• Patch Notes
  • 2 days ago

PATCH NOTES 1.45 - April 17th, 2025

Servers will be temporarily offline for an estimated time of 4 hours on Thursday, April 17th from 2 AM to 6 AM (UTC) to update Patch 1.45.


New Skin & Emotes

Grim Reaper Luke (Epic) will be available in Forging > Exchange for Academy Tokens.

“Never forget, the Grim Reaper is always right beside you.”  


Instructor Fiora (Rare) will be available on April 22nd!

“A good formation is the first step toward proper training.”


New Shoichi emotes will also be available!

 


Season 7 Premium/Basic Token Book

The Season 7 Premium & Basic Token Books were added on Patch 1.44 . Here’s more information about them:

  • Sale Period: Until Thursday, May 15th (UTC) before maintenance

  • Season 7 Premium Token Book

    • Price: 1,500 NP

    • Contents: A level 15 Quest Book and up to 75 Academy Tokens upon completion

  • Season 7 Basic Token Book

    • Price: 10,000 A-Coin

    • Contents: A level 10 Quest Book and up to 25 Academy Tokens upon completion

*Check more details in the Quest Book menu in-game.
*Rewards achieved from completing levels that aren’t claimed by the end of the sale period will be automatically sent to your mailbox.


1.46 Update Item Probabilities Changes

  • The probabilities of the [Skin Data Boxes] are changing with the New Skins, Higher Probabilities! Event.

  • You can check the changes to items and probabilities in our [Box To-Be Probabilities] website.


System

Elimination Prevention

As previously announced, we’ll be shortening the Elimination Prevention period in response to player feedback about increased fatigue in the later stages of the game due to too many surviving teams.

There’s been a lot of discussion among players about the ideal timing for Elimination Prevention, and we understand there are both pros and cons. While the option to keep it on during Day 2 Day which protected the first major objective fight had its advantages, we’ve ultimately decided to keep Elimination Prevention until Day 1 Night instead. This decision was made to more quickly and clearly address late-game issues, especially considering how long players have waited for changes and the current limitations of our development resources.

Changing the rule at the day transition also has the benefit of being more intuitive, as revival rules shift along with the in-game day cycle. That said, the longer Elimination Prevention period did have benefits, especially in Normal games and for newer players. In the future, we may consider applying different rules for Normal Mode or explore other ways to balance the experience.

This adjustment impacts several systems — including growth curves for each test subject, the credit system, objective balance, and Ranked Point distribution. Because of these interconnected systems, we anticipate that player behavior may shift significantly, and we’ll be closely monitoring the results and making further adjustments as needed.

  • Elimination Prevention is now only active until Night 1.

  • Starting from Day 2, only the Auto-Revive rule will apply.

    • If at least one teammate is still alive, downed teammates will revive after the death timer.

    • If all team members are dead, the team is immediately eliminated.

      • However, if there is a teammate that was downed before the phase changes, the team will not be eliminated.

  • When only Auto-Revive is active, a special icon will be displayed to indicate this.



Elimination Prevention Penalty

  • Additional Revival Time 5s → 0s


Ranked Matches: Elimination Prevention Period – Team-Wipe Score Increase

Compared to last season, the amount of RP gained per playtime is almost the same across all tiers. While the new elimination prevention phase increases the total RP earned due to more teams reviving, that’s largely offset by the reduced points from downs. This balance is likely to remain even with the new elimination prevention rules, but we’ll be keeping a close eye on things as changes in the meta could shift how this plays out.

For now however, we’re adding a small RP bonus when a team successfully wipes another team during the Elimination Prevention period. This will help bring a bit more reward to strong plays during this phase—without significantly inflating overall RP.

  • When you Terminate (or Clutch) an enemy team during the Elimination Prevention period, all teammates will earn +3 RP.

  • A new Team Wipes (Elim. Prevention) score category has been added to the in-game score and final results screen.

    • To avoid confusion with the scoring system and better align with how elimination prevention currently works, we’ve also renamed the category “Eliminations” to “Deaths.”


Matchmaking Changes

As we approach the one-month mark of the current season, we’d like to share an update on the current state of matchmaking. At the start of the season, we made the following changes:

  • Created stricter tier brackets for Normal matchmaking.

  • Applied stricter matchmaking rules at the beginning of the Ranked season, including restrictions on premade duos for Platinum and above.

