Hello, this is the developer of TOOSIN : 투신. We are announcing the schedule for the v1.2 Update and Ranked Season 2, featuring the combat, AI, progression, and UI overhauls we have been preparing since v1.1.1. At the heart of Season 2 is a 5v5 Grand Melee that combines individual score competition with a two-faction Steam Territory War.
Ranked Season 1 Ends: August 31, 2026 at 6:00 PM (KST)
v1.2 Update and Ranked Season 2 Begin: September 1, 2026 (KST)
There may be a brief transition period after Season 1 ends while rankings and rewards are prepared for Season 2. Once v1.2 is released, please update the game to the latest version through the Steam client before launching it.
Category
v1.1.1
v1.2
Ranked Battles
Existing individual-focused Ranked Battles
Season 2 Grand Melee: one player and four allied AI fighters versus five enemy AI fighters
Competition
Individual score and leaderboard rankings
Individual Season Score, faction Territory Influence, and rotating weekly Active Fronts
Player Defeat
The battle ends when your character falls
Switch to free spectator mode while allies remain, and continue until one faction is eliminated
Enemy Lineup
Relatively fixed 1v1 opponents
Multi-fighter battles with lineups, stats, and combat tendencies that grow stronger based on your score and battle data
AI Information
Limited visibility into AI learning during battle
VS lineup, learning notifications at the top of the battle screen, team learning status with Tab, and post-match learning records
High-Stage Growth
Growth after Stage 100 focused mainly on perks and traits
Uses the actual Stage/Round, current difficulty, enemy grade, and player Combat Power together
Stats and Combat Power UI
Core values displayed separately on each screen
Unified Combat Power calculation, a 1,000,000 cap, detailed multipliers, scrolling, and text wrapping
Combat UI
Simple combat information designed around the existing Ranked mode
VS screen, 5v5 HUD, leaderboard, territory map, and results screen designed for multiple resolutions and longer translations
A new arena has been added for the Season 2 Grand Melee. Unlike the existing Ranked Battles where fighters face each other one at a time, ten combatants now fight simultaneously. You will need to account for fall hazards and several battles unfolding at once.
When entering Season 2 for the first time, you must choose one of the following factions.
Blood Crown
Ashen Oath
Your chosen faction is saved to your Steam account and cannot be changed during the current season. Please review your choice carefully before confirming it. Even if another player chooses the opposing faction, each choice is stored independently on that player's Steam account. The faction screen also displays the current number of members in each faction after Steam aggregation is complete.
Player faction: one player + four allied AI fighters
Enemy faction: five enemy AI fighters
The match does not end when a single fighter falls. You win only when every fighter on the opposing faction has been defeated.
If the player falls first, the battle continues in spectator mode while allied AI fighters remain alive.
Both sides of the battle screen show each ally's and enemy's survival state, Health, and Stamina.
Lineups and combat traits may vary from match to match, and accumulated AI learning data carries into future battles.
In Season 2, your character falling does not immediately take you to the defeat screen. If allies and enemies are still fighting, you will switch to a spectator camera and can watch the battle through to the end.
Freely move around the battlefield with WASD and the mouse
Adjust camera height with Space and Ctrl
View portraits, Health, and Stamina for four allied AI fighters on the left and five enemy AI fighters on the right
Fallen combatants remain visible in a dimmed state so you can track the remaining fighters and the flow of battle
Final results and score changes appear only after one faction has been eliminated
Base score for a victory: 100 points
Each survivor on the winning faction: +20 points
Victory score available per match: 100–200 points
Score gained on defeat: 0 points
Defeat does not reduce your existing cumulative score.
Your score accumulates on the Season 2 Steam leaderboard with no score cap.
Enemy lineups and strength may gradually change based on your current score and battle data. Rather than repeatedly defeating the same opponent, Season 2 is designed as a competition in which you must adapt to opponents and AI that evolve as battles continue. Existing rank bonuses also carry over, based on your actual position on the Steam leaderboard. Ranks 1 through 9 receive bonuses appropriate to their position, while rank-based stat bonuses do not apply from rank 10 onward. Season 2 uses the same reward table and descriptions as Season 1.
The territory map contains seven regions, with three designated as Active Fronts each week. Select one of the Active Fronts as your attack target. Winning the battle records Territory Influence for your faction, while defeats provide no territory contribution.
Three Active Fronts rotate each week
View the selected region, its controlling faction, threat level, and the time remaining until the next front rotation
Compare recent influence from both factions to determine the region's current control state
Use the last 14 days of changes recorded on Steam to calculate the current state of the war
The 14-day period is not the length of the season. It is a rolling aggregation window that combines the last 14 days of changes recorded for each faction on Steam to display current Territory Influence. This keeps the map focused on the recent state of the war instead of accumulating old records forever. Your personal score and the season will not reset automatically after 14 days.
Season 2 currently has no fixed end date. The current build therefore has no 14-day season reset or automatic season-transition date. Once the Season 2 end date, end-of-season rewards, and the next season schedule are finalized, we will announce them separately before the season ends.
