Since the launch of Season 8: Splash!, we've already released four patches.
We would like to express our deepest gratitude to all of you who continue to play and support Eternal Return. We will continue working hard to make Eternal Return a better game and provide the best experience possible for all our players.
That being said, we are excited to share some wonderful news. One survivor has finally completed the Season 8: Splash! Season Collection all the way to Level 6!
Details
First Survivor to Complete the Collection: S******** (partially censored for privacy) As a token of congratulations, the first player to complete the Season 8 Collection will receive a [Skin] Wild Card, which they will receive through their in-game mailbox.
In celebration of this achievement and to help you complete the collection, we have prepared a special coupon for all of you!
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Special Coupon
- Coupon Code: S8COLLECTIONGIFT - Rewards: 200 Event NP (7 Days), 10 Season Fragment Vouchers, 10 Common Season Fragment Vouchers,10 Uncommon Season Fragment Vouchers, 1 Exchange Fragment, A-Coin Boost (3 Days), XP Boost (3 Days), - Valid thru: Weds, Sep 3rd 14:59 (UTC)
* Coupon Notes - How to Redeem: Go to [Settings] → [Support] → [Use Coupon] - Coupons are only valid for the timeframe shown on the schedule above. - Only one usage per account is allowed.
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Season Collection Improvements
Many of you have told us that the new Season Collection feels quite inconvenient and that it's too hard to finish. Based on your input, we will expand the rewards and improve accessibility next season to make the Season Collection more satisfying.
Thank you, as always, for sticking with us.
8.4d Hotfix
We'll be rolling out the 8.4d Hotfix at 9:30 AM (UTC). Please restart the game to download the update. *Some changes may not be applied to tooltips or Practice modes
Matchmaking Adjustments
Asia 1 Server
The top-tier queue will have stricter matchmaking, with the highest tier restricted to players with Mythril 8000+.
Union Circuit queue will be expanded when matchmaking is taking long.
North America Server
The top-tier queue will have stricter matchmaking, with the highest tier restricted to players with Diamond 2+.
If matchmaking takes too long for lower and mid-tier players, the queue will be slightly expanded to ensure smoother matchmaking.
Europe Server
The top-tier queue will have stricter matchmaking, with the highest tier restricted to players with Diamond 4+.
If matchmaking takes too long for lower and mid-tier players, the queue will be slightly expanded to ensure smoother matchmaking.
Character
Nadine
Base Defense 50 → 52
Mai
Shawl Veil(W)
Movement Speed Increase 5/8/11/14/17% → 8/11/14/17/20%
Sissela
Base Defense 45 → 47
Alonso
Magnetic Field(R)
Slow 50% → 60%
Jenny
Defense per level 2.6 → 2.7
Armor
Leg
Space Boots Max HP 100 → 120
Lone Wolf
Character Balancing
NiaH
Pistol
Damage Dealt 102% → 104%
Daniel
Dagger
Damage Dealt 97% → 96%
Debi & Marlene
Two-handed Sword
Damage Dealt 102% → 100%
Rozzi
Pistol
Damage Dealt 100% → 98%
Lenore
Guitar
Damage Dealt 100% → 101%
Damage Taken 98% → 97%
Li Dailin
Nunchaku
Damage Dealt 97% → 96%
Damage Taken 103% → 104%
Glove
Damage Dealt 98% → 96%
Magnus
Bat
Damage Dealt 104% → 100%
Damage Taken 108% → 106%
Bianca
Arcana
Damage Dealt 103% → 105%
Damage Taken 98% → 97%
Shoichi
Dagger
Damage Dealt 98% → 97%
Sua
Bat
Damage Dealt 100% → 97%
Hammer
Damage Dealt 100% → 98%
Sissela
Shuriken
Damage Dealt 100% → 101%
Damage Taken 98% → 97%
Throw
Damage Dealt 101% → 102%
Damage Taken 98% → 97%
Adriana
Throw
Damage Dealt 102% → 104%
Adina
Arcana
Damage Dealt 100% → 102%
Damage Taken 100% → 98%
Jan
Glove
Damage Dealt 99% → 97%
Emma
Arcana
Damage Dealt 96% → 94%
Shuriken
Damage Dealt 96% → 95%
Irem
Throw
Damage Dealt 100% → 98%
Chloe
Shuriken
Damage Dealt 97% → 94%
Felix
Spear
Damage Dealt 97% → 96%
Hyunwoo
Glove
Damage Dealt 100% → 99%
Bug Fixes
Camera on the screen will now move at the intended speed when moving diagonally.
Mobile Kiosk will no longer unintendedly display transparent.
Replay: Moving through the timeline will no longer display an error pop-up and take you to the lobby.
