel has been removed: play at your pace with more viable build options[/p]
  • [p]RNG is a lesser factor for getting a peak build; an experienced player can now make any Dive work[/p]
  • [p]Cooldowns decreased across the board, including Dashes[/p]
  • [p]Enemy track & attack behavior tuned to be less overwhelming and scales to smaller group sizes[/p]
[p]The most challenging version of Starlight Re:Volver will return in a future update as a unique game mode.[/p][p][/p][h3]🆕‼️ Gamepad and Steam Deck support[/h3][p]We have progressed leaps and bounds on our gamepad support, which while not perfect, makes our game fully playable on gamepad for the first time. This is perfect timing with the recent Proton experimental update for Steam Deck, which enables support for Starlight Re:Volver.[/p][p][/p][h3]Introducing World Conflict[/h3][p]With the Re:Work update, we are also unveiling the start of our overarching narrative arc for Starlight Re:Volver. The once stable balance between Nishi Island and So Mi has begun to DRIFT, and the new generation of Divers has risen to the occasion to reverse it. However, a mysterious faction seeks to let it spread… over the course of Early Access, the conflict will further unfold, culminating in the first member of this mysterious faction being revealed.[/p][p][/p][p]A more detailed breakdown of all the changes in this update is included at the bottom of this letter.[/p][p][/p][p]This was such a fun set of updates to work on, and as a dev team it’s our privilege to continue making Starlight Re:Volver into game that eventually fulfills its promise.[/p][p][/p][p]Thank you to all our early community members that helped make our update as good as it could be![/p][p][/p][p]Until next time,[/p][p]-Pahdo Dev Team[/p][p][/p][hr][/hr][p][/p][h3]Starlight Re:Volver Re:Work Patch Notes \[9/23/25][/h3][p][/p][h3]Gameplay Changes[/h3][p]Main Menu[/p]
  • [p]New opening sequence[/p]
  • [p]Main menu screen and music has been updated[/p]
[p]NIM[/p]
  • [p]Narrative update (spoilers)[/p]
    • [p]Tears in the fabric of reality are in NIM, Dive into So Mi to stop the Drift![/p]
    • [p]Drift Crystals are present in our Elite Encounters, smash them to collect Star Frags![/p]
  • [p]Fox has new, autumnal full body dekos at Counterweight[/p]
  • [p]Added early supporter dekos to the inventories of players who’ve been with us before this update[/p]
  • [p]Reduced the materials required for numerous items across the shops of NIM[/p]
[p]So Mi[/p]
  • [p]Characters[/p]
    • [p]Drastically reduced cooldowns on characters across all powers[/p]
    • [p]Gave passive Mana regen to all characters[/p]
    • [p]Increased Mana costs of powers[/p]
    • [p]Mana from Attacks reduced[/p]
    • [p]Increased physical attack scaling for basic attacks[/p]
  • [p]Player Count[/p]
    • [p]Adjusted mob health, mob damage, and mob attack cadence based off of number of players in a Dive[/p]
  • [p]Re:Fuel[/p]
    • [p]Has been re:moved from the game 🪦 o7[/p]
  • [p]Drift Crystals[/p]
    • [p]Corrupted crystals are in So Mi, smash them for Star Fragments and to save the worlds[/p]
  • [p]No Go[/p]
    • [p]No Go now exchanges items for Sominite[/p]
    • [p]No Go’s offerings can now include crafting materials[/p]
  • [p]Revives[/p]
    • [p]Players now spawn with bonus shields upon being revived[/p]
  • [p]Crystal Plume[/p]
    • [p]Removed starting Crystal Plumes from Dives[/p]
  • [p]Healing Havens[/p]
    • [p]If a healing fountain were to over heal you, it now increases your max health[/p]
  • [p]Charms[/p]
    • [p]Charm category bonuses have been grouped together[/p]
      • [p]Strength = PhysAtk + Crit Damage[/p]
      • [p]Mind = MagAtk + Mana[/p]
      • [p]Health = Health + Shield[/p]
      • [p]Fortune = Crit Chance + Dash Cooldown[/p]
    • [p]New Charms have been implemented[/p]
      • [p]New - Bravado - Strength Common - +40% Crit Damage, reduced by -1% each time you deal Damage. Resets each Area[/p]
