Developer Notes #5
[h3]※ The version of ‘Developer Notes #5’ you are currently viewing contains images only.[/h3][h3]For the full version with videos, please visit the official website below.[/h3][h3] [/h3][h3]🎥 View ‘Developer Notes #5’ on the Official Website[/h3][p][/p][p]Greetings, Star Guardians.[/p][p]This is PD Koo of .[/p][p][/p][p]It has been some time since our last Developer Notes, and I sincerely apologize for the delay in sharing an update. With that, I would like to begin our fifth Developer Notes.[/p][p][/p][p]In early November, many of our Star Guardians joined us in Britannia through the Closed Beta Test (CBT).[/p][p][/p][p]Although the test period was short, we received feedback that was far more extensive and in-depth than our development team had anticipated. And most importantly, we were truly grateful to see in the CBT survey that the majority of participating Star Guardians responded that they intend to continue playing after the game’s official launch.[/p][p][/p][p]In addition, many of you shared positive impressions across our core content, including the graphics, story, and combat.[/p][p]In particular, you gave us very positive feedback for the game’s faithful recreation of the original anime, the enjoyment of open-world exploration, the story presentation that deepens immersion in the world of Britannia, and the distinctive dynamism of tag-based action, noting that these elements exceeded your expectations.[/p][p][/p][p]Alongside the positive feedback, we were also able to identify a wide range of suggestions from those who hope to see the game continue to improve. Beyond the feedback you shared through the community and surveys, we have also been closely observing Star Guardians’ gameplay firsthand at various demo events, carefully reviewing where any points of friction may remain.[/p][p][/p][p]As we reviewed your feedback, we closely examined the moments during combat and exploration where you hesitated or repeatedly experienced discomfort, as well as instances where controls did not respond as intended. Based on the points where your feedback aligned with what we observed through actual gameplay, we conducted an internal review.[/p][p][/p][p]As a result, we have summarized the key areas for improvement that were most consistently identified through the CBT as follows:
▪️Controls: Feedback that character handling felt somewhat unresponsive, and that movement and targeting were inconvenient.[/p][p]▪️Combat System: Feedback that the difficulty felt excessive, and that combat tempo and skill response speed were too slow.[/p][p]▪️UI/UX: Feedback that the menu structure was complex, making it difficult to find desired features intuitively.
[/p][p]As these points were raised by many Star Guardians, we focused our internal review and discussions on the areas outlined above and potential paths for improvement.[/p][p][/p][p]While some areas could be addressed relatively quickly, we concluded that many others would require more than simple numerical adjustments. They called for a broader reexamination of the game’s overall structure and improvements at the system level.[/p][p]As a result, our development team spent a great deal of time considering the balance between ‘releasing the game according to the originally planned schedule’ and ‘delivering a more complete experience through meaningful improvements’. [/p][p][/p][p]In the end, we determined that fundamentally addressing the issues we had identified was the most important priority. In order to meet the expectations of our Star Guardians, we have made the decision to adjust the official launch schedule to March.
[/p][p]We sincerely apologize for not being able to meet you as promised in January. That said, we will continue to give our utmost effort throughout these additional two months to ensure that this time becomes a period of preparation through which we can deliver a higher level of quality in return.[/p][p][/p][p]In this Developer Notes, we felt it was important not only to share news of the delay but also to explain the changes and improvements we are aiming to achieve through this process.[/p][p]Rather than a simple adjustment to the schedule, our development team views this period as an opportunity to enhance the overall gameplay experience. Based on the feedback you have shared, we are currently focusing our improvement efforts on two key areas: refining the combat system and strengthening exploration convenience, as outlined below.[/p][p]
[/p][h3]◼ Overview of Key Improvement Areas[/h3][p]
① Combat System Refinements
As combat is a core source of enjoyment in , we are placing our focus on broad, system-level improvements that enhance gameplay feel and overall completeness, rather than on simple numerical adjustments. [/p][p]
▪️ Combined Attack System Refinements
To ensure that the impact of Combined Attacks can be felt more intuitively during combat, we are improving the system so that activating a Combined Attack immediately triggers a Burst.
▪️ Burst System Refinements
To make it easier to clearly recognize when Bursts are activated and what effects they produce during battle, we are strengthening visual feedback, including Boss HP bars and damage indicators.
▪️ Dodge System Refinements[/p][p]To allow players to instantly recognize whether a dash-based dodge has been successfully executed, we are enhancing visibility by adding afterimage effects along the dodge path, as well as screen shading effects.
▪️ Improved Character Control and Action Responsiveness
We are improving input responsiveness across both movement and combat, while expanding action options such as aerial dashes and plunge attacks, to provide a smoother and more comfortable control experience.[/p][p]
[/p][p]② Exploration Convenience Improvements[/p][p]To reduce points of friction encountered while exploring the open world and allow you to focus more fully on the joy of adventure itself, we are strengthening a range of convenience features.
▪️ Standardized Key Mapping
To provide a more consistent gameplay experience, we are standardizing key mappings, such as opening the main menu by pressing the \[ESC] key.
▪️ Improved Adventure Guidance and Movement Experience
We are introducing an automatic movement feature that guides players to main quest objectives, while also clarifying the conditions for using Adventure Skills during combat. In addition, we are enhancing visual effects when entering Windways to better convey the sense of speed during fast travel.
