TOOSIN : 투신 Demo · build 24698012 · published
Since the 1.0 BETA, the Arena has changed.
Hello, this is TEAM NIRIZ.
Since the launch of the 1.0 BETA on August 4, we have focused on improving combat, enemy AI, progression, Ranked Mode, UI, and overall stability based on the gameplay data and feedback you have shared with us.
Building upon the pattern-learning tutorial, three classes with freely customizable appearances, the new progression and reward systems, and gamepad support introduced in the beta, the full release further expands the individuality of combat and AI while providing stronger long-term goals for extended play.
Starting today, TOOSIN : 투신 1.0 is officially released.
A new endless mode has been added where you continue challenging the next round while carrying over your current HP and Stamina.
Battles begin as 1v1 encounters, then expand to 1v2 and 1v3. In later rounds, up to five enemies may appear in a single round.
Normal, Elite, Epic, Boss, and Special enemies appear in sequence before becoming mixed together in later rounds.
Enemy stats are individually adjusted according to the player's Combat Power, rank, number of enemies, and later-round progression.
If multiple enemies are within an attack's range, they can all be hit by a single attack.
All enemies in a wave must be defeated before the next round begins, and your remaining HP and SP carry over.
The player prioritizes enemies in front. If there are no enemies ahead, the nearest enemy is selected instead. The HUD name and HP display also update to match the current target.
A free camera is used during battles against multiple enemies, and the original camera settings are restored when the mode ends.
AI data learned in Infinite Arena is only carried over to subsequent waves within that session and does not modify AI learning records in the main game.
Stage EXP, Perks, Traits, rewards, Rebirth, and random events do not occur in this mode.
Only the highest completed ROUND, kill and victory achievements, and related class unlocks are recorded.
An INFINITIROUND leaderboard displaying profile images, nicknames, and highest rounds is supported.
Infinite Arena is not a mode for farming resources. It is an achievement-focused mode designed to test how far you can survive using your build and combat skills.
Blood effects now appear when either the player or an enemy takes actual, unguarded damage.
Normal hits produce medium blood effects, while heavy attacks and critical hits produce larger effects.
Blood effects are generated according to the actual impact position and direction, and do not appear on guards, parries, dodges, invincibility, or zero-damage hits.
Normal attacks now apply horizontal knockback based on distance and attack strength.
Close-range attacks and heavy attacks cause stronger knockback, while Elite, Epic, Boss, and Special enemies have different levels of knockback resistance.
Fixed an issue where hit reactions, AI movement, and root motion could cancel knockback.
Different short hit-stop effects and camera/FOV responses have been added for light attacks, heavy attacks, and critical hits.
Sword trails, impact effects, sounds, and pitch now differ between light and heavy attacks.
Removed the incorrect yellow particle effect from normal guards while preserving the unique feedback for shield guards and parries.
Enemy ragdolls now transition more naturally according to the direction of the final attack.
Enemies now have a dedicated Break Gauge.
Continuously pressure an enemy and fully deplete the gauge to trigger BREAK, leaving the enemy vulnerable for 2.5 seconds.
The gauge recovers if the enemy is not attacked for a certain period of time.
Break status can be checked through the HUD in Arena, Simulation Battle, Ranked Mode, and Training.
AI also recognizes its own Break risk and may choose to create distance, guard, or dodge accordingly.
The pattern-learning system introduced in the beta has been expanded across the AI's overall combat decision-making.
Enemies can have one of several personalities: Duelist, Aggressive, Cautious, Opportunist, Coward, or Proud Rival.
Even with the same learned information, each personality behaves differently in terms of pressure, counterattacks, preferred distance, guarding, and dodging.
Enemies now react after recognizing attack animations and can make more human-like mistakes, such as missing threats from the side or rear, or reacting more slowly under Stamina and Break pressure.
Guard and dodge decisions are temporarily maintained so the AI does not repeatedly change its decision during a single attack.
Counterattacks after guarding, pursuit after forward dodges, recovery after missed heavy attacks, charge and special attacks, and combo selection have been improved according to distance, DDA, and personality.
The AI now maintains its target distance for a short period, reducing unnecessary forward/backward movement and hesitation.
Normal, Elite, Epic, Boss, and Special enemy pools are combined with different personalities to reduce repetitive encounters.
The VS screen now displays the opponent's combat personality and overall Combat Power.
During combat, notifications on the right side of the screen display the current enemy's personality and newly identified player habits.
Repetitive numerical reports have been replaced with descriptive Combat Memories based on attacks, distance, defense, dodging, and the overall flow of battle.
Multiple sentences now rotate when the same habit is observed, preventing identical descriptions from being repeatedly stored.
Automatic text wrapping and scrolling have been improved to prevent long sentences from being cut off.
TOOSIN's adaptive AI is not online generative AI. It is an in-game system that records player patterns and adjusts the behavioral weights of future enemies accordingly.
