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Dev Team FAQ #2

[p]Dear Gyldhunters,[/p][p]The collection of player questions for this round of Mistfall Hunter Q&A has successfully concluded. We sincerely thank everyone for submitting your suggestions, questions, and feedback. Your input is the driving force behind our ongoing optimizations and improvements to the overall experience.[/p][p]We have categorized and organized all the questions. Here, we provide unified responses to the most frequently asked questions regarding the class system, equipment system, combat mechanics, matchmaking, economic system, server performance, and more, for your easy reference.[/p][hr][/hr][h2]I. Class System[/h2][p]Q1: The Knight's parry seems to overlap with the Sword and Shield Mercenary's role. Will there be further differentiation in their playstyles? Also, there are often strength differences between two archetypes of the same character. Will balance adjustments be made in the future?[/p][p]A: While the Knight's Parry Counter and the Mercenary's Deflect share similarities, their actual gameplay experiences differ significantly. You'll be able to experience this firsthand once the class goes live. (The Knight's Parry Counter is easier to execute and more stable, but it triggers less frequently.) From a design perspective, we aim to emphasize distinct gameplay identities between different archetypes. As such, completely eliminating strength differences between archetypes is neither realistic nor our goal. Our core objective is to ensure that all archetypes of the same character remain roughly balanced overall, while allowing each to excel in specific playstyles and scenarios. We want every archetype to have meaningful value and viable use cases.[/p][p]Q2: How will class balance be handled in the future? Can you share the development team's approach to balance adjustments?[/p][p]A: As an extraction game, Mistfall Hunter features a wide range of in-match variables, and securing kills in direct combat is not the only optimal path to success. We will strive to maintain combat balance across different class archetypes and avoid situations where some become overwhelmingly dominant. However, we are not aiming to achieve 100% balance in head-on combat for every archetype. Given the large number of class archetypes spanning PvE, PvP, trios, solos, and other diverse scenarios, achieving absolute balance in direct combat is nearly impossible. Our priority is to preserve class and playstyle diversity, making sure the gameplay experience for each class feels different. Some archetypes excel in direct duels, some specialize in team support, others focus on "hit-and-run" tactics, while some emphasize gathering intel. We will continue to make dynamic adjustments based on backend data to ensure that every class archetype has sufficient opportunities to shine.[/p][p]Q3: Are there plans to design a class centered around summoning mechanics?[/p][p]A: There are currently no plans for this. Since the game allows multiple players of the same class to team up, introducing summoning mechanics could result in an excessive number of summoned units on the battlefield, potentially leading to chaos and negatively impacting the overall combat experience.[/p][p]Q4: What are the plans for the Sorcerer's second weapon? Will it be a new class, or work more like the exclusive skill setups of the Shadowstrix and the Mercenary?[/p][p]A: We have already begun development on the Sorcerer's second weapon. It is closer in gameplay to the "Blasphemer," featuring a playstyle that differs significantly from the Sorcerer's current weapon. We will share updates with all Gyldhunters as soon as complete information becomes available.[/p][p]Q5: Will the Mercenary gain more mobility? This class currently struggles to catch up to other players in combat.[/p][p]A: We have lowered the activation requirements for the Sword and Shield skill "Impalement," allowing it to be used more frequently for movement. At the same time, we have optimized the Hammer's charge mechanic, enabling movement during more charging phases. These changes have improved the Mercenary's mobility to a certain extent.[/p][p]Q6: The current gameplay relies heavily on dodging, which benefits mobile classes. Is the development team going to address this and give something to less mobile classes in the future as well? Like a parry for all classes?[/p][p]A: We plan to gradually introduce more types of parry skills. However, to maintain meaningful differences between classes, we will not add a unified parry mechanic to all melee classes. Additionally, we will introduce a variety of gameplay mechanics to reduce reliance on dodge-based combat, such as enhancing crowd control abilities (including reducing enemy dodge effectiveness) and expanding movement options for both allies and enemies.[/p][hr][/hr][h2]II. Equipment System[/h2][p]Q1: In the new equipment system, do items come with inherent affixes, or are they entirely dependent on gems?[/p][p]A: Equipment itself may carry affixes, but the number of inherent affixes will be limited. In mid to late-game, most equipment affixes will come from gems, which will make up a much larger portion of the affix system.[/p][p]Q2: Will upgrading a weapon or armor set unlock cosmetic skins? And will it unlock new special abilities?[/p][p]A: Weapons and armor currently do not have an upgrade system, so there is no corresponding mechanism for unlocking skins or special abilities. That said, this is an interesting idea, and we will seriously consider whether to include it in future seasonal content.