Added sniper rifle Added attack helicopter Added a dirt layer Added crystals Added 100 kills game mode Added late joining
Weapons & Combat
Added rocket launcher reload animation Increased rocket launcher cooldown to 3 seconds New AK-47 reload animation Added third-person reload animations Reduced build time for rocket types Increased sprint speed Decreased bot reaction time
Gameplay Improvements
Blocks and buildings can now block explosion damage to players Stone is more explosion-resistant Lighting gets darker underground Improved crouching Improved procedural maps Added short walls to roads on procedural maps You can no longer throw dynamite through walls Right-clicking with dynamite now drops it
UI & Menus
Overhauled main menu Overhauled host game menu Overhauled escape menu Moved lobby visibility setting to the lobby itself You now go back to the lobby when leaving a game
Graphics & Visuals
New red team uniform Improved water shader Added glowy particles to dropped backpacks
Our 2025.3 patch is now live! This update introduces a collection of gameplay updates and new training mode features!
Advanced Training Tools - We've added new tools into Free Training Mode that allow you to customize your labbing experience. You can now enable frame data overlays, statistics, and control CPU fighter behavior. Additional features will be added to these tools in future releases!
Rebalanced Movement - Updates have been made to tweak the movement profiles of each character to improve the balance of fighter mobility.
Updated Dodges and Dashes - Updates have been made to the dashing and dodging mechanics, improving the efficiency of engaging and disengaging. Dash and dodge now do not permit any further defensive action while performing them, though Dash remains neutral for attacking.
Burst Updates - Updated the Burst mechanic to be blockable. Burst is now only invulnerable for a brief period to allow punishing on block.
Frame Data Updates - Made adjustments to hitboxes and hurtboxes to clean up irregularities and improve some hit profiles. Made updates to air-based moves to improve several cross-up opportunities.
Normal Attack Updates - Made some updates to certain characters to disallow cancelling normals (typically Strong Attacks) that have mobility, providing easy stunlock strings on the opponent.
Updated Flipouts - Adjusted air hit logic to ensure all standard attacks (Light and Strong Normals) invoke flipout knockdown when hitting an opponent in air or explicitly invoking knockdown.
Execution Skill - Updated the move queueing system to only link into a queued attack if the current attack dealt damage.
Flipping Improvements - Implemented updates to attack flipping to standardize flipping during attack chains. Fixed an issue where Dash and Dodge could be flipped backwards upon landing when jumping over an opponent.
Character Balancing - Yasu - Yasu has been updated to improve her dashing and dodging capability, to encourage more Turtler-style gameplay. Cooldown on her 3-point strike recovery has been reduced.
Character Balancing - Kyouki - Kyouki has had her disengagement mobility reduced to better isolate her and Yasu's distinction in playstyle.
Multi-Monitor Improvements - Made improvements to the game to better handle windowed mode positioning across multiple monitors, or restoring the window to a visible monitor if somehow positioned outside of the visible screen space.
CPU Fighter Bug Fix - Fixed an issue that would occasionally cause CPU fighters not to act for a brief period of time.
We're back with another round of fixes and changes for Dark Umbra. With most of the bugs we're aware of being fixed, the next patch should be our first batch of new content (barring any hotfix patches). As always, if you find any issues, please let us know over in the Community Hub!
