Here are the details on The First Descendant Hotfix 1.3.8c.
We kindly ask you to update your game and reconnect to ensure a smooth gameplay experience.
■ Patch Date
- PST 2025.11.05(Wed) 00:50
■ Platforms
- Steam, XBOX SERIES X│S, PS5
■ Patch Details
- Fixed an issue where the Battle Pass Shop was unavailable.
Thank you.
It is Basil writing again, and today i am going to discuss our gameplay philosophy of regarding almost anything in the game as an interactive object and especially, looking at a subset of it as collectable and buildable objects.

From early stages of the game on (paper prototypes even, I remember laying them out on our living room table), a core part of the game experience was about packing as many objects as you could onto your mecha. In the beginning, this idea was only applied to objects being deemed a "component" which included items like weapons. This already opened up lots of player freedom of where to attach those items and questioning which to take along in the first place, as space on the fortress is limited of course.
Still, this reduced approach somehow felt like there could be more consistency to it, as if it was not fully thought out and the final consequences in the design were lacking. This finally changed when we needed some footage for the trailer of the player assembling the mecha and drag and dropping in crew members.
Since the start of the project we, internally, regarded crew members as "buildable" items, as they, in broad terms, behaved similarly to other attachable, non human objects. They could be assigned ontop of components (or jump onto them, for quality of life) in the same way players would build items on the mecha. Looking at this behaviour for the crew, we realized that it introduced an entire framework on how to think about interactions between the player and their mecha.
The longer we thought about it, the clearer the picture became: what if we would investigate every gameplay action between player and mecha in the form of "building" and components? What if we approached the specialisation, updating, repairing, protecting, customising and late run branching as an action done through packing objects onto the walking castle?
It seemed to us like an interesting avenue, to fully lean into this almost "LEGO" like approach of stacking your player character together.
Want to repair something?
Hit the broken component with a according kit!
Want your a different shield around the core?
Just replace it with something you found, two clicks.
Want to change the main energy source, holiest of the cores itself?
Sure, just drag and drop a new one in to the center of your castle.
Treating those objects in this manner also meant that they would hold separate instances of the same properties, e.g. single items now would bear a unique health value and could now take separate damage instead of a single global system handling health for the entire mecha.
This "federalisation" also opened up a variety of other gameplay options, like repairing individual mecha components, role assignment to crew members with drag and drop items, enemies targeting single components (e.g. the hooking type enemy, which fires a harpoon like projectile and pulls off parts of your castle, without damaging the objects) or the ability to take random rock pieces and debris with you on the mecha.
When the game started out we used a unified health source and each component you added expanded that pool.
Initially once a health bar got depleted a random (not the last you added) weapon or part got detached and destroyed.

While being a really arcady mechanic it disconnect the mecha physically from the actions in game and you didn’t understood why you are loosing weapons.It’s a rather complex problem of where are you displaying information and moving most info onto the mecha, (by giving each weapon it’s own health bar) and only have the player’s eyes jump from themselves to the enemies and potential dangers, instead of searching around on the screen to find essential gameplay information is just better :)
To streamline and amplify those separate properties we also introduced a variety of other subsystems, like our Destructable State Handling; every object would now exist in 3 states, which are communicated to the player: Alive, Broken and Gone

Taking too much damage or repairing would let items transition between those states and display different abilities or incapabilities depending on the current state. For example, Alive weaponry can be used by the player. If it breaks, it can stay attached to the walking fortress, but is not part of the active items pool anymore – for this it would need repairing. If it takes even more damage, it will switch to being Gone, a state from where there is no return anymore.
Overall, we are very happy with the decision to further work in the direction of "everything buildable" and separating as many properties as we could.
It creates a richer, more interactive game experience which asks of the player to truly develop agency within the systems and world we are creating in Castle Come.
It also creates the baseline circumstances for arising complexity, a gameplay philosophy we have been chasing with our project since the beginning.
Until next time
Basil