Fortunately, these changes have shown positive results overall. Despite the stricter system, Normal games have seen a moderate increase in activity, and Ranked games are being played more frequently and reached a higher peak compared to Season 6.

With this patch, we’re also reintroducing a Ranked schedule similar to the previous season, allowing players to better see when Ranked is active. The schedule will be a bit more wider than the actual active times. We’ll continue to monitor and adjust things to ensure a better gameplay experience!

Thank you as always for your valuable feedback and for playing!

North America Server Ranked Schedule

  • Weekdays & Weekends: 13:00 ~ 03:00 (PT) / 16:00 ~ 06:00 (ET)

Europe Server Ranked Schedule

  • Weekdays & Weekends: 17:00 ~ 04:00 (CET)


Asia 1

  • The top-tier queue in the Asia server will have stricter matchmaking, with the highest tier restricted to players with Meteorite 7000+.


HUD Changes

We’re updating the placement of several UI elements to help players keep track of key gameplay information more easily:

  • We’re moving the number of remaining teams and players the top center of the screen.

    • When using the ping function (Alt + Left Click), both will be displayed together.

  • We’re moving the upcoming Objective notice to the top left of the screen on the center.

  • The explosion timer is now slightly larger for easier visibility.



Max Range Skill Cast per Character

The Max Range Skill Cast feature lets you choose whether to instantly cast a skill at max range or move toward the target point until it's in range. However, since some characters benefit from different needs, players had to manually change this setting each time. We’re changing this.

  • We’re moving the [Enable Skill Cast Within Max Range] settings to the [Input] tab and this option can now be designated by character.



Hyperloop Early Game Farming Route UX Improvements


We’re improving the overall clarity of early Hyperlooping and Saved Plan routes. Even if your route order changes due to combat or detours during early game, you’ll now be provided with relevant guidance based on your current situation.

  • Already explored areas will now be displayed in gray.


  • Hovering over the Hyperloop map will enlarge the relevant area’s name.

  • The Hyperloop bar will display the name of the area you’re going to so you can check whether you made a mistake when selecting the area. 


  • You can press the space bar to move on to the next area when you’re operating the Hyperloop while completing your Saved Plan route.

  • You’ll also be alerted when you’ve missed targeted items in the current area before getting on the Hyperloop.



Wild Animals, Collectable Resources & Plants Improvements

We’re adjusting the locations of some of the animals, collectable resources and eco objectives to bring some improvements to the farming and routes at the start of the game.

Chicken will be less dispersed so that collecting their drops can be done at once. 

  • Chicken

    • WhereTemplePolice StationGas StationHospitalSchoolCemeteryHotelForestChapelFactory, etc

We’re adjusting the location of branches and stones to make it more natural to collect them along your routes.

  • We’re adding branches and stones near Hyperloops.

  • We’re removing some collectable resources that are not frequently used.

  • WhereStreamGas StationFire StationHospitalCemeteryHotelForestChapelFactoryUptownWarehouseDock

We’re also adjusting the location of White Lilies and Whirlwinds.

  • Hotel - White Lily’s Location Adjustment

    • Can no longer help you go over the big wall to the Beach.

  • We’re removing whirlwinds going towards Chapel and Dock. 


Rapid Reconstruction (Auto-revival) Wait Time

  • Level 7 12s → 10s

  • Level 8 20s → 20s

  • Level 9 27s → 23s

  • Level 10 29s → 25s

  • Level 11 29s → 26s

  • Level 12 30s → 28s

  • Level 13 32s → 30s

  • Level 14 32s → 30s

  • Level 15 32s → 30s

  • Level 16 35s → 32s

  • Level 17 35s → 32s

  • Level 18 35s → 32s

  • Level 19 35s → 32s

  • Level 20 35s → 32s

 

Restricted Areas

  • Night 2

    • Designated restricted Areas 3 → 4

  • Day 5

    • Designated restricted Areas 3 → 2


Day/Night Changes

  • Day 2 130s → 140s


Research Center

  • Restricted Area Designation Phase Day 5 → Night 4


Credits

  • Killing Test Subjects 

    • Earned Credits (Self/Ally) 8/8 → 10/10

 

Boss Monsters

  • Night 2

    • Alpha Spawns 3 → 2


Wild Animals & Objectives 

  • Bat

    • Respawn 80s → 90s

  • Raven

    • Respawn 120s→ 130s

  • Bear

    • Respawn 150s → 160s

  • Drone

    • We’re increasing the min spawn level for drones to prevent extremely low-level ones from appearing.