[/p][p]Q3: How powerful will the free Equipment Vouchers be? Can they be used on all difficulties?[/p][p]A: Equipment Vouchers are divided into multiple tiers, corresponding to different equipment rarities. Players can gradually acquire higher-tier vouchers as they progress through the game. Vouchers of the initial tier are roughly as powerful as Common equipment. Equipment Vouchers can be used on all difficulties.[/p][hr][/hr][h2]III. Combat Mechanics[/h2][p]Q1: The Energy system adjustment is the change I'm most concerned about. I really admire the development team's courage to overhaul a relatively mature system. But I have two concerns: First, after removing Energy penalties, how will you balance class strengths and prevent ranged classes from dominating? Second, after the adjustment, how will you ensure that combat's strategic depth is not weakened?[/p][p]A: After removing the Exhaustion mechanic, dodging for each class will still be subject to differentiated limits. This remains one of our core methods for balancing classes with different ranges and mobility. The original Energy system offered a certain level of depth, but the Exhaustion mechanic mainly punished player errors rather than rewarding correct execution, which somewhat restricted combat enjoyment. By removing it, we have reinforced strategic depth through measures such as reconstructing each class's Energy cycle, introducing more diverse skills and abilities, and optimizing the "Special Recovery" mechanic. Overall, these changes should enhance both the sense of satisfaction and fun in combat while providing players with ample strategic options.[/p][p]Q2: As controller players join, how will you ensure a fair experience for both keyboard/mouse and controller users? For example, differences in Critical Hit mechanics and potential cross-platform advantages.[/p][p]A: We have optimized aim assist for controller inputs to lower the skill barrier, and in some scenarios, controller users may even have an advantage over keyboard and mouse players. However, we cannot guarantee perfect balance between controller and keyboard/mouse in every situation. Therefore, we will provide a matchmaking option that allows controller players to choose to match only with other controller users.[/p][p]Q3: In previous tests, some players engaged in malicious teaming. How does Mistfall Hunter plan to prevent this in the future? For example, by hiding player IDs during matches?[/p][p]A: In the last test, we implemented a complete process to detect, verify, penalize, and publicly report illegal teaming. We will continue to refine these measures to ensure a fair gaming environment for all Gyldhunters.[/p][p]Q4: Can the developers explain the purpose of the revival system in detail? Is it meant to make PvE more complex or deeper?[/p][p]A: In extraction games, penalties for death are often severe, which leads players to adopt overly cautious strategies and avoid challenging monsters. This can make the PvE experience feel flat and uninteresting. We want players to experience the joy of challenge, experimentation, and growth in PvE, so we designed the in-match PvE revival system, where players can revive by retrieving their souls. This gives players a larger margin for error when facing monsters and encourages them to take on more powerful foes.[/p][p]Q5: Have you considered adding a PvP endgame revival mechanic for downed teammates, allowing players to revive allies by consuming items (e.g., bells)?[/p][p]A: This mechanic is part of our long-term planning, but development has not yet begun. It may be introduced in a future seasonal update.[/p][p]Q6: The soul retrieval mechanic itself is an interesting design, but its rationale within the story world is unclear. Could you provide more background lore?[/p][p]A: When the body woven by Dew for Gyldhunters suffers severe damage, it causes the soul to become separated. The soul wanders away, lost in the Mist—usually manifesting as locations from their memories. Soul separation does not mean death; once the Gyldhunter regains consciousness, they can actively return to their body, ending the wandering soul state. This opportunity is limited. Souls that stay outside the body for too long or too often become damaged, causing the body to lose vitality and turn into a corpse, eventually leading to true death. It's important to note that Gyldhunters' attacks directly affect the soul—therefore if a Gyldhunter is killed by another player, they die immediately rather than entering soul separation.[/p][hr][/hr][h2]IV. Matchmaking System[/h2][p]Q1: As a long-TTK game, skilled players can use positioning, skills, and equipment advantages to consistently avoid or negate damage, leaving new players with almost no chance of turning the tables. How will the development team give beginners or low-skill players opportunities to fight back, and preserve meaningful combat and strategic depth for players with low-rarity (Common/Refined) equipment?[/p][p]A: In the new version, we are providing more diverse non-direct-combat abilities, including information gathering, information hiding, and various debuffs. Players can use these abilities to find the right moment to ambush skilled opponents, which can yield very effective results. We have also slightly strengthened the matchmaking system's restrictions on equipment rarities, making it harder for players to encounter opponents whose equipment is vastly superior.