Patch Notes
Fixes
Crimson Bracelet's effect no longer incorrectly persists between runs
Fixed an issue when playing on controller where any down input on the thumbstick would drop you through platforms
Alt-Tabbing during level transitions no longer prevents the minimap from clearing
Being revived by the Messiah's Tear now properly counts towards the revival achievement
Fixed an issue allowing players to pause the game during a level transition
Fixed a graphical issue in the bestiary which sometimes caused a black sprite to appear
Trail Blazer relic no longer frame rate dependent
Enemy kill counts in the bestiary no longer reset when a lore tome drops
Animated Weapon enemies can no longer attack while stunned
'Golden Tooth' charm no longer requires a restart if unlocked in town
'Present' upgrade no longer causes issues when switching between offline and online
Corrected damage scaling on bosses
Achievements
'Success From Suffering' no longer re-locks itself
'Bestial Speed' now correctly tracks
'Thrive Under Pressure' can no longer be unlocked while dead
'Diverse Researcher' no longer displays an incorrect description
Online Play
Fixed an issue causing the Sewer Boss to desync
Wealth Fist now properly spawns extra treasure for clients
The Gold Goblin moonwalking has been fixed :(
The pause menu now properly closes during level transitions
Fixed an issue where, if a client let the timer run out during relic selection at level up; their next relic selection could potentially get skipped
Fixed an issue causing enemy defence being applied twice to client damage in certain circumstances
Achievement 'Sorcerous Self-Destruction' now properly unlocks for clients
Fixed an issue where quitting an online game with certain relics would cause unknown behaviour
Changes
Added a door to the final elevator to prevent players from getting stuck
'In Search of Aid' now requires 10 Healing Shrine uses (Down from 40)
'Vermin Control' now requires you to slay 200 Ratkin (Down from 300)
Upgrade shop now shows the maximum rank of an upgrade
Updated description of the 'Holy Pauldron' Relic to more accurately match its effect
Updated name and description of the Defence upgrade in the shop to more accurately match its effect
Added a new icon to display a player's Damage Reduction
Trail Blazer's logic has been rewritten to make it hit enemies more reliably and decrease performance impact on low-end hardware
Controller can now flick the stick down quickly to fall through platforms
Red Crying Ring now affects both Physical and Magic damage
Player can now activate Healing Shrines even if they're at full health
The Steam Trading Cards for "KAMITSUBAKI CITY ENSEMBLE" are now officially available! By collecting trading cards automatically granted while playing the game, you can unlock KAFU badges, emojis, and Steam backgrounds!
Show your creativity and love for Ann & Ari in our Fan Art Highlight Event! Submission Deadline: March 13, 2025 - https://vfun-lounge.valofe.com/page/at_eu/all/22851 ▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️ Please let us know if you have any issues or concerns, suggestions or feedback. You can leave a message over at the official Discord Server 👉 https://discord.gg/PPCnc5AUhP ▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️▫️ 📌For the latest news and updates on Atlantica, follow us on our official website. https://vfun-lounge.valofe.com/page/at_eu
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Dear Meta, Following the release of the March update preview, we received many questions and suggestions from players regarding the upcoming changes. We have identified your main concerns and will address them individually in this article. Please note that the optimizations outlined here are still in the development phase. The finalized rules and details will be included in the official update announcement. To maintain transparency, we will release a detailed overview of all changes before the update. Thank you for supporting Once Human. Your feedback is invaluable in helping us improve the game!
Q: Is it true that Controllers will be removed from the game? What is the actual plan regarding this? A:Yes, we plan to remove Controllers after the update on March 27 (UTC). Controllers were originally designed to prevent dungeons from yielding unlimited mods and other stat-boosting items, as this would force players to farm dungeons excessively, leading to grind. However, as playtime increased, players ended up having to farm both Controllers and mods, defeating our initial purpose. Hence, we are overhauling mods and other stat-related systems to make them more accessible and less time-consuming. These changes will be implemented as soon as possible. With the introduction of cross-character sharing in this update, we have decided to phase out Controllers to ensure players aren't pressured to play multiple characters to obtain more mods. Due to this change, we will also provide compensation and make the following adjustments:
1. Since every player uses Controllers differently, allowing the exchange of remaining Controllers for high-value Mod Crates would be unfair. Therefore, we have set the following rules: Each account will receive a one-time gift of compensation tokens, determined by the most season settlements completed by a single character on that account. These compensation tokens can then be used to redeem Mod Crates and other in-game items. * The actual compensation ratio and redeemable content will be detailed in the official update announcement. 2. Controllers will become obsolete after the update on March 27 (UTC). You can redeem your leftover Controllers at the Camp Shop for Mod Crates, Deviation merging items, or mod parts. Mod Crates are available in three rarities, with exchange ratios of 1:1, 3:1, and 10:1. There are a total of 60 crates per rarity, with a weekly limit of 10 crates of each rarity per account. The highest-rarity Mod Crate is slightly less valuable than the Mod Crate found in Pro dungeons. 3. Controllers can still be converted into Mod Crates using the Wish Box Deviation.
