Servers will be temporarily offline for an estimated time of 6 hours on July 10th from 2 AM (UTC) to update Patch 8.0.0.
⚠️Saved Plans Reset⚠️
Due to changes in item spawn locations and new items, existing Saved Plans will be reset. Be sure to set your Saved Plan before starting the game!
⚠️Hotkey Setting Changes⚠️
We’re changing some of the default hotkeys for calling Gadgets and Quick Slots. If you’ve previously reassigned any of the keys, those functions may be unbound after the update so please double-check your key settings before jumping into a match!
(NEW) Call Gadget: G
(NEW) Quick Call Gadget: Shift + G
Spray Hotkey G → Ctrl + G
Quick Slot Window Ctrl + B → V
Season 8 Preseason Begins
After Season 7 wraps up, we're diving into a one-week preseason for Season 8!
*Season 7 will end on Wednesday, July 9th 23:59 (UTC).
Season 7 Ranked Rewards (including the Cadet Li Dailin Skin) will roll out at the start of Season 8, based on your final Season 7 RP.
For Immortal & Titan, rewards will be calculated based on your applicable server and will be distributed accordingly.
Season 8 will begin on Thursday, July 17th (UTC) after maintenance (8.1.0).
At the start of Season 8, your ranked history during the preseason will get a soft reset based on your final scores.
Season Login Event
A new login event will be available during Season 8! Make sure to log in and collect all the special rewards we’ve prepared for you.
Rewards are given based on cumulative login days.
Attendance resets daily at 20:00 (UTC).
After getting the rewards for all 28 days, you’ll receive additional daily rewards whenever you log in to the game.
*Reward types are subject to change.
*The Season Tokens offered as a day 6 reward will be available in your Exchange menu on Thurs, July 17th (UTC) after maintenance.
*We’ve added a few new rewards to the Consistency Reward box.
Season Pack: Splash! - Early Bird Sale
The sale for [S7’s Pack: Academy] comes to an end while the new [Season Pack: Splash!], featuring content for Season 8, enters the Store at a discounted price!
Sale Period & Price
Thurs, July 10th after maintenance to Thurs, Aug 7th (UTC) before maintenance:
13,780 NP→ 6,100 NP (about 55% off)Thurs, Aug 7th after maintenance ~ End of Season 8 :
13,780 NP→ 7,100 NP (about 48% off)
Contents
Season Pack: Splash Exclusive Items
Blue Wave Tsubame (Special Epic Skin)
Blue Wave Tsubame Is That So? Emote
Chillax Tombstone
2 New Characters released during Season 8
Xuelin
Henry
6 New Skins released during the Season 8 (*Skin names are subject to change)
2nd Anniversary Eva
2nd Anniversary Elena
Summer Break Darko
Butler István
Ocean Painter Tia
Jersey Maid NiaH
※ 2nd Anniversary Eva and Elena’s Color Variation skins are not included in the bundle.
100 Splash! Tokens and ER Point Boost (14 Days)
ER PASS (Level 1) - Activated on Thurs, Aug 7th (UTC) before maintenance
3 New Skins (including 1 Epic skin)
2 New Drones
3 New Tombstones
3 New Sprays
2 New Cameras
3 New Kill Announcement Icons
10 New Emotes
1 New Lobby Screen
3 New Profile Backgrounds and Borders
6 New Profile Icons
6 New Announcer Packs
Other goods and boost items, including 100 Splash! Tokens, 900 NP, 8,000 A-Coin, etc
[Season Pack - Splash!: See More]
Purchase the Season Pack to get Blue Wave Tsubame (Epic)!
“No matter how fierce the waves, I can cut right through them.”
Store Item Changes
ER Pass Legion Ending Notice
The ER Pass Legion will expire on Thursday, July 17th during the 8.1.0 maintenance.
For those who are eligible for rewards but haven’t received them, we will send them to your in-game mailbox on Thursday, July 17th during the 8.1.0 maintenance.
