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Steam announcementView the game on SifterOctober 1, 2026

[Upcoming Update] Guild Bank + Balance Update

Hello, Guild Masters!

We sincerely thank you for all the support and valuable feedback you have sent us since launch.

Far more of you than we expected have played the game and shared all kinds of ideas and suggestions for improvement, and your valuable feedback has led to many updates since launch. Thanks to you, we have been able to take the game in a better direction, and we are happy that it is becoming more than just a game we made: it is becoming a game we build together with our players.

On October 3, we will finally release one of our most requested features,

the Guild Warehouse update, which lets you change your Guild Members' equipment yourself.

Along with it, after much deliberation, we will also be releasing a balance update.

The guild land expansion originally planned for this update has been postponed, as it needs additional testing for a more stable release. We will share the news as soon as it is ready!

Many of you have also asked whether, in a single-player game, nerfs only end up making the game harder to clear.

Even so, we are making these adjustments because parties that are practically the right answer have become locked in for raids, and the fun of varied choices that we intended is not coming through as it should. We did not foresee this situation well enough before launch, and we are also truly sorry for the confusion caused by the several updates since then.

The experience we originally intended was for players to feel the ‘weight of choice’ as a guild master in an RPG.

With that in mind, we hoped that deciding whom to recruit, whom to keep developing, and which Guild Members to form your parties with would be one of the key joys of the game. Right now, however, numerically powerful elements have a bigger influence on those choices than each Guild Member's individual traits, and as a result, using certain Guild Members has become overly advantageous.

With the early Priest update, we felt we had to quickly fix a problem we had missed, so we rushed the nerf without enough advance notice. Afterward, seeing how disappointed many of you were, we realized that it was also our mistake not to fully explain the reasons and process behind the change, not just the change itself. So this time, we took a more careful look at both your feedback and actual game data. As a result, we confirmed that some Guild Members performed far ahead of others, and that choices in actual raids were concentrated on specific Guild Members and party compositions.

That is why, with this rework, rather than only lowering the performance of some Guild Members,

we have put greater weight on lifting up the Guild Members who have had a relatively harder time shining until now.

Every Guild Member has their own personality, story, and look. Some of you raise one Guild Member for a long time because you like their personality, some because their appearance is just your type, and others because they have been with you from the very beginning and you have grown attached to them.

We believe this should be a game you can fully clear even with a party of the Guild Members you feel drawn to. If everyone uses the same Guild Members and follows the same party compositions, we felt it would be hard for each guild to create its own story, and the fun of discovering different strategies would fade as well.

We understand that this may be disappointing news for those of you who cherish the Guild Members being adjusted and have raised them for a long time.

Through this rework, we hope that the Guild Members who have received relatively less attention will become new options, and that the fun of building your very own guild with your own tastes and playstyle will grow even greater.

We will keep carefully reviewing every piece of feedback you leave, one by one, and continue improving the game through updates!!

Once again, our sincere thanks to everyone who plays our game and sends us valuable feedback.

Guild Members Being Adjusted

For the following 6 Guild Members, we adjusted the parts where they were pulling too far ahead on their own.

  • No. 35 Simri: Spell Power kept growing endlessly by a percentage as Mana was spent, so the gap with other Guild Members kept widening the longer a fight went on. We changed it to a fixed value so that Simri stays roughly on par with other top DPS even in long fights.
  • No. 45 Fury: Haste stacked with no cap every time a critical strike landed, so the gap with other Guild Members kept widening the longer a fight went on. We halved the amount gained per stack and set the maximum at 900.
  • No. 15 Vera: Because this growth compounds, the increase grows sharply the longer a fight goes on. We lowered the increase to 0.9% and set the maximum at 300 stacks.
  • No. 31 Miyeon: While aligning the Critical Strike Chance caps of Guild Members who grow stronger as their records build up to the 30-40% range, we adjusted Miyeon to +35% as well. Raid clear records already built up beyond 350 clears will not be lost; the clears beyond that carry straight over into Physical Attack and Spell Power increases.
  • No. 117 Nari: She received the party's highest Spell Power added in full, so even as a healer she dealt more damage than most DPS. We lowered the added Spell Power to 50%, and Max Mana remains unchanged. She is still the strongest healer even after this adjustment.
  • No. 116 Lala: Lala's own Spell Power and Mana used to grow greatly for each Priest in town; we reduced that increase to 5%. The effect that increases the Spell Power of Priests in the party by 20% remains unchanged, so Lala is still a key healer in parties with Priests.

Guild Members Getting Stronger

The following 61 Guild Members have had their Special Affinity stage effects strengthened or have gained new effects.

Effects That Always Apply

Effects That Grow Stronger as Conditions Are Met

No. 56 Seg and No. 63 Churu have been changed so that they grow stronger the more their conditions are met. With few enchanted pieces of equipment or few re-entries that day, they may be weaker than before, but as more of their conditions are met, they become stronger than before.

Effects That Grow Stronger as Records Accumulate

Effects That Grow Stronger During Combat

Effects That Strengthen the Party

Tanks and Healers

Other Changes

  • Unified Critical Strike wording and mechanics: At every Affinity stage, effects that raise Critical Strike now all work by adding to Critical Strike Chance, and their wording has been unified to "Critical Strike Chance increases by N%". The Critical Strike effects of No. 1 Mona, No. 9 Windsor, No. 28 Divaren, No. 29 Warner, No. 37 Valurik, and No. 38 Nyx were previously multiplied into Critical Strike Chance, so the actual increase was smaller than shown; from now on, they add exactly the amount shown. The Friendly stage effect of No. 15 Vera now also stacks up to 300 times.
  • Newly accumulated records: The cumulative effects newly added in this update (No. 52 Xenon's Fishing, No. 36 Safehren's types of dungeons cleared for the first time, No. 49 Triana's per-dungeon mastery, and No. 76 Demon's consecutive clears without deaths) only count records built up at the Special Affinity stage after the update.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.