Descendant Fest 2026 Creator Roundtable Recap

Greetings, Descendants!First, we want to sincerely thank every Descendant who has been with The First Descendant over the past two years. Thanks to your passionate interest and feedback, our dev team has been able to make the game better, one step at a time.To celebrate, we recently invited several creators to join us for a 2nd Anniversary Roundtable (open talk). During this session, we listened to the creators' candid opinions on a wide range of topics - Content, Descendants, Weapons, Modules & Builds, Cosmetics, Story, and more - and our dev team did our best to answer as openly as possible.In this notice, we've organized the topics and answers from the roundtable by category, focusing on the ones we think many Descendants were curious about.■ CONTENT1. Repetitive Farming, More Game Modes & New Player Onboarding Topic Answer Wants more varied, fun game modes rather than ones centered on repetitive farming; asked whether more farming-light modes are planned. In Season 4, we'll focus on long-term goals like Transcendent Weapons and add new modes such as the Mega Dungeon, Trials, and Cradle of Evolution. These new modes will feature many variables so that they feel fresh each time Shared feedback that material farming feels repetitive since it's confined to one or two specific instances and asked if new farming methods are planned. We plan to move away from a structure where a single item can only be farmed in one area. New Descendant content will vary farming efficiency by different areas, and instead of small, continuous rewards, we plan to introduce larger, bulk rewards to reduce farming fatigue. Would like small, fun variations on existing content (e.g., a 'Mini Onslaught,' seasonal events) rather than only big new content every season. Going forward, we plan to diversify the character and features of each piece of content so different Descendants can shine in different places, letting you farm in content that suits your favorite Descendant. We want each piece of content to have its own reason to keep being played, and we believe we need to periodically re-evaluate the role and design of each one. As for Breach Tracking, we plan to add new features with the Season 4 update. New players progress quickly at first but hit a wall at Axion Plains due to a lack of understanding of modding and builds. In Season 4, a new Boost Path will let players use a completed Ultimate Bunny build to quickly jump into higher-level and new content. We also plan to let players try out pre-built Descendants and builds directly in Trials, with guides that teach how to grow and play the Descendant.  2. Older Content Losing Relevance Topic Answer Concerned that existing content (e.g., Breach Tracking losing its purpose after Onslaught Mode launched) becomes pointless every time new content is released. We acknowledge this is a recurring issue. Going forward, we'll design each season/content so different Descendants can shine, and we'll periodically update the structure or rewards of existing contents as well. Breach Tracking will have a chance to spawn Dimensional Stones that require consuming 10 Dimensional Stabilization Keys at once to open; opening one grants rewards worth 10 times the keys consumed. Farming Superconductive Cooling Units for Ancestors Modules in Breach Tracking takes too long; asked to increase drop rates (about 10x) or otherwise reduce the burden. In Season 4, we'll add a new type of Amorphous Dimensional Stone to Breach Tracking that consumes more keys at once for proportionally larger rewards, reducing the burden of repetitive farming. New content tends to shift into a 'maintenance mode' afterward - reworks and nerfs only, with no new maps or monsters. Asked what plans exist to avoid this in Season 4. Onslaught Mode will get a new Difficulty Level 4 and new Arche Parameters. Trials' first map launches in August, with a 2nd and 3rd map already planned. Through a mix of expanding and maintaining content, we plan to keep improving older content, so it remains playable long-term.  3. Bounty Operations Difficulty & Item-Pickup Presentation Topic Answer In Bounty Operations (farming for Bio Data Chips), the commander boss's HP feels too high, making it feel like a 'bullet sponge' for what's supposed to be a bonus stage. Also noted that getting important items gives no immediate feedback, so it lacks satisfaction of a good pickup. The dev team is aware of this matter, and a fix for the Bounty Operations commander is planned. We'll work to minimize the bullet-sponge feeling before Season 4, and we'll also gradually improve the visual feedback/presentation for picking up key items like Bio Data Chips.  4. Ancestors Module Fairness in Competitive Content Topic Answer

Jul 20, 2026 - 17:47
 3
Descendant Fest 2026 Creator Roundtable Recap

Greetings, Descendants!

First, we want to sincerely thank every Descendant who has been with The First Descendant over the past two years. Thanks to your passionate interest and feedback, our dev team has been able to make the game better, one step at a time.

To celebrate, we recently invited several creators to join us for a 2nd Anniversary Roundtable (open talk). During this session, we listened to the creators' candid opinions on a wide range of topics - Content, Descendants, Weapons, Modules & Builds, Cosmetics, Story, and more - and our dev team did our best to answer as openly as possible.

In this notice, we've organized the topics and answers from the roundtable by category, focusing on the ones we think many Descendants were curious about.