Mailbox Claiming Period: Until Friday, October 17th 14:59 (UTC)
Valid thru: Within 90 days after logging in
Legion Tokens Ending Notice
Products available for purchase with Legion Tokens will be discontinued on Thursday, July 17th during the 8.1.0 maintenance.
Make sure to use all your tokens to purchases different items in the Exchange menu before they expire.
The following bundle will no longer include Season Tokens:
Holograph Fairy Vanya Collection Bundle
Popstar Mai Collection Bundle
Sweet Devil Leni Bundle
Box/Disassemble/Personal Store Probability Changes
Changes will be applied on Thursday, July 10th and July 17th during maintenance.
Check out the Box/Disassemble probabilities below.
Box To-Be Probabilities [See More]
[8.0.0] Daily Box Items Update
[8.1.0] Tokens to Splash! Tokens Update
Disassemble To-Be Probabilities [See More]
[8.1.0] Tokens provided at a probability through disassembly to Splash! Tokens Update
Personal Store Probabilities [See More]
[8.0.0] 2nd Tier Obtainable Items Update
New Emotes
New Luke emotes will be available.
Season Collection
We’re adding a new seasonal item!
During the season, you can collect Season Fragments by opening Season Fragment Packs that you can obtain through missions.
You can open Season Fragment Packs in Forging.
Season Fragments are immediately used for the Season Collection.
Duplicate Season Fragments are converted into Season Fragment Points.
The amount of points is calculated based on the fragment’s rarity.
Common: 1 Point / Uncommon: 10 Points
Use 100 Season Fragment Points to receive 1 Exchange Fragment.
Spend Exchange Fragments to use specific Season Fragments of your choice.
Click on any unused fragment to exchange and use it.
Once you've used all Season Fragments in a set, your Season Collection will be complete and you'll receive the corresponding reward.
The Season Collection has 6 levels and you must complete the current level to unlock the next.
All Season Fragment Points and Exchange Fragments are reset at the end of the season.
S8 Highlight 1 - Final Safe Zone Changes
Final Safe Zone Changes
The game's Final Safe Zone will now be designated near the Chronosphere that spawns within the Final Restricted Area.
The circular Safe Zone will form around the Chronosphere. Since this zone gradually shrinks or moves, it's more difficult to hold a fixed position, leading to more dynamic and complex combats.
Chronosphere
A new objective that creates the Safe Zone. It follows a set schedule to create, shrink, move, and eventually disappear.
Chronospheres appear in both the Final Safe Zone and Combat Lab. In the Combat Lab, the Chronosphere can grant a buff once through channeling.
End-game Phase Timing Changes
Day 6
The Chronosphere objective first appears in a pre-activated state, allowing players to anticipate the location of the Final Safe Zone in advance.
Day 7
The Chronosphere changes to Standby.
The initial Safe Zone area is displayed on the game screen, minimap, and expanded map.
Night 7
The Chronosphere activates according to the timing below.
Safe Zone Is Designated
The Chronosphere appears, generating a 30m-radius Safe Zone for 5 seconds.
1st Safe Zone Shrink
Over the next 20 seconds, the Safe Zone gradually shrinks to a 14m radius.
Movement Standby
The Chronosphere remains in the same place for 10 seconds, displaying its target location.
Movement
The Chronosphere moves to its target location, bringing the Safe Zone along with it.
2nd Safe Zone Shrink
The Safe Zone gradually shrinks to a 5m radius over 15 seconds.
Chronosphere & Safe Zone Disappear Standby
After 30 seconds, both the Chronosphere and Safe Zone disappear.
S8 Highlight 2 - Rift
Rift
A Rift is a phenomenon caused by abnormal VF energy. This new objective teleports test subjects who approach it to a different space. One of two Rift types appears during designated time windows, with the specific type determined by timing and the number of remaining teams.
Only two teams can enter the Dimensional Rift, initiating a fair 3v3 battle. All downed teammates are revived upon entry, and the winning team receives major rewards. However, starting from Day 3, killed enemies are entirely eliminated, making this a high-risk, high-reward choice.
