New Development Roadmap
Hello everyone, today we're presenting to you our new development roadmap. Let's have a look at it first, then we'll talk about it.
New Roadmap - End of May or Early June (0.4.0)
- Story Mission 10 - 13 (End of Chapter 2)
- Hunting Grounds +2
- Development Nodes tier 4 unlocked
- Enemies' AI and Stats rebalancing
- 1 New armor set
- Lots of new shields
- Some other reworks and rebalances
End of August or Early September (0.5.0)
- Story Mission 14 - 15
- Development Nodes tier 5 unlocked
- 1 New armor set
- Energy Launchers Rework
As you can see, it only covers update 0.4.0 and 0.5.0. This is due to our decision on shorter term works as we incorporate reworks of systems that are less popular while working to create new contents, in example the close combat system and the unknown yet upcoming energy launchers rework. Now, let's talk about each update invidually on what we're trying to achieve with each update.
With 0.3.0 being focused on close combat reworks fully, we weren't able to complete as much content production as we had wanted in the first place, thus 0.4.0 will solely be based on content production and less new system/features work. So what's in there for the contents we are looking forward to?
Missions: We are aiming to release more story missions than in other updates, the number we can finish is still unknown but at least 2 must be completed alongside more hunting grounds. This is because most progression are locked behind story progress, thus by working on more story missions, tier 4 nodes will be unlocked, more parts can be created and unlocked through newer missions, and many more things can be introduced.
Enemies: Well this is something that has been much requested by our players and agreed by our developers that we will need a better enemy, both in mechanics and numbers factor. We have seen complaints on how the new boss behaved and its numbers being too over the top. As the problem tends to continue further if left alone, we have decided this update is where we'll start working on it.
So, in this first phase of the rebalancing, we will try to introduce some kind of mechanics to create more attack gaps and attack patterns (formerly they are calculated through an AI system to decide which attacks they'll use, we'll add a pattern into play on that to make it more predictable and less chaotic mess). We will also shift balance base more towards a fun boss fight instead of the whole mission being deadly, but we cannot disclose any changes being made in specifics yet.
New armor set and shields: Since we did not release any new armors in the last update, we are sure to work on one this time. The idea this time, and going forward, is to be more extreme in our designs. We have already established standard looking ones before, thus we decided we should shift in some extreme looking designs into the fray for a more distinctive look for customizations. With that said, the first phase of shields have been finished and we decided to add in a few more just so you all would have more choices to create from.

Roundup Rebalancing: This is the UNSURE part, but we'd like to put a word out that we are going to look at some aspects that have received complaints and suggestions throughout the last patches. Since a lot is going to be done on contents, we might be able to perform some changes in regards to established features and systems within the timeframe. Things like Magazine Cap and Energy Cap status being too negligible in early levels, things that are unclear or low clarity. Expect a lot of things to change for the better, and if we are sure about each aspect that we are able to finish it, we'll be sure to show them during our weekly Saturday WIP update!
That should be all for 0.4.0 and we will talk more about 0.5.0 when time comes. For now, you'll only have the topics to wonder upon, and we hope to deliver as soon as possible. Expect 0.4.0 to drop end of May or early June. As always, if there are any concerns or if you'd like to talk to us directly, feel free to join our official discord channel set up by Sekai Project!
New Roadmap - End of May or Early June (0.4.0)
- Story Mission 10 - 13 (End of Chapter 2)
- Hunting Grounds +2
- Development Nodes tier 4 unlocked
- Enemies' AI and Stats rebalancing
- 1 New armor set
- Lots of new shields
- Some other reworks and rebalances
End of August or Early September (0.5.0)
- Story Mission 14 - 15
- Development Nodes tier 5 unlocked
- 1 New armor set
- Energy Launchers Rework
As you can see, it only covers update 0.4.0 and 0.5.0. This is due to our decision on shorter term works as we incorporate reworks of systems that are less popular while working to create new contents, in example the close combat system and the unknown yet upcoming energy launchers rework. Now, let's talk about each update invidually on what we're trying to achieve with each update.
With 0.3.0 being focused on close combat reworks fully, we weren't able to complete as much content production as we had wanted in the first place, thus 0.4.0 will solely be based on content production and less new system/features work. So what's in there for the contents we are looking forward to?
Missions: We are aiming to release more story missions than in other updates, the number we can finish is still unknown but at least 2 must be completed alongside more hunting grounds. This is because most progression are locked behind story progress, thus by working on more story missions, tier 4 nodes will be unlocked, more parts can be created and unlocked through newer missions, and many more things can be introduced.
Enemies: Well this is something that has been much requested by our players and agreed by our developers that we will need a better enemy, both in mechanics and numbers factor. We have seen complaints on how the new boss behaved and its numbers being too over the top. As the problem tends to continue further if left alone, we have decided this update is where we'll start working on it.
So, in this first phase of the rebalancing, we will try to introduce some kind of mechanics to create more attack gaps and attack patterns (formerly they are calculated through an AI system to decide which attacks they'll use, we'll add a pattern into play on that to make it more predictable and less chaotic mess). We will also shift balance base more towards a fun boss fight instead of the whole mission being deadly, but we cannot disclose any changes being made in specifics yet.
New armor set and shields: Since we did not release any new armors in the last update, we are sure to work on one this time. The idea this time, and going forward, is to be more extreme in our designs. We have already established standard looking ones before, thus we decided we should shift in some extreme looking designs into the fray for a more distinctive look for customizations. With that said, the first phase of shields have been finished and we decided to add in a few more just so you all would have more choices to create from.

Roundup Rebalancing: This is the UNSURE part, but we'd like to put a word out that we are going to look at some aspects that have received complaints and suggestions throughout the last patches. Since a lot is going to be done on contents, we might be able to perform some changes in regards to established features and systems within the timeframe. Things like Magazine Cap and Energy Cap status being too negligible in early levels, things that are unclear or low clarity. Expect a lot of things to change for the better, and if we are sure about each aspect that we are able to finish it, we'll be sure to show them during our weekly Saturday WIP update!
That should be all for 0.4.0 and we will talk more about 0.5.0 when time comes. For now, you'll only have the topics to wonder upon, and we hope to deliver as soon as possible. Expect 0.4.0 to drop end of May or early June. As always, if there are any concerns or if you'd like to talk to us directly, feel free to join our official discord channel set up by Sekai Project!