☕Tomo’s Teatime(◡‿◡) #2
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Tomo’s Teatime - Let’s Talk Chasers!
Hello, Heroes of Bermesiah! This is Director Tomo.
We have received much feedback since the last tea time.
Since then, we have studied all the comments, community posts, and suggestions that players have given us.
Many cheered for the changes we have made and some have been wary, commenting “we can’t trust quite yet”.
To live up to the expectations, we will keep proving ourselves through our actions, not just our words.
We are also considering other direct means of communication outside of just teatime.
We have seen some comments that have asked me to “Leave comments directly”. I will also take this into consideration.
(I’m not trying to hide my Steam Game Library, really. Haha)
#hanninhoh, we the dev team have read your comment with a smile. Thank you for inviting me to share the heartwarming pink squirrel story.
Job and Skill Mission Acquisition Improvement -- Why now?
Recently, we received many feedback on why the changes on Job and Skill Missions were “so late”. I’d like to explain why.
Job Missions were notorious(?) for quite a while.
But on the other hand, going through Job Missions like this was natural in the past.
Therefore, on our end, we weren’t sure if this was the legacy of the memories players had or if this was an inconvenience that should be patched out.
And also, the data showed that Job Missions led to player retention.
Even in terms of business model, it was working well. Therefore, we have had second thoughts on changing this aspect of the game.
Adjusting the Job Mission would affect our business model, and would result in a loss for us.
Therefore, we had to discuss in length on the following question:
“If we were to step away from this BM, would more players feel encouraged to return and stay with us longer?”
I thought that this would open bigger roads for GrandChase and have decided to take the initiative.
Of course, we believe such decisions should not affect the project’s stability, so we must come up with other solutions for this as well.
It is my duty to keep this project running for a long time.
We hope that players will understand that delays in the improvements are due to the fact that we discuss at length, taking player experience, longevity, and many other aspects of the game into consideration.
We still have a lot ahead of us.
(The details on what we are discussing may be enough to fill up the teatime entirely, so we won’t cover that for today.)
December 3rd Update
「Intersecting Shackles of Fate」 - The First Part
I ask that everyone… not have expectations that are too high.
The dev team is not fully prepared yet. What does this mean?
This update will cover
• 1 New Story Dungeon
• Additional Farmable Content
• Max Level Expansion
• Job & Skill Mission Improvement
• UI Integration Improvement
• Other Improvements
Only the above elements.
“Oh, that’s not too much, is it?”
“Does it only introduce repeating content...?”
Players may have these questions.
Yes, there may not be a lot of changes in the beginning. But the project will be heading in the right direction.
Just as everyone wanted, more content, better UX, higher quality, more communication...
This will be the first step to all of this.
We hope that in 2026, we can show what we think is the “complete” version of the game.
We ask players to be patient with us to implement all the changes... even if we may be lacking in the short-term.
We will reveal just a little on what we are working on developing.
1. UI Improvement
Our goal is to make the UI more modern and simple.
Usually, UI isn’t a high priority, which causes it to lack consistency and polish.
Therefore, we have decided that the first step is to make the appearances consistent.
Although this is not really noticeable, the dev team had to work arduously due to outdated code and resources.

2. New Dungeon: 「Chapel of Eternity」
“What story experience can GrandChase offer?”
When planning the next dungeon, this question became our guiding point.
Why are we going through the adventure in GrandChase?
Why do we love the old characters so much?
How could we display the story well in the current system?
If truth be told, we felt like stopping in many areas.
The current game system limits us heavily on expressing the story...
And it’s really hard to even just make one dungeon.
Many have expressed concern about the increase in development cost from adding story content.
After great consideration, we have decided to try going forward with it.
• Hired a Dedicated Story Writer
• Enhanced expressions within existing systems
• Attempted dungeon cutscene illustrations
• Theme Song for the story throughout
At first, we thought of adding a ‘short cutscene’ for every dungeon.
However, it was impossible to create cutscenes for every dungeon and keep up with the delivery schedule.
Therefore, we ended up compromising by using only a small number of illustrations for each dungeon.
Maybe that might be achievable in the future if we get more talent to join the development team.

3. Version Theme Song 「Song of Promise」
Has everyone heard the new Piano BGM added to the World Map through the last update?
Yes. That is the theme song of this version. This was implemented with the main character of the story, Iris, in mind.
The vocal version of ‘Song of Promise’ will be released on December 3rd.
We hope players will listen to it once all dungeon stories have been updated.
I hope this song lasts for a long time, just like “Hope” has become an everlasting memory among the players.