Test Subjects entering the Warp from outside areas begin a descent over the Research Center, allowing them to reposition to the opposite side of Lumia Island.
Both Dimensional Rifts and Warps aim to offer an engaging experience while simultaneously helping strategically regulate the number of players in certain areas. They address clustering issues and create a healthier overall game flow which are core elements of Season 8's new systems.
Rift Spawn Conditions
A Rift’s spawn is signaled 60 seconds in advance on the HUD, Minimap and Expanded Map.
Day 2
2 Dimensional Rifts
Night
2 Dimensional Rifts
Day 3
When 7 or more teams are remaining
2 Dimensional Rift
Night 3
2 Warps
Day 4
When 6 or more teams are remaining
2 Dimensional Rifts
Night 4
1 Warp
Day 5
When 5 or more teams are remaining
2 Dimensional Rifts
Dimensional Rift
The Dimensional Rift teleports test subjects who enter it to the Combat Lab. Only one team can enter each Dimensional Rift.
Only two teams in total can enter the Combat Lab at a time. The winner gets a significant reward.
If your team enters via a normal Dimensional Rift and is wiped in the Combat Lab, you are not eliminated from the experiment.
However, from Day 3 onward, Enhanced Dimensional Rifts will spawn. If your team is wiped in the Combat Lab, you lose and are removed from the experiment.
All downed teammates are revived upon entering the Combat Lab and when winning a battle inside it.
Dimensional Rift - Combat Lab
Upon entering, your team waits in a staging area until either a set amount of time passes or an opposing team arrives.
Once a set amount of time passes or an opposing team arrives, the entire zone becomes a Restricted Area. You’ll need to move toward the Combat Lab’s special Chronosphere, eliminate the enemy team and claim victory.
The Combat Lab includes different combat variables that you can interact with such as a Chronosphere, Shield Packs, Environmental Variables and Brushes.
- Enhanced Combat Labs are filled with purple VF plasma.
Losing a battle in an Enhanced Combat Lab eliminates you from the experiment.
Dimensional Rift - Victory
When your team wins in the Combat Lab, a Reward Box will appear on the left side of the central lab. After collecting your reward, you can exit using the Escape Loop located next to the box.
The Combat Lab Escape Loop only allows you to an area adjacent to the area where you entered.
Dimensional Rift - Reward per Day (Aglaia's Gift)
Winners receive an Aglaia’s Gift, an exchangeable item that allows you to choose one item from a given set.
Day/Night 2
Aglaia's Gift - Uncommon
Credits ++
Gadget Energy Pack
Aglaia's Gift - Epic
Tree of Life
Meteorite
Mythril
Tac. Skill Module
Day/Night 3~4
Aglaia's Gift - Legendary
Tree of Life
Meteorite
Mythril
Force Core
Tac. Skill Module
Aglaia's Gift - Rare
Holy Water
Tear of Selene
Zen Vitality
Day/Night 5
Aglaia's Gift - Legendary
Tree of Life
Meteorite
Mythril
Force Core
Tac. Skill Module
Aglaia's Gift - Epic
Tree of Life
Meteorite
Mythril
Tac. Skill Module
Warp
The Warp launches test subjects into the sky after they remain on it for a certain amount of time, transporting them to the Warp Exit located at the entrance of the Research Center in the Forest area. Use your VLS-trained skills to glide to your desired destination.
If teammates are on the same Warp when the transfer occurs, they’ll be launched together, just like with the VLS. The first Test Subject to enter the Warp becomes the host for the trip.
During their trip and until they land, Test Subjects gain Restricted Area immunity.
S8 Highlight 3 - Gadget Vault
Gadget Vault
Gadgets are now accessed through the Gadget Vault, rather than as item drops, allowing all players to focus on strategy and team strength without being heavily impacted by luck or mastery gaps.
