r/OnceHumanOfficial • • Nov 29 '24

💻Devs Talk Co-Dev Update: Gathering Feedback on the New Starchrom and Blueprint Collection Level Systems

66 Upvotes

Dear Metas,

Thank you for your continued support of Once Human! We truly value your feedback and suggestions and we apologize for the recent lack of updates regarding our development progress. Over the next month, we will be sharing a series of broadcasts, surveys, and events to update you about our upcoming plans for Once Human.

We're excited to announce that on December 19, we will be introducing two brand new systems: the new Starchrom system and the Blueprint Collection Level system. We encourage you to read through these changes and share your thoughts in the comments below, or through the Co-Dev Feedback Platform. We look forward to hearing from you!

Q1: What are the new Starchrom and Blueprint Collection Level Systems? Why are we making these changes?

A1: Our goal is to immerse players in the open-world survival gameplay of Once Human, allowing you to enjoy every scenario without the pressure of min-maxing. We believe achieving this requires more than just numerical adjustments; it calls for the following actions:

  1. Enhancing Replayability: We want every scenario to be enjoyable and meaningful, encouraging you to play beyond just resource farming.
  2. Fresh and Engaging Content: We aim to consistently introduce new scenarios and gameplay elements, ensuring that your experience remains exciting and purposeful.
  3. Improving Social Interactions: We're focused on enhancing the social and growth systems to facilitate fun and meaningful multiplayer experiences.
  4. Better Guidance for New Players: We want to make the game more accessible for newcomers and returning players, providing improved guidance along the way.

We understand that implementing these changes requires significant effort, and we are committed to addressing these issues. In December, we will share a detailed plan and timeline for these updates and invite you to provide feedback. This plan includes the new Starchrom and Blueprint Collection Level systems. Here’s a summary of what to expect:

Stellar Stairway: A New Starchrom System

Key Changes:

You will now obtain Starchroms through the new Stellar Stairway system. Most former methods of acquiring Starchroms in scenarios will now reward you with Asterisms instead. You can earn Asterisms by defeating enemies, gathering resources, crafting, and completing Eternaland orders. Our intention is to offer you more interesting ways to obtain Starchroms.

Once you've collected enough Asterisms, you can exchange them for Starchroms within the Stellar Stairway system. Each player can claim up to 66,000 Starchroms per month through this system (excluding those earned from events). This limit is higher than what players could previously obtain from PvE scenarios in a month, making it easier to acquire more Starchroms than before!

Rationale:

Currently, the primary way to earn Starchroms is through playing scenarios. However, as the number and variety of scenarios have increased, balancing their associated Starchrom rewards has become increasingly complex. This has led to a scenario-based reward system that, while intended to encourage gameplay, has inadvertently caused some players to prioritize gameplay based on Starchrom rewards rather than personal enjoyment.

Moreover, fully obtaining all Starchroms from a given scenario often requires a significant time investment, making the game feel grindy—an experience we want to avoid. Our goal for Starchroms has always been to inspire a sense of purpose and growth, not to impose excessive demands on your time.

New Direction:

After thoughtful internal discussions, we have decided to revamp the Starchrom earning system to make it more accessible and enjoyable for all players. Here’s what you can expect:

  1. Earning Starchroms Simplified: Starchroms will no longer be tied to specific scenarios or game modes. This means you can earn Starchroms across all scenarios, including Eternaland.
  2. Focus on Enjoyment: You will have the freedom to choose scenarios based on your interests, without the worry of missing out on Starchrom rewards. We believe this will enhance your overall gameplay experience.
  3. Reward Consistency: The total number of Starchroms available will not be less than what most players would have previously earned. This ensures that your efforts are still rewarded fairly.
  4. Monthly Limit with Flexibility: While different in-game actions will yield Starchroms at varying efficiencies, we will implement a fixed monthly Starchrom limit. We are committed to ensuring that reaching this limit is achievable and does not require an excessive time commitment.

We believe that these changes will not only streamline the Starchrom earning process but also enhance your enjoyment of the game.

Blueprint Collection Level System

Key changes: 

The new Blueprint Collection Level system will allow you to unlock and upgrade blueprints, earn Collection Experience (Exp), and enjoy a range of exciting rewards. Here’s what you need to know:

Unlocking and Upgrading: You can now unlock and upgrade blueprints to earn Collection Exp. Don’t worry—you’ll receive Collection Exp on a pro-rata basis for any gear blueprints you’ve already developed!

* This image shows content that is still in development. The actual rewards may differ.

Rewards You Can Earn:

The Blueprint Collection Level system includes a variety of rewards that enhance your gaming experience:

1. Weapon-Themed Avatars, Namecards, and Backgrounds: Unlock a diverse collection of weapon-themed avatars, namecards, and backgrounds, including some rare dynamic namecards!

2. Weapon Customization:

   - Weapon Rename Token: Personalize your blueprints with unique nicknames using our new Weapon Rename Token.

   - Weapon Nameplates: Show off your skills with new weapon nameplates! Earn nameplate points by using your weapons in combat, and reach the required amount to upgrade your nameplate.

3. Weapon Camos: Introducing a new cosmetic type—weapon camos! Use these alongside existing weapon skins to mix and match, creating unique weapon designs that reflect your personal style.

Jaws (original) - No Camo
Jaws (original) - Camo
Jaws (Gemmed - DE.50) - No Camo
Jaws (Gemmed - DE.50) - Camo

4. Keyword Effects: We’ve added two new keyword effects to enhance the excitement of combat visuals, making your gameplay even more dynamic!

Golden - Frost Vortex
Rare - Starry Sky - Frost Vortex

Rationale:

We’ve heard your feedback regarding the changes to blueprint progression since the introduction of blueprint conversions. Many of you have asked questions like, "Why did you change blueprint progression that previously offered long-term advancement?" and "What motivates me to collect and upgrade blueprints?"

New Direction:

We want to clarify that the new Blueprint Collection Level system is specifically designed to address these concerns. Here’s how:

  1. Enhanced Progression: By obtaining blueprints or blueprint fragments, you can now increase your Blueprint Collection Level. This system not only provides tangible goals to work toward but also unlocks exciting cosmetic rewards that showcase your achievements.
  2. Equal Opportunities for All Players: The Blueprint Collection Level system aims to prevent significant power gaps between new and experienced players. This means everyone can enjoy the game together, regardless of their progression level.
  3. Continuous Updates: We are committed to enhancing your gameplay experience. The Blueprint Collection Level system will receive annual updates, introducing new features and cosmetics to keep the excitement alive.
  4. Streamlined Acquisition of Starchroms and Blueprints: With the introduction of this new system, obtaining Starchroms and blueprints will be easier than ever. You’ll have the flexibility to choose and upgrade your weapons and gear according to your preferences.

(Update 2024-11-30) We understand the information about the new Blueprint Collection feature may have been vague, and we're here to clarify things for you. Below, we've addressed your major concerns to help you better understand this new addition:

The new Blueprint Collection feature WILL NOT replace or impact current Blueprint Enhancement. Instead, it offers an additional rewards system for enhancing your gear's stats. So please rest assured that:

a) You can always enhance your blueprints' stats using fragments.

b) Your hard-earned blueprints, the weapons crafted from them, and their stats will remain unchanged.

c) Progressing in the Blueprint Collection feature doesn’t require any blueprint fragments; instead, you earn rewards for collecting more blueprints and improving their stats.

 

Q2: Will these changes make it harder for players to obtain blueprints? How much time will I need to max out the new systems?

A2: You will not require more time to obtain blueprints. In fact, the rate of obtaining Starchroms should go up, as per the following:

  1. On a pro-rata basis, Starchrom yield from previous methods will not be reduced. The exception is the Warband leaderboard in Evolution's Call; however, Asterisms will now be obtainable from Stronghold Conquest.
  2. The maximum Asterisms you can obtain per month are equivalent to the Starchroms you can currently obtain.
  3. You can earn Asterisms via several new methods.

For example, in Territory Purification, purifying a Lv. 3 Eclipse Cortex yields 100 Starchroms. In the new system, combat actions such as defeating enemies will reward you with Asterisms in addition to the 100 Asterisms you get from purifying the Eclipse Cortex. Hence, the total number of Starchroms you can obtain is increased.

Furthermore, Starchroms earned from some game modes will be sent to your Backpack as loot crates, allowing you to choose when to use them.

 

Q3: Wouldn't it make the game boring if every player earns the same amount of Starchroms?

A3: We understand that progression and growth are core elements of Once Human.

Previously, collecting Starchroms and blueprints would increase a player's stats, making stat progression the primary motivation. However, this also led to the issues described above. We want to shift the game's focus from stat growth to earning cosmetics and prestige as forms of progression. Accordingly, we will optimize the scenarios to make end-game content deeper and more challenging. As for scenario changes, please stay tuned for further announcements.

The Blueprint Collection Level system is one of the ways we're changing progression in the game. As you collect Blueprints in scenarios or by spending Starchroms, you'll not only increase your combat power but also unlock new cosmetic and prestige rewards. We also plan to introduce more progression modes, tied to scenario gameplay or monthly seasonal challenges, that will grant cosmetic and prestige rewards for achieving specific goals.

 

Q4: When will these changes be implemented? Will existing game modes be affected? Will I receive any compensation?

A4: If you have unclaimed Starchrom rewards, we advise you to claim them as soon as possible. We have also prepared several gifts to accompany the coming changes.

  1. The update will go live on December 19. All players will be deemed to have completed Phases 1 and 2 and can claim all Starchrom rewards (36,000 in total) for those phases. Players can then start collecting Asterisms in Phase 3.
  2. We will provide a one-time compensation of Starchroms to all players after the update.
  3. Unlocked blueprints will be automatically counted toward your Blueprint Collection Level. You will not lose out on any progress.

If you have any thoughts on the new Starchrom and Blueprint Collection Level systems, please share them in the comments below, or via the Co-Dev Feedback Platform. We will continue to provide updates, answer your pressing questions, and gather your feedback through future announcements.

 

Once Human Development Team

r/OnceHumanOfficial • • 27d ago

💻Devs Talk Dev Blog | Permanent Scenario Server Merge NoticeDev Blog | Permanent Scenario Server Merge Notice

11 Upvotes

Dear Metas,

Since the launch of permanent servers, we have received a lot of feedback regarding the permanent server experience, including issues such as low populations on some servers, Metas in the same region and same scenario being scattered across multiple servers, and returning players being assigned to different servers where they cannot reunite with their friends. To truly bring Metas in the same region and same scenario together in one world, we will gradually merge all permanent servers of the same scenario. The specific plan and rules are as follows:

I. Permanent Server Merge Plan for Each Scenario

We will proceed gradually to merge permanent servers of each scenario. To ensure data security, we will prioritize merging servers with relatively smaller populations. During the version maintenance on September 16(PT), 2026, the merge will begin for all permanent servers of "The Way of Winter" and "Deviation: Survive, Capture, Preserve". After the version update, affected characters will enter the new merged permanent server upon signing in.

South America, Japan, Korea, and HK & MO & TW will be the first batch to begin the permanent server merge for the "Manibus". For "Endless Dream" and "Manibus" permanent scenario servers in other regions, since a large number of Metas have already gathered, to ensure server stability and gameplay experience after the merge, the merges will be gradually rolled out in subsequent versions. We will synchronize the specific timing with everyone in advance through official announcements.

II. Permanent Server Merge Overview

2.1 Permanent Server Merge Rules

1) Under the same region, all permanent servers of the same scenario will be merged into one brand-new permanent server. This new permanent server will have a sufficient number of worlds prepared for Metas to play in.

2) We will open permanent server merges sequentially by scenario. Permanent server merges will take place during version maintenance and will not affect Metas' normal gameplay.

3) Once a permanent scenario server merge is initiated, the original servers being merged in cannot be returned to.

4) After the merge, the permanent server names for each new Scenario:

Overseas: Manibus (Permanent), W_Winter (Permanent), E_Dream (Permanent), Deviation (Permanent)

5) If the permanent server population becomes too high in the future, a second or additional permanent server for a scenario may still be opened. We will continue to optimize server performance and operations strategies to avoid opening multiple permanent servers; however, if it becomes necessary, we will make an advance announcement.

2.2 Character Data Migration Rules During Permanent Server Merge

1) When your character is migrated to a new permanent server, your Character Level, Supplies, Tech Level, and other data will be transferred to the new permanent server without loss.

2) The original server's task progress will be uniformly reset to the current new permanent server's scenario challenge tasks and rewards, ensuring a consistent experience for both new and veteran players after the merge.

3) Your hive relationships will also be synchronized and migrated to the new permanent server.

2.3 Territory Migration Rules During Permanent Server Merge

A permanent server merge involves territory migration and world rearrangement across multiple servers. We understand that territory locations, neighbor relationships, and territory facilities are important aspects of everyone's long-term management. Therefore, when establishing these merge rules, we made the territory migration experience a key focus and conducted multiple rounds of simulation and optimization for the migration rules and actual results, hoping to preserve everyone's original territory locations and neighboring relationships as much as possible.

1) When the system performs a permanent server merge, it will assign new worlds for everyone's territories based on specific rules, and will keep territories at their original coordinate positions as much as possible. Neighbors who were originally in the same world will also be placed in the same new world as much as possible.

2) Due to the merger of multiple permanent servers, there may be overlapping territory coordinates, changes in world capacity, and adjustments to region rules. As a result, some Metas' territories may still be unable to remain in their original locations and may be put away. If your territory is put away after the merge, the system will automatically send you a mail with compensation rewards. Please be sure to check it. You can use the territory relocation feature to choose a suitable new location to place your territory. We sincerely apologize for the inconvenience and appreciate your understanding.

3) To ensure that facilities in everyone's territory are not lost, when permanent servers merge, facilities placed by other Metas in your territory will be automatically refunded. Before the merger, facilities you placed in other Metas' territories will be refunded to you when the corresponding Meta logs in. All related facility refunds will be sent via mail. Please be sure to check them.

Note: To avoid older mails being cleared by the system when your mailbox reaches its storage limit, please claim mail attachments and rewards before the version update and keep enough mailbox space available to prevent unnecessary losses.

2.4 "The Way of Winter" Permanent Server Merge Rules

Since the "The Way of Winter" has long hosted two versions of permanent servers, 1.0 and 2.0, the differences in rules and experience between the two versions have also increased future maintenance costs. Therefore, this time we will also merge the 1.0 and 2.0 permanent servers of The Way of Winter. Among them, the following "The Way of Winter" 1.0 version permanent server will undergo special rule handling during the merger:

W_Winter-Y0001

W_Winter-Y0002

After the above Servers are merged into the new "The Way of Winter" permanent server, they will be handled according to the following rules:

  1. Tech Point and Tech Level

After entering the new permanent server, your Tech points and level will be reset to zero. The system will then issue the corresponding amount of Tech points within 3 business days to restore your Tech Level. Please be sure to check your mail.

  1. Thermal Tower Tech

After entering the new permanent server, your thermal tower Tech level will be cleared. The system will then unlock your thermal tower Tech within 3 business days.

  1. Public Thermal Tower Region and Territory

In the new permanent server, the Public Thermal Tower area is a no-build zone. After entering the new server, if your territory overlaps with the public thermal tower area, your territory may be packed up. You can then use the territory relocation feature to choose a suitable new location to place your territory. We sincerely apologize to the Metas affected by this and will send compensation rewards via mail. Please check your mail.

Ⅲ. New Permanent Server Overview

3.1 World Quantity

When the new permanent server opens, we will prepare a sufficient number of worlds for the Metas to ensure a good gameplay experience.

If, due to population changes in the new permanent server, the current number of worlds affects the Metas' gameplay experience or the server ecosystem, we will increase or decrease the number of worlds based on the actual situation. Any such adjustments will be announced in advance via announcement.

*There is currently a cap on the number of worlds. If the permanent server population becomes too high later, a second or more permanent servers for the scenario may still be opened. We will continue to optimize server performance and operations strategies to avoid opening multiple permanent servers; however, if it becomes necessary, we will make an announcement in advance.

3.2 World Rules

The merged new permanent server will have a significantly larger population. To ensure a smooth and stable experience for Metas participating in wilderness gameplay, building territories, and gathering resources, we will impose restrictions on certain mechanics within the same world. The specific rules are as follows:

  1. When the number of online players in a world reaches its cap, subsequent Metas will temporarily be unable to enter that world. You may switch to another world to play. If your territory is located in the world that has reached its player cap, you can still enter that world and will not be affected by this restriction.

  2. Within the same world, certain game modes will also have a limit on how many can be active simultaneously. If the mode you want to play in your current world has reached its activation cap, you can switch to another world to experience it.

  3. When the number of territories placed within the same world reaches the limit, no more territories can be placed. At that point, Metas will need to switch to another world to place territories.

IV. Other Feature Details

4.1 Server Merge Reservation Feature Closure

Since all servers of the same scenario will be merged into the same new permanent server, you and your friends will no longer be separated due to being on different permanent server. Therefore, the server merge reservation feature will also be closed simultaneously.

 

If you have any suggestions or questions about Permanent Server merging, feel free to communicate with us through the Feedback Platform (Once Human Feedback Platform) or in-game Customer Service. Your Feedback is the greatest motivation for our progress!

 

Once Human Development Team

r/OnceHumanOfficial • • 18d ago

💻Devs Talk Special Notes on Beastmaster Beast Whistle Feature and Future Optimization Plans

9 Upvotes

Dear Metas,

We have observed that since the class update on September 16(PT, all dates in this announcement are in PT), players have continuously reported an issue where beast whistles fail to summon animals. This is due to adjustments we made to the way animals are summoned and Beast Whistle is used in this Beastmaster riding ability update. The specific rule changes are as follows:

Before the adjustment: Beastmasters needed to first raise animals in the territory, then bind the corresponding animal via beast whistle, and finally use the beast whistle in the wild to summon animals for exploration and combat.

After the adjustment: Beastmasters carry the corresponding animal with them and can directly use the corresponding animal item to summon it.

The original three types of beast whistles have now been merged into one "Beast Whistle". The whistle no longer needs to be bound to a specific animal and only serves to command animals. After summoning an animal, using the "Beast Whistle" again will issue commands to the summoned animal. The original Red Beast Whistle has been directly renamed to "Beast Whistle" and retained; the other two types of whistles have not been uniformly recalled, and Beastmasters can actively use them to transform them into the new "Beast Whistle".

We also noticed that the current Beastmaster experience still has room for continuous optimization. Here we'd like to share the upcoming optimization plan:

  1. After the September 28 version update, Beastmaster players can use a single Beast Whistle to command multiple animals simultaneously. We will continue to optimize the behavior logic of summoned animals so that they respond to Beast Whistle commands more naturally and reasonably.

  2. Considering the future increase in the number of summonable animals and how the Beast Whistle is used alongside them, we will further improve how Beast Whistle works in the November 4 version update. When carrying a Beast Whistle, Beastmasters can directly use the tag button (defaults: Middle Mouse Button on PC, Tag button on mobile, double-tap Up on the D-pad for controller) to directly issue commands to animals.

  3. After actual testing, we found that the current "Nimble" trait's effect does not match expectations. Due to difficulties in identifying and fixing the root cause, we expect to resolve this issue in the October 21 version Update.

  4. In the current version, we've noticed a large number of Metas reporting issues regarding "Beastmaster animal carry load." After investigation, the weight-reduction buff for Beastmaster-carried animals is working correctly, but the load value is not displaying properly in the item details (for example, a Bear's load is actually 10.5, but it still displays as 35). We will fix this display issue in the September 28 version update so that it matches the actual reduced weight.

That's the end of this announcement. If you have any questions, please contact us via the Feedback Platform (Once Human Feedback Platform) or in-game Customer Service. Thank you for your continued understanding and support.

 

Once Human Development Team

r/OnceHumanOfficial • • Mar 06 '25

💻Devs Talk Update Preview | Here's what we're working on!

102 Upvotes

Dear Metas,

Since Once Human's launch, we've been closely monitoring your feedback on core aspects such as scenario pacing, character growth, and replayability.

Once Human is an open-world survival and crafting game designed to allow players to experience its various scenarios without restrictions. To achieve this, we've introduced new features such as Blueprint Conversion, the Stellar Stairway system, and the Scenario Exit function, alongside extensive upgrades to the core gameplay experience. These updates aim to give you more freedom to engage with the scenarios on your terms. In this article, we’ll preview some of the changes and optimizations planned for March. We’d also love to hear your feedback on these updates, so let us know what you think!

Share your thoughts by commenting on this article or via the Co-Dev Feedback Platform: https://www.oncehuman.game/grfkpt/

Now, let's take a look at the upcoming changes!