[/p][p]Q2: Will duo mode and duo matchmaking be added?[/p][p]A: We're very sorry, but we currently have no plans for this. Duo mode is a highly requested feature, but it would greatly increase the complexity of the matchmaking system and could even reduce overall matchmaking efficiency. More importantly, it would exacerbate balance issues. It is difficult to ensure balanced gameplay for duos while also maintaining balance for trio and solo modes. For now, we are prioritizing other areas of development. We have planned a Quick Recruit system, which will help players find suitable teammates more easily.[/p][p]Q3: Will PvP and PvE maps be regularly added or rotated in the future? Will PvE be explicitly positioned as content for players to accumulate experience and familiarize themselves with gameplay in the early stages?[/p][p]A: In the new version, we will dynamically adjust the number of players in a match based on each player's performance. This means that new or inexperienced players will face fewer PvP opponents early on, allowing them to focus more on PvE content and learning the maps. Additionally, every time a player enters a new map or difficulty, this dynamic process will be applied. Dedicated PvE modes are also being considered, but they will not launch alongside the open beta; instead, they will be introduced in a future seasonal update.[/p][hr][/hr][h2]V. Economic System[/h2][p]Q1: In the previous test, some Excellent equipment was instantly purchased even when listed at the maximum price. Can the pricing range in the Auction House be expanded to better reflect the true value of top-tier Excellent equipment?[/p][p]A: After the Gem Socketing system goes live, the equipment valuation framework will be restructured. We will continue monitoring this issue and make adjustments as appropriate.[/p][p]Q2: Can you add pricing references for equipment affixes, or display real-time prices and market trends in the Auction House?[/p][p]A: After the Gem Socketing system goes live, the number of equipment affixes will be reduced. We will evaluate whether to add a pricing reference feature based on actual operational data. As for real-time price information, the equipment details page already displays the average sale price, and the Auction House allows players to view the price and quantity distribution of listed items.[/p][p]Q3: Can a shared storage system be introduced (possibly as DLC)?[/p][p]A: Currently, all characters under the same account already share the same storage.[/p][hr][/hr][h2]VI. Server Performance[/h2][p]Q1: Which regions will have servers in the next test and at official launch? I hope to see servers in South America.[/p][p]A: For BETA 4 and official launch, we plan to deploy servers in North America (United States), Europe (Germany), Asia-Pacific (Singapore), and South America (Brazil).[/p][p]Q2: In previous tests, there were performance issues such as high latency, stuttering, and hit registration problems (e.g., kills not registering). Are there focused plans to address these issues in future versions?[/p][p]A: We take these performance issues very seriously and have established a dedicated team to address them on an ongoing basis. However, game performance involves many complex technical factors and cannot be resolved overnight. It requires sustained optimization and long-term refinement.[/p][p]Q3: Will the game support cross-platform play (PS5, Xbox, and PC)?[/p][p]A: Yes. Cross-platform play will be supported across all platforms.[/p][hr][/hr][h2]VII. Other Questions[/h2][p]Q1: How will you address RMT (Real Money Trading) issues?[/p][p]A: In past tests, equipment has been the primary target for RMT. During BETA 4, we will officially launch the Gem Socketing system, increasing build flexibility. At the same time, we will adjust Auction House rules to require equipment and gems to be listed separately, standardizing auction items and reducing opportunities for RMT through system design. We will continue to monitor RMT behavior to maintain a healthy and stable in-game economy.[/p][p]Q2: Currently, when creating a new character or switching classes, we'll have to add our friends again. Will you make it so that all characters share a single friends list?[/p][p]A: This feature is under development and will be available to players in a future update.[/p][p]Q3: Making the Ring a permanent mode can be a double-edged sword, as players may progress through the game faster, potentially reducing its lifespan. How does the development team plan to address this?[/p][p]At present, the Ring serves only as a tool for internal balance testing and is occasionally available as an event. We currently have no plans to make it a permanent mode. Although Ring battles have a faster pace, we believe the core "loot-and-extract" gameplay offers greater depth and long-term enjoyment.[/p][p]Once again, we sincerely thank all Gyldhunters for your enthusiastic participation! Every piece of feedback has been carefully recorded and thoroughly considered. We hope everyone can work together with us to polish Mistfall Hunter to perfection.[/p][p][/p][p]We also plan to hold a small-scale, invitation-only test in April. Details on invitations and testing rules will be announced as soon as they are finalized. In the meantime, we welcome suggestions through official Discord channels: https://discord.gg/mistfallhunter. Wishing all Gyldhunters success in the Mist and a bountiful return![/p]