To use gadgets from the vault, you'll need Gadget Energy, which can be obtained in the following ways:
On Day/Night Switch: You'll automatically receive 10 Gadget Energy.
Gadget Energy Packs: Use them to gain 20 Gadget Energy.
These packs can be purchased from Lumi or obtained by hunting herds of Mutant Bears.
The maximum amount of Gadget Energy you can hold is 100. Anything beyond that won't be stored.
Each gadget you use from the vault consumes a set amount of Gadget Energy and using the vault is subject to a cooldown.
Except for the Mobile VLS, all gadgets can now be used in the labs (Combat Lab and Secret Lab).
Gadget List
Mobile Kiosk
Gadget Energy Cost: 40
Cooldown: 10s
Mobile VLS
Gadget Energy Cost: 40
Cooldown: 10s
Hunter's Pot
Gadget Energy Cost: 15
Cooldown: 10s
ORB - Recon
Gadget Energy Cost: 10
Cooldown: 15s
ORB - Safety
Gadget Energy Cost: 30
Cooldown: 40s
ORB - Explosion
Gadget Energy Cost: 30
Cooldown: 30s
Loadout Tab - Gadget Vault Info
A new section has been added to the Loadout tab to preview how both existing and new Gadgets function through the Gadget Vault.
Gadget tips have been removed from the Game Tips menu and all related information can now be found in the Loadout tab.
Changes to Gadgets
With the addition of the Gadget Vault system, some existing Gadgets have been updated or removed.
Flare Gun B(REMOVED)Hunter's Pot
You can now install it within a certain range.
Collecting 1 gives 2 → 3
Flare Gun R
Is now a regular consumable item.
Loop Card Key - Common(REMOVED)The Common Secret Lab and Loop Card Key - Common have been removed.
Loop Card Key - Gamma
Is now a regular consumable item.
New Gadgets - ORB
ORB is a new Gadget created by Aglaia. Depending on the ORB time, it either travels from its spawn point to a target location or patrols between the two. Enemy ORBs can be destroyed to earn a set amount of Credits.
ORB - Recon
Call an ORB - Recon.
The orb patrols 35m between your current location and the target point for 15 seconds, granting 8.5m of vision in a 80° cone ahead.
ORB - Safety
Call an ORB - Safety.
The orb travels 25m from your current location to the target point, granting allies within 4.5m immunity to explosion timer and 5% movement speed.
ORB - Explosion
Call an ORB - Explosion.
10s after the orb travels from your current location to the target point, it destroys all installations within 5.5m and deals damage equal to 20% of Current HP to enemy characters and 30% of Current HP to wild animals. It also applies a small healing reduction.
Target Point’s Max Range: 20m
Target Point’s Min Range: 12m
S8 Highlight 4 - Boss Monsters
Wickeline
The doctor becomes more relentless and powerful with her flashy new skillset.
Changes & Removed Skills
Healing Reduction on Basic Attacks (REMOVED)
The healing reduction effect previously applied when hit by Dr. Wickeline’s basic attacks or skills has been removed.
The healing reduction effect is now applied through the new skill – Neurotoxin Release.
Perfusion (REMOVED)
Dr. Wickeline’s skill used when her HP is below 50% has been removed.
Toxic Explosion (REMOVED)
Dr. Wickeline’s toxic explosion skill has been removed.
System Overload
System Collapse Gauge 4000 → 7500
System Collapse Trigger
Damage Max HP 20% → 10%
Defense Reduction 50% → 30%
Stunned Duration 2.5s → 1.5s
New Skills
Pursuit Target
When Wickeline first spawns, she now tracks the nearest character within 20m and moves toward them.
The tracker is removed if Wickeline enters combat or the tracked character moves outside the 20m range.
Neurotoxin Release
The Doctor releases her toxic gas and creates a toxic field in a 16m radius around her for 10s, gaining 20% attack speed and 40% movement speed while inside it. Characters inside the area take a 40% healing reduction.