Today’s teatime ends here.
We will be sending out invitations to Offline Tomo’s Teatime #1 for KR players next week.
When we get a better plan on Online Teatime where many players can participate, we will surely let everyone know.
We have lots and lots to discuss, but we’ll stop here for today!
Let's meet again Heroes!
- Sincerely, Tomo.
Tomo’s Teatime - Let’s Talk Chasers!
Hello, Heroes of Bermesiah! This is Director Tomo.
We have received much feedback since the last tea time.
Since then, we have studied all the comments, community posts, and suggestions that players have given us.
Many cheered for the changes we have made and some have been wary, commenting “we can’t trust quite yet”.
To live up to the expectations, we will keep proving ourselves through our actions, not just our words.
We are also considering other direct means of communication outside of just teatime.
We have seen some comments that have asked me to “Leave comments directly”. I will also take this into consideration.
(I’m not trying to hide my Steam Game Library, really. Haha)
#hanninhoh, we the dev team have read your comment with a smile. Thank you for inviting me to share the heartwarming pink squirrel story.
Job and Skill Mission Acquisition Improvement -- Why now?
Recently, we received many feedback on why the changes on Job and Skill Missions were “so late”. I’d like to explain why.
Job Missions were notorious(?) for quite a while.
But on the other hand, going through Job Missions like this was natural in the past.
Therefore, on our end, we weren’t sure if this was the legacy of the memories players had or if this was an inconvenience that should be patched out.
And also, the data showed that Job Missions led to player retention.
Even in terms of business model, it was working well. Therefore, we have had second thoughts on changing this aspect of the game.
Adjusting the Job Mission would affect our business model, and would result in a loss for us.
Therefore, we had to discuss in length on the following question:
“If we were to step away from this BM, would more players feel encouraged to return and stay with us longer?”
I thought that this would open bigger roads for GrandChase and have decided to take the initiative.
Of course, we believe such decisions should not affect the project’s stability, so we must come up with other solutions for this as well.
It is my duty to keep this project running for a long time.
We hope that players will understand that delays in the improvements are due to the fact that we discuss at length, taking player experience, longevity, and many other aspects of the game into consideration.
We still have a lot ahead of us.
(The details on what we are discussing may be enough to fill up the teatime entirely, so we won’t cover that for today.)
December 3rd Update
「Intersecting Shackles of Fate」 - The First Part
I ask that everyone… not have expectations that are too high.
The dev team is not fully prepared yet. What does this mean?
This update will cover
• 1 New Story Dungeon
• Additional Farmable Content
• Max Level Expansion
• Job & Skill Mission Improvement
• UI Integration Improvement
• Other Improvements
Only the above elements.
“Oh, that’s not too much, is it?”
“Does it only introduce repeating content...?”
Players may have these questions.
Yes, there may not be a lot of changes in the beginning. But the project will be heading in the right direction.
Just as everyone wanted, more content, better UX, higher quality, more communication...
This will be the first step to all of this.
We hope that in 2026, we can show what we think is the “complete” version of the game.
We ask players to be patient with us to implement all the changes... even if we may be lacking in the short-term.
We will reveal just a little on what we are working on developing.
1. UI Improvement
Our goal is to make the UI more modern and simple.
Usually, UI isn’t a high priority, which causes it to lack consistency and polish.
Therefore, we have decided that the first step is to make the appearances consistent.
Although this is not really noticeable, the dev team had to work arduously due to outdated code and resources.

2. New Dungeon: 「Chapel of Eternity」
“What story experience can GrandChase offer?”
When planning the next dungeon, this question became our guiding point.
Why are we going through the adventure in GrandChase?
Why do we love the old characters so much?
How could we display the story well in the current system?
If truth be told, we felt like stopping in many areas.
The current game system limits us heavily on expressing the story...
And it’s really hard to even just make one dungeon.
Many have expressed concern about the increase in development cost from adding story content.
After great consideration, we have decided to try going forward with it.
• Hired a Dedicated Story Writer
• Enhanced expressions within existing systems
• Attempted dungeon cutscene illustrations
• Theme Song for the story throughout
At first, we thought of adding a ‘short cutscene’ for every dungeon.
However, it was impossible to create cutscenes for every dungeon and keep up with the delivery schedule.
Therefore, we ended up compromising by using only a small number of illustrations for each dungeon.
Maybe that might be achievable in the future if we get more talent to join the development team.

3. Version Theme Song 「Song of Promise」
Has everyone heard the new Piano BGM added to the World Map through the last update?
Yes. That is the theme song of this version. This was implemented with the main character of the story, Iris, in mind.
The vocal version of ‘Song of Promise’ will be released on December 3rd.
We hope players will listen to it once all dungeon stories have been updated.
I hope this song lasts for a long time, just like “Hope” has become an everlasting memory among the players.

Today’s teatime ends here.
We will be sending out invitations to Offline Tomo’s Teatime #1 for KR players next week.
When we get a better plan on Online Teatime where many players can participate, we will surely let everyone know.
We have lots and lots to discuss, but we’ll stop here for today!
Let's meet again Heroes!
- Sincerely, Tomo.


