DDA now considers not only wins and losses, but also remaining HP and actual match performance when adjusting the next battle.
Reaction speed, guarding, dodging, attack intervals, combos, distance management, charge attacks, and special attack selection are now connected to DDA.
The meaning of the publicly displayed DDALEVEL record has been clarified as overall Combat Power.
Combat Power is calculated based on maximum HP and SP, Attack, Defense, equipment, upgrades, and other factors.
The player display, VS screen, estimated enemy Combat Power, and leaderboards now use the same calculation standard.
The Combat Power record limit has been increased from 100,000 to 1,000,000.
The Rank 10 through Rank 1 structure remains, with unlimited Rating progression available at Rank 1.
Upon reaching 100 points in Ranks 2 through 10, the next match becomes a separate Promotion Match.
Your initial rank is determined after five placement matches.
The preparation screen displays the season name, current and next rank, Rating, points required for a Promotion Match, placement progress, and rank rewards.
The results screen displays previous and current Rating, Rating changes, promotions and demotions, the next rank, and your season-best record.
Existing maximum HP, SP, Attack, and Defense rewards for Ranks 9 through 1 remain unchanged.
One Play Point is awarded the first time you reach each rank from Rank 7 through Rank 1, for a maximum total of 7 PP upon reaching Rank 1.
The same rewards cannot be earned repeatedly by being demoted and promoted again.
Player profile images, nicknames, rank, and score information have been added to the leaderboard.
A Hall of Fame displaying the top three Steam players of the season has been added.
Perk selections now continue beyond Stage 80.
Mastery Card selections only become available after all standard Perks have reached their maximum stacks.
Attack, HP, Defense, and Stamina Mastery Fragments each provide cumulative 10% growth.
Trait Point, Play Point, guaranteed Rare+, Special Ability cooldown, and reward rarity Masteries have been added.
Stage rewards have been reorganized into unowned appearances, Special Abilities, combos, weapons, and repeatable no-reward, TP +1, and PP +1 outcomes.
Permanent rewards already obtained remain unlocked after Rebirth and are removed from the available reward pool.
Mastery Cards have been removed from Stage Rewards and now appear only during Perk selection.
The new Time Stop Special Ability has been added to both the actual Special Ability system and Stage Reward data.
Even when Play Points are spent on upgrades, Trait exchanges, or the Mysterious Merchant, they are recharged upon death or Rebirth up to the total amount permanently acquired.
Options, rewards, AI learning records, and Ranked Mode screens now dynamically adjust to different resolutions and text lengths.
New text has been translated into Korean, English, Japanese, Simplified Chinese, Traditional Chinese, and Russian, and all localization resources have been reviewed again.
The attack cooldown HUD, current weapon icon, and input feedback while an attack is on cooldown have been improved.
Fixed an issue where duplicated information on the Ranked Mode placement results screen could push the confirmation button off-screen.
Console commands for hiding and restoring the entire HUD have been added for video recording.
Fixed an issue where equipping both the Cursed Sword and the Empowered Sword could cause them to display as a standard longsword.
Fixed an issue where blood and normal hit effects could appear after a successful guard.
Fixed issues where AI could repeatedly use a specific charge attack or stop functioning at low HP.
Fixed issues where Contract and Merchant buffs could disappear when Traits were reapplied, or damage multipliers could be applied in reverse.
Fixed an issue that allowed the same Blood Contract to be acquired multiple times.
The Mysterious Merchant's PP deduction and buff saving are now processed as a single safe transaction.
Fixed issues where temporary states from Simulation Battle, Training, Tutorial, and Infinite Arena could carry over into main-game progression or save data.
Fixed excessive camera pullback, enemy and weapon camera collisions, and weapons remaining on the ground in Infinite Arena.
Fixed issues where the same enemy could repeatedly appear or multiple enemies could spawn at the same position in Infinite Arena.
Fixed front-target prioritization and HP HUD switching for the current target.
Fixed an issue where Combat Power and ranking scores calculated before Steam initialization could be lost.
Fixed an issue where the current Rating was not reflected on the leaderboard after a Ranked Mode loss or demotion.
Improved save protection so corrupted save data is safely recovered instead of being immediately overwritten.
Fixed crashes caused by duplicate events and invalid object references during Hub transitions, result screens, and level transitions.
Improved stability during extended play sessions and screen transitions.
Save data from the Steam 1.0 BETA can be carried over directly into the full 1.0 release.
The full release also includes additional safeguards and corrections for reward ownership, Contracts, rank rewards, and progression data from existing beta saves.
The combat records, bug reports, and feedback you shared during the 1.0 BETA were invaluable in helping us complete the AI, combat systems, and stability improvements for the full release. The official release is not the end of development, but a new beginning as we continue working toward an even more intense and polished Arena. If you encounter any issues or have feedback regarding combat balance, please share it through the Steam Discussions or our official community. Your habits will be read. Change the way you fight—and overcome the enemy that learned from you.