Triplet Shot
The Doctor fires a special syringe needle in three directions, dealing 300(+Attack Power 100%) damage and slowing enemies hit by 40% for 1.5s.
Intervention
The Doctor dashes up to 14m to an enemy at 2m or higher distance. Her attack speed increases by 100% for 5s.
QUARANTINE
The Doctor charges VF for a moment, reducing her damage taken by 70% and recovering 400 HP per second. After charging is complete, she releases the energy, knocking back nearby test subjects by 5.5m and dealing 400(+Attack Power 60%) damage.
New Combat Indicator
When Wickeline is in combat, a red alert will now appear on the minimap and expanded map for clearer visibility.
Wickeline Stat Changes
Level 1 Max HP 450 → 900
HP per Level 450 → 550
Level 1 Base Defense 91 → 100
Defense per level 9.1 → 10
Alpha & Omega
Now, if you kill Alpha or Omega you and your allies receive a permanent buff.
If both Alpha and Omega are killed, you’ll receive an additional buff - Extermination.
These effects cannot be stacked.
Alpha Kill Buff
Adaptability 3 Increase
Omega Kill Buff
Defense 4 Increase
Extermination Effect
Dealing damage to an enemy character with a basic attack or skill increases your skill damage dealt.
Damage
Melee Character: 50(+Level*4) additional skill damage
Ranged Character: 30(+Level*2) additional skill damage
Cooldown 8s

Boss Monsters Item Drop Changes
Alpha
Credits++ is no longer dropped.
Omega
Credits++ is no longer dropped.
Tear of Selene/Holy Water/Zen Vitality are no longer dropped.
Wickeline
Drops Tear of Selene/Holy Water/Zen Vitality → Aglaia's Gift - Rare
Aglaia's Gift - Rare
You can select 1 of the following items.
Tear of Selene
Holy Water
Zen Vitality
S8 Main Gameplay Changes
Objective Highlight & Outlines
Now when you click on Characters, Wild Animals and Installations, outlines are highlighted to improve visibility.
Neutral objectives such as the Security Console, Hyperloop, VLS and Kiosks always display outlines.
New System - Break
During the Elimination Prevention phase, a full team wipe triggers Break instead of Terminate.
Break
If all members of a team have been downed but the team has not yet been eliminated, and all final blows were delivered by the same opposing team, the team gets Break.
Your movement speed increases by 1 for 2.5 seconds, then you recover HP equal to 15% Max HP (+30% of Lost HP) and SP equal to 50% of your Max SP.
However, if you achieve Break while also meeting the Clutch condition (when only you remain at the moment the enemy team is wiped out), you get Clutch.
Cooldown Reduction Formula Update
The cooldown reduction (CDR) formula is being revamped.
Previously, the more cooldown reduction you stacked, the more efficient it became—often leading to an all-or-nothing approach. This design created a rigid structure where optimal builds focused on maxing CDR or not building it at all.
The new formula adopts a diminishing returns model, similar to how defense is calculated. As you stack more cooldown reduction, its efficiency gradually decreases. This eliminates the need for a hard cap and allows for more flexible build choices without extreme trade-offs.
Previous Formula
Final cooldown = Base cooldown × (100 - total CDR)
New Formula
Final cooldown = Base cooldown × 100 / (100 + total CDR)
Cooldown reduction will now be displayed as a raw number without a
%
symbol.The actual reduced cooldown percentage will be displayed in the stat window. (e.g., 50 → 33%).
Cooldown reduction cap has been removed.
(NEW) Some items will gain CDR mechanics.
Ultimate skill cooldown reduction
Tac skill cooldown reduction
Weapon skill cooldown reduction (Future Update)
This change is aimed at making CDR a smoother, more scalable stat that opens up diverse build possibilities without being constrained by hard limits.
Reloading Changes
Characters using Pistols, Assault Rifles and Sniper Rifle weapons, with the exception of Bernice, can no longer reload.
Ammo counts for these weapons have been removed.