▪️ Reduced Gameplay Fatigue and Enhanced Details
We are introducing a feature that allows players to recover HP at Campfires, improving navigation for material acquisition and visual effects for Gathering, and reorganizing the overall UI/UX to provide a more intuitive experience.[/p][p]
[/p][p]We will provide more detailed explanations for each item below. To make this easier to follow, we have included in-development screenshots as well. Please note that some elements, including the layout and presentation, may change in the official release version.[/p][p][/p][hr][/hr][p][/p][h3]◼ Combat System Refinements[/h3][p][/p][p]During the CBT period, the area that received the most feedback was ‘combat’. Many of you shared positive impressions of the Tag Action and Burst System, describing them as novel and strategic. At the same time, we also received feedback that it was difficult to intuitively recognize whether a dodge was successful or to clearly perceive damage timing during combat.[/p][p][/p][p]In response, we are strengthening feedback elements throughout combat so that the fundamental experience of ‘attacking and dodging’ is conveyed more clearly and intuitively.[/p][p][/p][p]① Combined Attack System Refinements[/p][p]In the original \[The Seven Deadly Sins] series, scenes where two heroes join forces to unleash a powerful technique are moments many of you will remember vividly. For this reason, we view Combined Attacks as one of the most iconic elements for showcasing the unique appeal of each hero.[/p][p][/p][p]In , we set out to deliver a combat experience centered around a ‘weapon-switching system’ that allows each hero to wield three different weapons, enabling a wide range of combinations and tactical choices depending on the situation. ‘Combined Attacks’, the cooperative Ultimate Moves performed between heroes, were also designed with this decision in mind.[/p][p]
However, after carefully reviewing the feedback shared through the CBT and hands-on demo sessions, we found a common sentiment that the impact of Combined Attacks was not intuitively felt during combat, and that their practical value did not always come across clearly depending on the situation.[/p][p][/p][p]As a result, our development team is taking a comprehensive look at the Combined Attack system so that it can go beyond a purely visual element and become an active choice that meaningfully influences the flow of combat. In particular, we are refining the structure so that a Burst is activated immediately when a Combined Attack is triggered, with the goal of making the timing of Combined Attacks an important strategic decision during battle.[/p][p][/p][p]Alongside these system changes, we are also strengthening guidance elements so that players can more intuitively identify which heroes are able to use Combined Attacks, including a reorganization of the team formation UI. Through these efforts, we are continuing to improve the overall completeness of the system so that the presence and usefulness of Combined Attacks can be felt more naturally during gameplay.[/p][p][/p][p]In addition, at the time of the official launch, more heroes will be joining Britannia than were available during the CBT. The variety of Combined Attacks you can experience, along with their possible combinations, will also be expanded. We hope you enjoy exploring the different Combined Attack animations and shifts in combat flow that emerge from various hero pairings, and use them to shape your own unique combat style.
[/p][p] ② Burst System Refinements[/p][p]As the Burst System is a core mechanic that accumulates elemental gauge and can be activated at decisive moments to deliver powerful effects and serious damage, we believe it is essential for players to be able to clearly recognize the state of the Burst Gauge during combat and strategically manage the timing of its activation based on the situation.
[/p][p]However, after reviewing the feedback shared through the CBT, we were able to identify several common concerns raised by our Star Guardians, as outlined below.[/p][p][/p][p]“I can see that a Burst has been activated, but it is difficult to tell what effects are actually being applied.”[/p][p]“I am continuing my attacks, but it is hard to distinguish whether I am currently in a Burst state or not.”[/p][p][/p][p]In particular, during moments when combat visuals become more intense, the Burst state and the normal combat state are not clearly differentiated on screen. As a result, we also received feedback that it is difficult to intuitively understand how the Burst is affecting the flow of combat.[/p][p][/p][p]Based on this feedback, we concluded that if the activation and effects of Bursts are not clearly recognized, the intended role of the system as a strategic mechanic cannot be fully conveyed. [/p][p]Rather than altering the core structure of the Burst System itself, we are therefore focusing our improvements on significantly enhancing visual feedback and visibility, so that key information presented during combat can be recognized more clearly at a glance.[/p][p][/p][p]First, enhanced visibility of boss HP bars and damage text[/p][p]To ensure that enemy states are not missed during combat, we are improving the size and design of boss HP bars. We are also adjusting the size and effects of damage text so that the feedback from each hit can be recognized more clearly.[/p][p][/p][p]Second, clearer visual differentiation of Bursts by Element[/p][p]To allow players to immediately recognize when a Burst is activated and identify effective attack timings, we are improving visual effects by displaying on-screen prompts at the moment of Burst activation, along with enhanced size and effects. In addition, we are continuing improvements that make it easier to check information such as element changes and remaining duration at a glance. [/p][p]③ Dodge System Refinements[/p][p]We believe that one of the greatest sources of enjoyment in action combat lies in the tension and satisfaction of narrowly evading an enemy’s attack. With this in mind, our development has aimed to ensure that dodging is used naturally during combat and becomes a dynamic action that delivers immediate feedback when executed successfully.[/p][p][/p][p]However, based on the feedback we received, many Star Guardians shared that “even when a dodge is successfully performed, the visual feedback is not sufficient, making it difficult to clearly recognize whether the dodge was successful”. As a result, some players felt that this reduced the overall sense of completeness in combat.[/p][p][/p][p]In response, we are focusing our improvements on strengthening feedback so that the success of a dodge can be clearly perceived and actively utilized during battle.[/p][p][/p][p]First, enhanced visual effects and feedback
We are improving the visual effects that occur when a dodge is successfully executed. White afterimages will appear along the dodge path, and a brief screen shading effect will be applied, allowing players to immediately recognize a successful dodge even amid intense combat situations.