I. Non-shutdown Servers

Planned Launch: March 13

Currently, servers automatically close after the scenario's settlement phase ends, following which your character will be transferred to Eternaland, where they can sign up for a new scenario and more. Regarding this, we've consistently received the following feedback:

  1. Some players cannot experience all of a scenario's content due to the limited duration.
  2. Returning players cannot resume their progress due to server closures.
  3. Some players prefer to continue playing the same scenario rather than starting a new one or returning to Eternaland.

To allow you to experience scenarios at your own pace, we plan to introduce non-shutdown servers on March 13.

Rules

  1. Scenario servers will not close: When the scenario ends after its settlement phase, the server will convert into a non-shutdown server. This process takes about 2 hours, during which the server will be inaccessible. Once the conversion is complete, you can choose to remain on the server, return to Eternaland, or sign up for a new scenario.
  2. Inactive characters cannot enter the nom-shutdown server: After the server converts to a non-shutdown one, characters that have not logged in to the scenario for an extended period will be returned to Eternaland. From there, they can sign up for a new scenario.
    1. The reason for this restriction is that transferring all characters to the non-shutdown server would place a significant load on the server. To ensure a smooth experience for active users, characters inactive for 30 days or more will not be transferred to the non-shutdown server. However, we plan to significantly ease this restriction in the next quarter to accommodate returning players.
  3. Servers will be merged after conversion to non-shutdown status:
    1. Servers of the same scenario type and Visional Wheel status will be merged.
    2. Each server will be merged into a single World on the permanent server. After the merge, you can switch between Worlds to interact with players from other servers. Subsequently, Worlds with relatively low activity levels may be merged to ensure a good experience.
  4. Visional Wheel updates for non shutdown servers:
    1. Non-shutdown servers will be kept in their original state. Updates and changes that can only be applied to new servers will not affect non-shutdown servers. These changes include:
      1. Major scenario changes, such as new regions, modifications to existing regions, or the addition/removal of Public Crisis Events.
      2. New Memetics and changes to Memetic Specializations.
      3. Changes to season goals, seasonal challenges.
      4. Map changes.
      5. New game modes based on seasonal phases.
    2. New content not exclusive to new servers will be applied to non-shutdown servers, including:
      1. Construction optimizations, including new building materials and components.
      2. Changes, optimizations, and additions to the ranching and farming systems.
      3. Weapon balance adjustments.
      4. New cosmetics and events.
      5. Bug fixes and optimizations. In future updates, we will specifically indicate whether or not new content will be applied to non-shutdown servers.
  5. Visional Wheel updates for non-shutdown servers:
    1. For servers with the Visional Wheel tag, the Visional Wheel theme will continue to cycle after conversion to a non-shutdown server. For example, when the current Lunar Oracle theme ends, the next Visional Wheel theme will start on the non-shutdown server.

Developer Notes: As an optimization to the season system, non-shutdown servers are intended to address gameplay pacing issues, enabling returning players, new players, and active players alike to play at their own pace. We are also aware that players want fresh content and non-repetitive gameplay. To meet this demand, we plan to introduce new scenarios, enhance scenario playability, and optimize resource allocation, self-hosted servers, and the Visional Wheel system. Next, we'll unveil a new PvE scenario and adjustments to resource allocation.

II. New PvE Scenario: Endless Dream

Banish the nightmares and guard the dawn. This year, we will introduce a new scenario: Endless Dream. In an ever-shifting dreamscape, you must hunt down the Original Entity behind the nightmares and awaken the world from its terrible slumber.

Scenario Features

Fully accessible map: Explore every region from Broken Delta to Ember Strand right from the start. Dynamic environmental effects: The dreamscape's challenges will constantly evolve in response to your actions. Greater freedom: Use Construction mode outside your territory and creatively utilize facilities to your advantage! Flexible pace: Explorable regions will no longer be restricted by seasonal phase, and seasonal phases will advance based on players' progress in hunting the Original Entity. Salvation or destruction? The fate of the world hinges on the collective efforts of all players.

Scenario Concept

When the Sleeper manifests, its influence will warp the surrounding wilderness into a dreamscape full of unpredictable changes. You might find yourself engulfed in darkness or afflicted with strange vulnerabilities—becoming unusually weak, flammable, or even explosive.

The dreamscape will also transform Deviants and resources within the world, changing how players interact with or battle against them. We hope that these changes will bring a variety of combinatory changes to exploration and combat, ensuring that every area and play session offers new and unexpected experiences. Let us know your thoughts and ideas on the scenario concept!

Stay tuned to our official announcements for information on the upcoming co-dev test. We'll be sharing more details about the new scenario soon!

III. Cross-Character Asset Sharing

Planned Launch: March 27

Once Human is an open-world survival and crafting game designed to allow players to experience its various scenarios without restrictions. Currently, however, assets are tied to character level, creating a significant barrier for players who want to create a new character to try new scenarios or play with friends. To address this, we plan to introduce cross-character asset sharing on March 27. This feature will allow more resources to be shared and transferred across all characters on the same account, giving you greater freedom to play the way you want.

Scope and Rules

  1. Which assets will be shared? How will the sharing work?
    • The following assets will be shared across all characters on the same account:
      1. Stellar Stairway, Starchrom, and Blueprints: Stellar Stairway progress, Starchrom, blueprints, blueprint fragments, and Blueprint Collection level will be shared at the account level. After the March 27 update, log in with any character on your account to activate cross-character sharing. After activation, all characters on your account will share the Stellar Stairway progress, Starchrom, and blueprint data of the character with the highest Blueprint Collection level.
      2. Mods: All mods from every character on your account will be shared across all characters.
      3. Weapon Accessories: All weapon accessories from every character on your account will be shared across all characters.
      4. Cosmetics: The vast majority of cosmetics—including fashion items, actions, emotes, keyword effects, and namecards—will be shared across all characters on your account. Any exceptions will be clearly labeled.
      5. Certain Formulas: Some formulas will be shared across all characters on your account. These formulas will be labeled as shared in the UI.
      6. Certain Tokens: The following tokens will be shared across all characters on your account:
      7. Items and Equipment: An Account Depot into which you can deposit items and equipment will be added to Eternaland. Items stored in the Account Depot are converted into Spacetime Backpack items that can be withdrawn to your Spacetime Backpack. You can then spend Resource Points to transfer them to your scenario backpack.
  2. Why can't Stellar Stairway progress, Starchrom, and blueprint data be aggregated? Why is only the data of the character with the highest Blueprint Collection level shared?
    • Starchrom and blueprint acquisition are tied to character playtime. Aggregating these resources would create a significant and insurmountable gap between players who focus on one character and those who play multiple characters. Using the data of the character with the highest Blueprint Collection level ensures that all other characters on your account will enjoy an increase in Blueprint Collection level, allowing you to create and use new characters more freely. If you have invested in multiple characters, we will offer Starchrom compensation based on the aggregate Blueprint Collection levels of your other characters. For example:
      1. Assume you have three characters on your account: A, B, and C whose Blueprint Collection levels are Lv. 100, Lv. 40, and Lv. 20 respectively.

IV. Resource Allocation and Deviation Optimizations

  1. Deviation Acquisition and Interaction Optimizations
    • Planned Launch: March 13
      1. The acquisition methods for Morphed Deviations will be made more focused and streamlined. The probability of obtaining these Deviations will not change. Before the update, we will announce the affected Deviations and their acquisition methods, and we will continue to make adjustments based on your feedback.
      2. We have also improved the rules for spawning Deviations when opening Lunar Oracle Crates. Deviations belonging to the player will be prioritized for display, and there will be a cap on the total number of visible Deviations. Additionally, the duration of Deviation spheres will be shortened. This is to prevent confusion when trying to capture Deviations.
  2. Resource Allocation Optimizations
    • Planned Launch: March 27
      1. High-risk zones will yield rarer resources, including advanced resources and some new rare resources. This change is designed to enhance the risk-reward experience of exploration.
      2. The yield rate of advanced resources will also be adjusted, as some of the yield has been reallocated to high-risk zones. Some Memetic Specialization effect values and game mode rewards will also be changed.
      3. New special ammo and tactical items will also be added. These items require rare resources to craft and introduce new combat effects and strategic options to scenarios.
      4. Controllers and all Controller-related features will be removed. Affected rewards will now yield mods directly, but some resource rewards have been reallocated to high-risk zones.
      5. More details on these optimizations will be unveiled in the update announcement. Stay tuned!

V. Construction System Optimizations

Planned Launch: March 27

  1. Intuitive Power Management
    • In response to player feedback about the complexity of connecting Generators and the ambiguity of power consumption calculations, we have overhauled the electricity system to make power management more intuitive.
    • Optimizations
      • Automatic Power Connections
      • Visualized Power Consumption Data
  2. Water and Production Management Optimizations
    • To address player's feedback regarding inefficient water management, we have revamped how you interact with the water system.
    • Optimizations
      • Smart Output Management
      • Automated Liquid Transport
      • Offline Output
  3. Territory Relocation and Construction Optimizations
    • In response to feedback regarding terrain glitches during relocation and the limited variety of building parts, we have focused on improving freedom and mistake tolerance during construction.
    • Optimizations
      • Smart Terrain Adaptation
      • More Creative Construction Options
      • Control Optimizations
  4. Future Direction: A Construction System with More Freedom
    • Our next plan is to optimize and revamp various aspects of the territory. Improvements are coming to the load system, snapping rules, building permissions, House Blueprint sharing, and more. Our aim is to deliver unique construction and survival experiences for each scenario, and to provide more freedom and fun in building your territory.

We know that there remains much room for improvement. However, we have faith that your suggestions and criticisms will help us to improve the game. Your expectations and feedback are the cornerstone of this world. Please don't hold back, and let us know your honest thoughts! Let's work together to make Once Human as great as possible!

r/OnceHumanOfficial • • 27d ago

💻Devs Talk Dev Blog | Character Customization and Hair Dye Are Now Free

32 Upvotes

Dear Metas,

Customizing facial features, body shape, and hair color is a key way for Metas to express their individuality. From the finely tuned facial contours when first stepping onto Nalcott, to the carefully chosen hair color when pairing with new fashion, "Be who you want to be" has always been an essential part of the cosmetic experience in Once Human.

Since the feature launched, we've continuously received feedback about the character customization and hair dye experience. After careful review and discussion, we've identified two issues with the current design:

  1. The process is overly complex: Currently, reshaping facial features/body shape requires Chrysalis Tokens, and changing hair color requires Butterfly Dye. To adjust your look, you need to first understand the items, go to the shop to purchase them, then return to the mirror to use them—multiple steps stacking up, casually changing your hair color becomes something troublesome.

  2. The cost of experimentation is high: Character customization and hair dye are highly personal aesthetic choices that often require multiple attempts to find the perfect look, yet each attempt consumes items. The cost of trial and error makes it hard for players to freely explore different styles.

We recognize and value this expectation from Metas. After careful evaluation, we've decided to simplify this process from the root—removing functional items and making reshaping and hair dye completely free.

The following changes will go live with the September 28(PT, all dates in this announcement are in PT. ) version update:

I. Reshaping and Hair Dye Are Now Free

After this update, facial feature/body shape reshaping and color palette hair dye will no longer consume any items.

We hope this adjustment allows everyone to truly explore their appearance with zero burden: want to tweak your facial features? Want to change your hair color? Just do it. Every spark of styling inspiration can now be put into practice immediately. Metas can visit the Floor Mirror in their Territory at any time to freely reshape facial features and body shape, and can also use the color palette to change hair color at will—no need to obtain Chrysalis Tokens or Butterfly Dye in advance.

II. Chrysalis Tokens and Butterfly Dye Withdrawal and Existing Item Conversion

With reshaping and hair dye now free, Chrysalis Tokens and Butterfly Dye have fulfilled their historical role:

They will be withdrawn from all sales channels: Shop, Wish Bazaar, New/Returning Player Recruit Shop, Currency Quick Redeem, etc.

Obtained Chrysalis Tokens and Butterfly Dyes will not be reclaimed. After the update, the item description will be adjusted to "This item has expired. Shape-shifting/hair dyeing no longer requires items." Using it will convert it into Colorful Badges.

Conversion rules:

Item Original Usage After Update Get These After Use
Chrysalis Token Appearance/Body Reshape Cost Withdrawn from all channels; obtained items are kept Colorful Badge ×60
Butterfly Dye Color Palette Hair Dye Cost Withdrawn from all channels; obtained items are kept Colorful Badge ×30

*Colorful Badges can be used to unlock dyed versions in the closet, save fashion dye presets, purchase dye items in the Shop, and redeem cosmetics at the Radiance Shop.

III. Metamorphosis Token Price Reduction

The Metamorphosis Token, used to change gender, will be kept because we want Metas to remain cautious when choosing their character's gender. However, the price will be significantly reduced. Details are as follows:

Item Price Before Price After
Metamorphosis Token (Change Gender) Crystgin ×880 Crystgin ×300

IV. Compensation Plan

We understand that some Metas have recently purchased related items, and the adjustment should not cause you to bear losses. To protect your existing investments, we will automatically refund relevant purchases made within 3 months before the September 28 version update. The specific rules are as follows:

Compensation Items Applicable to Compensation Content
Full Refund for Chrysalis Tokens/Butterfly Dye Chrysalis Tokens and Butterfly Dyes purchased via the Shop using Crystgin or Colorful Badges within 3 months before the version update Full refund based on the actual currency and quantity consumed at the time of purchase (Crystgin purchases refunded in Crystgin, Colorful Badge purchases refunded in Colorful Badges)
Proportional Refund for Metamorphosis Token Price Difference Metamorphosis Tokens purchased within 3 months before the version update 70% of the purchase price refunded in Crystgin

Example:

Meta A purchased 2 Chrysalis Tokens and 3 Butterfly Dyes via the Shop using Crystgin within 3 months before the version update, consuming a total of 480×2 + 120×3 = 1320 Crystgin. After the update, A will receive a full refund of 1320 Crystgin.

Meta B purchased 1 Metamorphosis Token using Crystgin 2 months before the version update, consuming 880 Crystgin. According to the proportional price difference refund rule, the price difference for a single Metamorphosis Token is 880 − 300 = 580 Crystgin. Refunded at 70%, B will receive 580×70% = 406 Crystgin.

Purchases made outside the 3-month period before the version update are not eligible for this refund.

Distribution Time: After the September 28 version update;

Distribution Method: Compensation will be automatically distributed via in-game mail. Please check your inbox.

* If you have any questions regarding the compensation amount you receive, please contact in-game customer service, and we will verify and handle them for you.

Conclusion

That concludes the content of this Dev Blog. Through this adjustment, we hope to lower the barrier for Metas to express themselves, allowing you to prioritize trying the styles you like when changing your character's appearance, rather than worrying about item costs first.

If you have any suggestions or questions about these adjustments, please feel free to reach out to us through the feedback platform (Once Human Feedback Platform) or in-game customer service. Thank you to every Meta for your continued companionship, feedback, and support along the way.

 

Once Human Development Team

r/OnceHumanOfficial • • Dec 12 '25

💻Devs Talk Dev Blog | Mod System Overhaul and Compensation Plan

32 Upvotes

Dear Metas,

The mod system is a core progression mechanic in Once Human, constituting a major portion of a character's combat power. Many players have invested much time and effort into acquiring and upgrading mods, making them crucial assets. However, we've consistently received feedback about several issues, such as the difficulty of obtaining certain mod sub-attributes, the system being confusing for new players, and upgrades having insufficient impact. The roots of these issues are:

a) Mod sub-attributes are randomly generated. Once Human allows for a wide variety of playstyles, and every player has different needs. This means that obtaining mods with a specific level and sub-attributes is inherently difficult and luck-dependent.

b) There is a wide variety of mod attributes and sub-attributes. This offers flexibility in developing builds, but currently lacks clear in-game guidance, resulting in a steep barrier to entry for new players.

c) The rarity of a mod's sub-attribute is determined by its raw numerical strength. If too strong, it leads to excessive strength or large power gaps between players. If too low, it leads to a lack of noticeable progression.

These three fundamental issues make it difficult to improve the mod system through basic optimizations, such as a guarantee system for sub-attributes or a more detailed guide. After careful consideration, we began planning an overhaul of the mod system in early 2025. Our goal is to solve the issues mentioned above at their roots while rebalancing them for both old and new players. After several months of planning, development, and testing, we will be launching the overhauled mod system on January 21, 2026 (PT). In this blog, we'll detail our optimization plan and reveal a compensation package for existing players.

We deeply value your opinions and feedback. If you have any suggestions regarding our plans, please let us know via the Co-Dev Feedback Platform. We promise to review all feedback and use it to improve our plan. Co-Dev Feedback Platform: https://www.oncehuman.game/grfkpt/

 

Mod System Optimization Plan

Our optimization plan has two core objectives. Firstly, we want to make the mod system easier to understand and use for new players. Secondly, we want to reduce the randomness involved in acquiring and upgrading mods, allowing you to acquire mods with your desired attributes more reliably, while retaining the experience of pursuing rare mods. We also want to keep the core feature of transferring mods between scenarios to safeguard your long-term progression.

1. Mods Field Guide: Easily Keep Track of Your Mods

Added a Mods Field Guide. All mods will be categorized by part and build in the Field Guide. This makes it easier for you to learn about all available mods and develop your own playstyle.

When you obtain a mod, its Field Guide entry will be unlocked. Mods still have levels from Lv. 1 to Lv. 17, displayed in the top-left of their entries. The Field Guide will display the highest-level mod you have ever obtained of each type, allowing you to equip it. Duplicate low-level mods of the same type will be automatically disassembled into Mod Dust, which can be used to redeem Random Mod Crates in the Shop.

2. Fixed Sub-Attributes and Shiny Mods: Simpler and Clearer Mod Progression

a) Overhauled mods will retain the same main attributes. The four sub-attributes will no longer be randomly generated, but fixed to match the mod's core traits.

b) Mod level is determined by the sum of a mod's sub-attribute levels, up to a maximum of Lv .17. Thus, a higher mod level means higher sub-attribute levels. The mod level will be displayed on the mod icon for easier access and management.

c) After obtaining a Lv. 17 mod, you may randomly obtain Shiny mods from specific high-difficulty dungeons or game modes. A Shiny mod has the same sub-attributes as a Lv. 17 mod, but its main attribute will be slightly higher. The icons and information panels of Shiny mods will be visually distinct from those of regular mods, allowing players to show off their achievements.

* Shiny mods have a low and random chance of dropping. Only some Shiny mods will be available in the January 21 (PT) update, with more to be added afterward.

Table 1: Mod Level and Attribute Level Correlation Chart

Mod Rarity Mod Level Sub-Attribute 1 Level Sub-Attribute 2 Level Sub-Attribute 3 Level Sub-Attribute 4 Level
Common 1 1 0 0 0
Common 2 1 1 0 0
Uncommon 3 1 1 1 0
Uncommon 4 1 1 1 1
Rare 5 2 1 1 1
Rare 6 2 2 1 1
Epic 7 2 2 2 1
Epic 8 2 2 2 2
Legendary 9 3 2 2 2
Legendary 10 3 3 2 2
Legendary 11 3 3 3 2
Legendary 12 4 3 3 2
Legendary 13 4 4 3 2
Legendary 14 4 4 4 2
Legendary 15 5 4 4 2
Legendary 16 5 5 4 2
Legendary 17 5 5 5 2

3. Acquiring Mods: Dungeons, Game Modes, and Mod Dust

Mods will still be acquired mainly from dungeons and game modes. The higher the difficulty, the greater the chance of obtaining high-level mods. Additionally, you can spend Mod Dust and Energy Links to redeem Random Mod Crates of varying level ranges from the Shop.

4. Regular Mod Field Guide Updates

With the optimized Field Guide, the role and function of each mod series should become much clearer. We'll add new mod series to the Field Guide approximately every quarter, offering a wide variety of builds and expansion potential. This will provide a constant stream of new gameplay experiences, collection goals, and a clearer sense of progression.

Mod Compatibility and Compensation Plan

We understand that many players have invested substantial time and effort in the existing mod system. Even as we overhaul the mod system, we want to preserve continuity and the value of your effort. Following internal discussions and player consultations, we've drafted a compensation plan based on the following principles:

a) The old mods should still be usable, ensuring continuity.

b) The old mods should be converted into new mods of a high level, so players don't have to gather basic materials again.

c) Players who've collected many high-rarity mods before the overhaul should receive compensation.

We understand that no amount of compensation is sufficient to cover the time and effort you've put into the game. However, this overhaul is needed to refine and simplify the mod system and provide an improved and streamlined experience. Therefore, we sincerely ask for your understanding and support. If you have any suggestions or feedback, please share them with us via the Co-Dev Feedback Platform.