The reload hotkey has also been removed.
SP
SP is no longer used for crafting, interacting with objectives, etc.
Traps & Cameras
All Cameras, Traps HP 8 → 3
Augments are no longer triggered by trap effects.
Escape Improvements
Escape conditions and process have been simplified for smoother gameplay so you no longer need to get to the Abandoned Dock.
Escape Conditions
Phase
Starting on Day 4 → Starting on Day 3
Escape Process
Using a Loop Card Key - Red now immediately begins a 5s escape countdown.
During this countdown, you can move but cannot perform other actions or interact with objectives.
Once the countdown ends, you are automatically transported to the submarine through the loop and escape.
If your team is eliminated during the countdown, the escape fails and your team is eliminated from the experiment.
Emote Display Location Changes
Emotes are now consistently displayed on the left side of the screen for easier tracking.
Emotes that appear above characters' heads remain unchanged.
Emotes that previously appeared next to teammate icons on the bottom right are moved to the left side.
Profile > Overview UI Layout Improvements
We’ve made improvements to the layout of the Overview UI to give it a cleaner look.
Game Phases
Timing
Day 7 60s → 40s
Restricted Area Timer Restore 20s → 10s
Restricted Area Max Timer 60s → 40s
Night 7 80s → 150s
Objective
We’re adjusting the number of objectives following the introduction of Rift.
Tree of Life
We’re adjusting the spawn points of Tree of Life.
Day 2 Stream, Hotel, Cemetery → Temple, Forest
Day 3 Temple, Forest → Hotel, Cemetery
*Tree of Life no longer spawns in Stream.
Meteorite
Day 4 Meteorite Collisions 2 → 1
Air supply box
Day 2 Food Air Supply Box Drops 3 → 2
Night 2 Epic Air Supply Box Drops 3 → 2
Day 3 Food Air Supply Box Drops 2 → 0
Day 3 Epic Air Supply Box Drops 2 → 1
Omega
Night 3 Omega Spawns 2 → 1
Season 8 Technical Gameplay Changes
Basic Attack Update
The judgment logic for basic attacks has been updated for greater consistency and clarity.
Basic attacks now deal 1 damage per hit to damageable installations, regardless of weapon type.
For characters whose basic attacks hit multiple times, each hit now applies as a separate hit.
Dual Swords Characters: Jackie, Yuki, Cathy, Camilo – Basic Attacks
Li Dailin – Blood Alcohol Content (BAC)'s Dialed In (P)
Rozzi – Dual Wield (P)
Felix – Retail Spearman (P)
Certain skills with enhanced basic attacks that previously lacked proper hit detection will now apply skill effects correctly when they connect.
Estelle – Suppression (Q)
Darko – Loan Shark (Q)
New Status Effect: Slow Immunity
A new status effect, Slow Immunity, has been added.
Eva – Amethyst Wave (E) now grants Slow Immunity.
When a character gains Slow Immunity, any existing movement speed reduction effects are immediately removed, and the character becomes immune to any new slow effects for the duration of the immunity.
Basic Attack Projectile Speed Change
When a character’s attack speed exceeds 1, the speed of their basic attack projectiles will now increase only up to a maximum of 50%.
Melee/Ranged Criteria Update
The criteria for determining melee or ranged classification will now be based on each character individually, rather than the weapon type they have equipped.
Characters with Updated Classification:
Adela – Ranged
Silvia – Ranged in Human form / Melee in Bike form
Irem – Ranged in Human form / Melee in Cat form
For Alex, the classification will continue to vary by weapon type, as before.
Debi & Marlene, Aiden will remain classified as Melee.
Guide Robot Lumi
Lumi’s Special Shop
There are some changes to the items sold in Lumi’s Shop.