    • Max HP  800 → 700

    • HP per Level 50 → 25

    • Base Defense 30 → 22

    • Defense per level 3 → 2

    • XP for destroying a drone 30 → 60

  • Mutant Boar

    • We’re increasing the min spawn level for Mutant Boars to prevent extremely low-level ones from appearing.

  • Mutant Wolf

    • We’re slightly reducing the probability of Mutant Wolves spawning.

  • Mutant Bear

    • We’re slightly reducing the probability of Mutant Bears spawning.


Mutant Herd

  • Wolf Mutant Herd

    • Respawn 200s → 210s

  • Bear Mutant Herd

    • Spawn 380s → 390s


Gadget

  • Hunter's Pot

    • We’re reducing the Mutant Boars’ drop chance by 20%.


Secret Lab

  • Abandoned Lab

    • We're changing the content of the box.

      • Hunter's Pot → Combat Epinephrine


Tactical Skills

  • Soul Stealer

    • Movement Speed Increase

      • Level 1 (10+Energy*0.3)% → (10+Energy*0.4)%

      • Level 2 (20+Energy*0.35)% → (20+Energy*0.4)%

  • Strijder A-13

    • Upon Hit Movement Speed Increase Duration 4s → 5s

  • Healing Wind

    • HP Recovery 100/150(+Character Level*15/20) → 150/200(+Character Level*15/20)


Weapon Skill

  • Nunchaku - Breath of the Dragon

    • Slow While Charging 35% → 20%


Character

We’re adjusting István’s price!

  • 9,900 A-Coin → 8,020 A-Coin

Garnet

We're extending the Rooted duration on Maiden's Embrace (R) to make it more viable beyond just finishing enemies off.

  • Maiden's Embrace(R)

    • Rooted Duration 0.7s → 0.8s

 

Daniel

We're increasing Daniel’s durability to help him perform more reliably in combat.

  • Defense per level 2.5 → 2.8

 

Darko

We’re increasing the range of Intimidation Tactic (R) to make it a bit easier to use effectively.

  • Intimidation Tactic(R)

    • Range 2.5m → 3m

 

Tia

We're making it easier to keep your distance after hitting with Color Mixing (P)'s Blessed Chipmunk effect, and rewarding good usage of Full Rainbow (R) with more power.

  • Color Mixing(P)

    • Blessed Chipmunk(Red+Blue)

      • Movement Speed Increase 12/16/20/24/28% → 15/20/25/30/35%

  • Full Rainbow(R)

    • Damage 150/250/350(+Skill Amplification 95%) → 150/250/350(+Skill Amplification 100%)

    • Stunned Duration 0.7/0.9/1.1s → 0.8/1/1.2s

 

Leon

Waterway (Q) has been a bit too hard to avoid due to its speed and range, so we’re tweaking it down slightly. We’re also increasing the cooldown on Duck Dive (E) to encourage more thoughtful use of the skill.

  • Waterway(Q)

    • Projectile Speed 21m/s → 19m/s

  • Duck Dive(E)

    • Cooldown 16/15/14/13/12s → 17/16/15/14/13s

 

Bernice

We’re slightly reducing Bernice’s durability to raise the stakes for aggressive play.

  • Defense per level 3.3 → 3.1

 

Bianca

We’re buffing the impact of Bianca’s basic skill to help her stay active in combat even after using her ult.

  • Bloodletting(P)

    • Damage 30/65/100(+Skill Amplification 40%)(+Target's Max HP 3%) → 30/65/100(+Skill Amplification 40%)(+Target's Max HP 4%)

  • Sanguine Javelin(Q)

    • 2nd Hit Damage 10/40/70/100/130(+Skill Amplification 45%)(+Target's Max HP 8%) → 10/40/70/100/130(+Skill Amplification 50%)(+Target's Max HP 8%)

 

Xiukai

We’re increasing the stack gain from Juggernaut Chef (P) when crafting food to help reduce the pressure from early game. We’’re also giving Eat Up! (W) a bigger recovery boost to better support his team.