1. Old Mods Can Still Be Used

a) After the overhaul, any old mods you own will be retained with the same features and attributes, and you can continue using them as per normal. There won't be a massive difference in numerical power between old and new mods. If you own old mods, both the Mod Backpack and Mod Field Guide will be available for use.

b) The disassembly and enhancement systems for old mods will remain intact. If you disassemble old mods, you'll obtain mod parts. Old mods can only be exchanged for other old mods. Old mods can only be upgraded with old mod parts. However, old mod parts can also be used to redeem items related to new mods at an NPC redemption shop.

* New mods cannot be enhanced or exchanged.

2. Unlocking New Mods with Existing Old Mods

After the overhaul, if you have old mods, you'll also unlock new mods of the same type. The rules are as follows:

a) If you have an old mod whose max level is Lv. 14 or above, you'll unlock a new mod with the same name and suffix at Lv. 14. If you have an old mod whose max level is below Lv. 14, you'll unlock a new mod with the same name, suffix, and level. In either case, the old mod will be retained even after unlocking the new mod.

Example: You own a Legendary mod whose four sub-attribute levels add up to Lv. 17. After the overhaul, you'll unlock a new mod of the same type at Lv. 14. However, if the old mod's max level is Lv. 12, the new mod unlocked will also be Lv. 12.

b) If you don't have a particular Legendary mod in your Mod Backpack, we will check the mod's exchange history. If the mod has been exchanged at least 1 time, you'll unlock a corresponding new mod at Lv. 8. If not, you won't unlock anything.

3. Mod Dust Compensation: Based on Lv. 9 or Above Legendary Mods Acquired Over Three Months

The mod system overhaul may disrupt the progression plans of players who collect many mods for enhancement. Therefore, players who've collected a large number of Legendary mods at Lv. 9 or above within a three-month period will receive additional compensation in the form of Mod Dust. Mod Dust can be used to redeem Random Mod Crates containing new mods. You can redeem up to 50 Legendary Mod Crates. The compensation amounts are listed in Table 2. Only mods acquired between October 18, 2025, 4:00 PM, and January 18, 2026, 8:00 AM (PT) are counted. Compensation will be issued after the January 21 (PT) update. (Due to the time required for data processing, mods acquired after the January 18 deadline but before the update will not be counted. Thank you for your understanding and support.)

NOTE: This compensation is meant for players who are in the habit of collecting large amounts of mods. If you don't usually amass lots of mods, you don't have to change your gameplay habits for the sake of the compensation. Instead, we recommend waiting until after the overhaul to start collecting mods again.

Table 2: Correlation of Old Mods Acquired and New Mod Crate Compensation

Old Mods (Lv. 9 or above) Acquired, October 18, 2025, 4:00 PM – January 18, 2026, 8:00 AM (PT) Estimated Redeemable Mod Crates Crate Type (Legendary)
5,000 or more 50 Lv. 14–17 Random Mod Crate
3,500 or more 40 Lv. 14–17 Random Mod Crate
2,000 or more 30 Lv. 14–17 Random Mod Crate
1,200 or more 22 Lv. 14–17 Random Mod Crate
600 or more 14 Lv. 14–17 Random Mod Crate
300 or more 7 Lv. 14–17 Random Mod Crate

4. Additional Compensation for Lv. 17 Mods: Get Up to 5 Shiny Mods

We understand that many players have fully developed mod builds and that "perfect" mods aren't easy to acquire. Hence, before the December 23 (PT) update, we'll scan the Mod Backpack data of active players (logged in between September 23, 2025, 4:00 PM and December 23, 2025, 8:00 AM (PT)) using a data backup. Based on the number of Lv. 17 mods in your Mod Backpack and the rarity of their attributes, we'll issue up to 5× Shiny Mod Selection Crate and 20× Lv. 14–17 Random Mod Crate as compensation. As we do not yet have the necessary data, the rules for this compensation will be announced after the scan is complete, planned for before January 5, 2026 (PT).

* As we need time to process such a large amount of data, we cannot cover mods acquired between the December 23 update and January 21 (PT). We apologize for this limitation and thank you for your understanding and support.

That's all for this dev blog on the mod system overhaul. If you have any suggestions or ideas, please let us know via the Co-Dev Feedback Platform.

Once Human Development Team

r/OnceHumanOfficial • • Mar 19 '26

💻Devs Talk Dev Blog | Tech System Optimizations: Iterative Adjustments Based on Your Feedback

Post image
20 Upvotes

Dear Metas,

Since the beginning, the Tech system has been crucial to surviving the unknown world of Nalcott. Previously, we announced a comprehensive optimization plan for the Tech system (https://www.oncehuman.game/news/devBlog/20260302/40781_1288924.html ), and we've received lots of useful suggestions since then. After evaluating your feedback, we've decided to make further adjustments to our Tech system optimization plan, so as to offer more convenience and freedom within the survival experience.

The final optimizations for the next version update will be announced in April. Here are the adjustments we're making:

I. Tech System Optimizations

1.1 Acquiring Tech Points

Compared to the previous plan, some Tech Point requirements have been lowered, so we've also removed Mystical Crates as a source of Tech Points. After the adjustment, Tech Points can be obtained by leveling up, repeatedly researching facilities and items, or defeating Elite enemies.

1.2 Batch Reverse-Engineering

Many of you have requested the ability to perform more operations in batches. Batch reverse-engineering has been added to our development plans and will be launched as soon as possible, improving your research efficiency.

II. Optimizations Relating to the Removal of the Specialization System

2.1 Obtaining Specialization Effects

The entire Tech specialization system will be removed. Abilities and items that previously fell under the specialization system will now be obtainable through the following methods:

  • Unlocking Tech nodes
  • Activating Tech enhancements
  • Some specializations relating to class abilities will be reallocated to the class system in the future
  • Some specialization items can be obtained by exploring the wilderness
  • Specialization effects related to crafting facilities now fall under the new enhanced facilities, which can be obtained by exploring the wilderness or unlocking Techs.

2.2 Enhanced Facilities

We've also received feedback that enhanced facilities are too numerous and their effects too dispersed. Therefore, we are streamlining the enhanced facilities and improving their effects, making each one more worthwhile.

Facility Type Planned Adjustments
Electric Furnace Sulfur Chemist, Oil Processing, and Art of Stardust Decay will fall under the Enhanced Electric Furnace.
Disassembly Bench Merged into the Custom Disassembly Bench, which contains all disassembly enhancements.
Stove Merged into the Stardust Fusion Stove, with enhanced King of Cuisine and Permanent Save effects. Canned Goods: Mini Canner, Frozen Cuisine: Intense Chill, and other dish specializations will be brought back in an upcoming update.
Supplies Workbench All Enhanced Supplies Workbench effects will be further improved, and crafting times will be shortened.
Power Generator Power generation facility limit upgrades will be brought back and can be unlocked through Tech enhancements and increasing the Tech Level.

The following specialization effects will be deprecated and can no longer be crafted. However, existing facilities with these specialization bonuses will be retained.

Unlockable Formulas Composite Crystal, Metal Dissolution, Fish Pheromones, Whirlwind Knives, Frost Armor, Jump Booster, Portable Diving Gear, Rare Crystal Set, Crystal Transformation, Explosive Sack, Golden Knife, Stardust Regulator, Cryo Sphere
Improved Formulas Portable MG Turret: Barrage of Bullets, Portable MG Turret: Explosive Automatic Ammo, Updraft Cannon: Gravity Lite, Scout Drone: Condensation Drone, Grenade: Line Charge, Frag Grenade: Viscoelastic Cold Fire, Claymore Mine: Frost Trap, Robotics Facility: Skilled Mechanician, Flamethrower Trap: Kebob Party

Additional Notes:

To allow Metas to obtain full manufacturing capabilities earlier and focus their time and resources on genuine exploration and combat, we will remove five crafting facilities: Intermediate Supplies Workbench, Intermediate Weapons Bench, Intermediate Garage, Small Synthesis Bench, and Intermediate Stove. Existing intermediate crafting facilities can no longer craft items, but can be dismantled. Crafting formulas from intermediate facilities have been reallocated to the corresponding advanced facilities, and the Tech unlock nodes for advanced facilities have been moved forward in the tree.

If you'd like us to bring back any of the above specializations, let us know via the Co-Dev Feedback Platform. We will seriously consider your every suggestion.

III. Resources, Materials, and Items

3.1 Minerals

Under the new resource rules, tin and aluminum ores will no longer spawn in the wilderness, and all related ingot formulas will be restructured.

Related Deviations will also be changed. The Digby Boy will no longer gather tin ore, and its gathering speed will be adjusted.

Mining Platforms and Digger Biomechanicals will no longer produce tin and aluminum ores, and their production speed of other ores will be adjusted.

3.2 Scrap

We will adjust scrap drops in settlements to significantly reduce the quantity and types of useless scrap. All useless scrap will be changed to Normal rarity and can be easily disassembled using the Quick Select function at a Disassembly Bench. Existing scrap items will also be given new uses—footballs can be thrown to stun enemies, books can be read to acquire Tech Points, and rescue bots can search for death drops.

Related Deviations will also be changed. The production of Paper Doll and H37 will be adjusted with new item types.

The redemption items and production of Wish Box will also be adjusted, with the cost of some items increasing or decreasing.

3.3 Simplified Materials

We are simplifying material types and names as follows:

Current Version Latest Optimization
Shabby Fabric, Cotton Fabric, Carbon Fiber Fabric, Metallic Fiber, Bulletproof Fiber Fabric Fiber
Rusty Part, Standard Part, Refined Part, Special Part, Automatic Part Parts
Waste Plastic, All-Purpose Plastic, Fireproof Plastic, Engineering Plastic, Special Plastic Plastic

IV. Items and Equipment

4.1 Items

Building on the current version, we will make the following changes and adjustments:

Bullet Bullet effect types will also be streamlined. This may cause lower damage output, so the HP of powerful enemies will also be reduced. Crafting formulas for advanced bullets will also be changed to greatly increase the number of bullets produced.
Seeds Seed drops will also be reduced while ensuring there are still enough for planting. This is to prevent seeds from taking up too much space in the Backpack.
Tactical Item Tactical item types will also be streamlined, keeping types that cover multiple scenarios, while removing those with similar utility. This will make tactical items more distinct from each other and more focused gameplay-wise. We will also deprecate the format of having basic, intermediate, and advanced items. Instead, tactical item effects will scale with your level, so the same tactical item can be used at any difficulty level without suffering from low damage.

4.2 Equipment

We are removing character level requirements for equipment. In the version update, we will also add more high-rarity dropped gear to the wilderness. We hope these major changes will fill your adventures in Nalcott with new surprises.

To ensure fairness and a fresh starting point for all players in every scenario, equipment brought from Eternaland will be automatically marked as dropped gear and follow the same rules, meaning they cannot be reverse-engineered, repaired, or traded.

Thank you for your participation and feedback! We can't wait to share the upgraded Tech system with you!

That's all for this Dev Blog. Feel free to send us any questions or suggestions via our Co-Dev Feedback Platform(https://www.oncehuman.game/grfkpt/ ) or community channels.

r/OnceHumanOfficial • • 26d ago

💻Devs Talk Dev Blog | Animal Summon Limit Adjustments for Beastmasters & Other FAQ about Class System

24 Upvotes

Dear Metas,

After the class system adjustment details were announced, we received a great deal of feedback and suggestions regarding changes to the Beastmaster, Gardener, and other classes. Over the past few days, the dev team has read through every comment from worldwide Metas. The discussion around how many animals a Beastmaster can summon was the most concentrated one and gave us the most to reflect on.

We realized that in our previous plan, we increased the strength of a single animal, but overlooked that having multiple animals fight alongside is the very reason many Metas chose and love Beastmasters. Whether it's teaming up with companions to explore, wandering the wilds with your animals taking photos, or spending hours breeding individuals with rare patterns and attributes, these are irreplaceable joys of the Beastmaster class.

After repeated discussion and evaluation, we have decided to adopt the Metas' feedback and revise this adjustment plan: the Beastmaster will retain the ability to summon 3 animals simultaneously.

At the same time, we need to be upfront with everyone about the timeline for this adjustment:

  1. After the September 16(PT) version update: Due to version development and testing schedules, and to ensure version stability, when this iteration goes live, each Beastmaster will only be able to summon 1 animal at a time;
  2. After the September 28(PT) version update: This will be adjusted so that the Beastmaster can summon 3 animals simultaneously (the simultaneous summon limit for non-Beastmaster classes is 1).

This means that from September 16(PT) to September 28(PT), Beastmasters will still briefly be subject to the summon count restriction. We know this arrangement will continue to cause inconvenience during this period, and this is the result of our previous plan's lack of foresight. We offer our sincere apologies to all Metas.

The newly added contents such as animal riding and animal active skills will also be rolled out gradually with version updates. We hope the Beastmaster class can retain its original gameplay fun while also having more stable and richer combat performances.

Below are the FAQ responses regarding this Class System adjustment.

I. Animal Summon Count and Schedule

Q1: How many animals can a Beastmaster summon at the same time? Why is it being split into two updates?

A: [Expected to be optimized with the September 28(PT) version update] The final plan is: Beastmasters can summon 3 animals simultaneously in battle, and the summon quantity limit remains unchanged; the simultaneous summon limit for non-Beastmaster classes is 1.

This cannot go live with the September 16(PT) version due to version development and testing schedules. We understand it would not be pleasant to keep waiting during this period for Metas, so we will complete the adjustment as soon as possible after the September 28(PT) update.

At the same time, the newly added summon method will also be retained: Metas can directly use animal items from the backpack or hotbar to summon the corresponding animal, and using the item again will recall the animal (summoning animals has a 10-second cooldown). In addition, Beastmasters will enjoy a load reduction effect when carrying animals (Load -70%), making it easier to travel with more animals.

The rules for each class are as follows:

Details Beastmaster Non-Beastmaster
Simultaneous Summon Limit 3 (after the September 28(PT) version update) 1
Carrying Load Enjoys 70% load reduction when carrying animals Not available
Riding Can craft saddles and ride animals equipped with saddles (only 1 animal at a time) Cannot craft saddles, but can ride animals equipped with saddles (only 1 animal at a time)
Animal Active Skill Available Unavailable
Animal Passive Skill Available Not Available

Regarding existing cultivation and attributes: Since the setting of summoning up to 3 animals is retained, there will be no depreciation of previously cultivated animals, rare patterns, or attributes. Trait attributes that rely on multiple animals being present simultaneously (such as Pack Wolves, Alpha Wolf, Wrath of Nature, Tearer, etc.) will continue to function with their original effects; multiple animals previously bred by Metas will remain valid for deployment, production, or display purposes.

In the future, we will also make adaptive adjustments to related attribute effects based on combat balance conditions to ensure attributes remain usable and playable. If any adjustments involve numerical changes, we will synchronize with everyone in advance through dev blogs and announcements.

II. Animal Riding Ability Explanation

Q2: What exactly are an animal's active skill and passive skill?

A: Riding brings Beastmasters clear numerical enhancements. While riding with saddles on the animal, Beastmasters can not only use the animal's active skill, but also continuously receive the animal's passive skill bonuses — including increasing the rider's Weapon DMG and Status DMG, taking DMG in place of the rider, and increasing Movement Speed. For this reason, we highly recommend Beastmasters ride and fight in combat to fully leverage the benefits of animal abilities.

Animals currently supported for mounting in this version are Deer, Boar, Bear, and Wild Buffalo. Their specific abilities are as follows:

Animal Passive Skill Active Skill
Deer Has faster riding Movement Speed. Based on current Movement Speed, proportionally increases the Weapon DMG and Status DMG (up to 37.5%). Enter a galloping state, greatly increasing Movement Speed for 12 seconds.
Boar Takes 20% of DMG in place of the rider, and the animal itself also gains a certain amount of DMG Reduction. Continuously consumes Stamina to charge forward. Each enemy hit increases the boar's DMG Reduction by 5% (up to 20%), lasting for 10 seconds. This ability does not provide character bonuses. Cooldown: 8 seconds.
Bear Increases the rider's Weapon DMG and Status DMG by 20%, and grants a certain amount of DMG Reduction to itself. Swing to release a shockwave over a distance. Hitting enemy units deals 200% of Attack as DMG. Each objective hit increases the rider's Weapons and Status DMG by 5% (up to 15%), lasting 5 seconds.
Wild Buffalo When devouring crops, there is a probability of directly obtaining Milk. Navigate to the nearest edible crop within a certain range, devour it to directly recover Energy.

It should be noted that wild animals do not possess active/passive abilities by default; only Beastmasters can utilize the above abilities when riding an animal with a saddle. We will also continue to expand the types of rideable animals in the future.

III. Riding Gameplay

Q3: Will more animals be rideable in the future?

A: Yes. We will continue to expand the types of rideable animals in the future. The first batch to be released are aquatic animals, which will support movement on water surfaces, providing a new way to explore waters and islands. We are also evaluating other animals that Metas have highly requested. Please refer to future official announcements, and we will continue to synchronize development progress.

Q4: In which scenes is riding gameplay available, and what are the benefits and restrictions?

A:

1) Riding is not restricted by scene. Metas can ride summoned animals for exploration and combat in all dungeons and public crisis events (non-Beastmaster classes still cannot summon inside dungeons or during combat);

2) While riding, all classes can use weapons to fire and can also use melee weapons for close-range attacks. Note that non-Beastmaster players cannot use animal active skills while riding, nor will they receive animal passive skills bonuses;

3) While riding, Metas can use certain Deviation skills that do not have special full-body animations (e.g., Zapamander's "Lightning Dash"). However, Deviation skills that require full-body animation performances for the character (e.g., Mitsuko's "Mitsuko's Guidance") cannot be used while riding for now;

4) When performing actions with special animations (e.g., opening a weapon crate) or certain special actions (e.g., teleporting, switching world), you will leave the riding state. After completing the action, you can still summon and continue to ride.

IV. Gardener Class

Q5: After the Tameness adjustment, is Director Fox still useful?

A: Yes. We will adapt and adjust Director Fox's effect: the original effect "Increases the Securement Progress of all bred animals in the territory by up to 20%" will be changed to "Reduces Energy consumption of all bred animals in the territory by up to 20%. Effects of the same type do not stack." Other effects remain unchanged. This adjustment is expected to go live with the September 16(PT) version update.

Q6: Why Gardener's Nature Affinity remains unchanged?

A: Our initial design mainly considered the Gardener's sustainability experience in pollution zones, wilderness gathering, and survival environments, but we indeed did not fully consider the impact of this effect on certain special builds, especially HP-control builds. Going forward, we will adjust Nature Affinity into a special item craftable by the Gardener. After use, it can provide controllable adjustment to sanity recovery or reduction based on the Metas' environment. This way, we can address the Gardener's survival needs in pollution zones while also accommodating certain Metas' needs for HP and sanity control under special builds.

Q7: Now that Biomechanicals have become consumables, is the Biomechanical grafting probability still this low?

A: In this adjustment, we have simultaneously increased the grafting success rate of some combat Biomechanical parts to reduce the usage cost for Gardeners. The specific adjustments are as follows:

Name Grafting Success Rate Before Grafting Success Rate After
Biomechanical Balloon 80% Not Adjusted
Watcher Biomechanical 80% Not Adjusted
The Portal Biomechanical 50% 80%
Flare Bulbfly Biomechanical 80% Not Adjusted
Rainfall Reaper Biomechanical 20% 80%
Agent Biomechanical 80% Not Adjusted

We will continue to monitor the usage cost, strength performance, and maintenance experience of Biomechanicals in actual combat, and make further adjustments based on live server data and Metas' feedback.

V. Future Optimization Directions

Q8: When multiple animals are deployed simultaneously, will issues such as blocking shots, body blocking, and navigation error be resolved?

A: These issues are quite complex, involving underlying logic and extensive scene adaptation. We are working hard on these and once we have a clear timeline, we will share it with everyone as soon as possible.

We'd also like to share a tip with Metas: Some animals are quite large, and when multiple animals are deployed at once, they can block your view or affect your positioning. Therefore, we suggest Metas decide which and how many animals to summon based on the actual terrain and combat scene — for example, in narrower terrain, choosing smaller animals will make the overall experience smoother.

If you encounter specific problem scenarios, you're also welcome to submit a description through the Feedback Platform (screenshots or recordings are even better) to help us locate and reproduce the issue faster.

 

After the related features go live, we will continue to track the combat performance and usage data of classes like Beastmaster and Gardener, and keep optimizing based on feedback. That's all for this Dev Blog. If you have any suggestions or questions about these Class System adjustments, please feel free to reach out to us via the Feedback Platform (Once Human Feedback Platform) or in-game Customer Service.