[/p][p]Second, improved input responsiveness
In addition to visual improvements, we are refining character responsiveness so that heroes react more immediately to dodge inputs. By shortening unnecessary motions during dodging and adjusting animation rules to allow for quicker transitions into subsequent actions, we aim to deliver smoother and more responsive controls not only for dodging but across combat as a whole.[/p][p][/p][p]Third, the introduction of additional effects upon successful dodges[/p][p]When successfully dodging powerful enemy attacks, additional effects will be triggered based on hero type. Through this change, we hope dodging will go beyond a simple control action and instead become a meaningful opportunity that delivers a clear sense of reward.[/p][p][/p][p]④ Improved Character Control and Action Responsiveness
We believe that the sense of freely controlling a character in an open-world game is one of the most fundamental and essential sources of enjoyment. The natural flow between movement and directional changes, as well as between jumping and attacking, influences not only the enjoyment of combat but also the overall immersion of the exploration experience.[/p][p][/p][p]As is designed with action and exploration closely interconnected, we have approached character control not as a simple convenience feature, but as a core element that defines the overall completeness of the game, and have continued development with this principle in mind.[/p][p][/p][p]After reviewing the feedback shared through the CBT regarding character control, we identified several points of friction. These included comments such as feeling interruptions in movement during sudden direction changes, or experiencing slower-than-expected responsiveness when transitioning to the next action after an attack. We also received feedback that jump actions and aerial movement were difficult to incorporate naturally into the flow of combat.[/p][p][/p][p]Based on this feedback, we concluded that these issues were not limited to specific functions but stemmed from overall responsiveness and the perceived feel of character control. Through repeated internal testing, we confirmed situations where input responses felt delayed, or action transitions felt sluggish, resulting in a control experience that was not as smooth or comfortable as intended across both movement and combat.[/p][p][/p][p]In response, we are reexamining character controls as a whole and moving beyond improvements to individual actions. Our focus is on reducing the gap between input and on-screen response, and on refining overall control feel and action responsiveness. Ultimately, we are concentrating on building a gameplay environment where all actions respond fluidly and swiftly in a cohesive and interconnected way.[/p][p][/p][p]First, smoother transitions between movement animations[/p][p]We are addressing the sense of interruption that could be felt during running, stopping, and sudden direction changes. The overall flow of animation transitions is being reworked so that actions such as coming to a stop after dashing or making sharp turns connect more naturally.[/p][p][/p][p]Second, the implementation of jump cancelling during attack animations[/p][p]Previously, when a jump input was made before an attack animation had fully finished, the action did not always respond immediately, which could feel sluggish. To resolve this, we are improving the system so that actions can be canceled during attack animations, allowing jumps to trigger instantly.[/p][p][/p][p]Third, the introduction of the “Jump Dash” based on player combat patterns[/p][p]Previously, jumping primarily served to overcome terrain or support movement, and its usefulness in combat was relatively limited. However, through hands-on demos and testing, we consistently observed Star Guardians using jumps during combat to evade attacks or secure advantageous positioning. [/p][p][/p][p]To better reflect these real gameplay patterns within the combat system and to provide a more dynamic movement experience, we are introducing a “Jump Dash” feature that allows players to dash while airborne. Through this addition, we expect players to gain greater flexibility in managing distance during combat, as well as a more dynamic and three-dimensional play experience throughout open-world exploration.[/p][p][/p][p]Fourth, expanded usability of Plunging Attacks[/p][p]As the range of actions available through jumping expands, we are easing the height requirements for performing “Plunging Attacks”. We are adjusting the balance so that Plunging Attacks can be smoothly chained even when the distance from the ground is relatively short. In addition, we are preparing a more fluid combat flow that allows players to transition directly into attacks after executing a Jump Dash, enabling a more cohesive and dynamic combat experience.[/p][p]
[/p][p][/p][p]In addition, we are continuing to refine various details to deliver a more satisfying combat experience, including improvements to skill effect quality to further enhance hit impact and visual feedback.[/p][p][/p][p]We are also reorganizing the combat UI into a more intuitive format so that key information needed during battle is conveyed naturally in line with the player’s line of sight. In addition, we are preparing a new “Growth Guide” system that provides guidance on areas where progression may be lacking after a defeat, helping players clearly understand what aspects of growth are needed.[/p][p][/p][p]Beyond the main bosses that guard the final stages of dungeons, we are also carefully refining the combat patterns of elite monsters encountered during exploration. Rather than serving as enemies that are simply passed by, these encounters are being designed with a wider variety of patterns to offer deeper combat challenges and a greater sense of strategy, with the goal of maintaining tension throughout exploration.[/p][p][/p][p]Through these efforts, our development team is not focused solely on adding new features, but on refining the game as a whole with a high level of completeness, so that every moment Star Guardians experience across Britannia can feel rewarding and satisfying.
[/p][hr][/hr][p][/p][h3]◼ Exploration Convenience Improvements[/h3][p][/p][p]We believe that, alongside the tension of combat, the “experience” of exploring the vast world of Britannia is equally important. However, during the recent CBT, we identified several points of friction that disrupted the flow of adventure and hindered immersion for our Star Guardians.[/p][p][/p][p]To allow you to focus fully on your journey without unnecessary fatigue, we are making broad improvements to overall convenience features across exploration. [/p][p][/p][p]① Standardized Key Mapping[/p][p]We believe that learning how to control the game should not feel like an additional form of “studying” when first logging in.[/p][p][/p][p]However, during the CBT, we received a significant amount of feedback indicating that the keyboard shortcut layout differed from what players are accustomed to in other games, making controls confusing and difficult to adapt to. Rather than maintaining a unique shortcut layout, we decided to adopt more standard key mappings that are already familiar to many players.[/p][p][/p][p]For example, pressing the \[ESC] key will now intuitively open the main menu, instead of having no assigned function. The \[R] key has been adjusted to activate an Ultimate Move rather than an Adventure Skill, and the \ key has been assigned to open the bag instead of triggering a pet skill. Through these changes, we have reorganized the overall key settings so that players can use shortcuts naturally without the need for additional learning.