      • [p]New - Last Stand - Strength Legendary - Gain +10% Damage Amp, +5% Crit Chance, +5% Damage Reduction, and 1% Mana Regen. Quadruple these while below 25% Health[/p]
      • [p]New - Apparition - Fortune Rare - Become Invulnerable and double your Backstab Damage for the first 10 seconds of each Area[/p]
      • [p]New - Fight and Flight - Fortune Common - -50% Dash Cooldown for 3 seconds after taking Damage[/p]
      • [p]New - Planted Feet - Fortune Rare - Lose a Dash Stock, but gain +25% Damage Amp and +25% Damage Reduction[/p]
      • [p]New - Tortoise Becomes Hare - Fortune Rare - Gain +1 Dash Stock after 50 Power casts, and another after 100 Power casts[/p]
      • [p]New - Hydra - Health Rare - Rapidly heal while under 25 Health[/p]
      • [p]New - Stander of Business - Health Rare - +2 Flat Damage Reduction, tripled below 25% Health[/p]
      • [p]New - Star Sailor - Mind Common - Every time you cast a Power, your next Power within 3 seconds deals +10% Damage, up to +30%[/p]
      • [p]New - Twist of Fate - Mind Rare - Every 15 seconds, your next Power deals +50% damage. Three times per Area[/p]
      • [p]New - Absent Academic - Mind Epic - +30 Magic Attack, but lose -2% Mana per second.[/p]
    • [p]Cooldown category removed[/p]
    • [p]Mana Charms slightly rebalanced[/p]
    • [p]Chance of getting Rare and Epic Powers slightly increased for normal and hard Power rewards[/p]
    • [p]Chance of getting Rare, Epic, and Legendary Charms increased in the later Areas for normal Charm rewards[/p]
    • [p]Crooked Contract, Vital Spirit, and Healer of All Wounds now expire after 20 minutes[/p]
    • [p]Vital Spirit heals: every 30 seconds → every 20 seconds[/p]
  • [p]Kendamas[/p]
    • [p]Level 3 → Level 4 Power upgrade: 50 Kendama Points[/p]
    • [p]Level 4 → Level 5 Power upgrade: 90 Kendama Points[/p]
  • [p]Enemies and Encounters[/p]
    • [p]Enemy behavior refinement[/p]
      • [p]Enemy movement in between attacks have been given additional behavior types[/p]
    • [p]Mob counterplay windows have been improved across the board[/p]
    • [p]Ranged enemies will attempt to path closer to the player at extreme distances[/p]
    • [p]Armor color altered to be slightly more yellow to differentiate from the orange color of shielding[/p]
    • [p]Trace Summoner spawns 3 Crystal Lancers at a time but has a much larger cooldown between summons[/p]
    • [p]Knight of Pentacles AOE reduced, i-frames removed, health decreased[/p]
    • [p]The Magician:[/p]
      • [p]The Magician’s Damage slightly decreased[/p]
      • [p]The Magician’s attack cooldown increased[/p]
      • [p]The Magician’s & Page of Wands’ magic tether now shields The Magician[/p]
    • [p]Imperial Magician:[/p]
      • [p]Level footprint altered - 2 towers spawn on either side of the Imperial Magician[/p]
      • [p]Magical tether from the towers now displays appropriately[/p]
      • [p]Tower Health increased[/p]
      • [p]Number of Page of Wands decreased[/p]
      • [p]Towers no longer regenerate once destroyed[/p]
      • [p]Tower shielding rate on the elite magician slightly increased[/p]
      • [p]Maximum shield on the Imperial Magician decreased[/p]
      • [p]Alcoves and large terrain added to provide defensive positions away from the enemy’s attacks[/p]
    • [p]Elite Maze Encounter:[/p]
      • [p]Reduced the number of Large AOE Mobs present[/p]
      • [p]Scattered enemies about the hedge maze more[/p]
    • [p]The Grand Golem[/p]
      • [p]Updated defeat outro[/p]
  • [p]Effy[/p]
    • [p]Reduced hitstop and jitter on each attack[/p]
    • [p]Increased damage on charged attack[/p]
    • [p]Dash is faster[/p]
    • [p]All of Effy’s Attacks can be canceled into Powers or Dashes at any time[/p]
    • [p]Attack 3 now stacks Relentless[/p]
    • [p]Charged attack non-perfect version now has iframes[/p]
