Developers
Player response desk: the issues you care about are being worked on
September 9
An official developer announcement. Translation by ZW Codex, the original is the developers' post
Dear survivors,
Lately we have received a lot of feedback about the game experience, mode content and event rewards. Stutters in combat, items piling up in the backpack, older modes needing more content, Pinnacle quotas, server transfer limits, limited items coming back — we collect and sort every one of your messages.
Today we want to share where we currently stand on the topics discussed most, and to ask you to keep sending us your real experience and suggestions.
01
Performance work continues, with Temporal Rescue in focus
We are continuing to work on stutters, frame drops, long loading times and modes that do not run smoothly.
The effort is concentrated on the modes you report most — Temporal Rescue first of all. We are also watching how the game behaves on different devices and networks, so that combat and every mode run more stably and smoothly.
If you hit a performance problem, please include as much of this as you can:
- •server
- •character ID
- •device model
- •system version
- •graphics settings
- •network
- •when it happened
- •the mode or scene
- •how often it happens
- •steps to reproduce it
If you can, attach a screenshot or a screen recording — it helps us pin the problem down.
02
Item overflow noted: caps raised, more sinks being planned
As progress goes on, some commanders end up with items piling up in the backpack and nowhere to spend them.
Recent updates raised the upgrade caps on some tonics and robots. For the spare seasonal weapon Freezing Core we are planning a new use: we want it to keep being worth something rather than simply being recycled.
We are also looking into more ways to spend the collectible shards left over from the festival events.
Which items do you most want a way to spend right now? And how would you rather spend them: shop exchange, advanced crafting, event exchange or upgrades? Tell us.
03
Older modes keep growing: new challenges and team content in preparation
We know some commanders have already finished the milestone goals in certain older modes and want content with a higher challenge, richer mechanics and a longer-term goal.
Forgotten Realm and Virtual Battleground have already received extra content and reward adjustments. We will keep watching how playable the older modes are and how progression feels in them.
On challenge stages, content with entirely new mechanics — time stop among them — is in development. We want the coming stages to offer a different kind of challenge and different rewards.
On team modes, we are preparing new season-related content, and hope it brings a fresh feel to co-op, challenge and progression.
Which older mode would you expand first? More stages, higher difficulty, updated rewards, or a brand-new mechanic? Let us know in the comments.
04
Pinnacle quotas and server experience will improve step by step
Since team modes arrived we have had plenty of messages about there not being enough Pinnacle slots, the pressure of competition, and server transfer limits.
In upcoming versions the Pinnacle quota cap on every server will go up. Alongside that we are building a more reasonable quota expansion mechanism: over time we will improve Pinnacle and Paragon slots based on the actual state of each server, giving more room to commanders who want to recruit new members or move to a livelier server.
On server transfer and the rules around it we keep collecting what players actually need and weighing it against the wider picture. The exact scope and schedule of changes will be in the official announcements.
05
Lower the barrier to new modes, lighten the daily routine
After the seasonal mode Apocalypse Battlefield went live we received a lot of feedback that it has too many rules and takes too much effort to understand. We will improve the experience in two directions.
First, the tutorial path. We are trying more direct formats, video guides among them, to explain the mechanics and goals of complex modes faster.
Second, the cost of playing. Smarter one-tap actions and a delegate mode are in production, so that more commanders can take part easily and enjoy the mode.
At the same time, as daily activities keep growing, we are working on a set of convenience features: a one-tap assistant, opening backpack random chests in one tap, skipping arena combat, and Crush mode in Escape From Testworks. Release dates will be in the official announcements.
What would you optimize first: simpler mode rules, a better tutorial, more one-tap features, in-game guides, or fewer daily actions?
06
Keeping the game fair: every report is checked
Keeping the game fair and healthy is work we take seriously. We keep improving the anti-cheat systems against cheats, scripts and other behaviour that breaks fair play. Every report we receive is verified, and accounts confirmed to be breaking the rules are punished according to the game rules.
If you spot something suspicious, report it through the official channels and, where you can, include the server, character details, the time, and screenshots or recordings — it makes the check faster.
07
The Return Shop keeps updating, more returns under review
We are aware of the regret of missing limited content. Some items are already available to exchange in the Return Shop, and the list will keep being updated. Return plans for camp skins, battlemechs and the like are being planned and reviewed; the schedule will be in the official announcements.
We keep gathering the items, cosmetics, collectibles and characters you want back, and take them into account.
What would you most like a second chance at? Tell us in the comments.
If anything else is spoiling the game for you, write to us directly. We keep gathering feedback and passing it to the design team, where it is an important reference for the content and the optimization priorities of coming versions.
Thank you to every survivor for your support and your suggestions. We are listening.
This is the current direction of work: update timing and content may change as development goes on. Final details will be in the official update announcements.
Original announcement →