Daniel: Enemy Daniel's HP Gauge will no longer unintendedly display outside its vision range.
Theodore: Sparknade(E) will now correctly be enhanced when piercing through the Power Screen(W).
The Chronosphere's safe zone will no longer incorrectly start shrinking before Night 7.
[Theodore] Temporarily Disabled in Ranked
Theodore has been temporarily disabled due to a bug.
[p align="start"]
[p align="start"]Character: Theodore
[p align="start"]Mode: Ranked
[p align="start"][p align="start"]We apologize for the inconvenience and we'll try our best to quickly solve the issue.
[Dev Journal] Character Improvements & Reworks
[p]Hello Lumia Island Survivors![/p][p]We’re back with the second entry of the Lumia Dev Journal. In this entry, we want to talk about one of the most widely discussed topics of this season: character improvements and reworks.[/p][p]The goal of character improvements is to refine skills and create an enhanced experience in Lumia. Unfortunately, the improvements carried out in Season 8 exposed several issues in both process and results, becoming one of the most disappointing areas for both the dev team and our players.[/p][p] [/p]
Overloaded Changes & Balance Delays
[p]Overall, the quality of Season 8’s character improvements fell short of expectations. The biggest reason was that we tried to handle too many improvements in a single season. Attempting to increase the volume of adjustments excessively was a mistake, and looking at examples from other games, it is far more common to focus on a smaller number of characters. We now know it was not a good choice.[/p][p]Managing so many changes at once made it difficult to ensure quality for each one internally. When all those changes were applied to the game at once, they caused significant issues across the play environment, required lengthy stabilization, and ultimately led to feedback such as, “Why make character improvements at all if this is the result?”[/p][p]Chiara’s case illustrates this problem well. Even though the goal was a relatively simple improvement, the process was not smooth, and the end result created bigger issues than those we were trying to solve.[/p][p]The aim of Chiara’s adjustment was to reduce her over-reliance on Last Judgement (R2), which made her too powerful when it succeeded and too weak when it failed. To fix this, we made her transformation persist after using Last Judgement (R2).[/p][p]However, this led to a new issue: Last Judgement (R2) was now being used as a gap closer. As a targeted teleport from long range, it felt unfair for opponents with no real counterplay. We had preemptively reduced the skill’s range to control this playstyle, but player stats worsened, forcing us to partially restore it, which created new problems.[/p][p]There was also feedback suggesting that the ultimate’s second hit should only activate when Chiara has a certain amount of Stigma stacks. But since this had previously been changed due to widespread complaints about clunkiness, reverting it wasn’t feasible.[/p][p]In the end, adjusting range, base damage, and Stigma stack’s damage could have solved the issue numerically, but we failed to respond quickly. The reason for this delay was that we were working on too many characters at once. If we had focused on just one or two characters, including Chiara, she could have found her balance much sooner, and the same would have been true for others.[/p][p]Going forward, we will invest far more care into character improvements. We will move away from the mindset that we must rework a certain number of characters each season. Instead, we’ll take the necessary time, approach the process transparently as we’re doing in this journal, and ensure that adjusted characters stabilize faster after changes.[/p][p] [/p]
Felix Rework
[p] Next, we’d like to talk about Felix, the character who received the most feedback this season.[/p][p]The reason we decided to rework Felix was because of the extreme performance gap between the highest tier and the levels just below. At the very top, he was overwhelmingly powerful and needed nerfs. But just below that tier, he was often among the weakest. Such extreme experience disparities are very rare, which is why only a handful of players could truly make use of him.[/p][p]It is important for a game to have characters that require heavy study and practice. But the degree of statistical anomaly shown by Felix was almost unprecedented, which is why we don’t expect any characters to undergo reworks for the same reason in the near future. We’ll discuss criteria for selecting rework targets in more detail below.[/p][p]We chose to rework Retail Spearman (P) because we judged that its range-control mechanic was the main reason Felix became “a character only usable in top-tier queues.” After Season 8’s changes to individual hit detection, the impact of his passive on performance increased dramatically. Keeping the mechanic would have made his statistical skew even worse.[/p][p]However, this also made Crescent Wave (E)’s basic attack evasion easier to use, which amplified its problems. After the rework, Felix’s pick rate skyrocketed across all tiers, destabilizing the meta. In the 8.3 update, we removed the Spearweaving stack bonus granted on successful evasion to ease this, but as with Chiara, the fix came too late, leaving players with a long period of unfair experience.[/p][p]Even now, we acknowledge internally that Crescent Wave (E), particularly its basic attack evasion, remains problematic. We plan to restructure the skill by adding conditions or limitations to its evasion mechanic. If you have any specific ideas or directions for this adjustment, please share them with us in the survey.[/p]