    • [p]Extended iframes on perfect charged attack[/p]
    • [p]Dash Attack now transitions sooner to her attack combo or to movement[/p]
    • [p]High Striker[/p]
      • [p]Perfect timing iframes extended to cover the lengthy hitstop of the power[/p]
        • [p]Perfect timing Stun duration: 0.1s → 1s[/p]
        • [p]Physical Attack Buff increased during the middle levels[/p]
    • [p]Can’t Stop Me:[/p]
      • [p]Now grants Invulnerability for 2 seconds after a successful parry[/p]
    • [p]Get Pumped:[/p]
      • [p]Damage Reduction balanced between all upgrade levels[/p]
        • [p]Gives both % and Flat Damage Reduction. Values have been readjusted to be higher in %, lower in Flat to be less comprehensive against lower damage values and also better at dealing with higher damage values[/p]
  • [p]Kira[/p]
    • [p]Now has three dash stocks[/p]
    • [p]Dash moves slightly further[/p]
    • [p]Dash Attack should be slightly more consistent to activate[/p]
    • [p]Buffed: Raspberry, Blueberry, Summer Rain, Never Look Back, Queen’s Gambit, Heartseeker[/p]
    • [p]Tell Me[/p]
      • [p]Telegraph properly matches projectile width[/p]
        • [p]No longer fizzles on colliding with terrain[/p]
    • [p]Queen’s Gambit[/p]
      • [p]Now has iframes over the brief 0.66 second windup[/p]
        • [p]Now has 50% Damage Reduction while firing[/p]
    • [p]Howling Crescendo[/p]
      • [p]Can now be canceled at any time with Dash[/p]
        • [p]Can no longer be flinched out of casting[/p]
    • [p]Tell Me, Summer Rain, Raspberry, and Blueberry now proc charms like Celestial Intervention or Bygone Ordnance sooner after casting the Power[/p]
  • [p]Ren[/p]
    • [p]Buster Stocks have a 4 second cooldown, unaffected by the global CDR[/p]
    • [p]SD Sentinel[/p]
      • [p]Details view now specifies that the Sentinel also gives a flat Attack buff of 10[/p]
        • [p]Now active immediately upon spawn rather than waiting for the spawn animation to finish[/p]
    • [p]SD Saint[/p]
      • [p]Now active immediately upon spawn rather than waiting for the spawn animation to finish[/p]
    • [p]SD Sinner[/p]
      • [p]Now attacks slightly sooner after spawning[/p]
    • [p]Unbreakable[/p]
      • [p]Input no longer needs to be held to keep the shield up[/p]
    • [p]Dragon Buster[/p]
      • [p]Damage Amp per second increased at all levels[/p]
  • [p]Vivi[/p]
    • [p]Basic Attack explosion hitboxes increased slightly[/p]
    • [p]Dash is faster[/p]
    • [p]Jellyboxing, Glutinous Maximus, and The Power of Gelship now state in their descriptions that they increase the Damage of Vivi’s Attacks[/p]
    • [p]Glutinous Maximus[/p]
      • [p]Damage per Jelly Stack: 0.1 → 0.2[/p]
        • [p]Damage per Jelly Stack now exposed in details view[/p]
        • [p]Input scheme changed to have movement controlled by movement inputs rather than cursor[/p]
        • [p]Now automatically bounces, consuming stacks, rather than requiring another input to bounce[/p]
    • [p]The Power of Gelship[/p]
      • [p]Damage per Jelly Stack: 0.25 → 0.5[/p]
        • [p]Damage per Jelly Stack now exposed in details view[/p]
    • [p]Cation Wave: Now deals Physical Damage and scales off Physical Attack[/p]
    • [p]Anion Wave: Now deals Physical Damage and scales off Physical Attack[/p]
  • [p]Audio[/p]
    • [p]Social Mix updates - if you’re playing in a call with friends, give this setting a try[/p]
    • [p]Sacred Sky mobs got a sonic makeover[/p]
    • [p]Projectiles and AoEs are more prominent in the mix when within your proximity[/p]
    • [p]New Golem Boss outro music stinger[/p]
  • [p]UI[/p]
    • [p]Damage Kickers[/p]
      • [p]Updated our Damage Kickers with new visuals[/p]
      • [p]Damage Kickers cummulate recent damage dealt[/p]
    • [p]Social Actions[/p]
      • [p]Social invites now sort near chat, require hold-to-action-on to prevent accidental inputs[/p]