[/p][p]In addition, based on the wide range of feedback shared by our Star Guardians, we are continuing to refine the overall control scheme. In particular, we are actively incorporating feedback related to controller controls and carrying out detailed adjustments to improve that experience.[/p][p][/p][p]② Navigation Assistance to Enhance Main Story Immersion (Riding Pet Auto Movement)[/p][p]We believe that one of the greatest appeals of an open-world game lies in the “freedom of adventure”, the ability to explore the world freely without being bound to a fixed route. Our development team has always placed great importance on preserving this value.[/p][p][/p][p]However, through the CBT and on-site demo sessions, we found that many players lost their way across the vast continent of Britannia. In some cases, this disrupted the flow of the main story or left players feeling unsure about how to reach their next objective. As a result, we engaged in careful internal discussions regarding the introduction of an auto-movement feature that temporarily takes over player control.[/p][p][/p][p]Ultimately, we concluded that a supportive option was needed to help maintain the flow of the main story without diminishing the enjoyment of exploration. With this in mind, we are preparing a feature that allows players to automatically travel to the destination of their current quest by riding a pet, within .[/p][p]
[/p][p]This feature is designed to serve as a “friendly guide,” helping players stay fully immersed in the narrative of when they lose their way during free exploration or feel burdened by long travel distances.[/p][p]Of course, for those who prefer discovering their own paths, you can always explore Britannia freely through direct control and uncover its hidden corners at your own pace. We encourage you to continue your journey in the way that best suits your style.[/p][p][/p][p]③ Improved Windways Visual Presentation[/p][p]The Windways, which allow players to traverse the vast skies of Britannia, serve as a key feature for long-distance travel and an important element that enhances the enjoyment of flight.[/p][p][/p][p]However, through feedback gathered during the CBT, we identified concerns that even after entering the Windways, the increase in speed was not clearly felt compared to normal flight or gliding. While movement speed was, in fact, increased numerically, we determined that the lack of supporting visual presentation made it difficult for players to perceive this difference in speed.[/p][p][/p][p]To address this, we are improving the visual presentation and camera effects when entering the Windways. At the moment of entry, we are adding visual effects along the edges of the screen to emphasize a sense of speed, while also enhancing the wind flow effects surrounding the hero. Through these changes, we aim to ensure that players can clearly feel the acceleration and dynamic rush when traveling via Windways in .
[/p][p]④ Campfires, A Place to Rest Anywhere[/p][p]While exploring the open world, there are many moments when HP is rapidly depleted after intense battles. During on-site demos as well, we observed many Star Guardians traveling across the field to reach Goddess Statues in order to recover their health.[/p][p][/p][p]Campfires were originally designed as a feature that allowed players to cook food and restore HP by consuming the dishes they prepared. However, we found that in situations where players lack sufficient information about cooking or do not have enough ingredients, this process could instead interrupt the natural flow of gameplay.[/p][p][/p][p]To address this, we are adding an “HP recovering” function to Campfires, allowing players to place them anywhere in the field to take a moment to rest.[/p][p]
[/p][p]With simple gathering and crafting, you can place a Campfire anywhere in the field, rest with your companions, and prepare for the next battle. HP can now be restored at Campfires, while cooking serves a separate role by providing various buff effects that support combat and exploration.[/p][p][/p][p]We hope Campfires allow you to enjoy moments of quiet comfort and leisure as you travel through Britannia.[/p][p]
⑤ Additional QoL Improvements and Detail Enhancements
In addition to the major changes outlined above, we are carrying out a variety of improvements aimed at enhancing overall convenience and polish throughout gameplay.
[/p][p][/p][p]To ensure that Star Guardians can focus on their adventures in a more comfortable environment, we are closely reviewing even the finer details across the system. The key improvements currently being prepared with the official launch in mind are outlined below.[/p][p][/p][p]▪️ Collect All Items Feature Added
To reduce the repetitive input required when collecting items after exploration and combat, we are adding a feature that allows nearby dropped items to be collected at once. Through this improvement, we aim to ease the burden of item collection and allow gameplay to flow more naturally into the next action.
▪️ Improved Visibility of Gathering Materials
To ensure that important materials are not missed during exploration, we are enhancing the sparkle effects and visual cues of gathering materials. This will make it easier to spot required resources even from a distance.[/p][p]
[/p][p]▪️ Smarter Material Acquisition Navigation[/p][p]When searching for materials required for cooking and crafting, we are enhancing the navigation logic so that it guides players to “locations where materials are actually visible”, rather than spots that have already been gathered and are now empty. By excluding recently collected locations and directing players to the nearest currently obtainable resource, we aim to support more efficient gathering.[/p][p][/p][p]▪️ Photo Mode Added
We are preparing a dedicated Photo Mode that allows players to capture the landscapes of Britannia and memorable moments with their companions in a clean and polished way. With adjustable camera angles and a variety of pose options, players will be able to preserve their special moments as photos.[/p][p]
[/p][p]▪️ Camera Behavior Adjustments
We are improving the camera system so that it responds naturally to both combat and exploration situations, helping prevent restricted visibility or disorientation during gameplay.[/p][p][/p][p]▪️ Enhanced Tutorials and Combat Guidance
To make the game’s depth easier to understand, we are refining the initial tutorials and improving combat guidance across the overall gameplay experience.
▪️ Open-World Ambient Sound Effects Added
We are enhancing immersion by adding richer ambient sound effects, such as wind and footsteps, to better convey a sense of presence in the open world.[/p][p][/p][p]▪️ Comprehensive UI/UX Improvements
To reduce control fatigue, we are reorganizing buttons and menu layouts based on commonly used UI flows and interaction patterns. [/p][p][/p][p]
In addition to these updates, we continue to closely review a wide range of detailed elements to further improve the overall completeness of the gameplay experience. Throughout the remaining development period, we will continue our careful preparations so that, at the time of the official launch in March, you can enjoy exploration in a more stable and comfortable environment.