DevNote #4

[p]Greetings, Gyldhunters!

Welcome to the fourth Developer Update. Since announcing our release schedule adjustments, we've received tremendous feedback from the player community. We're thrilled to see so many Gyldhunters following Mistfall Hunter, and we're carefully reviewing every piece of feedback you've shared.[/p][p]Based on feedback and suggestions from Gyldhunters during our previous tests, we've spent the past few months developing new gameplay features and refining the game, including a brand-new map, the development of a new class, addition of new stage mechanics, and Legendary equipment for all classes. Let us walk you through each of these: Let's begin with our new map, the Solemn Needles. We are currently hard at work bringing the Solemn Needles and its exclusive monsters to life. We want this map to feel significantly different from Brandrgarde in map design, lighting effects, and almost every other aspect. Our goal is to create a new map with its own unique atmospheric experience while providing a more open exploration experience. We're also planning to add a plethora of new gameplay mechanics unique to the Solemn Needles, such as map-specific events and tasks, unique escape methods, and more. We are still experimenting with these concepts, and we'll share more specific details once we think it's ready.
[/p][p]Next up, let's talk about the major content that we have completed: the new class "Withered Knight". Once glorious Rose Knights of the Kingdom of Gaenaria, these warriors have fallen from grace. Now, they brand themselves "Withered Knights" as they endure their exile to the North.Shattered, their honor may be, but their faith remains unwavering. Even in face of the Gyldenmist, the Withered Knights still uphold their chivalric code underneath their worn armor. With their two-handed greatswords in hand, they fulfill their secret duties as they strive to reclaim their former glory by slaying the corroded and other unfamiliar Gyldhunters in their path. The Withered Knight's two-handed sword has an extended reach, and in combat, Withered Knights mark enemies with Withering Sigils to create strategic advantages, then detonate these sigils via Reckoning at the opportune moment. The tactical skill "Parry" requires precise timing—in the hands of skilled players, this skill will prove very effective in balancing offense and defense. On the other hand, "Thorn Guide" is a skill that grapples and drags enemies, giving the Withered Knight a crucial tactical role in the team. The class's core mechanic, the "Withering" Talent determines the Knight's combat style—will you suppress and eliminate enemies with Withering Sigils, or be the one to break the enemy formation at the perfect strategic timing? We look forward to the plays and tactics you'll deploy with this new class!

With the addition of the new class, combined with feedback from Gyldhunters regarding class balance during previous tests and in-depth analysis of related data, we've decided to conduct a comprehensive optimization of all class builds, with some receiving complete reworks to address fundamental pain points in class balance. Moving forward, we'll decide on class optimization plans through extensive combat simulations and small-scale closed-beta tests. Our goal is to make each class as close as possible in strength, while making sure they retain their class identity.[/p][p]In previous tests, it has come to our attention that corroded monsters often posed significant challenges to Gyldhunters—especially new ones who had just stepped into the fray. To address this, we've introduced an "in-match PVE revival" mechanism. When a Gyldhunter dies without taking damage from hostile Gyldhunters (such as being killed by monsters or falling to their death), they will enter "Soul Form" and respawn at the nearest revival point. As long as they return to their body before it decays, they can revive and pick up where they left off. The purpose of this system is to provide players with more room for error in PVE, encouraging them to challenge stronger monsters. However, since revival is not possible after being killed by other players, the intense and thrilling PVP experience of extraction looters will remain there.
[/p][p][/p][p]Finally, let's talk about equipment. We are glad to announce that Legendary equipment for all classes are now out and ready. These pieces feature more spectacular appearances and provide outstanding stats—at an equally superior cost.
[/p][p]Now that we've covered the new content, let's dive into the game adjustments and optimization plans. Our current plan is to focus on the following key areas:[/p][p]First is a complete overhaul of the Energy system. With the old Energy mechanics, all of the player's offensive and defensive actions shared the same resource pool, and failure to manage Energy resources resulted in significant penalties. This meant players had to constantly pay attention to their resource management, which somewhat limited their ability to engage in sustained combat or burst down enemies, subsequently lowering players' skill expression. We hope that the overhauled combat system will give players more freedom while preserving strategic depth in combat. Our current plan to improve freedom in combat is to significantly reduce the burden of Energy management by removing the Exhausted mechanic caused by poor Energy management.