■ CONTENT

1. Repetitive Farming, More Game Modes & New Player Onboarding

Topic

Answer

Wants more varied, fun game modes rather than ones centered on repetitive farming; asked whether more farming-light modes are planned.

In Season 4, we'll focus on long-term goals like Transcendent Weapons and add new modes such as the Mega Dungeon, Trials, and Cradle of Evolution. These new modes will feature many variables so that they feel fresh each time

Shared feedback that material farming feels repetitive since it's confined to one or two specific instances and asked if new farming methods are planned.

We plan to move away from a structure where a single item can only be farmed in one area. New Descendant content will vary farming efficiency by different areas, and instead of small, continuous rewards, we plan to introduce larger, bulk rewards to reduce farming fatigue.

Would like small, fun variations on existing content (e.g., a 'Mini Onslaught,' seasonal events) rather than only big new content every season.

Going forward, we plan to diversify the character and features of each piece of content so different Descendants can shine in different places, letting you farm in content that suits your favorite Descendant. We want each piece of content to have its own reason to keep being played, and we believe we need to periodically re-evaluate the role and design of each one. As for Breach Tracking, we plan to add new features with the Season 4 update.

New players progress quickly at first but hit a wall at Axion Plains due to a lack of understanding of modding and builds.

In Season 4, a new Boost Path will let players use a completed Ultimate Bunny build to quickly jump into higher-level and new content. We also plan to let players try out pre-built Descendants and builds directly in Trials, with guides that teach how to grow and play the Descendant.
 

2. Older Content Losing Relevance

Topic

Answer

Concerned that existing content (e.g., Breach Tracking losing its purpose after Onslaught Mode launched) becomes pointless every time new content is released.

We acknowledge this is a recurring issue. Going forward, we'll design each season/content so different Descendants can shine, and we'll periodically update the structure or rewards of existing contents as well. Breach Tracking will have a chance to spawn Dimensional Stones that require consuming 10 Dimensional Stabilization Keys at once to open; opening one grants rewards worth 10 times the keys consumed.

Farming Superconductive Cooling Units for Ancestors Modules in Breach Tracking takes too long; asked to increase drop rates (about 10x) or otherwise reduce the burden.

In Season 4, we'll add a new type of Amorphous Dimensional Stone to Breach Tracking that consumes more keys at once for proportionally larger rewards, reducing the burden of repetitive farming.

New content tends to shift into a 'maintenance mode' afterward - reworks and nerfs only, with no new maps or monsters. Asked what plans exist to avoid this in Season 4.

Onslaught Mode will get a new Difficulty Level 4 and new Arche Parameters. Trials' first map launches in August, with a 2nd and 3rd map already planned. Through a mix of expanding and maintaining content, we plan to keep improving older content, so it remains playable long-term.
 

3. Bounty Operations Difficulty & Item-Pickup Presentation

Topic

Answer

In Bounty Operations (farming for Bio Data Chips), the commander boss's HP feels too high, making it feel like a 'bullet sponge' for what's supposed to be a bonus stage. Also noted that getting important items gives no immediate feedback, so it lacks satisfaction of a good pickup.

The dev team is aware of this matter, and a fix for the Bounty Operations commander is planned. We'll work to minimize the bullet-sponge feeling before Season 4, and we'll also gradually improve the visual feedback/presentation for picking up key items like Bio Data Chips.
 

4. Ancestors Module Fairness in Competitive Content

Topic

Answer

Ancestors Module performance has such a big impact on speedruns and leaderboard competition that owning a module matters more than actual play skill, which feels unfair; suggested Ancestors Modules should be excluded from leaderboards.

Since Ancestors Modules are part of the game, we think it's fair for players who farmed them to be able to compete on the leaderboard. We also agree that a leaderboard where players compete purely on build and skill, without Ancestors Modules, would be valuable. We think it's worth trying an approach that splits the leaderboard in two.

The core problem with Ancestors Modules is that end-game-tier options are so hard to get that accessibility is far too low for most players. Suggested that the real fix is making good options easier to get - for example, by increasing the supply of readjustment devices or adding a way to lock in one option and readjust the rest.

We design content so it can be cleared even with lower-tier Ancestors Modules, and we plan to keep good modules as an optional way to boost farming efficiency rather than a requirement. The current acquisition rate is roughly within our expected range, so we're not planning a permanent increase, but we do plan to support players through events - for example, providing readjustment devices and easing readjustment costs.

Asked about Ancestors Module sync values, nerfs, and module value.

In the long run, Ancestors Module sync values need to reach a stable point, but we can't freeze them right now for the sake of balance adjustments. We're reviewing and discussing whether we can leave sync values untouched and instead balance the game through base numbers and new content, and we'll share more once we've worked through that.