Remain
Hamburger (0 Credits)
Telephoto Camera (5 Credits)
Recon Drone (5 Credits)
Removed
Mobile Kiosk
Mobile VLS
NEW
Gadget Energy Pack (40 Credits)
Augments
(NEW SECONDARY AUGMENT) Bear Mask
Increases your attack power by 2 or skill amplification by 4. If you or your nearby allies kill a Bear, Enemy Character or Boss Monster you obtain stacks. Additionally your attack power increases by 1 or skill amplification by 2 for every 10 stacks. (Max Stacks: 80)
Bears: 8 Stacks
Enemy Characters: 10 Stacks
Boss Monsters: 10 Stacks
(NEW SECONDARY AUGMENT) Boar Mask
Increases your Max HP by 20. If you or your nearby allies kill a Boar, Enemy Character or Boss Monster you obtain stacks. Your Max HP additionally increases by 20 for every 10 stacks. (Max Stacks: 80)
Boar: 4 Stacks
Enemy Characters: 10 Stacks
Boss Monsters: 10 Stacks
(NEW SECONDARY AUGMENT) Wolf Mask
Increases your attack speed by 4%. If you or your nearby allies kill a Wolf, Enemy Character or Boss Monster you obtain stacks. Your attack speed additionally increases by 2.5% for every 10 stacks. (Max Stacks: 80)
Wolf: 5 Stacks
Enemy Characters: 10 Stacks
Boss Monsters: 10 Stacks
Chaos
Overwatch
Original effects are replaced by the following.
Your cooldown reduction is increased by 5.
Whenever your cooldown reduction is over 40, your attack power or skill amplification are increased by 5 or 10 respectively.
R_echarger
Original effects are replaced by the following.
Your ultimate's cooldown reduction is increased by 15.
Using your ultimate increases your Adaptability by 5(+Character Level*0.5) for 5 seconds.
Cooldown 25s
Circular System
Recovery: 50% of consumed SP → 10(+Level*1)+Max HP 0.5%
Fortification
Steadfast
Tenacity Increase 12% → 6(+Level*0.5)%
Dine n' Dash
(NEW) When you consume food and beverages with recovery below 630, you recover 630 instead of the original recovery amount.
Food will now be automatically consumed without any HP recovery condition.
Support
(NEW SECONDARY AUGMENT) Blast Cactus
Dealing damage to an enemy character attaches a cactus to them for 5 seconds. (Cooldown: 8s)
If the enemy with the attached cactus takes damage from an ally’s basic attack or separate skill, the cactus explodes, dealing 20 to 180(+ 3% of Enemy's Max HP) skill damage.
After this, the cactus explodes on its own, dealing 70% reduced damage.
Damage to Wild Animals increases by 100% and only half of the cooldown is applied.
(NEW SECONDARY AUGMENT) Power of Intimidation
Increases damage taken by enemy characters within 3m by 3% .
Each stack of Power of Intimidation reduces the effect by 25%. (Max Stacks: 3)
Healing Factor
A new effect will now be displayed while Healing Factor is triggered.
Camping Guide
We’re making changes to the augment following the new Gadget Vault system.
Before: At the start of each night, you get a Gadget - Hunter's Pot. Hunter's Pots drop to the ground if you run out of space in your inventory.
Now: At the start of each night, you get 5 Gadget Energy.
Area
Terrain Changes
We’re adjusting some of the terrain in Lumia Island to improve navigation across the map.
Changes: Alley, Police Station, Stream, School, Cemetery, Uptown
Collectable Objectives Spawn Point Changes
We’re improving farming routes by changing the spawn points of some of the collectable objectives.
Changes: Dock, Warehouse, Pond, Stream, Uptown, Gas Station, Police Station, Fire Station, Archery Range, Forest, School
Bug Fixes & Improvements
Gameplay Improvements
Fixed an issue where movement commands were not possible in specific areas under certain conditions.
Fixed an issue where the Circular System augment's activation timing was incorrectly applied.
Fixed an issue where incorrect items would appear in AI Matches.
Fixed a mismatch between the Restricted Area Activation announcer/system message timing and the actual time remaining until the next restricted zone designation.