  • Juggernaut Chef(P)

    • Juggernaut Chef Stacks per Rarity

      • Uncommon: 4 → 6

      • Rare: 7 → 9

      • Epic: 10 → 12

      • Legendary: 12 → 15

  • Eat Up!(W)

    • HP Recovery 20/55/90/125/160(+Max HP 6%)(+Juggernaut Chef Stacks) → 40/80/120/160/200(+Max HP 6%)(+Juggernaut Chef Stacks)

 

Sua

We’re toning down the power of The Curious Case (W) to give enemies more room to respond. We’re also reducing the Blind duration and shield power to encourage a more intended usage.

  • The Curious Case(W)

    • Shield 100/125/150/175/200(+Skill Amplification 30%) → 80/105/130/155/180(+Skill Amplification 30%)

    • Blind Duration 1/1.1/1.2/1.3/1.4s → 0.9/1/1.1/1.2/1.3s

  • Memory(R)

    • The Curious Case(R-W)

      • Shield 100/200/300(+Skill Amplification 30%) → 80/180/280(+Skill Amplification 30%)

      • Blind Duration 1/1.2/1.4s → 0.9/1.1/1.3s

 

Adela

We're increasing the return upon hit with Q - Promotion while on Queen. 

  • Promotion(Q)

    • Queen Damage 50/95/140/185/230(+Skill Amplification 70%) → 50/95/140/185/230(+Skill Amplification 75%)

 

Adriana

We’re increasing the reward for precise hits with Flamethrower (Q)

  • Flamethrower(Q)

    • Damage 20/30/40/50/60(+Skill Amplification 22/24/26/28/30%) → 25/35/45/55/65(+Skill Amplification 24/26/28/30/32%)

 

Arda

Arda has been contributing heavily to team sustain. We’re lowering the HP recovery from Relic Quest (P) to bring that down a notch.

  • Relic Quest(P)

    • Artifact Analysis HP Recovery 50/100/150(+Skill Amplification 20%) → 50/100/150(+Skill Amplification 15%)

 

Isol

We’re increasing the extra damage from Semtex Bomb (Q) for consecutive hits, rewarding the skill’s proper usage with greater impact.

  • Attack Power per level 4 → 4.2

  • Semtex Bomb(Q)

    • Extra Damage 9/13/17/21/25(+Attack Power 7%)(+Skill Amplification 5%) → 10/15/20/25/30(+Attack Power 9%)(+Skill Amplification 5%)

 

Isaac

Isaac has been performing well across all levels. We’re lowering the damage on Reinforce (W) to balance this out.

  • Reinforce(W)

    • Damage 20/35/50/65/80(+Attack Power 65%) → 30/40/50/60/70(+Attack Power 65%)

 

Alex

We’re reducing Alex’s power since he’s been overly strong following the adjustments on weapons.

  • Basic Attack Power30 → 28

  • Gauss Pistol(Ranged Q)

    • Damage 40/70/100/130/160(+Attack Power 80%) → 40/65/90/115/140(+Attack Power 80%)

 

Jan

We’re increasing the stack duration of P - Unyielding ) to make it easier to maintain and use stacks during combat.

  • Unyielding(P)

    • Stack Duration 5s → 6s

 

Aiden

We’re reducing his Two-handed Sword mastery scaling to slightly lower his overall power.

  • Basic Attack Amplification per Two-handed Sword Mastery Level 2.2% → 2.1%

 

Echion

We’re strengthening the effects of Deathadder and Sidewinder weapons and reducing the duration of Exuviation to shorten the window of vulnerability after using VF Overflow (R).

  • Defense per level 3.4 → 3.6

  • VF Overflow(R)

    • [Deathadder] Extra Basic Attack Damage Attack Power 35%*(Basic Attack Amplification) → 40%*(Basic Attack Amplification)

    • [Sidewinder] Extra Skill Damage 35/45/55/65% → 40/50/60/70%

    • Exuviation Duration 12s → 10s

 

Yumin

We’re increasing the cooldown restoration on hit for Cloud Steps (E) to make skill use smoother.

  • Cloud Steps(E)

    • Upon Skill Hit Cooldown Reduction 0.7s → 0.8s

 

Justyna

Justyna has been showing a great performance in top tiers. Especially when she uses her E - Boost Dash with Q2 - Annihilation (Q2), her mobility and poke potential have increased so we’re adjusting her damage to balance this out.

  • Barrage & Annihilation(Q)

    • Annihilation (Q2) 

      • Damage 70/115/160/205/250(+Skill Amplification 80%) → 70/115/160/205/250(+Skill Amplification 75%)

 

Yuki

We’re increasing his HP per level to improve his durability in aggressive plays.

