[NPC Overhaul]
- Added a unique portrait for each NPC.
- NPCs now say different lines depending on the situation.
- A notification now appears in the bottom-right corner of the screen when a new quest
becomes available.
Developer Comment
Our original goal was a game with casual gameplay but a somewhat realistic visual style.
However, during the demo we found that a very large share of our players are from Asia,
and we received a lot of feedback asking for NPC portraits. So we've added anime-style
portraits to suit those tastes. We're aware that some of you may not care for anime-style
portraits at all, and we'll prepare an option to turn them off if needed.
[New Quests]
Cat Rescue
- Once you accept the quest, a stray cat appears in the field. Talk to it and it will follow
you; extract together and it will settle down at the hideout.
- Cats in the field are skittish. Gunfire and sprinting will scare them off, so walk up to them.
- The demo has only one kind of cat. The full release will add small cat-related content, such
as new cat quests and cats fetching items for you.
Bike Rack Repair
- Bike racks now spawn in the field. Once the quest is complete, you can interact with them to
teleport between specific points in the field.
[World System]
- The world now has its own level, separate from your character level. Skills learned at the
workbench are now unlocked based on world level.
- World XP is earned from extraction results and quest rewards, and is shared by the whole
party in multiplayer.
[Weather / Environment]
- Adjusted the size and spawn points of the Han River map.
- Added fog weather.
- In the demo, weather only applies visual and audio penalties. The full release will add a
variety of effects, such as changing which monsters spawn.
[Combat]
- The crosshair now matches actual bullet spread exactly.
- Monster AI has been overhauled. Monsters now move a bit smarter.
- When a corner blocks their shot, they sidestep to where they have a clear line of fire.
- They no longer get stuck hiding behind cover, unable to do anything.
- After ducking into cover to reload or when wounded, they peek out instead of hiding forever.
- Monsters now shout short lines above their heads depending on the situation.
[UI / UX]
- Overhauled the UI/UX design across the board.
- Unified the bulk-action shortcuts for the shop, storage, and containers.
- Polished translations across the board.
[Settings]
- Added key rebinding.
- Hitmarker display ON/OFF. When off, no marker is shown even when you hit an unseen enemy
at long range.
- (Multiplayer) Added an ON/OFF option for showing teammates on the map.
[Presentation]
- Made some changes to the tutorial presentation.
[Optimization]
- Reworked the shadow processing logic for a better experience in areas with many
shadow-casting objects.
- Improved frame drops in areas with many containers, doors, and entrances.
[Bug Fixes]
- Fixed max durability not being applied to gear with prefixes. This also fixes worn-type gear
showing repair costs, sale prices, and durability that didn't match the actual values.
- Fixed armor losing its prefix when unequipped.
- Fixed the ammo loaded in a gun in your inventory not counting toward weight, which caused
your carried weight to change just by equipping and unequipping the gun.
- Fixed the weather roll not working correctly while sleeping. Rain will no longer occur more
often than it should after sleeping.
- Fixed double-click not working in certain situations.
- Fixed the first category not showing in the crafting category tabs.