[/p][hr][/hr][h3]
◼ New Adventures[/h3][p][/p][p]During the previous CBT, some of you may have noticed a wider scope of Britannia through the partially revealed world map.[/p][p][/p][p]We were particularly struck by the active discussions among Star Guardians regarding whether these regions would be available at the time of the official launch or introduced later through future updates.[/p][p][/p][p]To clarify this point, the world map areas you saw during the CBT are currently being targeted for release at launch. At present, we are continuing detailed work across each region and its accompanying story to ensure they can be delivered with a high level of completeness.[/p][p][/p][p]Accordingly, beyond the ‘Dragon’s Grave’ revealed through the CBT, Tristan’s expansive journey will continue through ‘Baste Prison,’ ‘Forest of White Dreams,’ ‘The Capital of the Dead,’ and ‘Vanya,’ all of which are planned to be available at launch. Below, we would like to briefly introduce the stories of these major regions.
① Baste Prison - A New Ruler and a Formidable Boss
Tristan and his companions make their way to Baste Prison, a location familiar to fans of the original series, now transformed into an even darker and more ominous place. This notorious prison, where Ban was once held captive, is now ruled by a new master.[/p][p][/p][p]Here, Star Guardians will face the members of the , enemies who once tormented Meliodas and his allies in the original story. ‘Golgius,’ ‘Jude,’ ‘Ruin,’ and ‘Freesia’ now stand in your path as far more formidable threats than before. [/p][p]
[/p][p]② Forest of White Dreams - A Hero in the Mist[/p][p]Beyond Baste Prison lies the Forest of White Dreams, a mysterious region shrouded in dense fog that obscures one’s view. Within this dreamlike forest, Tristan encounters a faint silhouette of “someone” emerging from beyond the mist.[/p][p][/p][p]Who is the figure hidden within the fog, and what kind of conversation will Tristan share with them? In the Forest of White Dreams, where memories from the original story intertwine with a new narrative, we invite you to discover the answers for yourself.[/p][p]
[/p][p]Each newly revealed region is home to distinctive monsters, powerful bosses shrouded in mystery, and dungeons filled with the thrill of exploration, all awaiting our Star Guardians. Above all, we hope this challenging journey becomes a meaningful opportunity for you to meet new companions who will stand by your side as reliable allies along the way.[/p][p][/p][hr][/hr][p]
Our development team continues to reflect improvements across a wide range of areas so that Star Guardians can enjoy the game in a more comfortable and enjoyable way.[/p][p][/p][p]We sincerely regret and feel disappointed that we must postpone our planned meeting in January. However, we will make the most of this additional time so that, when March arrives, the wait feels worthwhile and rewarding.[/p][p][/p][p]Please take care during the cold winter months. We look forward to greeting you again in March, when warm winds return, and flowers begin to bloom across Britannia.[/p][p][/p][p]Thank you.[/p][p][/p][p]Sincerely, PD Koo[/p][p][/p][p]* The information provided in this Developer Notes reflects content currently under development and may be subject to change at the time of service.[/p][p]* Images and videos included in this Developer Notes are presented for illustrative purposes only and may differ from the actual in-game experience.
[/p][h3]※ You can view the full development videos on the official website.[/h3][h3][/h3][h3]🎥 View ‘Developer Notes #5’ on the Official Website[/h3]
▪️Controls: Feedback that character handling felt somewhat unresponsive, and that movement and targeting were inconvenient.[/p][p]▪️Combat System: Feedback that the difficulty felt excessive, and that combat tempo and skill response speed were too slow.[/p][p]▪️UI/UX: Feedback that the menu structure was complex, making it difficult to find desired features intuitively.
[/p][p]As these points were raised by many Star Guardians, we focused our internal review and discussions on the areas outlined above and potential paths for improvement.[/p][p][/p][p]While some areas could be addressed relatively quickly, we concluded that many others would require more than simple numerical adjustments. They called for a broader reexamination of the game’s overall structure and improvements at the system level.[/p][p]As a result, our development team spent a great deal of time considering the balance between ‘releasing the game according to the originally planned schedule’ and ‘delivering a more complete experience through meaningful improvements’. [/p][p][/p][p]In the end, we determined that fundamentally addressing the issues we had identified was the most important priority. In order to meet the expectations of our Star Guardians, we have made the decision to adjust the official launch schedule to March.
[/p][p]We sincerely apologize for not being able to meet you as promised in January. That said, we will continue to give our utmost effort throughout these additional two months to ensure that this time becomes a period of preparation through which we can deliver a higher level of quality in return.[/p][p][/p][p]In this Developer Notes, we felt it was important not only to share news of the delay but also to explain the changes and improvements we are aiming to achieve through this process.[/p][p]Rather than a simple adjustment to the schedule, our development team views this period as an opportunity to enhance the overall gameplay experience. Based on the feedback you have shared, we are currently focusing our improvement efforts on two key areas: refining the combat system and strengthening exploration convenience, as outlined below.[/p][p]
[/p][h3]◼ Overview of Key Improvement Areas[/h3][p]
① Combat System Refinements
As combat is a core source of enjoyment in , we are placing our focus on broad, system-level improvements that enhance gameplay feel and overall completeness, rather than on simple numerical adjustments. [/p][p]
▪️ Combined Attack System Refinements
To ensure that the impact of Combined Attacks can be felt more intuitively during combat, we are improving the system so that activating a Combined Attack immediately triggers a Burst.