  • HP per Level 87 → 91

 

Irem

We’re increasing her defense while in Cat form with Catitude (P) to perform better in fights. 

  • Catitude(P)

    • Cat form Defense 4/8/12 → 6/10/14

 

Jackie

We’re reducing the attack power scaling on Chainsaw Murderer (R) to slightly curb Jackie’s power when her ult is active.

  • Chainsaw Murderer(R)

    • Extra Basic Attack Damage 20/40/60(+Attack Power 25%) → 20/40/60(+Attack Power 22%)

 

Jenny

We’re increasing her base HP and Persona (E) damage scaling to make up for her overall lower stats due to Play Dead (P).

  • Base HP 895 → 935

  • Persona(E)

    • Damage 60/90/120/150/180(+Skill Amplification 52%) → 60/90/120/150/180(+Skill Amplification 58%)

 

Camilo

We’re increasing his Rapier mastery scaling to encourage the underused Rapier Camilo builds.

  • Per Rapier Weapon Mastery Level 

    • Attack Speed 2.4% → 2.6%

    • Basic Attack Amplification 1.5% → 1.6%

 

Cathy

We’re increasing her Dagger mastery scaling to encourage her use.

  • Skill Amp per Dagger Mastery Level 4.2% → 4.4%

 

Kenneth

We’re increasing his base defense to make him stronger. We’re also increasing Fierce Attack (E)’s cooldown and initial cooldown reduction on hit to open the possibility to invest in other skills first.

  • Base Defense 50 → 52

  • Fierce Attack(E)

    • Cooldown 15/14/13/12/11s → 10s

    • Upon Hit Cooldown Reduction 30/40/50/60/70% → 50/55/60/65/70%

 

Theodore

We’re reducing the skill amplification scaling on Sparknade (E) to prevent overly bursty damage.

  • Sparknade(E)

    • Damage 30/60/90/120/150(+Skill Amplification 65%) → 30/60/90/120/150(+Skill Amplification 60%)

 

Hisui

H We’re increasing her HP per level to help her stay effective later into the game.

  • HP per Level 87 → 90


Weapon

Guitar

  • Cpt. Pepper 

    • Skill Amplification 91 → 95

Dagger

  • Malice 

    • Skill Amplification 94 → 97

  • Eclipse 

    • Skill Amplification 76 → 79


Armor

Chest

  • Titan Armor 

    • Defense 35 → 38

 

Head

  • Fallen Pegasus 

    • Critical Strike Damage 6% → 7%

  • Blue Flames 

    • Defense 12 → 14

  • Sultan's Turban 

    • Skill Amplification 85 → 82

  • Smart Glasses 

    • Attack Speed 25% → 30%

  • The Dragon’s Fury 

    • Skill Amplification 68 → 70

 

Arm

  • Minuteman's Headwear

    • (NEW) Defense 5 

  • Sports Watch

    • Skill Amplification 30 → 32

    • Vigor - Circulation - [Unique Passive]

      • Melee Damage 5(+Skill Amplification 25%) → 5(+Skill Amplification 23%)

      • Ranged Damage 5(+Skill Amplification 20%) → 5(+Skill Amplification 18%)

  • Mythril Shield 

    • Defense 13 → 15

  • Emerald Tablet 

    • Skill Amplification 85 → 88

  • Lunar Embrace 

    • Skill Amplification 58 → 60

  • Tellurian Timepiece

    • Skill Amplification 60 → 64

    • Vigor - Circulation - [Unique Passive]

      • Melee Damage 10(+Skill Amplification 27%) → 10(+Skill Amplification 25%)

      • Ranged Damage 10(+Skill Amplification 22%) → 10(+Skill Amplification 20%)

  • Eye of Horus 

    • Skill Amplification 75 → 77


Cobalt Protocol

Cobalt Protocol Balancing

Garnet

  • Bat 

    • Damage Taken 102% → 100%

 

Nadine

  • Bow 

    • Damage Dealt 93% → 95%

 

Sua

  • Bat 

    • Damage Taken 98% → 96%

 

Emma

  • Shuriken 

    • Damage Dealt 92% → 94%

 

Yuki

  • Dual Swords 

    • Damage Dealt 95% → 93%

 

Cathy

  • Dagger 

    • Damage Taken 100% → 98%

 

Hisui

  • Two-handed Sword 

    • Damage Taken 95% → 93%


Bug Fixes & Improvements

Gameplay Improvements

  • Lumi’s item exchange button is now easier to recognize.