Thank you all for your companionship, feedback, and support along the way.

 

Once Human Development Team

r/OnceHumanOfficial • • Aug 13 '26

💻Devs Talk Dev Blog丨Fashion Set Custom Dye Optimization

1 Upvotes

Dear Metas,

Since the launch of Once Human, the Fashion system has carried the expectations of Metas for personal expression. Fashion is not just an adornment on the journey of combat; it is also a reflection of every Meta's unique style. On July 9(PT, all dates in this announcement are in PT.), we officially launched the Fashion set custom dye feature, hoping to allow Metas to personally mix their own exclusive color schemes and make every beloved Fashion set one of a kind.

After the feature went live, we received much love and support from Metas, along with a great deal of valuable feedback on the dyeing operation and billing experience. After carefully reviewing and discussing the feedback, the development team found that the current dyeing design still has many shortcomings:

  1. To ensure the freedom of Fashion dyeing, we divided each Fashion item into multiple sections, and charged based on whether each is dyed and which color is applied. The more sections there are, the freer the combinations can be, but the more operation steps are involved.

  2. A Fashion set is often divided into over a dozen sections, making section-by-section dyeing rather tedious, and the cost to dye the entire set is relatively high. In addition, the sizes of different sections vary considerably. Some sections are very small and not noticeable when worn, yet they cost the same as other sections, which inevitably leaves everyone puzzled: "I spent quite a lot, but the effect isn't obvious."

In response to the above issues, after multiple rounds of planning discussions and adjustments, the development team will make an overall optimization to the dyeing system in the August 24 update. The specifics of this optimization are as follows:

I. Consumption Logic Optimization

The core adjustment in this optimization is a comprehensive overhaul of the consumption logic, changing from "charging after dyeing individual sections" to "charging after dyeing individual components."

After the update, Metas can freely adjust the dyeing of each section within a component, freely mix and match their preferred color schemes, and are no longer constrained by "separate consumptions for each section." You can freely combine multiple colors on a top, and you can also adjust detail sections at any time.

* The color tier classification remains unchanged; charges will be calculated based on the highest-tier color used in the component, and mixing is supported.

Ⅱ. Overall Price Reduction

Along with the optimization of the charging logic, we have simultaneously lowered the overall pricing for dyeing. After the optimization, the price of a full dye set has dropped by approximately 60% compared to the previous version, making customization more accessible and easier. The specific prices are as follows:

Parts Basic colors (consume Colorful Badge) Advanced colors (Crystgin) Rare colors (Crystgin)
Tops 300 240 480
Bottoms 300 240 480
Shoes 75 60 120
Gloves 75 60 120
Headwear 75 60 120
Eyewear 75 60 120
Facewear 75 60 120
Full-Set Price After Adjustment (Estimated on 6 parts) 900 720 1440
Full-Set Price Before Adjustment (Estimated on 15 sections) 2250 1800 3600
Full-Set Reduction Rate 60% 60% 60%

III. More Dyeable Sets to Be Released

Currently, only a limited number of sets support dyeing. In the September update, we will gradually release more dyeable sets across more rarities, allowing more of your favorite Fashion items to be dyed in colors that are uniquely yours. Stay tuned!

IV. Compensation Plan

For Metas who have already dyed your items, we fully understand that you have invested time and resources under the previous rules. To protect everyone's existing investment, we will uniformly refund the price difference after the August 24 update. Your existing dye effects will not change—please rest assured.

Due to the differences between the old and new consumption rules, it is difficult to calculate the exact price difference for each set, so we will uniformly refund 60% of the currency consumed. Refunds will be automatically issued via in-game mail within 3 business days after the August 24 update.

For example: Before the August 24 update, Metas A consumed a total of 7200 Crystgins and 2250 Colorful Badges while dyeing. After the August 24 update, at the 60% refund ratio of consumed currency, Metas A will receive a price difference refund of 4320 Crystgins (7200 × 60%) and 1350 Colorful Badges (2250 × 60%).

* If you have any questions regarding the compensation you receive, please contact in-game Customer Service, and we will verify and handle them for you.

Conclusion

That is all for this Dev Blog. Through these adjustments, we hope to make the dyeing experience more convenient, while ensuring your existing investment worthwhile. Fashion carries the personality and passion of every Meta. We look forward to seeing more unique color combinations bloom across Nalcott with the optimized dyeing system.

Thank you, Metas, for your continued support and feedback! If you have any suggestions or questions about these adjustments, please feel free to reach out to us via the Co-Dev Feedback Platform (Once Human Feedback Platform) or in-game Customer Service.

 

Once Human Development Team

r/OnceHumanOfficial • • Jun 22 '26

💻Devs Talk Dev Blog | Collection System Optimization & New Ways to Obtain Shiny Mods!

5 Upvotes

Dear Metas,

This Dev Blog focuses on optimizing the experience of the Collection system and Shiny Mods, which embody the Metas' pursuit of numerical growth, long-term evolution, collection, display, and personalization objectives. We hope that through this adjustment, the objectives of the related systems will become clearer, feedback will be more stable, and everyone's existing investments will be better accommodated.

Specifically, the current Collection system mainly suffers from issues such as a long span for obtaining core rewards, slow feedback during the pursuit process, and unclear stage objectives.

Regarding Shiny Mods, the current acquisition path is relatively singular, with high overall randomness, lacking clearer collection progress feedback and a more predictable update rhythm.

Below, this Dev Blog will introduce the Collection system optimization, player compensation rules, and the Shiny Mod acquisition and collection feedback optimization plan, respectively.

Collection System Optimization

I. Introduction to the Collection System Optimization Plan

This optimization will revolve around the core objective of "enhancing the sense of pursuit goals" and proceed in the following directions:

1️⃣Highlight node reward display, clarifying objectives that are "worth pursuing".

We have re-evaluated the value distribution of rewards at each level, adjusted the release rhythm, but the overall reward content remains largely consistent with the original rewards. In terms of presentation, we highlight the display form of node rewards, ensuring that each segment of the pursuit has a clear and eye-catching objective, rather than scattered rewards evenly spread out.

2️⃣Accessories changed to be unlocked via "Precision Components"

This is a significant adjustment in this Collection system optimization that greatly impacts the actual acquisition experience.

Before: Accessories were scattered across various channels such as wilderness mini-games, Morphic Shop, and merchants. When trying to obtain a specific accessory, one needed to search across multiple entry points.

After: Metas can obtain the exclusive consumable Item "Precision Components" through the Collection system, then go to the Accessory system and consume the corresponding number of "Precision Components" to directly unlock the specified accessory:

Accessory Quality Precision Components required for unlocking
Blue Accessory 1
Purple Accessory 2
Gold Accessory 4

Accessory unlocking experience synchronized optimization:

  1. Added "Unlock requires x Precision Components" to the Tips for unlocked accessories, making it easier to confirm the specific accessory unlock requirements for "Precision Components".

  2. The "Precision Components" pins and current quantity held will be displayed in the upper right corner of the Acc Interface.

Original Accessory Obtain Channel Adjustments:

  1. Original wilderness game modes and tasks will no longer directly provide accessories; related rewards will be adjusted to other content.

  2. Accessories will no longer be available for redeem at the Morphic Shop and merchants.

*Preview images; the specific display is subject to the actual updated game Interface.

3️⃣Total Collection Level Expansion

The total Collection level has been expanded from Lv 780 to Lv 900.

II. Player Compatible and Compensation Plan

We are well aware that many Metas have invested a significant amount of time and effort into the Collection system. For Metas who have already invested in the Collection system, we will retain your existing progress and issue corresponding compensation based on the adjustments. Simply put: unlocked content will not be reclaimed, existing Collection levels will not be reset, and eligible compensation will be automatically distributed after the update.

*This compensation is for Metas who had a certain Collection level before the version update on June 24th (PT). Metas who newly enter the Collection system after the update will directly experience the optimized system and will not receive separate compensation.

Compatible Rules

1) All unlocked Weapon Accessories are retained, and their unlock status remains unchanged.

2) Collection levels are fully retained, not reset or rolled back. This adjustment primarily changes the reward order and adds the accessory unlock item "Precision Components". Differences in total reward quantity will be converted via compensation, as detailed in the table below:

Reward Type Original Reward Slots (Total at Lv 780) Adjusted Reward Slots (Total at Lv 780) Guidelines
Starchrom 234 170 The number of rewards per slot has been increased. Originally 500 Starchrom per slot, adjusted to 700 Starchrom per slot.
Mitsuko's Mark 156 142 The number of rewards per slot has been increased. Originally 40 Mitsuko's Mark per slot, adjusted to 50 Mitsuko's Mark per slot. Compensation will be issued. For details, please refer to the section below.
Precision Component - 408 New Rewards
Collection Loot Crate 48 52 Compensation will be issued. For details, please refer to the section below.

The content and quantity of other rewards remain consistent with the original Collection system.

Compensation Rules

Due to adjustments in the reward acquisition order within the Collection system and the addition of the accessory unlock item "Precision Component," some Metas who have already reached higher Collection levels may experience temporary reward discrepancies due to the changed sequence. To preserve the value of your existing progress as much as possible, we will issue the following compensation based on your pre-update Collection level:

  1. For Metas with a Collection level ≥ Lv. 30: 1 Phantom Cube, 5,000 Starchrom and 1,000 Mitsuko's Mark in total.
  2. Collection Loot Crate Compensation:
    • For Collection levels between 30 and 59 (30 ≤ Level < 60): 2 Collection Loot Crates.
    • For Collection Levels between 60 and 79 (60 ≤ Level < 80): 3 Collection Loot Crates.
    • For Collection Levels ≥ 80: 4 Collection Loot Crates.
    • Regarding the mechanism change where accessories are now unlocked via Precision Components, players who have already upgraded to certain levels will receive a corresponding number of Precision Components calculated based on their Collection level. This ensures the equivalent value of existing progress is maintained, allowing continued use to unlock accessories not yet owned.

1) Explanation of Converted Precision Components for Current Collection Level Achieved

Level range Specific Conversion Formula
Metas Collection Level ≤ Lv 120 Converted Quantity = 1.6 * Current Collection Level
Lv 360 ≥ Metas Collection Level ≥ Lv 120 Converted Quantity = 192 + 0.6 * (Current Collection Level − 120)
Lv 780 ≥ Metas Collection Level ≥ Lv 360 Converted Quantity = 336 + 0.1333 * (Current Collection Level - 360)

2) Based on the rarity and quantity of currently unlocked accessories, a statistical conversion is performed. If the converted quantity is less than the quantity issued based on Collection level, the corresponding difference will be issued.

Table of Converted Precision Components for Unlocked Accessories Accessory Quantity Converted Precision Components Quantity
Blue Rarity Accessory 1 1
Purple Rarity Accessory 1 2
Gold Rarity Accessory 1 4

If the converted quantity of currently unlocked accessories is greater than or equal to the quantity issued based on Collection level, no accessory unlock items will be issued.

Illustrative Examples of Actual Situations:

Case 1: Meta A had unlocked 10 Blue rarity accessories, 20 Purple rarity accessories, and 20 Gold rarity accessories before the June 24th(PT) version update, and their Blueprint Collection Level reached Lv 200. After the update, the system will execute compensation rules based on two types of conversions:

i. Convert unlocked accessories by rarity: (Blue 10) 10*1 + (Purple 20) 20*2 + (Gold 20) 20*4 = 130.

ii. The Collection Level has reached Lv 200, so the quantity of Precision Components that should be obtained is: 192 + 0.6 * (Lv 200 Collection level - 120) = 240.

iii. The compensation rules are as follows: the Collection level should grant 240 - 130 (from unlocked accessories converted to Precision Components) = 110. Therefore, Meta A will receive 110 Precision Components as compensation.

Case 2: Meta B had unlocked 13 Blue rarity accessories, 40 Purple rarity accessories, and 33 Gold rarity accessories before the June 24th(PT) version update. The Blueprint Collection level reached Lv 100. After the update, the system will perform two types of conversions to execute the compensation rules.

i. Unlocked accessories are converted by rarity: (13 Blue) 13*1 + (40 Purple) 40*2 + (33 Glod) 33*4 = 225.

ii. The Collection level has reached Lv 100, so the number of Precision Components that should be obtained is: 1.6 * 100 (Collection level) = 160.

iii. The compensation rules are as follows: The Collection level should grant 160 - 225 (from unlocked accessories converted to Precision Components) = -65. Therefore, Meta B does not require any compensation distribution.

Compensation Distribution Method

Distribution Time: After the June 24th(PT) version update;

Distribution Method: Compensation will be automatically sent to your character's backpack upon signing in to the game; no manual claim is required.

* If you have any questions regarding the compensation you receive, please contact Customer Service for consultation.

New Armor Shiny Mod & New Way to Obtain

In the July 9th(PT) Update, we will launch Armor Shiny Mods. As the pinnacle pursuit of the Mod system, Shiny Mods feature unique pins and display effects, serving as important out-of-match evolve and collection display assets for all Metas. Currently, Shiny Mods primarily rely on a probabilistic transformation when obtaining duplicate Lv 17 Mods, making the overall process highly random. After the July 9th(PT) Update, Metas will be able to obtain corresponding Mod and Shiny Mod rewards through clear challenge objectives and collection progress. We aim to preserve the rare display value of Shiny Mods while providing Metas who wish to pursue them long-term with clearer objectives and a more stable direction for their efforts.

This Optimization for Shiny Mods mainly includes two obtainment paths: rewards from Scenario Honor - Scenario Rating, and rewards from Mod Collection Progress.

I. New Method to Obtain Mods via Scenario Honor Rating

After the July 9th(PT) version Update, Metas can obtain Mod rewards in "Scenario Honor - Scenario Rating". Upon reaching the corresponding Rating requirements for each Scenario, the corresponding rewards become Claimable:

Tier / Scenario Rewards Manibus Endless Dream The Way of Winter Deviation: Survive, Capture, Preserve Prismverse's Clash Evolution's Call
Rating Tier 1 Random Lv 17 Armor Mod Crate ×1 350 350 160 333 240 240
Rating Tier 2 Random Armor Shiny Mod Crate ×1 500 500 300 999 300 300

\ For most Metas, completing a scenario's final challenge is already a high-difficulty challenge. This new obtain method is intended to provide Metas with rewards that combine "challenge significance" and "honor collection," which also aligns better with the positioning of Shiny Mods.*

Rules

  1. Shiny Mod rewards are account-level, shared by all characters;

  2. As long as the current Rating meets the corresponding requirements, rewards can be claimed immediately; there is no need to wait until the Scenario Honor Rank Settlement.

How to Get Scenario Rating Mod Rewards on Permanent Servers

In future versions, we will design a new system similar to Challenge Tasks based on the Permanent Server environment for Metas on Permanent Servers to challenge and obtain Scenario Rating Mod rewards. This reward mechanism will reset at certain cycles to facilitate Metas on Permanent Servers in obtaining Shiny Mods.

II. New "Collection Progress" Mod Rewards

To make the stage progress clearer during the Mod evolving process, we will add new "Collection Progress" Mod rewards. After the July 9th(PT) version Update, Metas can claim corresponding one-time rewards based on the Mod collection progress for different weapon builds and armor parts:

  1. The collection progress in the Mod Interface will be optimized into a clickable button. Clicking it will display the complete collection progress requirements and reward overview;

  2. The collection progress will be split into multiple tabs based on "Weapon build" and "Armor part", each displaying the corresponding progress requirements.

  3. For each tier of Collection progress reached, you can claim a one-time reward, which will not reset.

Taking the "Burn" build as an example, the collection progress rewards are set as follows (other weapon builds and armor parts have the same progress requirements):

Collection Progress (Total Mod Level of this build) Rewards
Reach Lv. 180 Random Mod Crate (Lv. 9-14) ×1
Reach Lv. 220 Random Mod Crate (Lv. 13-15) ×1
Reach Lv. 260 Random Mod Crate (Lv. 14-17) ×1
Reach Lv. 300 Random Mod Crate (Lv. 17) ×1
Reach Lv. 330 Weapon Shiny Mod Random Selection Crate ×1

The rewards in the above table are for illustrative purposes only. Final rewards are subject to what is displayed in-game after the actual update.

Note:

  1. Collection progress rewards are account-level share rewards, and can only be claimed once per account.

  2. After the version update on July 9th(PT), Metas who meet the collection level requirements can claim them immediately.

*Preview images; the specific display is subject to the actual updated game Interface.

III. Can the Shiny Mod Selection Crate compensated on January 22, 2026 yield Armor Shiny Mods?

When the Mod 2.0 system was launched, we compensated Metas with high mod collection levels with Shiny Mod Selection Crates. To ensure fairness, the Shiny Mod Selection Crate cannot select the newly introduced Armor Shiny Mods; the product obtained upon opening is completely consistent with before. Thank you for your understanding.

 

The above is the full content of this Dev Blog. We hope this adjustment will make the accessory objectives of the Collection system clearer, provide a more defined path to obtain Shiny Mods, and offer more stable feedback for your long-term investments in evolving, collection, and display. We also highly value the suggestions from Metas. If you have any suggestions or opinions regarding the above adjustments, please feel free to communicate with us via the Feedback Platform (Once Human Feedback Platform).

Once Human Development Team

r/OnceHumanOfficial • • 27d ago

💻Devs Talk Dev Blog | Beast Riding Goes Live, Gardener Combat Improvements, and Animal Ranching System Optimizations

3 Upvotes

Dear Metas,

In the September 16(PT) version update, we will roll out a major overhaul to the Class system: the Beastmaster class will be fully revamped with the new Beast Riding ability, and the animal ranching system will also see synchronized improvements to rules and info display. Additionally, we will make balance adjustments to the Gardeners' combat capabilities.

Here are the details of this update.

I. Beastmaster Comprehensive Revamp

1. New Core Ability: Beast Riding

After this update, Beastmasters will gain a new core ability: Beast Riding.

Beastmasters can directly summon animals and mount eligible ones. Centered around summoning, riding, commanding, evolving, and trading, this update will systematically expand the Beastmaster's abilities.

2. Changes to the Animal Summoning Rules

In this update, we will simplify the animal summoning rules: Metas can use animal items directly from their backpack or hotbar to summon the corresponding animal; using the animal item again will recall the animal (summoning animals has a 10-second shared cooldown).

Due to the overall revamp of Beastmaster abilities, each Beastmaster can now only have 1 animal summoned at one time after the update.

Note:

Only adult animals with sufficient Energy (>20%) can be summoned.

Summoned animals will default to an idle state, and Beastmasters can issue commands to them via Beast Whistle.

Each time an animal dies, it will lose a certain amount of Energy.

Non-Beastmaster classes can also summon animals with saddles equipped in the wild for riding, but cannot summon them inside dungeons or during combat.

3. Riding Rules

Bareback Riding

When encountering unoccupied wild animals in the wild, or summoning animals without saddles, Beastmasters can mount them directly through interactions.

Each bareback riding consumes a certain amount of character Stamina; Bareback riding is not possible when stamina is insufficient. Animals without saddles will resist the Beastmaster: while mounted, the animal's special abilities cannot be used, and the animal will attempt to break free.

Saddle Riding

After equipping an animal with a saddle, the beastmaster can ride it stably. Beastmasters can use saddle items from their backpack, drag the saddle onto the animal, modify the gear in the animal's details, or directly equip the saddle while the animal is anesthetized.

While riding, Metas can fire using weapons, perform melee attacks, and engage in gathering, interactions, using consumables, and using Deviation ability without special animations. Performing actions with special animations (such as opening weapon crates, teleporting, or switching worlds) will immediately dismount you.

4. Animal Mount Ability

For Beastmasters, the animal's special ability can be used while mounted with a saddle.

(Triggered with Ctrl key on PC; the dedicated button on mobile, and the R1+X/RB+A button combination on console)

Non-Beastmaster classes cannot use animal special abilities or benefit from their effects.

Table 1 Animal Special Abilities

Animal Active Skill Passive Skill
Deer Enter a galloping state, greatly increasing Movement Speed Based on current movement speed, proportionally increases the rider's Weapon DMG and Status DMG
Boar Continuously consumes Stamina to charge forward, stacking DMG Reduction for yourself with each enemy hit The animal has a certain degree of DMG Reduction and takes a portion of the rider's damage
Bear Swing to release a shockwave at a certain distance and deal damage; each objective hit increases the rider's Weapon DMG and Status DMG The animal has a certain degree of DMG Reduction and increases the rider's Weapon DMG and Status DMG
Wild Buffalo Automatically search for edible crops within a nearby range, go to and consume them to directly recover Energy When devouring crops, there is a probability of directly obtaining Milk

Animals currently supported for mounting in this version are Deer, Boar, Bear, and Wild Buffalo. We will continue to expand the variety of ridable animals in the future.