Fixed an issue where Air Supply Box notifications would appear even when no supply box was deployed.
Fixed an issue where the item skill Blaze Up - Amplified did not apply bonus damage to damage-over-time (DoT) effects.
Fixed an issue where Blaze Up stacks could not be gained from DoT effects.
Fixed an issue where the Security Protocol item skill on Bunny Hat had incorrect Max HP scaling.
Fixed an issue where the tooltip for Blaze Up - Enhanced status on Fencing Mask incorrectly displayed Omnisyphon details.
Fixed an issue where the skill indicator direction was displayed abnormally when hovering over skill icons.
Fixed an issue where the Kiosk ping (Alt + Left Click) in the Game Status UI did not show a system message.
Fixed an issue where Meteorite impact ground effects would disappear upon completing meteorite collection.
Fixed an issue in Custom Matches where team member counts displayed abnormally when spectating after certain conditions.
Fixed an issue where team numbers were displayed incorrectly upon entering spectator mode after being eliminated in a Custom Match.
Fixed an issue in Cobalt Protocol where the Homeguard Turret attack intervals were applied abnormally under specific conditions.
Fixed an issue in Cobalt Protocol Replays where camera zoom in/out was not functioning.
In Practice Mode, the floating UI for dummy targets now defaults to a closed state instead of open.
Character & Weapon Improvements
Nicky:
Skin restriction for Beachside Nicky has been lifted.
The model for Bad Beat Nicky is no longer distorted during movement.
Tia: The visual effect of A Dash of Color (E) no longer lingers longer than intended when canceled by certain skills.
Li Dailin: Animations are now correctly displayed.
Markus: Animations are now correctly displayed.
Adina:
Animations are now correctly displayed.
Her Clutch voice line now normally plays.
Isol: His lobby animations are now correctly displayed when using skins.
Jan: Tomahawk Roundhouse (W)'s lobby tooltip now displays the stun duration correctly.
István: Wave Function Collapse (R) now works properly when targeting enemies in unreachable locations.
Jackie (Overvolt): Visual effects for Bloodfest (R) are no longer unintendedly visible through the fog of war.
Tsubame: Animations are now correctly displayed.
Karla: Ground effects for the harpoon are now displaying properly.
Chloe: Animations are now correctly displayed.
Hyejin:
Test-Taker Hyejin’s restriction has been lifted.
For characters using special resources, these are no longer shown in the lower HUD, but will still be displayed above the character in-game.
Lobby Improvements
Fixed an issue where the Special Supplies for Survivors pop-up would appear upon login even when all rewards had already been claimed
Fixed an issue where the kill count displayed on the post-match results screen did not match the actual number of kills
Fixed an issue where certain Special Achievements would not properly increase their progress
Fixed an issue in Forging, where items obtained via Selection Boxes would not appear as acquired if matchmaking was completed mid-opening
Fixed an issue in Guide > Test Subjects > Mastery where outdated V-pad references were still shown
Fixed an issue in Profile > Match Records > Graph tab where character portraits were displayed outside their intended boundaries
Fixed an issue in Custom Matches where the same character could be selected by multiple players on the same team
Overall BGM volume in the lobby has been normalized for consistency
Game Version Rule Update
To make it easier to intuitively understand the seasonal progression of Eternal Return, we’re changing the version numbering.
Previous Versioning
The official launch was marked as 1.0, and with every major update, the subversion number was incremented.
For example, the recent version 1.50 indicated the 50th update since official launch.
Versions will now be labeled using the format:
“Season - Major Update Number”
For example, during Season 8:
8.0: Preseason update
8.1 (July 17): Start of the Ranked Season
8.2 (July 24), 8.5 (September 4): New character release
8.3 (August 7), 8.6 (September 18): Token Skin Release
8.4 (August 21): Mid-season update
8.7 (October 2): Final update of Season 8
9.0 (October 16) — Preseason for Season 9 begins
Please note: Version numbers and content are tentative targets and may change during development.