Asked whether the soon-to-launch Transcendent Weapons will have better odds of getting good rolls than current Ancestors Modules.

Transcendent Weapons are being designed so you get the Transcendent Effect you want through repeated farming rather than rerolling. Farming efficiency per hour will be designed to be higher than for Ancestors Modules, and a limited reroll function will also be available.
 

5. Dungeon Design & Colosseum-A Fairness

Topic

Answer

Asked whether more dungeons and boss fights that lean into combat fun - vertical structures, reinforcements, etc., like Bastion of Immortality and Legion Laboratory - are planned going forward. Also asked whether there are plans to ensure that pay-to-win factors like Ancestors Modules or Transcendent Weapons don't affect win/loss in the PvP-inclusive ' Colosseum-A.'

Future dungeons will keep building on things that were well received in Bastion of Immortality, like elevator gimmicks, interaction with map objects, and vertical level structures. New dungeons and the Mega Dungeon will add random elements and a variety of gimmicks, and mastering them will do more than just cut clear time - it'll also grant direct combat advantages, like buffs or making it easier to take out nearby enemies. Colosseum-A is being developed not as direct Descendant-vs-Descendant PvP, but as a PvEvP mode where one player controls a Colossus to invade the opposing side and fight other Descendants. It's fundamentally close to PvE, but because the opponent is a real player, it creates unpredictable variables and situations. We're running extensive testing during development and carefully reviewing the balance.
 

6. Social/Casual Content Requests

Topic

Answer

Suggested a Hoverbike racing mode.

We've discussed and even tested a racing mode internally, but we felt the current Hoverbike isn't polished enough to deliver an experience on par with dedicated racing games, so for now it remains just an idea.

Asked about long-requested guild/clan content - such as group quests or a guild leaderboard that ranks up as a guild completes more missions/daily tasks.

We understand this as more of a social feature than competitive content, and agree it could help new and returning players. We think it makes more sense to first strengthen the party system for the new 3v3 PvEvP mode; a full guild/clan system will be considered later, after we've prioritized diversifying our content.
 

■ DESCENDANTS / CHARACTERS

1. Balance & Descendant Improvements

Topic

Answer

Asked whether 'Ines = best skill dealer, Serena = best gunner' still holds true, and what the team's philosophy is when reworking Descendants.

On whether 'Ines = best skill dealer, Serena = best gunner' still holds, we recognize that our evaluations so far have leaned on a single DPS axis - dungeon clear speed and damage efficiency. Our long-term direction is to add more axes beyond DPS, such as hunting speed, Colossus takedown power, and assassination/stealth, so each Descendant can have their own edge under a multi-axis balance system. This will become noticeable in earnest after Season 4 content arrives.

Asked what criteria (e.g., Onslaught Mode vs. regular Axion dungeons) are used to decide between a minor tuning pass and a full rework.

Balance is evaluated based on clear times in top-tier dungeons and Descendant usage rate, and we've recently added play efficiency within Onslaught Mode as another metric. A full rework cycle takes about 4 months, but starting in Season 4, instead of always doing full skill reworks, we'll run smaller  buffs on a shorter, more frequent cycle to close the gap between Descendants faster.

Noted that Ines's and Bunny's reworks came out somewhat overtuned, while male Descendants like Kyle and Keelan saw comparatively little change, and asked about plans to address this.

Improvements for male Descendants (like Keelan) will start with the Blair rework in July, followed by numerical buffs focused on Kyle and Keelan in August when Season 4 begins.

Pointed out that Ultimate Esiemo's Tech/Fusion skill types weren't unified even within the Mad Bomber build, unlike Ines or Valby, whose reworks unified their skills into one type - citing this as a gap between male and female Descendants - and asked whether there are plans to unify skill types across the board.

There's no intentional favoritism based on gender. That said, it's true that male Descendants are currently underperforming relative to the meta, so we do plan to improve them going forward.
 

2. Descendant Identity vs. Trigger Modules (incl. Gley & Controls)

Topic

Answer

Pointed out that recent reworks are eroding each Descendant's unique 'identity kit,' noting that many Descendants are becoming strong as 'gunners' regardless of their original identity.

We agree there's a structural issue here: because content is designed around a single DPS axis, rebalancing skews toward damage, which thins out each Descendant's personality. For example, Hailey is conceptually a sniper, but content demands fast kills, creating a mismatch between concept and actual play. As a compromise, we released two mods - Camouflaged Sniping (true to the concept, but with reduced mobility) and Cold Heart (not tied to the concept, but with fast movement). We'll keep working to preserve each Descendant's identity like this. Our new Descendant, Raven, will also be designed with identity in mind.

Noted that Trigger Modules effectively replace a Descendant's own identity.