[p]Question 1: What would you like to see improved in Felix’s E skill, Crescent Wave?[/p]
[p] [/p]
Future Direction for Character Improvements
[p] Just as important as correcting past mistakes and ensuring rollback options is defining the direction of future improvements.[/p][p]Character reworks, especially those with large-scale changes, inevitably dismantle players’ familiarity with that character. Even if the rework results in a stronger character, players can still feel a sense of loss if the playstyle no longer matches the character they used to enjoy.[/p][p]Hyejin is an example of this. Her current skill design is somewhat misaligned. While she could be called versatile, the more common assessment is that she feels unfocused. As such, she has become a top candidate for an upcoming rework.[/p][p]We even prototyped a rework for Hyejin, but debates over whether the direction was correct became heated. Many team members struggled to accept the new playstyle, so none of the proposed versions have been implemented.[/p][p]Currently, Hyejin functions as a burst assassin centered on her Fear CC. To assassinate an enemy DPS, she must land the non-targeting skill Charm of Despair (Q), then use Charm of the Nomad (E) to bypass the frontline and follow up with her ultimate and another Charm of Despair (Q). This requires risky, high-difficulty play.[/p][p]We have been considering the following directions for Hyejin:[/p][p] [/p]
[p]1) Hyejin should become a clearer burst assassin.[/p]
[p]Add penetration toCharm of Despair (Q)’sfirst hit, allowing Hyejin to contribute more in standoffs while also raising her potential after engaging.[/p]
[p]Optionally restore the second hit of Charm of the Nomad (E), making it easier to utilize Feared. However, we would adjust its strength to prevent guaranteed combos with Charm of the Prophecy (W), lowering its solo power compared to the past.[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/34875433/38a125fb983ecbbaebcb2a13c8d9c0fd8305c247.gif"][/p][p][img src="https://clan.akamai.steamstatic.com/images/34875433/feeb0831f82c664f6c71da2769522c6944698017.gif"][/p][p]The next option has often been suggested by the community: shifting Hyejin into a Ranged DPS, a playstyle that fits more intuitively with her current Q-skill-centered kit.[/p]
[p]2) Hyejin should become a Ranged DPS.[/p]
[p]Add On-Hit detection toCharm of Despair (Q), solidifying its role as her core skill.[/p]
[p]Increase projectile speed of Charm of the Nomad (E), making it a short repositioning tool fitting for a ranged DPS.[/p]
[p]Change the form of Five Omens (R) to allow projecting power further or blocking enemy approaches more intuitively, firmly setting her primary combat range.[/p]
[p]Optionally add a basic attack enhancement mechanic if needed.[/p]
[p] [img src="https://clan.akamai.steamstatic.com/images/34875433/48665a84280999e3767c7ee0eeb49b0c3c7a3768.gif"] [/p][p]The third option is to avoid a full rework and instead attempt gradual, partial improvements. Hyejin has long been considered a difficult character to use, but recently she has reached a more stable position, and in terms of pick rate and usability, the urgency of a rework has lessened somewhat. In fact, among the dev team members who main Hyejin, many preferred keeping her current state as much as possible, with only limited changes such as improving the hit detection of Charm of Despair (Q), rather than pursuing the larger shifts outlined in the first two directions. For this reason, we have set this as the third option.[/p]
[p]3) Hyejin should continue the same with just a few adjustments.[/p]
[p]Partial improvements such as refining Charm of Despair (Q)’s hit detection, while keeping the core of her playstyle intact.[/p]
[p] [/p][p]The options shown above may change if better ideas emerge during development or if unforeseen problems are discovered. Please share your opinions in the survey to help us move in the right direction.[/p][p]Additionally, no matter how much effort is made, it is impossible to predict or prevent all feelings of loss. One lesson from recent reworks is that running system-level improvements in parallel with reworks created unnecessary complications. To avoid this, we will ensure the following for all large-scale character reworks moving forward:[/p][p]1. Character reworks will be carried out independently and not overlap with large-scale system changes.[/p][p]2. Rollback-capable code will always be secured as a priority.[/p][p] [/p]
[p]Questions 2 & 3: Do you play Hyejin often? What kind of character would you like Hyejin to become?[/p]
[p] [/p]
Character Improvements & Reworks Criteria