      • [p]Social screen shows more info about who is in your party/who has pending invites[/p]
    • [p]Small Quality of Life changes[/p]
      • [p]Added area number to Chimei’s shop[/p]
      • [p]Added NPC names to shops[/p]
      • [p]Remove base menu for the Gear tab within the Game Menu - slots are selected by default[/p]
      • [p]Per-Thread cursors[/p]
      • [p]Hide cursor when using gamepad[/p]
      • [p]Add labels to the portal rewards[/p]
      • [p]Currency display is always visible[/p]
      • [p]Added the Queen of Swords silhouette to the Fia’s Mirror progress bar[/p]
  • [p]Misc[/p]
    • [p]Updated loot pickups[/p]
[p][/p][hr][/hr][h3]Bug Fixes[/h3]
  • [p]Gamepad - still WIP! Report any bugs/’feels bads’ in the Discord[/p]
    • [p]Fixed numerous issues with navigating various menus across the game with gamepad[/p]
    • [p]Fixed an issue where players could cast powers when attempting to interact with right bumper on Lock on Mode[/p]
    • [p]Can now accept party invites on gamepad[/p]
    • [p]Gamepad iconography updated across all menus[/p]
    • [p]Added setting for lock-on perspective - relative to player or relative to enemy[/p]
    • [p]Improved Aim Assist[/p]
    • [p]Improved behaviors of various powers to “feel better” on gamepad[/p]
  • [p]NIM[/p]
    • [p]Matchmaking[/p]
      • [p]Fixed bugs that would lead to bad matchmaking states[/p]
      • [p]Fixed a bug where user’s steam display name wasn’t properly being shown[/p]
    • [p]Shops[/p]
      • [p]Fixed a bug where players can craft dekos they’ve already owned[/p]
    • [p]Fishing[/p]
      • [p]Trailer Fish can now be caught 🥳[/p]
      • [p]Fixed a bug where Waku Waku lure / rod were not yielding the right benefits[/p]
  • [p]So Mi[/p]
    • [p]Characters[/p]
      • [p]Effy[/p]
        • [p]Majority of cases where charged attack was firing unintentionally should be removed[/p]
      • [p]Ren[/p]
        • [p]Hana’s Melody should no longer be able to be moved around[/p]
  • [p]Encounters[/p]
    • [p]Fixed an issue where tethers were not visible between the Imperial Magician and his towers[/p]
  • [p]UI[/p]
    • [p]Fix items having overlap labels for amount owned and item type[/p]
    • [p]The Queen now shows on the Area progress bar when in Fia’s Mirror[/p]
    • [p]No longer can players craft multiple copies of accessories[/p]
    • [p]Fixed an issue when typing A or D in the bug reporter[/p]
[p][/p]

Localization Update

[p]Hi Divers,[/p][p]We wanted to update you all regarding language localization in Starlight Re:Volver. Based on reports of poor translation quality, we are temporarily removing support for non-English languages as we work to add higher quality translations.[/p][p]Du à des rapports de traduction de basse qualitées, nous enlevons temporairement le support for le Français. Merci pour votre patience pendants que nous ajoutons des traductions de meilleur qualitées dans une future mise-à-jour![/p][p]Basado en reportes sobre la calidad de la traducción, vamos a remover temporalmente el soporte para la localización en Español. Agradecemos mucho su paciencia mientras agregamos una traducción de mejor calidad en una futura actualización.[/p][p]Com base em relatos sobre a má qualidade da tradução, a língua portuguesa está temporariamente indisponível. Agradecemos sua compreensão e paciência enquanto elaboramos uma tradução de melhor qualidade, que será disponibilizada em breve.[/p][p]日本語翻訳の質が悪いとの報告を受け、一時的に日本語対応を停止いたします。今後、より高品質な翻訳を追加する予定ですのでご理解のほどよろしくお願いいたします![/p][p]여러분의 제보로 확인된 번역 품질 문제로, 한국어 지원을 일시적으로 중단합니다. 더 나은 번역을 향후 패치에서 제공할 수 있도록 준비 중이니 많은 양해 부탁드립니다.[/p][p]基于中文翻译质量不佳的反馈,我们将暂时移除中文支持。感谢您的耐心等待,我们会在未来的更新版本中加入更高质量的翻译![/p][p]Please keep in mind this is a temporary change that will allow us to deliver higher-quality translations which we plan to reintroduce in upcoming patches later this year. Thank you for your patience as we work on improving this part of the game![/p][p]-Pahdo Labs[/p]