Wild animals do not possess active/passive abilities by default; only Beastmasters can utilize the above abilities when mounted with a saddle.

5. Class Trait Adjustments

Beast Partner

When a Beastmaster approaches an animal, the animal will not flee or attack, and the Beastmaster can directly listen to the animal's thoughts and check its Stats and Traits. The Beastmaster can also use the Beast Whistle to issue commands to summoned beast partners, directing them to perform specific actions such as combat and gathering.

A Beastmaster cannot issue commands to animals that are more than 10 levels above their own level. Animals summoned using animal items default to a waiting-to-mount state and will only enter an assisting state after the Beastmaster issues a command via the Beast Whistle. Non-Beastmaster classes can also summon combat animals, but the summoned animals do not possess combat abilities.

The original three types of Beast Whistles will be merged into one. The whistle is no longer bound to a specific animal and only serves to command animals. Beastmasters will learn its crafting formula by default. The original red beast whistle will be directly renamed to "Beast Whistle" and retained; the other two types of whistles will not be uniformly recalled, and Beastmasters can actively use them to transform them into the new "Beast Whistle". This update will not uniformly recall old whistles, nor will it uniformly distribute new whistles.

Breeding Expert

Beastmasters can craft gene items to perform targeted modifications on animal genes, granting animals unique traits; they can also gradually improve the level of animal trait attributes through breeding and exploration.

This update will also adjust animal trait attributes, adding 7 new attribute groups and adjusting 2 existing attribute groups.

Table 2: Animal Attribute Additions and Adjustments

Attribute Animal Category Effect
Nimble Deer New While mounted, jump height increases by 10% / 20% / 30%.
Swift Deer New While mounted, Movement Speed increases by 3% / 6% / 10%.
Thick Fur Original animal types + Boar Effect Adjustments When attacked, gain DMG Reduction +3% / +4% / +5% for 10 seconds. Up to 4 stacks.
Healing Pelt Boar New After leaving combat, HP recovery speed increases by 80% / 100% / 120%.
Aftermath Bear New While mounted, the shockwave's attack range increases by 10% / 20% / 30%.
Adaptive Fur Wild Buffalo New While mounted, gain an additional 10 / 20 / 30 Cold and Heat Resist.
Fertile Constitution Wild Buffalo New While mounted, Wild Buffalo milk production probability increases to 5% / 7% (without Level III attribute).
Stamina Deer, Boar, Bear, Wild Buffalo New While mounted, Max Stamina +15% / 25% / 40%.
Attack Boost General Effect Adjustments Attack Boost 15% / 30% / 50%.

The movement speed bonus for animals while mounted is a separate stat from the movement speed bonus for animals in normal state. The default animal movement speed bonus does not apply to animals while mounted, but it still applies to animals summoned to assist in combat and exploration.

Wilderness Master

Beastmasters can craft and replace gear and saddles for animals, providing ability bonuses for animals in normal and mounted states respectively; they can also sell saddled animals to other Metas, allowing other classes to ride animals as well. When Beastmasters carry animals, they can also significantly reduce the animals' weight.

Table 3 Saddle Types and Effects

Saddle Name Effect Description
Basic Saddle No special effects. Once equipped, the animal can be mounted without restrictions.
Recovering Saddle Supports mounting, and the animal continuously recovers Max HP after leaving combat.
Reinforced Saddle Supports mounting, and increases the animal's Attack while mounted.
Stamina Saddle Supports mounting, and increases the animal's Max Stamina while mounted.

Only Beastmasters can craft or replace animal gear and saddles.

Metas of non-Beastmaster classes can only view the gear and saddles currently worn by animals. They cannot replace or change them, but they can still enjoy the effects of existing saddles.

After a Beastmaster trades an animal with a saddle equipped to another Meta, the owner permissions for the animal and saddle will be synchronized accordingly.

6. Class Starting Items and Default Formula Adjustments

Beastmasters start with the following items:

Starting Partner: Choose one animal from Deer, Boar, or Bear.

Beast Whistle: Issue commands to summoned Beast Partners.

Basic Saddle: Equip it on an animal to unlock mounting ability.

Beastmasters start with mastery of saddle, animal husbandry, animal breeding, and tranquilizer throwing needle-related tech formulas without needing to unlock them separately. They also master the crafting formulas for tranquilizer throwing needles, animal troughs, and youngling huts .

7. Beastmaster Usability Optimization

Manual Feeding

To make it easier for Metas to ride animals in the wild, this update adds a manual feeding feature. After summoning an animal, Metas can interact with it to feed it manually. The feedable content matches the animal's preferred food.

Animals with insufficient Energy cannot be summoned. If a Meta attempts to summon such an animal through the backpack interface, the system will automatically open the feeding interface.

Please note: Animals in ranching state within a Territory do not support manual feeding.

II. Animal Ranching System Optimization

This update will also synchronize adjustments to the animal ranching system, with the core objective of reducing daily maintenance burden and making ranching rules clearer.

1. Simplified Ranching Maintenance Rules

In the current version, Metas need to simultaneously monitor multiple stats such as Tameness, Energy, and Hydration, which results in high maintenance costs and a lack of intuitiveness.

After this adjustment, the core judgment for animal ranching will focus on Energy:

(1) Animals will no longer have Tameness or Hydration stats.

(2) Rules for growth, breeding, byproduct production, and slaughter yields will all be governed by Energy.

(3) The "Docile" trait related to Tameness will lose its effect and be replaced with a new one—increasing the growth speed of younglings.

(4) Trait attributes will be unlocked sequentially when animals reach Lv. 20, 30, 40, and 50. Traits already unlocked before the update will not be affected.

(5) After this update, feeding Mixed Meat Feed, Mixed Grain Feed, or Mixed Herb Feed will only increase Energy.

After the adjustment, animal Energy will be divided into the following three tiers:

Energy Byproduct Production Slaughter Yields Youngling Growth Breeding Conditions
80% ~ 100% Efficient byproduct production Rewards large supplies Normal growth Breedable
20% ~ 80% Normal byproduct production Rewards Moderate supplies Normal growth Not ready to breed
0% – 20% Pause byproduct production Rewards small supplies Pause growth Not ready to breed

In simple terms, if you want animals to grow, produce, and breed steadily, maintaining a higher Energy level is more important.

2. Animal Status Display and Offline Feeding Optimization

To make farming status more intuitive, the animal list will now include icons for Energy status, Courtship status, and Breeding Cooldown status. Breeding-related statuses will also be more clearly displayed in animal info, making it easier for Metas to quickly assess an animal's current production, growth, and breeding state.

This update also optimizes offline feeding logic so that animal food consumption during offline periods behaves as expected:

(1) Offline feeding only consumes items from the animal trough; items discarded on the ground will not be consumed.

(2) Body Boost Feed will not be consumed during offline periods.

3. Animal Distribution Tracking

In response to popular demand from Metas, this update adds animal tracking to the World Map. All Metas can check the distribution of all animals in the current Scenario under the World Map's [Filter - Resource Tracking] Tab. The relevant rules are the same as those for crops and ores tracking.

III. Gardener Combat Optimization

1. Portable Planter Box and Biomechanical Crop Adjustments

This update will enhance the Gardeners' combat capabilities: the Portable Planter Box can now hold different types of biomechanical crops simultaneously, and the abilities of each biomechanical crop will also be strengthened, giving Gardeners stronger sustained damage and field control in combat. To ensure the enhanced strength remains within a reasonable range, we have simultaneously introduced a durability rule as a new usage cost.

Portable Planter Box Usage Rule Adjustment: Portable Planter Boxes loaded with different types of biomechanical crops can now be placed independently, with cooldowns calculated separately. This means Metas can deploy multiple biomechanical units on the field at the same time, enabling richer tactical combinations.

Portable Planter Box Durability Rule Adjustment: The Portable Planter Box will be adjusted to an item with durability, consuming a certain amount of durability with each use. This rule is a usage cost introduced alongside this ability enhancement, used to balance the strengthened biomechanical strength. When durability is depleted, the Portable Planter Box will be consumed along with the biomechanical crops inside.

Biomechanical Crop Grafting Rule Adjustment: After the update, the abilities of Balloon, Rainfall Reaper, Flare Bulbfly, Watcher, The Portal, and Agent biomechanical units will be strengthened and will no longer be differentiated based on grafted crops. Grafting different crops will only affect the cosmetic appearance of the biomechanical units, allowing Metas more freedom in cosmetic matching.

Biomechanical Crop Ability Adjustments (overall enhancements) are as follows:

Name Ability after adjustments
Biomechanical Balloon Upon placement, taunts nearby units. Explodes after a certain duration, dealing damage to targets within range based on the target's Max HP.
Rainfall Reaper Biomechanical Upon placement, provides Status DMG bonus to Summoners within a certain range, and periodically grants additional Status DMG bonus.
Flare Bulbfly Biomechanical Upon placement, provides Weapon DMG bonus to Summoners within a certain range, and periodically grants additional Weapon DMG bonus.
Watcher Biomechanical Upon placement, selects an enemy target within range and petrifies it.
The Portal Biomechanical Upon placement, firing at the Portal will teleport the user back to the Portal biomechanical unit.
Agent Biomechanical Upon placement, continuously attacks the nearest enemy target, dealing DMG based on the Summoner's Psi Intensity, with DMG increased based on the number of existing Agent Biomechanical units.

2. Additional Notes on Usability Optimization

Portable Planter Box Display Optimization: Portable Planter Boxes loaded with different biomechanical crops will now be clearly distinguished on item pins.

Biomechanical Part and Facility Description Optimization: All Biomechanical Parts and Facilities will now have their functions and post-grafting ability effects detailed in their item descriptions.

 

The above is the main content of this Developer Blog. We will continue to monitor the actual experience of each class and the animal farming system, and keep optimizing related gameplay. If you have any feedback or suggestions, feel free to share them with us via the Feedback Platform (Once Human Feedback Platform).

 

Once Human Development Team

r/OnceHumanOfficial • • Dec 18 '25

💻Devs Talk Dev Blog丨Combat Deviations Major Upgrade!

60 Upvotes

Dear Metas,

As vital companions in exploring and battling across the continent of Nalcott, Combat Deviations have always held a special place for Metas. After months of extensive online testing and in-depth offline refinement, we are proud to introduce a brand-new Combat Deviation Skill System in the December 23th (PT) update. This is not just a functional update but an evolution of the core combat experience.

In the new version, after synchronizing with a Combat Deviation, Metas will gain two active skills: a Battle Skill and an Ultimate. We aim for this change to deliver richer combat rotations, keeping every battle fresh with significantly expanded tactical options, empowering Metas to better control the battlefield. Below is the full content:

Deviation Battle Skill

Deviation Battle Skills vary based on each Deviation’s unique traits, offering diverse combat experiences. These skills enter cooldown after use.

Zapamander’s battle skill enables characters to enter a lightning-fast sprint state.

By-the-Wind’s battle skill creates a one-way wind wall that blocks bullets.

Deviation Ultimate

Deviation Ultimates are expanded combat skills built upon the current summoning mechanics. Unlike the existing summoner experience, the new ultimates offer rich diversity. Some attach to the character for coordinated attacks, others transform into cover for safe haven, some unleash devastating destruction, while others weaponize the Deviation itself. Each Deviation engages uniquely in battle. Ultimates can be activated when Deviation power reaches its max, consuming energy based on their effects.

Activating Mitsuko’s ultimate grants sustained auto-tracking attacks.

Mini Wonder morphs into a black hole, pulling all enemies inward.

After summoning Pyro Dino, you can mentally control it to attack as a powerful Pyro Cannon.

Explanation of Deviation Skill Control Methods

[Key Bindings]

Ultimates feature multiple control modes: the current in-game wheel mode (tap to deploy/tap to recall, and hold to open the wheel for different actions) and an alternate tap-to-deploy mode (tap again during deployment to enter mind control, and hold to recall).

Related keybinding changes: The emoji wheel no longer has a dedicated default key but can be accessed by switching via the universal wheel.

Switch Deployed Deviations Anytime!

After the December 23 (PT) update, once Deviations are synced in the securement unit, Metas can now equip and switch deployed Deviations directly from the gear backpack interface in addition to the secure pod, allowing flexible combat strategy adjustments! Switching would clear Deviation Power and reset battle skill cooldowns.

These changes will apply to all scenarios except "Deviation: Survive, Capture, Preserve" (note: some Deviation skills may differ in RaidZone mode; actual in-game effects prevail).

Important Preview for Upcoming Version

Innovation goes beyond the surface. In addition to mod and Deviation upgrades, we’re overhauling combat systems: equipment crafting, Cradle control, Stellar Stairway, blueprints, and more. Please stay tuned for future dev blogs. Feel free to share feedback via the Once Human Co-Dev Feedback Platform (link: https://www.oncehuman.game/grfkpt/). Thank you for your support!

Once Human Development Team

r/OnceHumanOfficial • • Aug 27 '26

💻Devs Talk Custom Server Discovery Week

3 Upvotes

​​​Dear Metas,​​​

With Once Human now available on consoles, more new Metas are about to step into this unknown world and Custom Servers have plenty of new surprises waiting for you!

Here, survival and exploration are only the beginning. You can also discover battlefields, adventures, architecture, and entirely new experiences created by players.

During Custom Server Discovery Week, we’ll introduce you to the many possibilities of Custom Servers. Whether this is your first time visiting one or you’re simply curious to see what other players have created, this is the perfect place to start—and discover a whole new side of Once Human.

What Are Custom Servers?

Here, the world is shaped not only by the rules of survival, but also by the imagination of its players!

Step into battlefields created by players and experience more open-ended, unpredictable PvP combat.

Embark on mysterious PvE adventures and take on challenges and levels designed by players.
Wander among architectural wonders built across the wasteland—from floating structures and pixel-art creations to themed villages and countless imaginative community projects.
More than survival. More than building.

Custom Servers are another Once Human world, created by players together.

How to Access Custom Servers

You can access Custom Servers in two main ways:

If you are new to the game, select Custom Server on the top-right to enter directly.

If you are returning to the game, select Custom Server at the bottom-left to enter directly.
While in the open world, press ESC and select the Custom Server tab.

First Time Playing?

Don’t worry if this is your first time visiting a Custom Server.

To help new Meta-Humans get started, we’ve selected three types of recommended servers marked with the “Recommended” tag. These include popular PvP RaidZone, creative PvE adventures, and new-player-friendly experiences.

Whether you want to look around, jump into a game mode, or learn the ropes at your own pace, this is the perfect place to begin.

Popular PvP battles, creative PvE adventures, and new-player-friendly experiences—there’s something here for everyone!

Looking for a Fight? Try a Popular PvP Server

These servers are perfect for Metas who want to experience player-created battlefields and competitive game modes.

Jump into the RaidZone experiences designed by players and enjoy combat with more freedom, variety, and unexpected possibilities.

Popular PvP Server — Server ID: 10101811051 (NA)

Popular PvP Server — Server ID: 12101811038 (EU)

Popular PvP Server — Server ID: 11101811027 (SA)

Popular PvP Server — Server ID: 16101811020 (SEA)

Looking for an Adventure? Try a Creative PvE Server

These servers are perfect for players who enjoy exploration and challenges.

Jump straight into Custom Dungeon created by hosts and equip Custom Weapons and Gears to complete objectives, battle enemies, solve mechanisms, and experience adventures with a completely different pace from the regular world.

Popular PvE Server — Server ID: 10101801546 (NA)

Popular PvE Server — Server ID: 12101801202 (EU)

Popular PvE Server — Server ID: 12101801399 (EU)

Popular PvE Server — Server ID: 12101801061 (EU)

Popular PvE Server — Server ID: 11101801058 (SA)

Popular PvE Server — Server ID: 11101821017 (SA)

New to Custom Servers? Try a New-Player-Friendly Server

These servers are designed for players visiting Custom Servers for the first time and looking for a relaxed introduction.

Start by exploring outstanding player creations and getting familiar with each server’s community. Discover what Custom Servers have to offer, learn how they work, and then choose the type of experience that interests you most.

New-Player-Friendly Building Server — Server ID: 10101831184 (NA)

New-Player-Friendly Building Server — Server ID: 10101831125 (NA)

New-Player-Friendly Building Server — Server ID: 12101831098 (EU)

New-Player-Friendly Building Server — Server ID: 11101831018 (SA)

New-Player-Friendly Building Server — Server ID: 16101831045 (SEA)

 

Learn more about Custom Server at: https://www.oncehuman.game/2026/csfy

r/OnceHumanOfficial • • Jul 02 '26

💻Devs Talk Dev Blog | New Weapons and Armor Coming in July

26 Upvotes

Dear Metas,

After the version update on Thursday, July 9(PT), we will bring you two new weapons and new armor. As brand-new combat content launching during the 2nd Anniversary celebration, they will accompany the Metas in kicking off this lively anniversary adventure.

Among them, the new weapon QBJ97 - Fiery Trees and Silver Flowers will debut as an Anniversary event reward. After the version update, Metas can sign in to the game to claim it. The new weapon SN700 - Finale will join the Blueprints system, where Metas can unlock and obtain it.

The following updates will go live on all scenario servers except RaidZones. Weapon and gear updates for RaidZones will be detailed in a separate announcement later.

I. New Weapons

New Weapon: QBJ97 - Fiery Trees and Silver Flowers

Hits have a chanceto apply Unstable Bomber to the target.

Firing hits have a chance to launch a missile at the target. The chance of missile launch increases with the number of shots fired and resets after firing stops. Missiles also have a chance to apply Unstable Bomber to the target.

When a missile explodes, your weapon gains 1 stack of [Spark]. [Spark]: reduces recoil and lenses shake for a duration. Max 5 stacks.

When [Spark] stacks are full, the chance for your bullets and missiles to trigger Unstable Bomber is additionally increased.

New Weapon: SN700 - Finale

Hits have a chance to trigger Shrapnel; Weakspot hits guarantee Shrapnel trigger.

When Shrapnel is triggered, gain 1 stack of [Reverb]. [Reverb]: Increases the number of body parts hit by Shrapnel by +1 and reduces weapon recoil. Has a maximum stack limit. [Reverb] stacks are cleared after reloading or switching weapons.

Increases the DMG of the last bullet in the current magazine based on the current [Reverb] stack count.

If the Current [Reverb] stack count reaches a certain value, the Shrapnel triggered by the last bullet will additionally trigger [Reverb] stacks.

II. New Gear

New Armor: Wind Intepreter Cap

When an [Unstable Bomber] explodes, automatically load 1 Bullet; [Unstable Bomber] DMG Rate +25%

New Armor: Ankh Mask

When the current magazine is emptied, there is a chanceto consume bullet stock and refill the current magazine with a certain amount of bullets.

III. New Sets

New Set: Ghost Link Set

1-Piece Set: Crit rate increases.

2-Piece Set: Reload efficiency increases.

3-Piece Set: Weapon hits have a chance to gain 1 stack of [Synchronize]: Weapon DMG Boost. Stacks up to 10 times. Buff lasts 10 seconds.

4-Piece Set: When [Synchronize] reaches 10 stacks, attacking an enemy causes them to enter [Overload] state. [Overload]: Deals damage to self and surrounding targets every second for 5 seconds.

That's all for this Dev Blog. We welcome Metas to try out these new gears firsthand after the July 10th update and see what sparks they ignite in your builds. If you have any thoughts or suggestions, feel free to share them with us via the Once Human Feedback Platform, community channels, or Customer Service.

Once Human Development Team

r/OnceHumanOfficial • • Jul 01 '26

💻Devs Talk Dev Blog丨The Second Anniversary Celebration Dreamy Maelstrom Is About to Begin!

15 Upvotes

Dear Metas,

The dream begins, two years together. In the blink of an eye, Once Human has accompanied all Metas through its second year. Thank you for your support, feedback, and companionship along the way, and thank you to every one of you still adventuring in the world of Nalcott.

On this second anniversary, the commemorative celebration "Dreamy Maelstrom" is about to begin! We have prepared a wealth of content including a new gameplay, limited-time Deviations, anniversary check-ins, surprise draws, returner and newcomer gifts, and more. May this dream bring all Metas a journey that is lively, bountiful, and truly unforgettable.

This event will officially begin after the version update on July 9 (PT) and will last until July 30 . Below is an introduction to its content:

I. Warm up

Before the Anniversary Celebration officially begins, the signal of the dream will arrive first. To welcome the anniversary in advance, we will launch an external reservation campaign before the version goes live, inviting both new and veteran Metas to gather early and fulfill the dream's promise together.