Press Light Attack while guarding to perform a kick-based Guard Shove.
A normal shove deals 70% of Attack Power as damage, inflicts a 1.2-second stagger, and pushes the target only a short distance.
A strong shove deals 120% of Attack Power as damage and can forcefully push the target down.
Shoves can be dodged. AI fighters may use or respond to them based on distance, Stamina, and learned tendencies.
A strong shove triggers knockdown and get-up animations, together with gender-appropriate exertion and hit sounds.
AI observes shove usage, dodges, guarded approaches, and counterattack tendencies, then applies what it learns to future decisions.
Damage numbers exchanged between allied and enemy AI fighters are displayed at 30% of the user's configured damage-number size.
Damage numbers for attacks dealt to or received from the player retain their existing size.
Before battle, the VS screen presents only the essential information for both teams.
AI learning notifications appear at the top center of the screen during battle, while the battle-start announcement disappears automatically after a short time.
The combat HUD displays the player's Health and Stamina together with the survival state of both factions.
Season 2 provides a dedicated flow from faction selection → territory selection → VS lineup review → 5v5 battle → match results.
The Ranked screen displays the personal leaderboard on the left and the territory map with information about the selected attack target on the right.
The territory map shows each region's image, name, control state, influence from both factions, and Active Front status.
Select an active territory, then use the attack button on the right to begin a Ranked Battle.
The VS screen summarizes each of the ten combatants in two lines, showing their name, class, number of progression traits, and special ability.
The match results screen shows the outcome, points earned in the current match, cumulative score, territory contribution, and AI learning records before returning you to the Ranked screen.
Season 2 score, faction, and territory records are stored independently for each Steam account.
Localization resources have been resynchronized for Korean, English, Japanese, Simplified Chinese, Traditional Chinese, and Russian.
The progression rules for the existing campaign and Infinite Mode from v1.1.1 have been rebalanced so enemy growth remains noticeable after Stage 100.
Campaign and ambush enemies use the actual Stage as their base growth value.
Infinite Mode enemies use the actual Round as their base growth value.
Starting at Stage 100, enemies gradually inherit merchant upgrades and Blood Pact rules.
Between Stages 100 and 300, the effect of current difficulty scaling increases gradually instead of jumping suddenly.
High-stage enemies that are far weaker than the player are raised to a percentage of the player's current Combat Power.
Enemies that are already strong enough are not forcibly scaled down.
On restart, enemy growth bonuses are recalculated from the current Stage or Round.
Dedicated progression rules take priority in Ranked Battles, Infinite Mode, the Tutorial, and Mock Battles.
An enemy's final strength is determined using the Stage or Round, current difficulty scaling, enemy grade, and the player's actual Combat Power.
The Combat Power calculation and display rules used by the existing v1.1.1 Stats screen and battle-preparation screens have been unified.
The Stats screen, Stage preparation screen, VS screen, and Combat Power leaderboard now use the same final calculation.
Combat Power is calculated and displayed within a range of 100 to 1,000,000.
The weighting for HP, SP, Attack, Defense, Critical, Resistance, and Life Steal has been unified.
Health, Stamina, and Defense now display base values and multipliers, just like Attack.
Values gained from traits, perks, contracts, shops, and equipment are separated by category.
Steam nicknames and Combat Power values are displayed in separate columns on the leaderboard.
Long stat names and descriptions can be viewed through text wrapping or scrolling.
Stage reward rules have been extended through Stage 1000, while all existing rewards from Stages 1–200 remain unchanged.
Stages ending in 3 or 7 continue to grant one reward, while stages ending in 0 grant two rewards.
Eleven existing achievements previously tied to shop purchases, Gold earned, and combo purchases have been redesigned as cumulative achievements based on actual Stage rewards earned.
Empty entries with no reward are excluded from achievement progress.
Steam and in-game achievements that have already been unlocked will not be revoked.
The latest Steam Community news list is displayed once after a full restart of the game.
News and Send Feedback links open inside the Steam Overlay instead of a standard web browser.
The game pauses automatically while the Steam Overlay is open, and any pre-existing paused state is preserved after the Overlay closes.
In Borderless Fullscreen mode, the mouse is not forcibly confined, allowing it to move to a second monitor.
In Borderless Fullscreen mode, the selected resolution is applied to the actual internal 3D render resolution and saved.
When a combatant falls, they transition to a ragdoll using the character's individual Physics Asset.
Returning from Training preserves the existing Hub progression state.
August 31, 2026 at 6:00 PM KST — Ranked Season 1 Ends
September 1, 2026 KST — TOOSIN : 투신 v1.2 Update and Ranked Season 2 Begin
Thank you to everyone who participated in Season 1. With v1.2, we wanted to move Ranked Battles beyond simply raising a single score and create a battlefield where you choose a front alongside your permanent faction while ten AI fighters learn and fight. If you encounter an issue or have feedback after the update, please use Send Feedback in the in-game news screen or visit the Steam Community Discussions. We will continue to address confirmed issues. Thank you.