Watching the golden leaves fall, Laura and Miella have fallen into a melancholy mood, and only a small reminder of summer can brighten the spirits of these lovely ladies.
Visit Terrus or Terragor to learn about the girls’ gloom, and they will tell you how to lift their mood.
Mood-boosting rules:
— time to lift the mood: 4 hours;
— you may use no more than 10 gifts to lift the mood;
— a good mood is evaluated at 100 points.
After speaking with Laura or Miella, a list of gifts and ways to obtain them will appear in your quest log. You may lift their mood no more than once every 12 hours, or reset the quest progress for a fee with Personalized Coins to cheer them up again.
For each mood restoration, the seekers of knowledge will reward you with a Happy Autumn Chest, which contains:
— 2–4 Vials with a Sun Ray;
— 20 Suns;
— 100 Tauri;
— 3 Gladiator Coins;
— 2 Gray Ink.
Vials with a Sun Ray can be exchanged for one of the following rewards of your choice:
— 1 vial for 1 Gold Coin;
— 10 vials for 10 Life-giving Ichors or Magical boots of speed (lvl 7+);
— 20 vials for 2 Crystal Keys or 5 Technowarrior's Chests;
— 50 vials for 3 Leader's Chests, a Ghostly Box, or 4 Fragile Horns of Plenty;
— 100 vials for 25 Goblin Pickaxes, 1000 Wolf Wool, 1000 Plague Concentrate, 1000 Wooden Runes, or 250 Fragments of the Fractal Matrix (lvl 11+);
— 150 vials for a Small Fifth C.H.E.S.T. (only once), 2 Personal Card Boxes (only once), or 3 Fullerite Hearts;
— 200 vials for 2000 Legendary Magic Storages, a Golden Feather of the Cryptographer (only once), or a Sealed Symbol (only once).
To help cure the autumn sadness, the Elinor Bank brings gifts! Until the end of November 9th, for every 100 crystals in a single transaction, you will receive 1 Swim Ring!
Mood-lifting and earning Happy Autumn Chests are available until November 16th inclusive, and rewards from chests and Vials with a Sun Ray may be claimed until the end of autumn.
Wishing you warmth and cheer on these autumn evenings!
Added Time Thief
Fixed time removal not working when it exceeds the remaining time
[/img]Please be aware that on November 5th, we will be having a scheduled maintenance on Knight Online servers. During maintenance game services and web portal will be temporarily unavailable.
尊敬的上仙们:
我们将对经典服进行停机维护,届时您将无法登陆游戏,维护时间根据实际情况可能会提前或者延后,对您造成的不便,敬请谅解。
维护时间:2025年11月6日10:00-12:00
维护范围: 经典服
活动:
【春回大地掉落增】开启(11.06-11.12)
【祝福宝藏众人寻】开启(11.06-11.12)
【节日狂欢破底价】开启(11.06-11.26)
【彩虹票狂欢抽奖】开启(11.06-11.19)
【仙侠录卡片放送】活动开启(11.06-11.19)凌霄城活动侠处上架仙侠录币限购礼包,兑换采风玄兽
姜乐儿限购礼包延迟1周下架:极限打孔锤首发礼包、极限打孔锤限购礼包
姜乐儿上架限购礼包:金丹元婴丹方限购礼包
重阳锦盒加入绝版霜渊韵舞坐骑限时返场
活动预告:
1、团购预告:
老服团购预告:11.06-11.12老服团购下拓展团、扫荡团、宝石打孔锤、属性锁团、继承石团;上架强化团、天工令团、零件团、属性锁定符团、属性传承符团
淄博结束新老服团购改赠转转币
2、实际活动请以当期的游戏内为准,预告仅提供参考
🎯 Gameplay Fixes
Fixed achievement chip rewards not being added correctly.
Dealer now correctly announces “Blackjack” when they have one.
Fixed duplicate VO lines (“Too many,” “Dealer wins,” etc.).
Split hands now play correctly — no more skipping the second hand.
Total Bet text now updates after doubling or splitting.
Banners now show the right result and stay visible longer.
Fixed fullscreen/windowed mode issues that broke layouts.
🛠️ UI & Options
Rebuilt Options Panel for better scaling and readability.
Fixed sliders and dropdowns that were too long or misaligned.
Adjusted VSync and Fullscreen labels for visibility.
Improved resolution independence across UI elements.
🔊 Audio
Card and chip SFX now route properly through GameMixer.
Balanced voice-over volumes and improved timing.
General polish for clearer, more consistent sound.
💬 Other Fixes
Fixed ghost chips and lingering UI after returning to the main menu mid-hand.
Adjusted canvas layer order for correct card/banner rendering.
Minor performance and stability improvements throughout.
Thanks for playing and supporting Classic Blackjack!
🎲 More refinements and features are already in the works — stay tuned.
Hello everyone!
This update focuses on multi-language support, UI improvements, and a brand new volume control system.
We’ve also fixed a number of bugs and visual issues based on your feedback — thank you for helping us improve!
-------------------------------------------------------------------------------------------------------------
Multi-language Support
New languages added:
Spanish (Spain)
Spanish (Latin America)
Portuguese (Portugal)
Portuguese (Brazil)
Korean
Russian
German
Fixed untranslated UI texts (such as quest and shop menus) and various typos.
-------------------------------------------------------------------------------------------------------------
Visual & Audio Tweaks
Adjusted the Music Angel Boss effects to make visuals less harsh.
Added background music to the main menu.
Introduced a volume control system for both music and sound effects.
-------------------------------------------------------------------------------------------------------------
UI & Gameplay Improvements
The help/guide UI is now unaffected by screen effects for better readability.
Dialogue scenes now automatically hide unnecessary UI.
Adjusted several UI element positions for better balance.
Slightly reduced the battle UI size so it no longer overlaps the bottom row.
Fixed “Respin” and “Stop” button display issues.
-------------------------------------------------------------------------------------------------------------
Text & Dialogue Adjustments
Fixed an issue where the black screen dialogue disappeared too quickly — now it advances with any key.
Added and corrected Korean font rendering to ensure full language support.
-------------------------------------------------------------------------------------------------------------
Removed an accidentally visible debug panel.
-------------------------------------------------------------------------------------------------------------
The Hoptale demo will be officially released on November 10th!
Thank you so much for all your feedback and support!
We’ll continue improving Hoptale step by step.
Keep hopping, and see you in the next update!

· Three Months Bug-Free – Survivors SymphonYs has been running flawlessly since launch!
· New Demo – Try out Reenchant, our magical new adventure!
· New Steam Page – Light of Arbor will go live! It’s early, but already glowing with promise.
To celebrate, we offer a one-time special discount on Survivors SymphonYs!
May music save our souls…