Additionally, to "decouple" offensive and defensive resources, dodging will no longer consume Energy. Instead, dodges will now be a charge-based action with limited uses. However, to prevent combat from becoming mindless and dull, we have individually optimized the Energy cycles for each class archetype to add more depth to their gameplay. We've also designed a series of richer mechanics for the Special Recovery system. Our hopes are to enhance the strategic depth of utilizing Special Recovery in combat, instead of making it a spammable ability that often led to repetitive and uninteresting combat exchanges.[/p][p]We've also addressed the widely reported input lag issues, such as throwable item switching delays and unresponsive controls when using throwables. The root causes of input lag are numerous and complex, often involving programming logic, skill mechanics, network conditions, and more. We'll continue to refine these issues, and we welcome all players to keep reporting similar issues to bring them to our attention.[/p][p]Finally, controller adaptation work is now preliminarily complete. We've focused our development and optimization efforts in the following areas: customized control schemes tailored to each class's combat characteristics and controls; Optimized and improved the UI navigation and controls on controllers; specialized optimization of camera control and aim assist, with differentiated tuning for melee and ranged combat to make melee more agile and ranged aiming more precise. We are also delighted to announce that we will be releasing the PS5 version alongside the Xbox and PC versions![/p][p]We will spare no effort in polishing the product to its optimal state, delivering a high-quality gaming experience for all Gyldhunters. We plan to launch the BETA4 test during Steam's Next Fest on June 15 this year. We expect to wrap up development and launch the game in July this year![/p][p]
AMA Event Announcement & Question Collection

We believe you all will have a lot to say after going through all the changes mentioned above. Let your voices be heard via the AMA(Ask Me Anything) event in the Mistfall Hunter community! To participate, simply join the Mistfall Hunter Discord, press the link in the channel, and leave your questions there! We'll go over them and respond to the most frequently raised questions and concerns in February! Once again, thank you for your love and support for Mistfall Hunter! We wish you a fruitful and happy new year![/p]

Testing and Launch Schedule Update

[p]Greetings, Gyldhunters! Thank you all for your continued support. First of all, we would like wish you a wonderful year ahead filled with happiness and success![/p][p]Over the past few months, we have completed development on the new class Withered Knight, a variety of new gameplay mechanics and system features, as well as several targeted optimizations based on feedback from the previous test. For details, please refer to the Roadmap below and the upcoming development logs.[/p][p]That said, beyond our regular content creation, we want to take some bold steps and introduce meaningful innovations to make the game even more fun. For example, we are planning a complete overhaul of the core combat mechanics, moving away from the previous energy-exhaustion-focused design toward combat that feels freer and more fluid. We are also experimenting with new mechanics that fundamentally reduce stage pressure while preserving the fun and tension of each match. However, when factoring in PvP and PvE coexistence, class balance, solo and team play, and long-term economic cycles, the actual design and production complexity of these improvements has far exceeded our expectations. As a result, we need additional time to properly polish and refine the game.[/p][p]We firmly believe these changes will significantly enhance the overall experience, and we want Mistfall Hunter to launch in its best possible state. As such, we regret to inform you that the testing and release schedule will be postponed. Our updated plan is to hold the BETA 4 test during Steam Next Fest on June 15, 2026, followed by a simultaneous global launch in July.[/p][p]Recently, we have received many inquiries regarding a PS5 version. We are pleased to officially announce that the team is actively working on porting the game to PS5. The PS5 version will launch alongside the Xbox and PC versions in July. In addition, to continue gathering feedback from our Gyldhunters, we are planning a small-scale, invitation-only test in April 2026.[/p][p]More details will be announced as soon as the format is finalized.[/p][p]Please refer to the image below for the complete Roadmap:[/p][p][/p][p][/p][p]Thank you once again for your support, and please stay tuned for our upcoming development logs![/p]