▪️ Burst System Refinements
To make it easier to clearly recognize when Bursts are activated and what effects they produce during battle, we are strengthening visual feedback, including Boss HP bars and damage indicators.
▪️ Dodge System Refinements[/p][p]To allow players to instantly recognize whether a dash-based dodge has been successfully executed, we are enhancing visibility by adding afterimage effects along the dodge path, as well as screen shading effects.
▪️ Improved Character Control and Action Responsiveness
We are improving input responsiveness across both movement and combat, while expanding action options such as aerial dashes and plunge attacks, to provide a smoother and more comfortable control experience.[/p][p]
▪️ Standardized Key Mapping
To provide a more consistent gameplay experience, we are standardizing key mappings, such as opening the main menu by pressing the \[ESC] key.
▪️ Improved Adventure Guidance and Movement Experience
We are introducing an automatic movement feature that guides players to main quest objectives, while also clarifying the conditions for using Adventure Skills during combat. In addition, we are enhancing visual effects when entering Windways to better convey the sense of speed during fast travel.
▪️ Reduced Gameplay Fatigue and Enhanced Details
We are introducing a feature that allows players to recover HP at Campfires, improving navigation for material acquisition and visual effects for Gathering, and reorganizing the overall UI/UX to provide a more intuitive experience.[/p][p]
[/p][p]We will provide more detailed explanations for each item below. To make this easier to follow, we have included in-development screenshots as well. Please note that some elements, including the layout and presentation, may change in the official release version.[/p][p][/p][hr][/hr][p][/p][h3]◼ Combat System Refinements[/h3][p][/p][p]During the CBT period, the area that received the most feedback was ‘combat’. Many of you shared positive impressions of the Tag Action and Burst System, describing them as novel and strategic. At the same time, we also received feedback that it was difficult to intuitively recognize whether a dodge was successful or to clearly perceive damage timing during combat.[/p][p][/p][p]In response, we are strengthening feedback elements throughout combat so that the fundamental experience of ‘attacking and dodging’ is conveyed more clearly and intuitively.[/p][p][/p][p]① Combined Attack System Refinements[/p][p]In the original \[The Seven Deadly Sins] series, scenes where two heroes join forces to unleash a powerful technique are moments many of you will remember vividly. For this reason, we view Combined Attacks as one of the most iconic elements for showcasing the unique appeal of each hero.[/p][p][/p][p]In , we set out to deliver a combat experience centered around a ‘weapon-switching system’ that allows each hero to wield three different weapons, enabling a wide range of combinations and tactical choices depending on the situation. ‘Combined Attacks’, the cooperative Ultimate Moves performed between heroes, were also designed with this decision in mind.[/p][p]
However, after carefully reviewing the feedback shared through the CBT and hands-on demo sessions, we found a common sentiment that the impact of Combined Attacks was not intuitively felt during combat, and that their practical value did not always come across clearly depending on the situation.[/p][p][/p][p]As a result, our development team is taking a comprehensive look at the Combined Attack system so that it can go beyond a purely visual element and become an active choice that meaningfully influences the flow of combat. In particular, we are refining the structure so that a Burst is activated immediately when a Combined Attack is triggered, with the goal of making the timing of Combined Attacks an important strategic decision during battle.[/p][p][/p][p]Alongside these system changes, we are also strengthening guidance elements so that players can more intuitively identify which heroes are able to use Combined Attacks, including a reorganization of the team formation UI. Through these efforts, we are continuing to improve the overall completeness of the system so that the presence and usefulness of Combined Attacks can be felt more naturally during gameplay.[/p][p][/p][p]In addition, at the time of the official launch, more heroes will be joining Britannia than were available during the CBT. The variety of Combined Attacks you can experience, along with their possible combinations, will also be expanded. We hope you enjoy exploring the different Combined Attack animations and shifts in combat flow that emerge from various hero pairings, and use them to shape your own unique combat style.
[/p][p]However, after reviewing the feedback shared through the CBT, we were able to identify several common concerns raised by our Star Guardians, as outlined below.[/p][p][/p][p]“I can see that a Burst has been activated, but it is difficult to tell what effects are actually being applied.”[/p][p]“I am continuing my attacks, but it is hard to distinguish whether I am currently in a Burst state or not.”[/p][p][/p][p]In particular, during moments when combat visuals become more intense, the Burst state and the normal combat state are not clearly differentiated on screen. As a result, we also received feedback that it is difficult to intuitively understand how the Burst is affecting the flow of combat.[/p][p][/p][p]Based on this feedback, we concluded that if the activation and effects of Bursts are not clearly recognized, the intended role of the system as a strategic mechanic cannot be fully conveyed. [/p][p]Rather than altering the core structure of the Burst System itself, we are therefore focusing our improvements on significantly enhancing visual feedback and visibility, so that key information presented during combat can be recognized more clearly at a glance.[/p][p][/p][p]First, enhanced visibility of boss HP bars and damage text[/p][p]To ensure that enemy states are not missed during combat, we are improving the size and design of boss HP bars. We are also adjusting the size and effects of damage text so that the feedback from each hit can be recognized more clearly.[/p][p][/p][p]Second, clearer visual differentiation of Bursts by Element[/p][p]To allow players to immediately recognize when a Burst is activated and identify effective attack timings, we are improving visual effects by displaying on-screen prompts at the moment of Burst activation, along with enhanced size and effects. In addition, we are continuing improvements that make it easier to check information such as element changes and remaining duration at a glance. [/p][p]③ Dodge System Refinements[/p][p]We believe that one of the greatest sources of enjoyment in action combat lies in the tension and satisfaction of narrowly evading an enemy’s attack. With this in mind, our development has aimed to ensure that dodging is used naturally during combat and becomes a dynamic action that delivers immediate feedback when executed successfully.[/p][p][/p][p]However, based on the feedback we received, many Star Guardians shared that “even when a dodge is successfully performed, the visual feedback is not sufficient, making it difficult to clearly recognize whether the dodge was successful”. As a result, some players felt that this reduced the overall sense of completeness in combat.[/p][p][/p][p]In response, we are focusing our improvements on strengthening feedback so that the success of a dodge can be clearly perceived and actively utilized during battle.[/p][p][/p][p]First, enhanced visual effects and feedback
We are improving the visual effects that occur when a dodge is successfully executed. White afterimages will appear along the dodge path, and a brief screen shading effect will be applied, allowing players to immediately recognize a successful dodge even amid intense combat situations.
