Thank you for playing! Here are today's changes, along with a recap of the important fixes from the past few days.
Bug Fixes
- Fixed an issue where the game could freeze right before the second discussion began, and could not be recovered even by reconnecting.
The handoff from the break to the start of the discussion could fail to run under specific timing, leaving all players stuck waiting. On top of that, rejoining mid-game did not help, because the restore process carried over the stalled timer state. This update adds a safeguard that continuously monitors the discussion start and automatically retries it within a few seconds if it fails, and also fixes the restore process so that reconnecting now recovers correctly. - Fixed an issue where the Maid's quick-view window displayed the Priest's objective.
- Fixed an issue where a character would still be holding the microphone when starting a new game after clearing it.
- Fixed an issue in the second discussion intro where the "30 min" and "40 min" time-limit labels overlapped.
New Features
- In the post-game debrief (the train scene after the ending), you can now return to the title screen through the train car doors.
Previously, the debrief only ended when the 30-minute timer ran out. You can now leave whenever you like via the doors. Only the player who uses the door leaves — the remaining players can continue the debrief. Leaving through the door is recorded as clearing the game, just like staying until the timer ends.
Recap of Recent Updates (July 10–12)
Since patch notes other than the latest one are easy to miss, here is a summary of the important fixes from the past few days.
- July 10: Fixed an issue where, in unstable network environments, a failed reconnection during a scene transition could leave all players stuck waiting.
- July 10: You can now select the server region when creating a room (Japan / Asia / South Korea / North America / Europe / Hong Kong).
- July 11: Fixed an issue where players selecting different facilitators could cause progression to desync, preventing the game from proceeding properly.
- July 11: To address connection errors caused by reaching the concurrent player cap, we upgraded our server plan and raised the cap to 500 concurrent players.
- July 12: Identified the root cause of an issue where other players' voices could become inaudible in certain situations, and implemented a fundamental fix.
Thank you for your continued support!