DevNote #3

[p]Developer Update—Equipment Optimization and Upgrades
Greetings, Gyldhunters! This is our third Developer Update, and this time, we'll be focusing primarily on equipment-related optimizations, adjustments, and development progress. Before we dive into the main content, we have an announcement: future Developer Updates will focus on specific major content areas, while smaller updates and optimizations will be shared through more efficient, bite-sized videos and posts within the community. Do let us know what you think about this new approach!
Regarding equipment system adjustments, the first major optimization focus is on separating equipment and affixes, which used to be bound together. You can now freely and flexibly adjust equipment affixes by socketing "Affix Gems" into your gear, allowing you to build your own custom builds.
Affix Gems can currently hold up to 2 affixes and have both levels and types, both of which determine whether the gem can be installed into an equipment socket. On one hand, the equipment socket level must be greater than or equal to the Affix Gem level. On the other hand, the gem and equipment socket must be of the same type. Both conditions must be met for socketing to be possible. However, there is one special socket type that ignores type restrictions and can accommodate any type of Affix Gem.
Currently, Affix Gems can appear as drops for players to find and loot from defeated enemies; they can drop alongside weapons and equipment, or appear with any forged equipment. Affix Gems themselves have no durability, but when the equipment they're socketed into reaches zero durability, the Affix Gem's effects will also be disabled.


The second optimization focus is on the in-game forging system. Our optimization direction this time aims to repurpose the forging system into a welfare system for players. From now on, forging will no longer consume Gyldenblod. Instead, equipment can be forged by spending materials and time—IRL time. This means the forge continues working even when you're offline! This change is aimed to satisfy hardcore players' progression needs while keeping equipment production frequency through extended forging times. This is to avoid the situation from the last test where the forging system led to major dysfunctions in the equipment trade market.
Additionally, the forging system's equipment output levels, time consumption, and other settings will be better fleshed-out and will be affected by Camp building levels. We've also made the Spirit Blacksmith the NPC for the forging system and given him more interaction options, including the ability to socket and unsocket Affix Gems (rest assured, you can still perform gem socketing in the Inventory/Warehouse!), further improving game immersion.

The third optimization is the addition of Equipment Standard Vouchers. This feature is aimed to make comebacks less excruciating for players who have to restart from zero, and to help players who don't want to bother with build optimization to quickly jump into battle. Equipment Standard Vouchers can be directly exchanged for a complete set of equipment and items. Currently, there are, tentatively, 4 basic types of Standard Voucher—Common, Refined, Excellent, and Epic—which correspond to different quality levels of equipment and items. Apart from the standard ones, there is 1 special type of voucher: Custom Vouchers, which will be distributed when we're promoting specific game modes or maps.
The Equipment Standard Voucher system creates a playstyle variation: After using a Standard Voucher, you can spend Gyldenblod to refresh the build style of the equipment set. As you switch between equipment builds, the system will give different recommendations for your skill/talent loadouts to maximize the efficiency of your build. Of course, you can also choose to ignore the suggestions and adjust your loadout according to your own knowledge. In the future, Standard Vouchers will become available through missions or from new buildings added to the Camp.
Note that after using an Equipment Standard Voucher, you will first need to complete a game and successfully extract using the set before the equipment set truly belongs to you. Then you can begin customizing your build. Before then, all customization options will be locked.

That concludes the major equipment-related optimizations we're currently going for. We will also be making balance adjustments to individual equipment stats based on overall combat performance in the future. Additionally, we've taken community feedback to heart and implemented an equipment return feature between friends. If you extract equipment dropped by a friend during a game, it will automatically be returned to your teammate via mail. This is a huge win for groups of friends playing together! Of course, if your teammates' equipment durability drops because of your actions, they will be receiving the worn equipment by the time you extract, so beware! (We do not recommend giving your friends unnecessary surprises with this feature!)