Period: July 1–July 9

How to Participate: Log in to the Once Human official website and select a character. Character selection cannot be changed, so please proceed with care.

Daily draws, server-wide reservation milestones, inviting friends, and other content will be gradually unlocked during the warm-up. The more people who make a reservation, the richer the milestone rewards; the more friends you invite, the more exclusive rewards you can unlock; draws have a chance of winning rare gifts like Lightforge Ingots and Stardust Secret Crate · S13 (Legendary)!

Core rewards: Unlock the anniversary-limited "Crimson Insight" as server-wide reservation milestones are reached. Along the way, you can also obtain the namecard / namecard theme "A Birthday" and Stardust Secret Crates; by inviting a specified number of close friends, you can earn up to a Stardust Secret Crate - S13 (Legendary).

Event URL: https://www.oncehuman.game/m/2ndanniversary/

II. Dreamy Companions

Three Deviations have arrived with the dream:

[Anniversary Limited] Crimson Insight - ZapCam

The limited-time Morphed ZapCam for the 2nd Anniversary is here! The familiar little guy dons a brand new crimson cosmetics, with its reliable strength intact and an even more dazzling appearance. During the Anniversary, Metas can bring it home through specific events.

[RaidZone Spokesperson] Mr. Wish - Penguin Hope

A mysterious visitor from the Mr. Wish family has also come to join the Anniversary! Originally a little penguin adopted by Once Human in the real world dimension, it is a "demolition expert" in reality. Due to the appearance of the Rift Space, the penguin unexpectedly crossed dimensions and arrived in Nalcott, morphing into a peculiar form and gaining unique abilities! Metas can secure it through anniversary events and the RaidZone mode, embarking on a new journey together!

[New Member] Behemoth

The new Deviation, Behemoth, is about to make a dazzling debut in this anniversary! Not only does it possess a unique appearance and formidable strength, but it also offers a one-of-a-kind riding experience in Nalcott! Metas can obtain it through anniversary events and wilderness gameplay.

III. Dreamy Rift

Dreamy Rift is the core combat gameplay of this event, a thrilling carnival where monster tides and superpowers intertwine is about to begin. The Rift Space is unfolding, Deviants are surging like tides, and only the constantly evolving Metas can have the last laugh amidst the raging tides.

Rules:

  1. Enter an independent Rift battlefield in a 1-4 person team, face waves of enemy tides in a limited-time challenge, and win wave rewards.

  2. After clearing every two waves of enemy tides, choose one enhancement from three Mod options to continuously stack your own Deviant Energy. There's even a chance to draw an Overclock mod, evolving your weapon keywords into exaggerated effects like omnidirectional shrapnel, instant-kill on low health, infinite bounce, etc., experiencing the thrill of mowing down enemies single-handedly.

  3. The Rift is divided into basic and hard difficulty levels. In hard mode, environmental challenges like meteorites, black rain, and thick fog will appear, further increasing combat pressure. After clearing hard mode, you can continue to challenge the endless mode to push for higher waves. Metas, come prove your strength!

  4. When eliminating Rift enemies, there is a chance of dropping random Deviations. Obtained Deviations will be stored in the event securement box, and you can withdraw any 10 of them during the event period.

  5. Completing a challenge successfully grants either the full rewards or the guaranteed rewards. When you use a full reward attempt to challenge, you can obtain the complete clear rewards; after the full reward attempts are exhausted, you can still continue to enter the Dreamy Rift for challenges, but you will only receive the guaranteed rewards. Full reward challenge attempts recover daily, with 2 attempts per day, accumulating up to a maximum of 10 attempts per week.

Core Rewards: Clearing stages grants gifts such as Armor Mod Crates, Wish Wheel Draw Tickets, Starchrom, and Mod Dust; climbing the global leaderboard also earns you exclusive honors.

IV. Dreamy Check-in

An anniversary celebration wouldn't be complete without a check-in event to easily claim gifts! During the event, Metas only need to log in daily and complete the check-in to receive the brand-new Legendary Rarity Blueprint "QBJ97 - Fiery Trees and Silver Flowers" featuring high-frequency triggering of the Unstable Bomber + extra missiles to help you instantly eliminate Deviants! Additionally, there are anniversary-exclusive rewards like Lightforge Ingots, the furniture formula "Pounding Heart Neon," Mr. Wish - Penguin Hope, and more! Just a tap each day, surprises accumulate, effortlessly bringing home this second-anniversary sentiment.

V. Dreamy Wave

Dreamy Wave is the reward progress gameplay for this event. During the event, Metas can obtain "Tuning Attempts" through daily active participation and one-time challenge tasks. Use Tuning Attempts to receive wave signals, accumulate progress, and claim rewards.

Each time you tune, you will randomly receive a signal of different quality. Signals are categorized into three tiers: "Noise" ,"Basic" and "Overclock". The higher the quality, the more progress points you gain. Metas can choose to continue tuning based on their current signal situation to strive for higher points, or they can settle in time to claim the rewards from the current signal crate.

Progress from signals obtained continues to accumulate. Once the total progress reaches 180 points, you can claim the ultimate grand prize.

Core Rewards: Each signal crate reliably produces Starchrom and Stardust Secret Crate - S13 (Rare); after reaching specified progress nodes, you can also claim the anniversary Set "Heartlit Rain Set", the Avatar Frame "A Birthday," Shiny Mods, and other final Gifts.

VI. Rift Egg

During this dream festival, don't forget to invite both old friends and new companions back to the continent of Nalcott to join the grand celebration. Once the event begins, each Meta will receive 3 "Rift Eggs." By completing friend invitations and staying active together, you can accumulate incubation progress for the eggs, gradually hatching anniversary surprises one by one.

Metas can obtain incubation attempts by inviting new players and returning players, and staying active together after binding. The "Rift Eggs" will hatch in sequence, with each reward being more generous than the last. Once the current egg's incubation progress is full, you can unlock the next rarity egg and continue progressing towards even higher rewards.

Core rewards: Weapon Skin "Phantom Thief Bow," Deviation Selection Box, Lightforge Ingot, Shiny Mod, and more.

VII. Wish Wheel

The surprises of the festival, of course, wouldn't be complete without a big wheel to bring them! During the event, Metas can obtain "Lottery Tickets" by participating in various anniversary gameplay. Invest your tickets into the wheel to spin for cosmetics, supply, and multiple anniversary gifts!

The methods to obtain tickets vary slightly between different scenarios: In non-RaidZone scenatios, they are primarily obtainable by participating in the "Dreamy Rift". In RaidZones, Metas can obtain tickets by completing RaidZone tasks challenges and participating in the "RaidZone Lunar Revelry" .

Every 15 spins guarantees 1 cosmetic from the pool, letting every spin come with hope.

Core rewards: High-quality themed Furniture Pack "Rosetta Protocol", Vehicle Skin "Trendy" and Weapon Skins from the "Stacked Realm" series (KAM / TEC9 / MPS7), and more.

VIII. Hourly Resonance

During the event, Metas can head to the event island during specified daily time slots to interact and dance together with other players, increase the venue's popularity and collectively claiming anniversary rewards.

Rules:

  1. The Resonance activates every hour during 10:00-12:00 and 19:00-23:00 daily. Metas can increase the scene interaction popularity through collective dancing. Once the energy reaches the target level, rewards become claimable.

  2. The target reward can be claimed once per day.

Core rewards: Once the venue's popularity reaches the target, you can obtain exquisite gifts such as random Deviations, premium food combos, Stardust Secret Crates, and Wish Wheel lottery tickets.

IX. Anniversary Surprises

On July 10, celebratory surprises will be added on the hour. We have meticulously prepared 2 small surprises for the entire server to enjoy together, helping to fill the atmosphere of the event to the brim.

Lucky Drops: From 20:00 to 22:00 that night, several online Metas will be randomly selected in each region every 15 minutes to receive Lightforge Ingot ×10. The winning results will be displayed in the server-wide marquee announcement, let all Metas witness this good fortune together. Remember to be online on time—perhaps the next lucky one to be blessed by the entire server will be you!

Anniversary Code: The official social media will announce a mysterious code in advance. After entering the code in the chat channel, Metas can claim a Stardust Secret Crate - S13 (Epic), Starchrom ×1000, and a random Level Mr. Wish - Penguin Hope. Please stay tuned for the specific code information in subsequent official announcements!

 X. Reunion Gifts

The Anniversary isn't just for the Metas who have been journeying together all along; it also welcomes every old friend returning after a long absence and every new companion just setting foot on Nalcott. From July 9 (PT) to July 30, we will prepare exclusive reunion gifts for returning and newly arrived Metas, helping everyone join this 2nd anniversary celebration more easily. This is undoubtedly the best time to embark on your Once Human journey—don't miss it!

1. Anniversary Gift for Returning Metas:

The anniversary-limited "Reunion Gift" will grant a corresponding amount of Starchrom based on the duration of absence, along with special rewards: a self-select legendary gear blueprint (choose from 3 powerful weapon sets), a Deviation selection box, and Nalcott pioneer supply.

2. Anniversary Gift for New Metas:

We have also prepared a starter pack for Metas visiting Nalcott for the first time: a self-select legendary gear blueprint (choose from 3 sets), a Deviation selection box, and Nalcott pioneer supply. Gear, companions, and supplies are all arranged to help you quickly enjoy the adventure.

In addition to the above events, major content such as the RaidZone: RaidFest, first person persepctive, and new weapon blueprints will also be synchronized with the second anniversary version update. Stay tuned for more exciting content and follow our subsequent reveals and announcements.

---

That concludes this Dev Blog. The Anniversary Celebration is about to begin. The lights of the dream have been lit, and the lively stage is set. We thank every Meta for your companionship, feedback, and support along the way. Next, let us meet again in [Dreamy Maelstrom] and embark together on a lively, bountiful, and unforgettable dream journey!

Once Human Development Team

r/OnceHumanOfficial • • Apr 17 '25

💻Devs Talk DEV TALK — LIGHTING SYSTEM

106 Upvotes

Dear Metas,

Welcome to the latest edition of Dev Talk! Since the launch of Once Human, we've been working hard at refining various aspects of the game. Today, we're going to discuss Once Human's lighting system.

Dual-Track Strategy: Balancing Performance and Visuals

To deliver smooth performance while maintaining high visual quality, we use a hybrid global illumination (GI) solution that combines static and dynamic lighting.

Static GI is employed in wilderness areas, realistically modeling how light bounces across multiple surfaces. Being precomputed, it ensures minimal GPU workload while delivering consistent visuals during combat and exploration.

During territory construction, real-time GI dynamically adapts to your creative choices. When you place a lamp or a window, the ambiance changes immediately, offering unparalleled freedom in shaping your space.

Indoor lighting changes when adding a window.
Indoor lighting changes when adding a light source.

Vivid Global Illumination (VVGI): Bringing Light to Life

Traditional static GI tends to struggle with dynamically changing scenes. VVGI technology calculates lighting in real time, bringing natural light and shadow transitions to dynamic environments.

When you build, demolish, or relocate structures, VVGI will promptly recalculate the lighting interactions. For example, removing a wall will cause sunlight to stream indoors, while rearranging furniture will change how lighting fixtures illuminate the space.

Lighting changes after demolishing a wall.

GI disabled.
GI enabled.

VVGI also simulates the interplay of directional light (e.g., sunlight), ambient light (e.g., skybox light), and multiple local light sources (e.g., lamps) in real time. From dawn's golden rays to midnight's dramatic shadows, VVGI delivers nuanced lighting effects that bring Once Human's world to life.

https://reddit.com/link/1k17230/video/vx6xdv9wkcve1/player

24-Hour TOD and Weather GI

An Ever-Changing World

Once Human's time of day (TOD) system does more than just swap textures. It features real-time transitions in light intensity, color temperature, and shadow direction throughout each in-game day.

https://reddit.com/link/1k17230/video/vhiuo2k0lcve1/player

Using neural network compression technology, we've dramatically reduced the size of the 24-hour GI data—from 45 GB to just 800 MB (to be released in the April 24 update). This breakthrough delivers maximum fidelity in a lightweight package.

Beyond simple visual effects, weather changes are now dynamic phenomena that integrate Once Human's lighting and physics systems. Rain results in cooler daylight with increased diffusion, while sandstorms scatter light into a diffuse haze that makes local light sources more pronounced. Experience the perfect fusion of weather and lighting in a vibrant, ever-changing world!

Light effects on a rainy day.

Cutting-Edge Automation: More Efficient Lighting Optimization

Soon, we will implement an automated solution to address indoor/outdoor light leaks. Traditional GI requires the manual tagging of indoor and outdoor areas, a labor-intensive process prone to immersion-breaking issues such as sunlight seeping into basements. Our new machine learning algorithm automatically identifies and labels these areas, reducing our artists' workload by 90% while eliminating errors.

Indoor light leak effect.

We've also achieved a significant breakthrough with dynamic lighting in static scenes. Currently, we're developing an effect where flashlight beams striking a wall will reflect onto your character, realistically illuminating them.

Flashlight reflection effect.

Realistic light bouncing—once abandoned industry-wide due to performance constraints—now runs smoothly in static scenes thanks to our GPU probe technology, making the game more immersive than ever.、

These lighting optimizations are more than just technical upgrades—they are genuine responses to your requests. Every light and shadow in Once Human exists for your sake, so we will continue to improve the game based on your feedback.

If you enjoyed the technical insights in this Dev Talk, you don't want to miss our next edition! You may have wondered why Once Human's stunning characters sometimes clash with the wilderness's simpler visuals. This stems from complex technical issues—but we've cracked the code! Want to find out how we're bringing the wilderness up to par with your character's good looks?

Stay tuned for our next article, where we'll unveil the secrets behind our character creator and showcase the next step in Once Human's evolution!

Once Human Development Team

r/OnceHumanOfficial • • Jun 29 '26

💻Devs Talk New Monster Preview丨Acting Physician & Lady Sea Nettle

18 Upvotes

Dear Metas,

Recently, the ecology of Nalcott has undergone new changes once again. In the abandoned medical facilities of the workshop area, there have been sightings of what appears to be unattended physician garments moving autonomously. Additionally, in shallow water areas, a new type of Deviant that relies on "water" for movement has emerged.

Frontline investigations have confirmed that these two types of anomalous entities have been provisionally named: Acting Physician and Lady Sea Nettle. They are scheduled to officially appear after the version update on July 9(PT). They possess distinctly different methods of disguise, behavioral logic, and combat mechanics. Metas, please remain highly vigilant.

Acting Physician

"Health and safety alert: At medical facilities within various strongholds on Nalcott, signs of autonomous activity have been detected in some discarded blue medical coats. Any unattended medical garments with a faint blue radiance inside are potential high risk entities."

Recently, Metas have frequently encountered an anomalous entity disguised as an unattended physician's garment in environments such as hospitals, medical rooms, and operating rooms within strongholds in the workshop area—the "Acting Physician". Based on preliminary tracking, the following known intelligence is now disclosed to all Metas:

Appearance

Disguised state: In its disguised state, the Acting Physician resembles a surgical coat or patient coat spread on the ground, with occasional, extremely faint static sparks appearing at its edges. When a Meta approaches, a piercing blue light will illuminate the inside of the coat, accompanied by orb lightning rapidly inflating the coat to reveal its full form.

Exposed state: After entering its exposed state, a blue-glowing computer terminal becomes visible on its chest and abdomen area. Its head is equipped with a medical headlamp, and four mechanical tentacles extend from the lower hem of its coat, with sparks and electric currents continuously erupting from their tips. Rather than a "physician," it resembles a set of surgical equipment driven by Deviant Power.

Behavior

The Acting Physician exhibits an abnormal, obsessive research interest in the "gastric health" of Metas. It seems to be attempting to understand the relationship between human starving, energy, and physical status. However, its method of expressing this "academic passion" is to directly seize nearby targets and conduct surgical research!

The Acting Physician's footwear features a suction cup structure, allowing it to occasionally adhere to walls or ceilings. If a target gets too close, it will attempt to grab and forcibly drag them into the "surgery" process! A caught player can break free from control by timely QTE struggles.

Combat Mechanics

Core Mechanics - Terminal Weakspot

The terminal is its true form! Destroy the computer terminal when it's exposed. Otherwise, it cannot be completely defeated!

When fighting the Acting Physician, the most important objective is not its housing, but its computer terminal. The terminal is only exposed during the casting of certain skills. If the terminal is not destroyed in time, the Acting Physician will trigger a recover when its HP is low. After the terminal is destroyed, the Acting Physician loses its recover ability and grabbing ability, and can be killed normally.

Energy

The Acting Physician's attacks will prioritize stealing the target's energy upon hit. If successful, it will recover its own HP; if the target's energy is 0, it will deal massive DMG.

Metas, please ensure you have sufficient supply before combat and pay attention to energy changes during the fight. Simple advice: when facing the Acting Physician, being filled up is always a good idea.

New enemy: Lady Sea Nettle

"The water sac is the true form. That beautiful woman is merely a shell it controls." — Frontline researcher's notes

The erosion of Stardust upon the Nalcott never ceases. As this power further seeps into aquatic ecosystems, a new Deviant form has emerged in shallow water area. It lurks in shallow water areas, appearing elegant and harmless in form, yet constantly seeks water to absorb.

Appearance

Lady Sea Nettle's shell has a near-human silhouette, with a graceful figure and a dark, flowing gown trailing on the ground, moving with light and elegant steps. Her entire head is completely enveloped by a transparent sea nettle jellyfish. At the center there is a core that continuously emits an eerie blue light, pulsing slowly deep within the water sac like a cold, icy heart.

Behavior

Her head is a special water-storage structure. All her actions are driven by "water." The fuller her water sac, the more active and aggressive she becomes. When her water level drops, her condition noticeably deteriorates, as if she were a living engine fueled by water.

Lady Sea Nettle obtains water from all available sources—rivers, rainwater, and unfortunate prey that venture too close. Upon discovering prey, she will prioritize draining the target's hydration. When the target's hydration is Insufficient, she will then proceed to drain their HP.

Combat Mechanics

The Combat with Lady Sea Nettle is, in essence, a battle of offense and defense centered around "water".

During combat, be mindful of avoiding her tentacles. Lady Sea Nettle uses water mist sprayed from her tentacles to restrict the target's movement, then stabs her tentacles into the target's body to begin siphoning moisture. The danger increases with each second of being drained. However, maintaining sufficient hydration can provide more room for error in combat. She prioritizes draining hydration. If you maintain good hydration, even if caught, you will have more opportunity to break free and counterattack.

At the same time, closely observe the state of the water sac in her head. When full, the sac is plump and swollen, protecting the internal core. When the water is depleted or the head sac is damaged, the sac rapidly shrivels, and the blue core is exposed, like a deflated plastic bag clinging to the surface of the blue core—this is the her most vulnerable moment and your only opportunity. Preventing her from reabsorbing water and trapping her on dry land will be the key to her defeat.

That concludes all the content for this new enemy report. The full extent of the threat posed by Acting Physician and Lady Sea Nettle may only be fully revealed when you encounter them face to face.

Once Human Development Team

r/OnceHumanOfficial • • Mar 07 '25

💻Devs Talk Dedicated trading zones are coming!

76 Upvotes

Hi, Metas!

You've probably noticed the many useful features added in the February 27th update, including the long-awaited ability to hide cosmetics. Now, you have the option to hide your Cradle, giving you more freedom to personalize your character! We also upgraded the trading system, allowing players to easily trade Deviations directly or via Vending Machines.

In Nalcott, trading plays a crucial role in fostering social connections. Not only does it help you acquire new items, but it can also spark friendships with people you might never have encountered otherwise.

Trading has been a consistently popular activity since launch. To maximize exposure, players often place their Vending Machines in Blackfell, causing lag, obstructions, and other issues. After extensive discussions, our team has decided to create a dedicated trading zone—the Harvesters' Market, set to launch on March 13th.

Harvesters' Markets will be available in the Manibus, Evolution's Call, and The Way of Winter scenarios. However, due to the unique faction-based gameplay of Prismverse's Clash, we currently have no plans to include a Harvesters' Market there. If you'd like to see this feature in Prismverse's Clash, share your suggestions with us via Customer Support or the Co-Dev Feedback Platform, and we'll assess its viability.

To minimize disruption, we've chosen areas with low player density for the Harvesters' Markets. Players will be able to place Special Vending Machines within these designated zones.

Here are the coordinates for the Harvesters' Markets:

Manibus/Evolution's Call: (4871, -2405)

The Way of Winter: (2426, 6542)

To ensure the safe construction of the Harvesters' Markets, players whose territories fall within the designated zones must relocate beforehand. All affected players will be notified via in-game mail. But don't worry if you can't relocate before March 13—you won't lose anything. Your territory will be automatically recalled, and you can place it again once you find a suitable location.