In addition to visual improvements, we are refining character responsiveness so that heroes react more immediately to dodge inputs. By shortening unnecessary motions during dodging and adjusting animation rules to allow for quicker transitions into subsequent actions, we aim to deliver smoother and more responsive controls not only for dodging but across combat as a whole.[/p][p][/p][p]Third, the introduction of additional effects upon successful dodges[/p][p]When successfully dodging powerful enemy attacks, additional effects will be triggered based on hero type. Through this change, we hope dodging will go beyond a simple control action and instead become a meaningful opportunity that delivers a clear sense of reward.[/p][p][/p][p]④ Improved Character Control and Action Responsiveness
We believe that the sense of freely controlling a character in an open-world game is one of the most fundamental and essential sources of enjoyment. The natural flow between movement and directional changes, as well as between jumping and attacking, influences not only the enjoyment of combat but also the overall immersion of the exploration experience.[/p][p][/p][p]As is designed with action and exploration closely interconnected, we have approached character control not as a simple convenience feature, but as a core element that defines the overall completeness of the game, and have continued development with this principle in mind.[/p][p][/p][p]After reviewing the feedback shared through the CBT regarding character control, we identified several points of friction. These included comments such as feeling interruptions in movement during sudden direction changes, or experiencing slower-than-expected responsiveness when transitioning to the next action after an attack. We also received feedback that jump actions and aerial movement were difficult to incorporate naturally into the flow of combat.[/p][p][/p][p]Based on this feedback, we concluded that these issues were not limited to specific functions but stemmed from overall responsiveness and the perceived feel of character control. Through repeated internal testing, we confirmed situations where input responses felt delayed, or action transitions felt sluggish, resulting in a control experience that was not as smooth or comfortable as intended across both movement and combat.[/p][p][/p][p]In response, we are reexamining character controls as a whole and moving beyond improvements to individual actions. Our focus is on reducing the gap between input and on-screen response, and on refining overall control feel and action responsiveness. Ultimately, we are concentrating on building a gameplay environment where all actions respond fluidly and swiftly in a cohesive and interconnected way.[/p][p][/p][p]First, smoother transitions between movement animations[/p][p]We are addressing the sense of interruption that could be felt during running, stopping, and sudden direction changes. The overall flow of animation transitions is being reworked so that actions such as coming to a stop after dashing or making sharp turns connect more naturally.[/p][p][/p][p]Second, the implementation of jump cancelling during attack animations[/p][p]Previously, when a jump input was made before an attack animation had fully finished, the action did not always respond immediately, which could feel sluggish. To resolve this, we are improving the system so that actions can be canceled during attack animations, allowing jumps to trigger instantly.[/p][p][/p][p]Third, the introduction of the “Jump Dash” based on player combat patterns[/p][p]Previously, jumping primarily served to overcome terrain or support movement, and its usefulness in combat was relatively limited. However, through hands-on demos and testing, we consistently observed Star Guardians using jumps during combat to evade attacks or secure advantageous positioning. [/p][p][/p][p]To better reflect these real gameplay patterns within the combat system and to provide a more dynamic movement experience, we are introducing a “Jump Dash” feature that allows players to dash while airborne. Through this addition, we expect players to gain greater flexibility in managing distance during combat, as well as a more dynamic and three-dimensional play experience throughout open-world exploration.[/p][p][/p][p]Fourth, expanded usability of Plunging Attacks[/p][p]As the range of actions available through jumping expands, we are easing the height requirements for performing “Plunging Attacks”. We are adjusting the balance so that Plunging Attacks can be smoothly chained even when the distance from the ground is relatively short. In addition, we are preparing a more fluid combat flow that allows players to transition directly into attacks after executing a Jump Dash, enabling a more cohesive and dynamic combat experience.[/p][p]
[/p][hr][/hr][p][/p][h3]◼ Exploration Convenience Improvements[/h3][p][/p][p]We believe that, alongside the tension of combat, the “experience” of exploring the vast world of Britannia is equally important. However, during the recent CBT, we identified several points of friction that disrupted the flow of adventure and hindered immersion for our Star Guardians.[/p][p][/p][p]To allow you to focus fully on your journey without unnecessary fatigue, we are making broad improvements to overall convenience features across exploration. [/p][p][/p][p]① Standardized Key Mapping[/p][p]We believe that learning how to control the game should not feel like an additional form of “studying” when first logging in.[/p][p][/p][p]However, during the CBT, we received a significant amount of feedback indicating that the keyboard shortcut layout differed from what players are accustomed to in other games, making controls confusing and difficult to adapt to. Rather than maintaining a unique shortcut layout, we decided to adopt more standard key mappings that are already familiar to many players.[/p][p][/p][p]For example, pressing the \[ESC] key will now intuitively open the main menu, instead of having no assigned function. The \[R] key has been adjusted to activate an Ultimate Move rather than an Adventure Skill, and the \ key has been assigned to open the bag instead of triggering a pet skill. Through these changes, we have reorganized the overall key settings so that players can use shortcuts naturally without the need for additional learning.
