Hello, this is LIFUEL.
This update took a bit longer than expected—thank you for your patience, and it’s really nice to see you again.
The delay happened because, ahead of the planned weapon update, we wanted to expand the content even further. So in addition to the originally planned Blood Katana, we also created the throwable weapon Wire Axe, making it a total of two new weapons this time. During the process, several bugs and level design issues occurred, which caused the update to be delayed a bit.
Even so, we’d like to sincerely thank everyone who helped us during the beta version.
Besides the new weapons, we’ve also made adjustments to balance and added various improvements based on your feedback. Details are below.
Blood Katana
Wire Axe
Two new weapons have been added. They can be obtained by meeting specific conditions, which are set so that players progressing through the Guard levels can acquire them without much difficulty.
New Trait: “Bleeding” Mechanic
Bleeding: When you attack a bleeding enemy, you deal additional damage based on the number of bleed stacks. (Duration: 1 seconds)
Starting Skill:
Comes with a skill that can be used up to two extra times when certain conditions are met.
The Blood Katana specializes in attack speed and is likely the fastest weapon in OVIS LOOP. Mastering the weapon’s speed and its unique Bleeding mechanic will be key.
New Trait: “Throw” Mechanic
Throw: Hold the [Attack] key to throw the axe. Using a skill or attack after throwing moves you to the axe’s location.
After throwing, your next skill consumes no energy.
Starting Skill:
Starts with two simple, effect-free skills.
The Wire Axe allows you to attack enemies over a wide area and provides excellent mobility. Since your next skill costs no energy after throwing, it enables a devastating and dynamic combat style.
Based on extensive feedback, we’ve rebalanced the Charge Hammer to enhance the value of charging and emphasize its unique characteristics. Overall, its damage has been increased.
The effect “For each 1 energy cost, skill damage increases by 7%” is now calculated exponentially.
Base damage amplification increased from 7% → 10%.
Charge attacks on the 2nd and 3rd normal hits now generate additional shockwaves.
Modification Point Effects changed:
[Point 6]: Was “Cannot be knocked down.” → Now “Charge time is affected by attack speed.”
[Point 14]: Was “Pulls nearby enemies when charging.” → Now “+100% damage against stunned enemies.”
Although we’re adding 3 types, a total of 4 new skills are included.
For the first time, exclusive weapon skills have been introduced. Cross Slash and X Slash are exclusive to the Wire Axe and come equipped together at the start.
Additionally, a new starting skill and a new charge skill for Blood Katana have been added.
Tier
Name
Effect
Advanced
Ambush
Automatically targets enemies in front. If it hits a booster enemy, it can be used once more (max 2 uses).
Normal
Spinning Blade
Fires a blade forward. When charged, fires two additional blades.
Exclusive
Cross Slash (Axe only)
Wide slash. Increases attack speed by 10% for 7 seconds.
Exclusive
Cross Strike (Axe only)
Wide slash. Increases attack speed by 10% for 7 seconds.
A few new modules have been added to supplement missing synergies.
Tier
Name
Effect
Normal
Gas Tank
Adds +1 stack when inflicting Burn.
Normal
Pebble
Increases enemy stun duration by 1 second.
Legendary
Thorn Whip
Increases Vulnerable damage taken from 25% → 50%.
Previously, a build combining “Saw Blade Attachment + Unstable Center of Gravity + Drilling Thrust” became overwhelmingly strong after the Dice update.
We refrained from simply nerfing these elements to avoid a hostile patch for players. However, based on your feedback, we’ve decided it’s time to address this.
Our approach keeps existing effects meaningful while adjusting balance through new weapon modifications and lowered probability rates. A new rarity tier has also been introduced.
[Key Notes]
New Rarity: Unique. Only one Unique weapon mod can be equipped. These are highly impactful modifications.
The “Saw Blade Attachment” mod, previously overpowered in combination builds, is now classified as Unique.
Tier
Name
Effect
Normal
High Density
+15% Stun buildup
Normal
Quick Reflex
When taking damage, +4% Attack Speed for 4s
Normal
Skilled Technique
+10% Skill Damage
Advanced
Heated Blade
+2 Burn on basic attacks
Advanced
Conductive Weapon
+2 Shock on basic attacks
Advanced
Recoil Amplifier
Next attack deals 2x damage after taking damage (battery-based)
Advanced
Careful Tuning
+20% Skill Damage, all cooldowns +1s
Unique
Unstable Center of Gravity
Only final basic attack is performed
Unique
Tilted Center of Gravity
Removes final basic attack, +20% Attack Speed
Additional changes:
“Stacked Blade” mod downgraded from Advanced → Normal.
“Backup DDoS” mod reworked: Now grants DDoS Blade Booster for 4 seconds after using 4 skills.
“Saw Blade Attachment” and “Unstable Center of Gravity” are now classified as Unique Mods.
The damage of the Dash Attack with an Unstable Center of Gravity has been reduced from 50% to 30%.
We’ll continue to actively reflect your feedback for further balance tuning.
Manium Ore has been nerfed:
Before: Destruction +2, Attack +5%, Max HP -8
Now: Destruction +1, Attack +5%, Max HP -7
Originally, Manium Ore was designed to raise attack power at the cost of survivability, but its Destruction stat was too efficient for multi-hit builds. We’ve therefore reduced its bonus to better fit the intended risk–reward balance.
Additionally, excessive stuns caused by independent objects have been fixed:
DDoS Blade no longer stuns enemies.
Lightning from Shock effects now inflicts slightly less stun.
The Armory UI has been redesigned to display more detailed weapon information.
You can now view full weapon stats via bar graphs, and text descriptions have been separated for better readability.
In the future, modification point effects will also be viewable here.
Adjusted to make combos less likely to be interrupted.
Combos will no longer reset when taking hits during Super Armor.
Combos will not reset if damage is absorbed by a shield and HP is not reduced.
The HP of the wolves in Stage 3 has been increased, while their numbers have been reduced.
These adjustments were made to improve visibility and achieve better balance.
We’ll actively reflect any feedback you provide.
Fixed: Wolf Doctor’s eye attack dealing damage at incorrect positions.
Fixed: Weapon position misalignment when switching weapons.
Fixed: Infected Cutter performing back-jump patterns while stunned.
In October, we ambitiously added two new weapons, which left less room to expand modules, weapon mods, and combo skills. Our goal for November is to fill those gaps with more content updates. We sincerely thank everyone who provided feedback during the week-long beta test — your input made the game better. This update may change the overall gameplay experience, so please continue sending us your feedback if issues arise.
We’ll keep improving with your help.
Thank you so much for waiting for this update!