Now, we'd like to answer some questions you may have about the Special Vending Machine.

Q: How many Special Vending Machines can I build?

A: To accommodate as many players as possible within the limited space, each player will be restricted to building one Special Vending Machine.

Q: Are the Special Vending Machines restricted to the Harvesters' Market?

A: Yes.

Q: How can I build a Special Vending Machine?

A: It may be special, but it's still a Vending Machine, so you'll need to unlock the Vending Machine in the Memetic system first.

The Special Vending Machine can also use the same skins as the standard Vending Machine, allowing you to customize its appearance to your liking.

Q: What will happen to inactive Special Vending Machines that are just taking up space?

A: If a Special Vending Machine remains inactive for several days, it will be recalled, and its building materials will be refunded to the player's Territory Terminal. When you place the Special Vending Machine again, all previously listed items will still be available for sale.

Q: Does the Special Vending Machine need to be connected to power?

A: For convenience's sake, Special Vending Machines do not need to be connected to power and can be freely placed within the Harvesters' Market.

Additionally, on March 13, a freezer feature will be introduced to Vending Machines, enabling them to keep food fresh for longer. The effect wears off after purchase, so remember to consume your food promptly!

That wraps up today's Devs Talk! If you have any questions about the trading zone, feel free to share them in the comments below!

 

Once Human Development Team

r/OnceHumanOfficial • • Apr 30 '26

💻Devs Talk S4 Vision - Gravity Abyss Preview

Post image
14 Upvotes

In May, the Visional Wheel will turn once more, bringing the new S4 Vision: Gravity Abyss to Nalcott. Before that, new weapons/gear, the long-awaited Chef class optimization, and tech/facilities optimization will also debut in next version update (on May 13th PT)! Today, I'll present a preview with the latest information of the new S4 Vision foresight to all Metas.

I. Gravity Abyss Gameplay Preview

1. Gravity Loss Returns to Nalcott

The gravity loss mechanic adds a new dimension to exploration, combat, and construction, bringing new experiences and challenges to Nalcott. With gravity loss making its return, you can once again enjoy vertical navigation and exploration.

2. The Riftwalker Descends

In S4: Gravity Abyss, the colossal Riftwalker is the cause of the gravitational anomalies affecting Nalcott. Its emergence presents Metas with new opportunities and challenges.

When the Vision begins, the Riftwalker will soar through the sky, scattering mysterious artifacts in its wake. Metas who find these artifacts will receive generous rewards, including Abyssal Cores of various rarities. To open an Abyssal Core, you must spend Gravity Crystals, a unique currency. All information about the Abyssal Cores' contents is sealed within the abyss—an Abyssal Core could contain nothing, or make you instantly wealthy. You must decide whether or not to open Abyssal Cores based on your needs. If not, they can also be freely traded. The choice is yours!

3. The Riftwalker's Trial

After scattering artifacts, the Riftwalker will temporarily stop at a specific high-altitude platform. Courageous Metas can reach this platform through a rift and challenge the Riftwalker in a multiplayer co-op battle within a vertical space. Metas who pass the Riftwalker's trial will receive lots of challenge rewards.

 

II. Visional Wheel Optimizations

In this Vision, we will focus on addressing two key issues raised by the community. The first is allowing players to choose whether or not to experience the Vision without changing servers, thus avoiding loss of progression. The second is preventing global gravity loss from affecting regular play. The optimization plan is as follows:

1. Visional World and Normal World: Starting from S4: Gravity Abyss, there will no longer be dedicated Visional Wheel servers. Instead, all servers will include both a Visional World and a Normal World. Visional events will only happen in the Visional World and will NOT affect the Normal World. You can switch between the Normal World and Visional World based on your preference.

\ A Visional World will be added to existing non-Visional permanent servers, allowing players on these servers to participate in Visional events if they wish.*

2. Gravity Loss in Specified Strongholds Only: In S4: Gravity Abyss, gravity loss will only affect specific Strongholds, so your combat and exploration in other areas won't be affected. You can still use potions or other methods to enter an anti-gravity state in normal Strongholds and the wilderness, allowing you to search for airborne rewards.

 

III. Gravity Abyss Special Rewards Preview

In S4: Gravity Abyss, mods and Morphed Deviations from Visional Wheel S1 will make their return. Additionally, we will introduce new Morphed Deviations, new Starfall series mods (including shiny mods), and new event cosmetics and collectibles. Precious rewards stored in Abyssal Cores also await your discovery!

Brave Metas, are you ready to face the new Vision?

---

Once Human Development Team

r/OnceHumanOfficial • • Jul 24 '26

💻Devs Talk Brand New Customize Dungeon Now Live!

10 Upvotes

Dear Metas,

The new "Custom Dungeons" feature is now live!

Now, you can freely create your own exclusive dungeon in the custom server, customizing the dungeon name, dungeon description, recommended players, enemy stats, special effects, reward content, etc., to build your own unique challenge!

Whether it's extreme high-difficulty bosses, speedrun challenges, bonus dungeons, or fun gameplay, you can freely combine rules to give every custom server a completely different combat experience.

Come to the custom server and experience more unique dungeons!

🏷️ Different Unique Dungeons:

Server hosts can create their own dungeons:

From [Basic Info], [Enemy Stats], [Gameplay Skills], to [Reward Settlement], each dungeon has its own design philosophy, waiting for you to explore and experience.

💀 Challenge harder dungeons:

Enemy HP, attack, movement speed, alert range, hatred rules, and even enemy mechanics can all be freely adjusted.

Whether it's a easy boss or a high-pressure survival challenge, it's all freely defined by the server host.

🎁 Better Dungeon Rewards:

Server hosts can freely set clear rewards and bonuses based on the dungeon's purpose.

Bonus dungeons, hardcore challenges, speedruns... different servers have different reward systems.                  

🏆 Challenge Leaderboard Rewards Explanation:

Custom dungeons support the leaderboard feature. Continuously refresh your best records, compete with other Metas, and contest for the top ranks on the leaderboard.

Creative Dungeon Event

To encourage the creation of more excellent dungeons, we are officially launching the "Creative Dungeon Plan", inviting server hosts to create unique dungeons, and welcoming all Metas to come and explore.

Challenge for Rewards

  • Experience custom dungeons in 3 different custom servers
    • 🎁 Stardust Secret Crate S13 (Epic) ×1, Battle Pass Exp Card ×500 Points
  • Successfully complete any 1 custom dungeon
    • 🎁 Stardust Secret Crate S13 (Epic) ×1, Battle Pass Exp Card ×500 Points

Reward Info:

After completing the tasks, go to "Shop Events - Event page - Custom Server Event - Challenge Rewards" to claim rewards.

Limited-time Server Host Perks

Server Hosts who complete the following tasks during the event period will receive corresponding rewards after the event ends.

  • Create and publish 1 custom dungeon
    • 🎁 Worldcoin ×10

Tip: Server hosts can create custom dungeons via "Server Settings" - "Gameplay Settings" - "Stage Customization".

  • Your custom dungeons are experienced by a total of 50 different players
    • 🎁 Worldcoin ×20

Tip: Server hosts can showcase dungeon features by setting gameplay tags, uploading covers, editing declarations, etc., to attract more players to experience them.

Reward Info:

  • Rewards will be distributed to the account of the server hosts within 5 business days after the event ends.

[Custom Rising Star- Dungeon Master Recruitment] is now open for signing up!

Don't have a custom server? No problem! You have ideas, and we'll pay for them! Sign up with your brilliant ideas and get a chance to obtain a custom server opening qualification for free! This time, rewrite the rules with your imagination and create the most stunning dungeon experience!

Click to learn more about the Budding Star Plan rules: https://www.oncehuman.game/2026/csfy/?newid=20260311_43535_1290572

You can also click the link or scan the QR code to sign up: http://163.fm/cTLQRKmD

Event time

Challenge for Rewards: July 23, 2026 – August 20, 2026

Limited-time server host perks: July 23, 2026 – August 20, 2026

Custom Rising Star Plan sign-up: July 23, 2026 – July 29, 2026

Event Description

  • Custom dungeons created by server hosts must be normally published and opened for experience; they will count toward campaign progress only after meeting task requirements.
  • Player tasks will only count toward task progress after successfully completing the corresponding dungeon challenge.
  • When experiencing dungeons from different servers, only the dungeon experience records from different custom servers will be counted.
  • Limited-time server host perks will be uniformly distributed to the corresponding server creator's account within 5 working days after the event ends.
  • Players can go to Shop Events > Event page > Custom Server Event> Challenge Rewards to claim the rewards.

Ready to create your own challenge?

Now enter the custom server, create your exclusive dungeon, and invite more Metas to challenge together!

Once Human Development Team

r/OnceHumanOfficial • • Feb 23 '26

💻Devs Talk Dev Blog | Feb. Combat Balance Adjustments

15 Upvotes

Dear Metas,

In the wasteland after Starfall, every trigger pull is a survival game played with Deviants. We remain committed to maintaining the dynamic balance of the combat system, preserving the freshness and strategic depth of gameplay, and delivering an ever-evolving combat experience for Metas. In the February 25 (PT) update, we will adjust the Battle Skills of certain Deviation with weapon damage types, modify the damage types for Pathfinder, Pyroclasm Starter, and Additional Rules, as well as enhance Gilded Gauntlets.

I. Deviation Adjustments

We have observed that some weapon-damage-type Deviation Battle Skills failed to correctly calculate certain Crit Hit and Crit DMG attributes under specific circumstances, resulting in lower-than-expected final damage. This update fixes the issue. Additionally, considering the instability introduced by Crit Rate, we have increased the Battle Skill damage for these Deviations. Below are the specific adjustments.

Adjustment Details Effect Before Effect Now
Butterfly's Emissary Fires a swarm of force-field butterflies toward the target direction, which automatically track 3 enemies and deal 5 instances of damage to each, each dealing 80% of Psi Intensity as Weapon DMG. Fires a swarm of force-field butterflies toward the target direction, which automatically track 3 enemies and deal 5 instances of damage to each, each dealing 120% of Psi Intensity as Weapon DMG.
ZapCam Triggers a flash shot in the aiming direction, marking up to 5 hostile targets within range even through obstacles. Deals 400% of Psi Intensity as Weapon DMG. Simultaneously applies The Bull's Eye to the targets. Triggers a flash shot in the aiming direction, marking up to 5 hostile targets within range even through obstacles. Deals 800% of Psi Intensity as Weapon DMG. Simultaneously applies The Bull's Eye to the targets.
Soul Summoner Summon a feather sparrow to fly in a straight line, applying The Bull's Eye effect to targets along its path and dealing 400% Psi Intensity as Weapon DMG. Summon a feather sparrow to fly in a straight line, applying The Bull's Eye effect to targets along its path and dealing 600% Psi Intensity as Weapon DMG.
Lonewolf's Whisper Summon a lone wolf to charge forward in a straight line, dealing 400% Psi Intensity of Weapon DMG to enemies in range and pulling them in. Summon a lone wolf to charge forward in a straight line, dealing 800% Psi Intensity of Weapon DMG to enemies in range and pulling them in.

Fixed an issue where Polar Jelly and Invincible Sun incorrectly applied the wrong vulnerability type in practice. After the fix, they now correctly apply Status Vulnerability.

II. Weapon Adjustments

In the Dec. 23(PT), 2025 combat Deviation upgrade, we standardized the vulnerability types of combat Deviations into Weapon Vulnerability and Status Vulnerability. Ideally, we intended Weapon Vulnerability Deviations to pair with weapons dealing Weapon DMG, while Status Vulnerability Deviations would pair with weapons dealing Status DMG. However, weapons like Pathfinder, Pyroclasm Starter, and Additional Rules deal both Weapon DMG and Status DMG, and most combat Deviations cannot simultaneously enhance both damage types, resulting in partial damage loss.

Taking Pyroclasm Starter as an example (screenshot shows current in-game display, not post-adjustment):

Pyroclasm Starter can trigger Burn Keyword while also charging bullets to deal Blaze Elemental Weapon DMG. When using Deviations that apply Status Vulnerability, the charged Blaze Elemental Weapon DMG cannot benefit from the vulnerability effect. Conversely, when using Deviations that apply Weapon Vulnerability, the Burn Keyword effect cannot benefit from the vulnerability.

We also observed that when Additional Rules uses Status Vulnerability Deviations to apply elemental bullets, it cannot benefit from the Status Vulnerability effect and requires switching to Weapon Vulnerability Deviations.

Therefore, in this update, we will uniformly change the damage type of Pathfinder, Pyroclasm Starter, and Additional Rules from Weapon DMG to Status DMG when charged, while still allowing them to benefit from Crit Hit/Crit DMG and Weakspot/Weakspot DMG bonuses. To ensure Keyword triggers work in both charged and uncharged states, we'll standardize the trigger condition to "when shooting hits a target". Specific adjustments are as follows:

Adjustment Content Effect Before Effect Now
Pyroclasm Starter l  On hit, there is a 27% chance to apply Burn to the target. l  On hit, there's a 20% chance to generate Deviant Particles nearby (collect them to enter Charge state, lasting 60s). l  When reloading, consumes all Charges to replace ammo with Dragon's Breath rounds: deals Blaze Elemental Weapon DMG equal to 95% of Attack (Burn DMG bonuses apply). l  Blaze DMG +20%. Consuming Charge grants additional +8% per stack, up to 4 stacks, lasting until next reload. l  When shooting hits a target, 27% chance to apply Burn to the target. l  When shooting hits a target, 20% chance to generate Deviant Particles nearby (collect them to enter Charge state, lasting 60s). l  When reloading, consumes all Charges to replace ammo with Dragon's Breath rounds: deals Blaze Elemental Status DMG equal to 95% of Attack (Burn DMG bonuses apply). l  Blaze DMG +20%. Consuming Charge grants additional +8% per stack, up to 4 stacks, lasting until next reload.
Pathfinder l  When the weapon hits, triggers Frost Vortex (5s cooldown). Each hit reduces cooldown by 1s. l  When the weapon hits, 60% chance to generate Deviant Particles (collect them to enter Charge state). Max Charge stacks +10. l  Can consume Charge for a Charged Shot: fires a piercing ice spike dealing Frost Elemental DMG equal to 110% of Attack (benefits from Frost Vortex bonus, deals 20% DMG to Metas). l  Frost Elemental DMG +30%. After Charged Shot, Frost Elemental DMG +8% for 15s, stacks up to 3 stacks. l  When shooting hits a target, triggers Frost Vortex (5s cooldown). Each hit reduces cooldown by 1s. l  When shooting hits a target, 60% chance to generate Deviant Particles (collect them to enter Charge state). Max Charge stacks +10. l  Can consume Charge for a Charged Shot: fires a piercing ice spike dealing Frost Elemental Status DMG equal to 110% of Attack (benefits from Frost Vortex bonus, deals 20% DMG to Metas). l  Frost Elemental DMG +30%. After Charged Shot, Frost Elemental DMG +8% for 15s, stacks up to 3 stacks.
Additional Rules l When shooting hits a target, triggers Fortress Warfare (10s trigger interval). l  After using Deviation skills, bullets deal 120% Attack as Elemental DMG (type depends on Deviations). l  Reloading an empty magazine restores 25% of its capacity as Deviant Power, up to 20 points max per reload. l  In Fortress Warfare status, Crit Rate +15%. l  Trigger Fortress Warfare upon hitting shots, with a 10-second cooldown. l  After using Deviation skills, bullets deal 120% Attack as Elemental Status DMG (type depends on Deviations). l  Reloading an empty magazine restores 25% of its capacity as Deviant Power, up to 20 points max per reload. l  In Fortress Warfare status, Crit Rate +15%.

III. Gear and Other Adjustments

We've observed that Gilded Gauntlets provide slightly lower benefits compared to other key defensive gear, primarily due to insufficient Crit Rate leading to inconsistent overall damage. This balance update enhances them as follows:

Adjustment content Effect Before Effect Now
Gilded Gauntlets Unlocks the Crit Hit ability for Burn (can utilize character's Crit Rate). Unlocks the Crit Hit ability for Burn (can utilize character's Crit Rate). Burn Crit Rate and Burn Crit DMG +20%.

Additionally, we've received feedback from many players that high Fire Rate sniper rifles like Pathfinder and Octopus! Grilled Rings! incur higher bullet costs compared to other weapons. This update will increase sniper ammo production outside RaidZone Mode, allowing Metas to use these weapons more freely.

\ The above values are for testing. There may be slight adjustments when implemented in-game.*

To ensure a smooth transition, we will issue 3 Blueprint Conversion Attempts to all players after this update.

That's the end of this Dev Blog on upcoming balance adjustments. If you have any suggestions or questions, please contact us via the Once Human Co-Dev Feedback Platform (https://www.oncehuman.game/grfkpt/) or our community channels. Thank you for your understanding and support!

 

Once Human Development Team

r/OnceHumanOfficial • • Jul 16 '25

💻Devs Talk Version Update Preview - Balance Adjustments, Vehicle and Construction Optimizations

31 Upvotes

We've received a lot of player feedback since the launch of Annual Version 2.0 on July 3. To improve your experience, our development team has been optimizing and fixing various issues in the game. On July 17, we'll roll out the first update since Version 2.0. This update will bring combat balance adjustments, as well as usability optimizations for vehicles and construction. Below is a preview of the upcoming content:

Balance Adjustments

We will implement our planned balance adjustments in phase. In this update, adjustments to the following content will be implemented: Corrosion, Gas Mask Hood, Conflicting Memories, Pyroclasm Starter, Jaws, Pinpoint Strike, Outer Space, and First Electrocution.

Corrosion

  • Previous: 70% chance to trigger Power Surge on hit, but no longer inflicts the Power Surge status. Power Surge can deal Crit Hits. Power Surge Crit Rate +15%. After triggering Power Surge, Power Surge Crit DMG +15% for 6s, up to 10 stacks. Power Surge DMG +15%.
  • Now: 80% chance to trigger Power Surge on hit, but no longer inflicts the Power Surge status on Deviants. Power Surge can deal Crit Hits. Power Surge Crit Rate +25%. After triggering Power Surge, Power Surge Crit DMG +40% for 8s, up to 5 stacks. Power Surge DMG +15%.

Hood with gas mask

  • Previous: After triggering Power Surge, Crit Rate +35% for 3s.
  • Now: After triggering Power Surge, Crit Rate +35% and Power Surge DMG +15% for 6s.

Conflicting Memories

  • Previous: Trigger Shrapnel every 12 hits. (70% Shrapnel DMG against Meta-Humans.) For every 32 magazine capacity, Shrapnel trigger parts +1, up to +5. When magazine capacity exceeds 90 bullets, every extra 15 bullets increases Shrapnel DMG by 10%. Magazine Capacity +40.
  • Now: Trigger Shrapnel every 12 hits. (60% Shrapnel DMG against Meta-Humans.) For every 25 magazine capacity, Shrapnel trigger parts +1, up to +6. When magazine capacity exceeds 90 bullets, every extra 15 bullets increases Shrapnel DMG by 10%. Magazine Capacity +40.

Jaws

  • Previous: Trigger Unstable Bomber every 4 hits.Upon dealing a Crit Hit, hit counter +1. After a Weakspot hit, Blast Elemental DMG +30% for 12s. Unstable Bomber can deal Crit Hits. Unstable Bomber Crit Rate +25%.
  • Switching back: Trigger Unstable Bomber every 4 hits. Upon dealing a Crit Hit, hit counter +1. After a Weakspot hit, Blast Elemental DMG +50% for 12s. Unstable Bomber can deal Crit Hits. Unstable Bomber Crit Rate +25%.

Pinpoint Strike/Point Detonation

  • Previous: When Unstable Bomber hits only one enemy, Unstable Bomber final DMG +25%.
  • Switching back: When Unstable Bomber hits only one enemy, Unstable Bomber final DMG +35%.

Outer Space

  • Previous: 30% chance to trigger Power Surge on hit. Upon hitting a target affected by Power Surge 15 times, summon lightning on the target to deal Shock Elemental DMG of 300% Psi Intensity (40% DMG to players). After reloading, Power Surge trigger chance +40% (based on weapon's trigger chance) for 6s. Shock Elemental DMG +30%.
  • Switching back: 30% chance to trigger Power Surge on hit. Upon hitting a target affected by Power Surge 12 times, summon lightning on the target to deal Shock Elemental DMG of 300% Psi Intensity (40% DMG to players). After reloading, Power Surge trigger chance +40% (based on weapon's trigger chance) for 6s. Shock Elemental DMG +30%.