[/p][p]In addition, based on the wide range of feedback shared by our Star Guardians, we are continuing to refine the overall control scheme. In particular, we are actively incorporating feedback related to controller controls and carrying out detailed adjustments to improve that experience.[/p][p][/p][p]② Navigation Assistance to Enhance Main Story Immersion (Riding Pet Auto Movement)[/p][p]We believe that one of the greatest appeals of an open-world game lies in the “freedom of adventure”, the ability to explore the world freely without being bound to a fixed route. Our development team has always placed great importance on preserving this value.[/p][p][/p][p]However, through the CBT and on-site demo sessions, we found that many players lost their way across the vast continent of Britannia. In some cases, this disrupted the flow of the main story or left players feeling unsure about how to reach their next objective. As a result, we engaged in careful internal discussions regarding the introduction of an auto-movement feature that temporarily takes over player control.[/p][p][/p][p]Ultimately, we concluded that a supportive option was needed to help maintain the flow of the main story without diminishing the enjoyment of exploration. With this in mind, we are preparing a feature that allows players to automatically travel to the destination of their current quest by riding a pet, within .[/p][p]
⑤ Additional QoL Improvements and Detail Enhancements
In addition to the major changes outlined above, we are carrying out a variety of improvements aimed at enhancing overall convenience and polish throughout gameplay.
To reduce the repetitive input required when collecting items after exploration and combat, we are adding a feature that allows nearby dropped items to be collected at once. Through this improvement, we aim to ease the burden of item collection and allow gameplay to flow more naturally into the next action.
▪️ Improved Visibility of Gathering Materials
To ensure that important materials are not missed during exploration, we are enhancing the sparkle effects and visual cues of gathering materials. This will make it easier to spot required resources even from a distance.[/p][p]
We are preparing a dedicated Photo Mode that allows players to capture the landscapes of Britannia and memorable moments with their companions in a clean and polished way. With adjustable camera angles and a variety of pose options, players will be able to preserve their special moments as photos.[/p][p]
We are improving the camera system so that it responds naturally to both combat and exploration situations, helping prevent restricted visibility or disorientation during gameplay.[/p][p][/p][p]▪️ Enhanced Tutorials and Combat Guidance
To make the game’s depth easier to understand, we are refining the initial tutorials and improving combat guidance across the overall gameplay experience.
▪️ Open-World Ambient Sound Effects Added
We are enhancing immersion by adding richer ambient sound effects, such as wind and footsteps, to better convey a sense of presence in the open world.[/p][p][/p][p]▪️ Comprehensive UI/UX Improvements
To reduce control fatigue, we are reorganizing buttons and menu layouts based on commonly used UI flows and interaction patterns. [/p][p][/p][p]
In addition to these updates, we continue to closely review a wide range of detailed elements to further improve the overall completeness of the gameplay experience. Throughout the remaining development period, we will continue our careful preparations so that, at the time of the official launch in March, you can enjoy exploration in a more stable and comfortable environment.
[/p][hr][/hr][h3]
◼ New Adventures[/h3][p][/p][p]During the previous CBT, some of you may have noticed a wider scope of Britannia through the partially revealed world map.[/p][p][/p][p]We were particularly struck by the active discussions among Star Guardians regarding whether these regions would be available at the time of the official launch or introduced later through future updates.[/p][p][/p][p]To clarify this point, the world map areas you saw during the CBT are currently being targeted for release at launch. At present, we are continuing detailed work across each region and its accompanying story to ensure they can be delivered with a high level of completeness.[/p][p][/p][p]Accordingly, beyond the ‘Dragon’s Grave’ revealed through the CBT, Tristan’s expansive journey will continue through ‘Baste Prison,’ ‘Forest of White Dreams,’ ‘The Capital of the Dead,’ and ‘Vanya,’ all of which are planned to be available at launch. Below, we would like to briefly introduce the stories of these major regions.
① Baste Prison - A New Ruler and a Formidable Boss
Tristan and his companions make their way to Baste Prison, a location familiar to fans of the original series, now transformed into an even darker and more ominous place. This notorious prison, where Ban was once held captive, is now ruled by a new master.[/p][p][/p][p]Here, Star Guardians will face the members of the , enemies who once tormented Meliodas and his allies in the original story. ‘Golgius,’ ‘Jude,’ ‘Ruin,’ and ‘Freesia’ now stand in your path as far more formidable threats than before. [/p][p]
[/p][p]Each newly revealed region is home to distinctive monsters, powerful bosses shrouded in mystery, and dungeons filled with the thrill of exploration, all awaiting our Star Guardians. Above all, we hope this challenging journey becomes a meaningful opportunity for you to meet new companions who will stand by your side as reliable allies along the way.[/p][p][/p][hr][/hr][p]
Our development team continues to reflect improvements across a wide range of areas so that Star Guardians can enjoy the game in a more comfortable and enjoyable way.[/p][p][/p][p]We sincerely regret and feel disappointed that we must postpone our planned meeting in January. However, we will make the most of this additional time so that, when March arrives, the wait feels worthwhile and rewarding.[/p][p][/p][p]Please take care during the cold winter months. We look forward to greeting you again in March, when warm winds return, and flowers begin to bloom across Britannia.[/p][p][/p][p]Thank you.[/p][p][/p][p]Sincerely, PD Koo[/p][p][/p][p]* The information provided in this Developer Notes reflects content currently under development and may be subject to change at the time of service.[/p][p]* Images and videos included in this Developer Notes are presented for illustrative purposes only and may differ from the actual in-game experience.
[/p][h3]※ You can view the full development videos on the official website.[/h3][h3][/h3][h3]🎥 View ‘Developer Notes #5’ on the Official Website[/h3]