Regarding new equipment, we will be adding Legendary sets for all classes in the next test. Each class's Legendary set has its corresponding lore and set name: the Mercenary's \[Champion Set], the Sorcerer's \[Sacred Chamber Set], the Blackarrow's \[Scaled Claw Set], the Shadowstrix's \[Deathbringer Set], and the Seer's \[Holy Saint Set]. We'll gradually release the related lore in the community.

(Mercenary - Bond of Rivalry, Mercenary - Skullcrusher, Sorcerer - Blind Eye Staff, Shadowstrix - Serpent's Whisper, Shadowstrix - Venomfang, Blackarrow - Deathclaw Hunter, Seer - Byrnes's Ash Urn, Seer - Absolution)
Please note: All names are tentative and are subject to change!

We also have even higher-tier equipment in development. These pieces not only possess powerful abilities, but are also strongly connected to bosses, such as the following sets (Please note: These are conceptual designs only, not final products. Subject to change! ):

That's all we have today for the developer update on in-game equipment! Let us know what you think in the comments section, or raise out any questions you may have! We'll respond to hot topics![/p]

BETA 3 Summary & Launch Plan

[p]Gyldhunters, thank you all once again for your enthusiastic participation in BETA 3! In BETA 3, we implemented numerous optimizations and developed a range of new content. From the data we've gathered, BETA 3 has shown significant improvement over the previous test. While the game still has room for improvement, it's clear that we're moving in the right direction. Your passion and constructive feedback during this test have been a tremendous source of motivation for us. Our sincere thanks to all Gyldhunters around the world! [/p][p]Due to time constraints, many aspects of the BETA 3 experience have yet to be fully polished, and several planned features remain under development. We've received a great deal of feedback, critiques, and suggestions through various channels. After thorough discussion and review, we've now outlined our future development plans and launch schedule. Thank you for your patience! [/p][p]I. Key Issues Raised by Players:[/p]
  1. [p]Combat Experience & Class Balance:[/p]
    1. [p]As a multiplayer online action game, we face many design and technical challenges in areas such as control responsiveness and overall fluidity compared to shooters or single-player action games. We acknowledge that the current combat experience still has plenty of room for improvement, but rest assured, this is an ongoing effort. We'll continue optimizing it in future versions to ensure the experience only gets better over time. [/p]
    2. [p] Balance has always been a major concern for everyone, and it's a huge challenge for us as well. While escape rate doesn't fully reflect overall class balance, it remains one of the key metrics for an extraction game like ours. Compared to the previous test, the variance in escape rates among classes in trio mode has become noticeably narrower. However, the improvement in solo mode has been limited, so we'll keep working on it.[/p][p][/p][p][/p]
    3. [p]Our team is relatively small, and internal testing alone isn't enough to ensure proper balance. We need online testing to gather more data and feedback so we can continuously fine-tune the game. This test period was brief, and we apologize that the balance hasn't yet reached a level everyone is satisfied with. However, the data shows that our several rounds of online balance adjustments have produced positive results. We believe that after the official launch, with ongoing optimization, we'll be able to refine the balance to a level that satisfies everyone. [/p]
    4. [p]Additionally, we plan to introduce PvP Practice & Brawl mode in the next update to help players get comfortable with combat mechanics, and to allow practice and experimentation with different playstyles and builds at a minimal cost. This mode will also let us collect more representative PvP balance data, and we hope all Gyldhunters can provide us with additional balance feedback through this new mode. [/p]
  2. [p]Steep Learning Curve and Overwhelming Early-Game Pressure[/p]
    1. [p]With many new Gyldhunters joining us in BETA 3, we once again received a large volume of feedback regarding the difficulty of getting started in the game. For new Gyldhunters, early matches—whether PvE or PvP—indeed have a steep learning curve. [/p]
    2. [p]Therefore, during the BETA 3 test, we repeatedly optimized match mechanics based on player feedback, including loot value, PvP intensity, PvE difficulty, and escape difficulty. This approach will continue in future versions. By introducing more gameplay content and more refined algorithms, we aim to ensure that the overall experience is lootable, beatable, and extractable—without creating a sense of constant frustration or feeling stuck at every turn. After the official launch, we plan to implement a seasonal reset of certain progression elements and resources. This is intended to prevent unchecked inflation of macro resources over time and to maintain a balanced economy where effort and reward remain proportional. The specific details of the reset will be shared in the development log once finalized. We also welcome valuable suggestions through the upcoming Developer FAQs and other feedback channels. [/p]