Q: When character resources are merged for sharing, players with multiple characters stand to receive much more compensation than those with only one character. For example, it is far easier for a player to have nine characters at Collection Lv. 30 (totaling Lv. 270) than a single character at Collection Lv. 270. However, the same compensation of 40,000 Starchrom is received in both cases. What is the reasoning behind this? A: Players have different gaming habits and spend varying amounts of time on each of their characters. We value your effort, which is why we've introduced cross-character sharing. This feature is designed to reduce repetitive grinding, allowing you to explore new scenarios or play with friends using new characters. The effort you invest in the game is invaluable and impossible to quantify, and we recognize that no compensation method will satisfy every player. By offering compensation based on Blueprint Collection level along with one-off additional rewards, we aim to ensure that all characters will be in a stronger position after cross-character sharing than before. This approach also allows you to play your main or side characters with fewer restrictions moving forward. We will also make the following adjustments: 1. The blueprint conversion limit will be increased to 15, with players receiving 6 attempts per week. Additionally, after the update, all players will receive 10 conversion attempts, giving you more opportunities to experiment with multiple blueprint builds. 2. Accounts with two or more characters at Collection Lv. 90 or above will receive a gift via in-game mail within three working days after the March 27 update. The gift is a token of our gratitude for your efforts and will not include any stat-related items. We understand your concerns. These changes are meant to make the game more accessible and welcoming to new players. Please continue to share your feedback with us via social media or the Co-Dev Feedback Platform.
Q: Will cross-character sharing be restricted on novice servers? Will Wish Machines also be shared across characters? A: We will not restrict cross-character sharing on novice servers for the following reasons: 1. Currently, all novice servers run PvE scenarios, so power differences will have minimal impact on player experience. 2. We do not wish to add any additional rules. Clear and simple rules are more beneficial to the player experience. To encourage veteran players to team up with newcomers, we'll introduce events where old and new players can earn rewards by playing together, creating opportunities to share fun, knowledge, and experiences!
Since Starchrom and blueprints are eligible for cross-character sharing, Wish Machine data will also be synchronized under the following rules: i. After the March 27 update, all prize pools will be synchronized across characters on the same account. Any blueprints and blueprint fragments obtained will also be shared across characters. ii. 'The Long-Awaited' and 'Echoes from the Rift' prize pools will inherit the progress of the character with the highest Blueprint Collection level and be synchronized across all characters. iii. The time-limited prize pool launching on March 13 will end after the March 27 update and will not be affected by cross-character sharing. iv. Blueprint Shop purchase records will also be based on the character with the highest Blueprint Collection level. Only one purchase from the Blueprint Shop can be made per account.
Q: What content updates will non-shutdown servers receive? I'm worried they will eventually become ghost servers. A: New content not tied to the opening of new servers will be applied to non-shutdown servers, including: i. Construction optimizations, including new building materials and components. ii. Changes, optimizations, and additions to the ranching and farming systems. iii. Weapon balance adjustments. iv. New cosmetics and events. v. Bug fixes and optimizations. Servers with the Visional Wheel tag will also receive Visional Wheel gameplay updates. Future announcements will always specify whether new content will apply to non-shutdown servers. To address server population concerns, we will merge non-shutdown servers of the same scenario into a single server, with each original server becoming a distinct World. In the future, we will also merge Worlds as necessary to maintain healthy player populations and a vibrant social experience.
Q. Will Worlds be merged on non-shutdown servers? If so, will it lead to territory issues? A: Servers will not undergo World merging for 30 days after non-shutdown processing. After this period, Worlds may be merged depending on their player populations. The rules for World merging are the same as those for standard servers. Territories with overlapping locations will be recalled, and the affected players will receive compensation. Before World merging begins, an announcement will be made on the Scenario Progress screen, allowing you to switch Worlds in advance and avoid territory conflicts. The purpose of World merging is to maintain a healthy number of players in each World, ensuring an optimal multiplayer experience. We sincerely apologize to players whose territories are recalled and appreciate your understanding and support.
Q: In the new PvE scenario, Endless Dream, players can use Construction mode outside their territories. Wouldn't this result in problematic behavior like land grabbing? What is the reasoning behind this? A: In the Endless Dream scenario, limited construction will be allowed in "dreamscapes"—areas in the wilderness under Nightmare's influence. This feature is designed to provide greater freedom and encourage creativity during exploration and combat in these unique zones. The types and quantities of structures that can be built in each dreamscape will be restricted. Furthermore, other players can dismantle these structures. More details and new game features will be shared in upcoming previews. Stay tuned!
The guiding principle behind changes such as cross-character sharing, non-shutdown servers, and the discontinuation of Controllers is to allow every player to enjoy the game as they prefer without constraints. We understand that no change will satisfy everyone, but it is only by directly addressing these issues that we can continue to grow with your support. If you have any questions about the updated content, let us know via Customer Support or the Co-Dev Feedback Platform. We deeply value your feedback. This is not the end, but the start of a new journey.