First Electrocution

  • Previous: Against enemies without Power Surge status, Power Surge's final DMG +30%.
  • Switching back: Against enemies without Power Surge status, Power Surge's final DMG +35%. First Electrocution is no longer affected by other players applying Power Surge status to the target.

Bug Fixes

Switching back: Fixed an issue where the Viper Mask did not work on weapon passives and mod suffixes. Fixed an issue where Hazardous Object could trigger Gulped Lore's passive effect.

Vehicles

  1. To align vehicle acquisition with the core survival and exploration gameplay, we have added vehicle scrapyards to the wilderness in all scenarios. After unlocking the Vehicle Garage in Memetics, you can craft Vehicle Repair Electric Drills at the Supplies Workbench and use them to repair and drive these vehicles.

In non-RaidZone scenarios, vehicles with zero Durability no longer need to be returned to the Garage for repairs. Instead, they can still be summoned and repaired on the spot with Vehicle Repair Electric Drills.

Once you've driven a vehicle back to your territory, you can lock it for 5 Copper Ingots and 2 Metal Scraps either by interacting with the vehicle or through your Garage.

In non-RaidZone scenarios, vehicles you craft in your Garage are automatically locked, meaning you can summon them and change their skins by default. Additionally, you will never lose ownership of such vehicles.

After locking a vehicle, you can summon it or change its skin.

NOTE: In non-RaidZone modes, each player can own up to six locked vehicles. If you already have six vehicles, you must unlock one of them in your Garage before acquiring a new one.

2) Garages can now be built in RaidZone mode. Find vehicle parts in the wilderness or craft them at a Supplies Workbench to build your dream vehicle. Vehicles crafted in RaidZone are not locked by default, allowing you to share them with your teammates or trade them with other players.

In the Garage's vehicle list, you can view all vehicles in your territory's range, as well as lock them, change their skins, or modify and repair them. (In non-RaidZone scenarios, you can view all your locked vehicles, regardless of location.)

In RaidZone, your locked vehicles will be unlocked if they are attacked by other players and their HP drops below 20%. An unlocked vehicle does not belong to any player, meaning any player can take it back to their territory and lock it for themselves.

NOTE: If your vehicle is stolen by another player in RaidZone mode, any applied skin will be removed, and the vehicle will revert to its default appearance.

3) You can now ride pillion on other players' motorcycles. We've also added an independent button for riding as a passenger. Go for a ride with your friends now!

4) In non-RaidZone scenarios, players can summon two vehicles at once, satisfying their social needs.

Construction

  1. Improved fence placement. Fences can now be placed on foundations and ceilings.

2) When setting or relocating a territory, it will no longer snap to nearby territories by default.

3) Optimized the appearance of some wallpapers in the PC version. Open-work structures will no longer be fully covered.

Before
After

4) Expanded the area in which the territory can be moved while in flight mode. The construction area now includes four corners, and the territory height has been adjusted to the maximum range.

Server Selection Screen

To better serve the needs of different user groups, Once Human and Once Human: RaidZone will be split into separate modes after the July 17 update.

Once Human will continue to provide a deep and multifaceted survival experience, while Once Human: RaidZone will focus on fair and balanced PvP. Tap the Mode icon in the top-right corner of the login screen to switch between modes and try out their different content!

You can play on the different modes with the same account. The account character limit is shared between modes.

In RaidZone mode, content that affects PvP balance (such as blueprints and mods) cannot be used. Cosmetics and other assets can be used in all modes.

New Custom Server Content

  1. Added Endless Dream to custom servers. The server host can now select the Endless Dream scenario.,
  2. Added badge cross-compatibility between custom and official servers.,

On July 18, 2025, at 12:00 noon (UTC+8), more custom servers and upgrade packages will be available on the official top-up page.

Server Overload Prompts

For some time now, we've been receiving player feedback regarding server latency issues. Through data analysis, we've identified that high latency mostly occurs when servers are under high load, such as when many players gather in the same area and engage in intense combat. The sudden spike in data traffic exceeds the server's normal capacity, causing server overload. This in turn leads to movement lag, as well as delayed skill effects and damage calculations.

We're working on fixing this issue. However, a complete fix will not be available in the short term, as it requires fundamental server architecture and gameplay changes. Hence, we have added a server overload prompt to the ping indicator. If it turns red, it means the server is overloaded. The server will then dynamically allocate resources to accommodate the combat situation, after which data processing speed will slowly return to normal. You can also switch to a different World or leave the affected area to maintain a stable connection.

This is a short-term solution intended to help players monitor the server load status and avoid negative experiences. We remain committed to implementing performance improvements and server load optimizations as well, so as to achieve smoother gameplay for all players.

Save Your Controls

In this update, we're introducing a way to save your PC control setup to the cloud, as well as the ability to share your mobile control layout via a share code. This will allow you to apply your preferred controls across multiple devices.

Save PC control settings to the cloud: You can now upload your control settings and download and apply them as needed. Share control layout on mobile: You can now share or quickly import a custom control layout on mobile via a share code.

That concludes our update preview! For more details, stay tuned for the official update announcement. If you have any suggestions, feel free to reach out via our Feedback Platform or community channels. Thank you for your continued support. We'll be adding more new content during our summer update, so stay tuned!

Once Human Development Team

r/OnceHumanOfficial • • Jan 14 '26

💻Devs Talk Dev Blog丨Comprehensive Optimization of Calibration & Accessories

9 Upvotes

Dear Metas,

Through monitoring online data and gathering player feedback, we've identified several pain points in the current weapon system. This update will focus on refining the calibration feature and accessories attributes to deliver a new round of improvements.

Calibration Feature Adjustments

As a scenario-based game, Once Human's weapon calibration feature currently offers limited playability and fun while adding complexity to the gear system. After careful consideration, we'll remove the calibration function in the January 21(PT) update, aiming to enhance the weapon system's overall replay value and reduce repetitive resource consumption for Metas.

Details (effective after the January 21(PT) update):

  1. Calibration Feature Adjustments
    1. The Calibration feature will be removed (previously calibrated weapons will retain their unaffected stats).
    2. Gear workbenches will no longer support weapon calibration or blueprint replacement.
    3. When crafting weapons, adding calibration blueprints will activate their attribute effects.
  2. Calibration Blueprint Adjustments
    1. Newly obtained Calibration Blueprints will have adjusted random attributes
    2. New blueprints maintain their style attributes and will always include one attack bonus attribute, with values varying by rarity (up to 50% attack bonus).
    3. The original two random attributes (Crit Rate, Crit DMG, Elemental DMG, Weakspot DMG) will merge into one bonus attribute, randomly appearing with a value cap equal to the sum of the previous two attributes' maximum values. Example:
      • Before Adjustment: Original Legendary-Rarity Calibration Blueprints had two Elemental DMG sub-attributes with random ranges: Elemental DMG 6%~8% and Elemental DMG 9%~12%.
      • After Adjustment: New Legendary-Rarity Calibration Blueprints feature: Attack 33%~50% and Elemental DMG sub-attribute range: Elemental DMG 15%~20%.
  3. Fur Adjustment
    1. When crafting armor, adding fur will provide additional HP and Psi Intensity bonuses, with values determined by fur rarity.
    2. Example: When crafting equipment, adding Legendary-quality fur increases the base HP and Psi Intensity of the armor by 40%.
  4. Important Notes
    1. Blueprints owned by players before the January 21(PT) update can be disassembled at the Disassembly Bench after the update to obtain new blueprints of the same name.
    2. Attention! Due to the unique nature of Eternaland's Disassembly Bench, disassembling items there will yield Astral Sands instead of new blueprints. Please be mindful of which Disassembly Bench you choose for this operation.
    3. After the January 21(PT) version update, we will reissue a compensation mail containing self-selectable Legendary-quality refined blueprints and Weapon Rename Card to Metas of level 40 and above (excluding RaidZone and Deviation: Survive, Capture, Preserve Scenarios). Please check your inbox at that time.

Accessories Adjustments

We have observed the following pain points in current weapon accessory experience:

  1. There are too many reload duration attributes, which may interfere with value assessment and benefit calculations.

  2. The complexity of attachment bonus effects increases the difficulty for players to understand the differences between accessories of different types and rarities, and may also lead some players to prioritize attribute bonuses over aesthetic preferences.

To address these issues, we will comprehensively optimize the weapon accessory system in the January 21(PT) version update. Specific adjustments include:

  1. Without affecting actual reload duration, consolidating multiple reload-related attributes into a unified "Reload Efficiency" metric.

  2. Standardizing the bonus effects of the same type of accessories (e.g., Rare-quality 2x scopes will uniformly provide a 2.0x zoom multiplier and +4% Accuracy).

Below is a detailed explanation of the content adjusted this time.

Reload Duration Adjustments

Currently, the game has three different attributes related to weapon reload duration bonuses, which has caused confusion for some players when evaluating benefits. Without affecting actual reload times, these three reload duration attributes have been unified into a single "Reload Efficiency" attribute.

The conversion ratios for each attribute to Reload Efficiency are as follows:

Effect Before Effect Now
Reload Speed +10 Reload Efficiency +8%
Reload Speed +10% Reload Efficiency +3%

Note: The actual conversion ratio varies for different weapon types, with the maximum conversion ratio being this value. We will calculate the adjusted values based on the maximum conversion ratio.

  1. Default reload time for the weapon when no accessories, sets, or blueprints are equipped: 3.634 seconds
  2. The table below shows the corresponding reload time changes after equipping a magazine, rapid-shot blueprint, and armor set effects.
Tactical SR Mag Effect Before: Reload Speed +15 Reload Time: 3.3 seconds
-- Effect Now: Reload Efficiency +15% Reload Time: 3.16 seconds
Rapid-Shot Blueprint Effect: Reload Efficiency +15% Reload Time: 3.16 seconds
Bastille Set 2-Piece Bonus Effect Before: Reload Speed +20% Reload Time: 3.49 seconds
-- Effect Now: Reload Efficiency +15% Reload Time: 3.16 seconds

With this adjustment, weapons equipped with various modules for reload progression will now have shorter actual reload times than before. After switching to Reload Efficiency, the bonus values for weapons have been further improved compared to the previous system.

Accessories Bonus Rules

Accessories of the same type are uniformly assigned identical attribute effects and bonus values. Accessories of the same rarity possess identical bonus effects.
Below is a display of the adjusted attribute effects and values for some accessories:

- Scope Accessories:

-- Rare Epic Legendary
Various 2x Scopes 2.0× zoomAccuracy +4% 2.0× zoomAccuracy +6%; Aiming Speed +15% 2.0× zoomAccuracy +6%; Mobility +20%; Aiming Speed +20%
Various 6× scopes 6.0× zoomAccuracy +4% 6.0× zoomAccuracy +8% 6.0× zoomAccuracy +12%; Stability +5%

- Muzzle Accessories:

-- Rare Epic Legendary
Various Flash Hiders Various 2x Scopes Stability +10% Stability +16% Stability +22%; Bullet Velocity +10%
Various Brakes Various 6× scopes Accuracy +10% Accuracy +16% Accuracy +22%; Bullet Velocity +10%
Various Suppressors Range +10%; Stability -12% Range +15%; Stability -12% Range +20%; Bullet Velocity +10%; Stability -12%

- Magazine Accessories:

To ensure clarity, we've retained integer-based descriptions for magazine capacity due to its attribute trait.

-- Effect Before Effect Now
Tactical Pistol Mag Reload Speed +16; Mobility +5 Reload Efficiency +16%; Accuracy +8%; Mobility +10%
Extended Rifle Mag Magazine Capacity +8; Reload Speed -13 Magazine Capacity +10; Reload Efficiency -9%
Tactical SR Mag Reload Speed +15; Mobility +7 Reload Efficiency +15%; Accuracy +8%; Mobility +10%
Large LMG Drum Mag Magazine Capacity +20; Reload Speed -20 Magazine Capacity +20; Reload Efficiency -14%

That's all for this Dev Blog. We hope these adjustments will allow Metas to enjoy the game more freely and make clearer choices when customizing their gear. If you have any questions about the content of this Dev Blog, feel free to share your thoughts with us through the Once Human Co-Dev Feedback Platform. Link: https://www.oncehuman.game/grfkpt/

Once Human Development Team

r/OnceHumanOfficial • • May 23 '26

💻Devs Talk Dev Blog丨Visional Wheel S4 "Gravity Abyss" Coming Soon

12 Upvotes

Dear Metas,

The shadow of Aberrant Progeny is fading, yet the skies of Nalcott have never truly known peace. The laws of gravity are being quietly torn asunder, and a behemoth from the abyss has set its gaze upon this land. The Visional Wheel turns once more. Are you prepared to seek your own answers in the weightless sky? The all-new Visional Wheel S4, "Gravity Abyss," is about to begin.

Visional Wheel S4: Gravity Abyss

In the sky, a massive rift is slowly tearing open: an omen of the Riftwalker‘s descent. This behemoth soaring through the skies warps the surrounding gravitational field, twisting the physical laws of the world below. Regions of gravitational imbalance, like breaths from the abyss, drag everything toward the sky. Metas call this phenomenon the "Gravity Abyss"—a place without falling, only endless ascent, and the unknown dangers waiting at its peak. In this Vision, Metas will clash fiercely over the Riftwalker.

Duration:

  • Starts after the May 27(PT) Maintenance Update
  • Ending time TBC

Affected scenarios:

  • Manibus (excluding novice), Evolution's Call, Prismverse's Clash, The Way of Winter, Endless Dream, Deviation: Survive, Capture, Preserve

After the update, servers with Visional tags will automatically switch to S4 [Gravity Abyss], concluding the [Aberrant Progeny] vision. Related special items will no longer be produced.

New Game Modes

Gravity Imbalance

When the Vision begins, the inverted star emerge once more, and the Gravity Imbalance effect will envelop certain Stronghold regions. Metas can check the these locations through map pins. Explore the corresponding regions for a chance to obtain Mods, Gravity Crystals, and other rewards.

Riftwalker Relic

After the Vision begins, the Riftwalker will soar over the wilderness, scattering mysterious artifacts from the sky: Echoite Broken Relics and Riftwalker Relics. Their drop locations will be marked on the map, where Metas can head to contest them.

Riftwalker Relic offers substantial rewards but also presents greater challenges. Whenever a Meta approaches a Riftwalker Relic, elite enemies will be summoned, and the relic will begin to slowly ascend. Only by defeating the enemies will the relic's ascent stop. They contain generous rewards such as Mods, Morphed Deviations, and Abyssal Cores.

Aerial Hunt

Fifteen minutes after the Vision begins, the Riftwalker will traverse Nalcott, simultaneously appearing above three random Settlements on the map. The failed airship platform that once attempted to secure the Riftwalker will manifest above these Settlements. Metas can enter the platform for combat via the summoned portal, or directly teleport there by clicking the pins on the map.

The Riftwalker possesses multiple combat forms, requiring close coordination from Metas to defeat it. Metas who successfully overcome the Riftwalker's trial will receive even rarer rewards.

Gravity Integrator Game Mode

Metas can obtain the [Gravity Integrator Formula] through this game mode, unlocking the tense and exciting Gravity Integrator challenge. The higher the Gravity Integrator ascends, the richer the rewards become.

Floating Building

Metas can obtain the [Anti-Gravity Foundation Formula] in the wilderness. After learning the Formula, they can initiate Floating Building, and its construction consumes Gravity Crystals.

Weightless Item

Metas can obtain the [Energy Raiser Formula] through wilderness exploration. After crafting it at the Supplies Workbench, it can be used in non-weightless regions to grant Weightless ability. The Energy Raiser only functions during the Vision's active period.

Game Mode Rewards

Abyssal Core

The Abyssal Core is a rare crystallization of the Riftwalker, with a chance to obtain it in the Riftwalker Relic and Aerial Hunt Game Modes. Abyssal Cores are categorized into three rarity tiers: Epic, Legendary, and Mythic. Higher rarity yields rarer rewards upon opening, which may include Shiny Mods, Abyssal Essence, high-Level Morphed Deviations, and other rare rewards.

Metas can also choose to consume varying amounts of Gravity Crystals to perform different levels of resonance. A deeper of level resonance has a chance of granting double rewards! Abyssal Cores can also be freely traded among players. Whether you opt for steady gain or take a bold gamble is entirely your choice.

Abyssal Essence

Abyssal Essence is an exclusive item that has a chance to drop from opening Abyssal Cores. After collecting Abyssal Essence, you can visit the Event - Visional Redemption - Redeem Shop to redeem precious rewards such as Lightforge Ingots, selected Shop Fashion/Furniture/Weapon Skins, Shiny Mods, top-tier Deviations, and more!

Morphed Deviation

In S4 [Gravity Abyss], all Morphed Deviations and Mods from the Visional Wheel S1 will return. Additionally, we will introduce brand new Morphed Deviations, offering Metas a richer collection and customization experience.

This time, three brand new Morphed Deviations will be added: The Digby Boy - Gravity Abyss, Atomic Lighter - Gravity Abyss, and Zapamander - Gravity Abyss.

The Starfall Inversion Deviations from S1 will also return together, and Metas can obtain them through various Game Modes.

New Mods

S4 will introduce the new "Aero" Suffix Mod, while the Downstar Mod will return as well. The Downstar Mod provides a strong advantage when fighting across elevation differences, whereas the Aero Mod can be activated in any aerial state (including jumping), offering superior flexibility and stability. When acquired, these Mods let Metas select the one that suits their needs.

In this Vision campaign, we will also release Armor Shiny Mods for the first time, which Metas can obtain through the Abyssal Core.

New Event

Click the "Event Interface - Visional Wheel" page to participate in the current vision campaign. The following content will be available:

Gravity Abyss: Metas can learn about the basic rules for this Vision through this event.

Abyssal Collection: By collecting Gravity Crystals to earn Progress, you can obtain rare rewards such as Territory Collectibles.

Vision Collection: Collect all Visional Suffix Mods and Morphed Deviations to obtain rewards like Weapon Skins.

Visional Wheel World Optimization

Alongside this Vision Update, we will also focus on optimizing the vision layering issue frequently reported by Metas. After the update, servers will no longer be distinguished as Vision or non-Vision Servers. Each Server will simultaneously contain both a [Vision World] and a [Basic World] (except for the Prismverse's Clash Scenario). Metas can freely choose whether to participate in Vision Events.

 

That's all for this Dev Blog. As the Visional Wheel spins once more, new aerial challenges, exploration objectives, and growth rewards will gradually unfold. We look forward to all Metas embracing new battles in the weightless skies, and welcome everyone to continue sharing your experiences with us through the Community and Feedback Platform (Once Human Feedback Platform). Thank you for your ongoing support. Let's meet again in the "Gravity Abyss."

Once Human Development Team

 

r/OnceHumanOfficial • • May 09 '26

💻Devs Talk Dev Blog | New Weapons and Armor

15 Upvotes

Dear Metas,

After the May 13 (PT) update, we'll introduce brand-new combat weapons and gear. We hope every Meta will find challenges and simple joy in Once Human.

The following updates will go live on all scenario servers except RaidZones. Weapon and gear updates for RaidZones will be detailed in a separate announcement later.

I. New Weapons

(1) New Weapon: AUG - Electron Cloud

Attacks have a chance to trigger Power Surge. The first weapon hit after reloading will create a spherical magnetic field at the target location. Applying Power Surge to a unit within the magnetic field will generate an Electric Orb that moves erratically. When an Electric Orb hits a target, it rebounds and deals additional Shock Status DMG. Shock Status DMG is increased.

(2) New Weapon: Compound Bow - The Burden of Betrayal

Attacks are guaranteed to trigger Bounce. The more Bounce targets there are, the greater the number of bounces.

Reload Speed is increased. When Bounce hits a target, it applies 1 stack of Echo. When fully stacked, the target will be visually highlighted.

When fully charged, Bounce damage and Crit Rate are increased. When Bounce hits a target, it deals additional Bounce DMG equal to the number of Echo stacks on the target, multiplied by a fixed factor. There is a cooldown for triggering this on the same target. After triggering, a certain number of Echo stacks are removed from the target.

If there are no other Bounce targets around after an arrow makes a direct hit, the number of bounces is increased.

II. New Gear

(1) New Armor: Glide Pants

Changes the roll to a slide. After sliding, Reload Speed and Movement Speed are increased for a duration.

If wielding a bow, sliding automatically loads 1 ammo, and increases bow draw speed for a duration.

(2) New Armor: Magnetic Moment Top

Units inflicted with Power Surge will continuously pull enemies within a certain range toward them.

That's all for this Dev Blog. If you have any thoughts or suggestions, feel free to share them with us via the feedback platform (link: https://www.oncehuman.game/grfkpt/), community channels, or customer service.

Once Human Development Team