    3. [p]Finally, after further consolidating feedback and detailed discussions, we plan to implement a series of optimizations in three main areas: gameplay tutorials, resource distribution, and early-game PvP pressure. Due to time constraints, crucial combat techniques like "Special Recovery" were only covered in training tasks, and many new Gyldhunters may not have noticed them. There are many similar issues, and we will systematically review and improve gameplay tutorials to ensure both new and veteran Gyldhunters can better familiarize themselves with the game. For resource distribution, the main direction we're going with is to provide more starting Gyldenblod through task rewards, and to introduce features similar to the "equipment set vouchers" found in other games, allowing players to enter matches at a lower cost and with relative ease. We will also continue to reduce early-game PvP pressure to prevent new Gyldhunters from facing overwhelming challenges at the start of their journey. [/p]
  3. [p]Unfair Matchmaking[/p]
    1. [p]In BETA 3, we incorporated skill-related parameters into matchmaking ratings (MMR), but there are still many matches that weren't well balanced, especially in Chaos mode where player counts are lower. Our current plan for tackling this issue is to tighten the equipment and skill restrictions per match to reduce the gap between Gyldhunters in the same match. We will also further refine the matchmaking algorithm to improve the accuracy and effectiveness of MMR. [/p]
    2. [p]At the same time, we will implement a "broaden search to fill teammates" feature to help players find teammates more quickly. As more Gyldhunters join the game in the future, matchmaking fairness and efficiency will continue to improve. [/p]
  4. [p]Insufficient Content Variety[/p]
    1. [p]Due to tight schedules, many of the features we envisioned were not completed in BETA 3. These include more engaging in-match tasks and unique gameplay features, a greater variety of extraction methods, richer tactical items, and entirely new stage mechanics. With these features and other new content added in future versions, the game's playability will continue to expand! [/p]
  5. [p]Pip's Pocket Issues[/p]
    1. [p]Restricting high-value items to premium storage is common in extraction games, but our current limitations are indeed too strict. In future updates, we will relax some of these restrictions to make Pip's Pocket more practical. We're also considering whether equipment obtained during matches should be allowed in Pip's Pocket, or if we should implement other alternative solutions. Our ultimate goal is to ensure that the vast majority of in-match loot can be safely secured! [/p]
[p]II. Upcoming content that will become available on release:[/p]
  1. [p]New Classes[/p]
  2. [p]New Maps[/p]
  3. [p]New Bosses[/p]
  4. [p]Holy Weapons and Legendary Equipment for All Classes[/p]
  5. [p]PvP Practice & Brawl Mode: This mode allows players to practice and get familiar with PvP mechanics at no cost, quickly understand the game's PvP systems, and enjoy the pure fun of combat. [/p]
  6. [p]New Equipment Affix System: We believe the current equipment affix system isn't engaging enough and makes it difficult to evaluate equipment value or conduct trades effectively. The new affix system will make build customization far more enjoyable. [/p]
  7. [p]Expanded Camp Development: The camp system in BETA 3 was still quite basic. In future versions, more NPCs will join the camp, and camp building will feature richer and more interesting content. [/p]
[p]Higher-difficulty match modes will also launch alongside the new maps, offering greater rewards but with deadlier enemies. Additionally, new features such as controller support, a skin system, and other exciting content are on the way. For detailed previews of these upcoming additions, please stay tuned to our community announcements![/p][p]III. Future Plans:[/p][p]As mentioned above, we still have a great deal of new content and optimizations we want to complete. Our goal is for Mistfall Hunter to launch in a more complete and polished state when it officially releases. Therefore, we've decided to postpone the original release schedule. Instead, we will participate in the Steam Next Fest on February 23, 2026, and officially launch the game in March 2026. The exact release date and pricing are still being discussed and finalized. We sincerely apologize for not being able to release the game as originally planned, but we believe that these additional three months will allow us to accomplish much more and deliver a significantly better experience at launch. [/p][p]Finally, thank you all once again for your love and support for Mistfall Hunter! We'll continue working even harder! [/p]