[p] Finally, let’s discuss the question most players may have right now: What criteria do we use to decide which characters to improve?[/p][p]One of the most frequently mentioned candidates for rework in the community has been Adina. Adina is indeed a difficult character to play, but unlike Felix, she performs well even in lower tiers. As noted earlier, we do not expect to rework any other characters purely due to experience gap for the time being.[/p][p]Experience gap is not the only criterion. For example, Jackie’s rework was chosen because her old, basic-attack-focused kit felt outdated and linear. The goal was to let her play in a more versatile, fun way, but due to poor balancing across weapon groups, the reason for the rework was not communicated effectively to players.[/p][p]In the short term, we will continue reflecting on feedback about balancing processes that didn’t come out well. In the long term, we are considering fundamental improvements for multi-weapon characters, which we will cover in a future Dev Journal.[/p][p]A major piece of feedback we have received is the question: “Why improve this character now?” We believe this arises because we have failed to earn agreement from players on the scale and necessity of improvements.[/p][p]In the future, especially for large-scale reworks, we will establish stronger consensus with players before proceeding. While we have read all community feedback, opinions are widely split: some say older, solo-era characters should be prioritized, while others believe newer or overly versatile characters should come first.[/p][p]At this stage, we believe the best way forward is to have a clear purpose and hear directly from you through this survey.[/p]
[p]Question 4: Which character(s) should be prioritized for adjustments?[/p]
[p] [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34875433/63c24de6e805b4aa5db9fce9750d8194f796de5d.png"][/p][p]In this second edition of the Lumia Dev Journal, we shared survey results from the recent Gadget Vault UI/UX improvements, as well as our thoughts and future plans for character improvements.[/p][p]We believe that for difficult and sensitive topics, taking time to prepare, and sharing detailed, organized thoughts with you is the best approach.[/p][p]The next Dev Journal will cover Trolling and Smurfing, followed by fundamental structural topics such as Skill Haste, Healing Reduction, Farming, and Multi-weapon Characters.[/p][p]Through consistent communication and by listening to your feedback, we will continue working to regain the trust that was lost.[/p][p]As always, thank you for sticking with us.[/p][p] [img src="https://clan.akamai.steamstatic.com/images/34875433/3e46c3e7e6669116f7115984055d32e6ad5abe86.png"][/p]
Test Subject Records
8.4c Hotfix Complete
Hello everyone,
We've been able to roll out the 8.4c Hotfix earlier than expected. Lone wolf is now open and will function normally according to each server's schedule. Please restart the game to download the update.
Thank you all for your patience.
8.4c Hotfix
We'll be rolling out the 8.4c Hotfix at 14:30 (UTC). Please restart the game to download the update. *Some changes may not be applied to tooltips or Practice modes
[Fixes]
The game will no longer load indefinitely.
※ Lone Wolf will be available again right after the Hotfix is applied.
This situation occurred as a side effect of the 8.4a hotfix applied earlier today. A new build is currently being prepared for the hotfix, with its application expected at 14:30 (UTC) / 22:30 GMT+8). The time of application might differ for a about 30 minutes depending on the build. Since Lone Wolf did not function properly during the scheduled time in some servers, we're temporarily adjusting the time schedule for those affected servers.
Asia 1 Server
Aug 22 (Fri): 23:30 ~ 02:00 (KST) (Extended by 2 hours)
We sincerely apologize once again for the inconvenience and thank you for waiting for Lone Wolf. As a token of our apology, we have prepared the following reward:
Coupon Reward: 200 Free NP
Coupon Code: LONEWOLFISBACK
Valid thru: August 24th 23:59 (UTC)
We will continue to work to ensure this does not happen again. Thank you.
8.4b Hotfix
We'll be rolling out the 8.4b Hotfix at 12 PM (UTC).
*The time of application might differ for a maximum of 30 minutes depending on the build. *Some changes may not be applied to tooltips or Practice modes
[Bug Fixes]
Adina: You can now use Fated Horizon (E) on yourself normally.
Skill and Basic Attack Targeting Projectiles will now correctly hit even when overly close to targets.
8.4 Patch Bug Fixes: Bat Interactions are Back to Normal
Hello Lumia Island survivors,
After today’s update, Bat corpses could not be interacted with under certain circumstances. We’ve now fixed this so that you can properly interact with Bat corpses when Eye of the Beholder is active.
We’ll continue monitoring your reports and making improvements as quickly as possible.
Thank you!
Server Maintenance Complete & Additional Notes
Maintenance is done! Please restart the client to download the update.
[Additional Notes]
Remaining time on Lone Wolf Schedule is not being correctly displayed.
The schedule for the new mode continues to be the same as announced in our 8.4 Patch Notes. However, the time is not being correctly displayed in-game and we're working to fix it as soon as possible.
The refund system will be temporarily unavailable due to some irregularities detected.
This new function was recently announced through our 8.4 Patch Notes, but will be temporarily unavailable while we work on it. We're doing our best to make it available as soon as possible.