  • AI Bots will now make use of the Kiosk revival feature.

  • Lumi’s second Alert mode will now activate under the correct conditions.

  • When reviving while spectating an ally using the VLS, your camera will now stay correctly positioned.

  • You’ll now be taken to the results screen properly after choosing to leave the game.

  • The Loop Card Key - Red will no longer unintendedly available for purchase in the Kiosk on Day 3.

  • Ranked elimination (death) points will now be applied as intended.

  • Camera angles will now display correctly when spectating an ally using the VLS.

  • The camera will no longer get locked when clicking on the minimap to move the camera.

  • Using the Camping Guide Augment will no longer prevent you from collecting Epic materials.

  • Pings (Alt + Left Click) on the Secret Lab now correctly play the ping noise.

  • HP recovery text will now disappear properly.

  • Plan Protected hotkey will now apply as expected.

  • Frozen Echo: Lich’s Grasp will no longer incorrectly trigger the Targeting Pod effect.

  • White Lily: The HP bar will now show properly, and it can be attacked as intended.

  • The countdown until the next restricted area will now progress normally.

  • Emote sound effects will no longer continue playing during the game preparation phase.

  • The System message will now display the Air Supply Box name in the correct color.

  • Cube visuals will now display as intended when it spawns.

  • The model will now properly disappear after Wickeline gets out.

  • After landing with the Vertical Launch Device (VLS) the status icon will now display properly.

  • Tactical Skill The Strijder - A13’s tooltip slow value will now be correctly displayed.

  • Visual effects on upcoming objectives icons will now appear as intended.

  • Crafting Menu (B): Category icons will now stay within the UI boundary.

  • Mini-map & Area search matertials' size have been adjusted.

  • You’ll no longer see an insufficient stamina warning when trying to craft while downed.


Character & Weapon Improvements

  • Laura: Twilight Heist (R) tooltip now displays correctly in the Death Overlay.

  • Martina: Moving through the timeline while fixed on Martina in replay will no longer cause certain voicelines or sounds to play incorrectly.

  • Mai:

    • Quick Craft - Plan Protected materials will now correctly show the name “David.”

    • Dropped items will now correctly show the name “David.”

  • Markus: Violent Swing (W)'s tooltip now accurately reflects its actual airborne duration.

  • Barbara:

    • BT Sentry Gun Mk.II (Q) will now attack enemies as intended.

    • Using Magnetic Explosion (E) will no longer cause unintended movement to its activation location.

  • Celine: Animations for opening Air Supply Boxes while using the deafult skin now plays correctly.

  • Isol: The right amount of mines will be installed when using MOK Operational Mine (R).

  • Isaac: Reinforce (W) will no longer unintendedly trigger the Targeting Pod item skill effect upon hit.

  • Alex: Skill acquisition sounds will no longer play when entering a match.

  • Alonso: Plasma Barrier (P) will now remain active when airborne by eco objective - whirlwinds.

  • Emma: SP cost scaling for Bunnymorph (E) now applies as intended.

  • William (Street Fiend skin): Transparent effect now activates properly when positioned behind walls.

  • Eva: Interacting with Hunter's Pot using Telekinesis (P) will now show the line effect correctly.

  • Katja (Training Director skin): Skirt and leg modeling now display properly while she’s resting.

  • Priya: Celestial Echo can now be crafted correctly in Cobalt Protocol.

  • Hisui: Monohoshizao/Tsubame Gaeshi! (R) now keeps the sword correctly sheathed while resting.


Lobby Improvements

  • Rank mode character bans will now carry over to Union Circuit as well.

  • The “Hide Completed Exchanges” checkbox will now display correctly in the Exchange menu.

  • Other player’s Summary page and other tabs information will now match when clicking on a user and selecting “See info”.

  • User Search will now correctly appear when the Invitation Panel is open in the Union Circuit team lobby.

  • Skin previews in the purchase popup will now work as intended.

  • Kiosk tooltip will now appear correctly when hovering over the Kiosk menu on Settings > Operator.

  • Equipment icons will now display correctly in the Craftable Equipment tab of Create a Saved Plan.

  • The Crafting Tree and Quickslot sections in the Detailed Guide > V-Pad will no longer unintendedly be displayed.


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