Trigger Modules grew in importance because they - along with Ancestors Modules - were the core farming goal in Season 3. Going forward, we plan to improve the usefulness of underused General/Rare Ultimate Modules, which will help balance modules against each Descendant's own identity.

Noted that although Gley can use firearms, she's less efficient than skill-based gunners like Valby, and that gun damage has a cap (around 220% scaling); asked if this will be improved. Also requested that Blood and Iron be playable with only the right stick, since it currently requires using both sticks on a controller.

Valby and Viessa use firearms, but their damage is based on skill power, whereas Gley is a Descendant who leverages firearms themselves. The skill-based meta is currently dominant, but the Transcendent Weapons coming in Season 4 will strengthen firearm-based Descendants like Gley, Ajax, Serena, and Enzo. Our goal is for the skill meta and gun meta to take turns being competitive. We're also continuously reviewing the controller feel issues for Dia and Gley internally, and we plan to come up with a response as quickly as possible.
 

3. Build Diversity, Level Cap & Protecting Ancestors Module Value

Topic

Answer

Noted that monthly balance patches tend to focus only on that month's buffed Descendant, and suggested instead raising base stats by increasing equipment level (e.g., Reactor level above 100).

We agree that because content relies on DPS, rebalancing tends to narrow down to raising damage. Alongside the Season 4 Mega Dungeon update, we're aiming to diversify Descendants' growth elements while also reworking the numbers behind them.

Pointed out that balance patches keep converging on the same two build patterns - 'extra gun damage' and 'infinite reload' - making things repetitive and eroding each Descendant's identity.

We agree with this trend and will push for build diversity in Season 4 (see the Modules & Builds section) so patches stop always converging on the same two patterns.

Ancestors Module sync values get adjusted with every rebalance, which lowers the value of modules bought at a high price.

We take the asset value of Ancestors Modules seriously, and as we work on structural improvements, we're also considering how to preserve the value of what players have already invested. Since frequent number changes also affect trading, we'll look at adjusting balance in a stable, predictable way.

Asked whether it would be more appropriate to nerf Descendants instead of Ancestors Modules, and whether there are plans to adjust the balance ceiling for Descendants.

We take a cautious approach to nerfs. Rather than parity between Descendants, our main criterion is whether a balance breakdown is hurting content difficulty and longevity. When an unexpected build shows up in internal testing, we plan to first check whether it's a bug or a legitimate new strategy before deciding whether to adjust it.
 

4. Luna's DPS Build

Topic

Answer

Aside from her buff-focused build, Luna is weak as a DPS Descendant at both clearing trash mobs and single-target damage; the Battlefield Artist build is too weak, so she needs a full rework into a viable gun-damage build.

We agree with this feedback and plan to improve her single-target damage and firepower shortfalls in content like Onslaught Mode through rebalancing before the end of Season 4 Episode 1.
 

5. Team Roles, Multiplayer Lab & Serena's Rework

Topic

Answer

Asked (1) whether traditional RPG-style roles like Tank/Support/CC (crowd control) might return, and (2) whether the Lab could support multiplayer testing (duo/trio/squad) so players can test builds and synergies together.

The First Descendant isn't a game that requires clearly defined roles like Tank or Support, and we don't plan to force that going forward either. That said, we do want to avoid every Descendant being used purely as a DPS dealer. We're considering ways to diversify Descendant roles by creating content where each Descendant can play to their strengths, and we see expanding the variety of in-game content as the first priority for making that happen.

Asked for an early hint about Serena's upcoming Transcendent Module.

The 1.3.34 update on July 15 already introduced a skill mod that lets Serena bombard from the air while moving during a certain skill, along with another mod that shores up her weak single-target gun damage while limiting her AoE performance.
 

6. Strengthening Character Through Voice, Motion & Lore

Topic

Answer

Feels things are generally in a good place as long as Descendants keep getting reworks and new releases. Requested more interaction with Descendants - even without dedicated story missions, through small side quests or voice lines about their past - plus more idle motions, personal detail, and Descendant-related lore around Albion (e.g., bulletin boards referencing their achievements).

We're open to adding more interactive elements like idle motions. An additional Descendant story ('Viessa's Story') will be updated within this year.
 

■ WEAPONS

1. Weapon Blueprint Farming & Signature Weapons

Topic

Answer

Farming 5 blueprint copies for a weapon is still very painful. Xeno Fluid (a research material) was easier to get this time, but obtaining the blueprints themselves was harder. Asked for improvements since the material used for core rerolls (Fine Adjustment Control Axis) is very expensive. Also suggested adding more Descendant-exclusive signature weapons like Freyna's Fallen Hope, and having weapons work better when their element matches the Descendant's archetype.

We're improving the farming difficulty and material balance for Ultimate Weapons, and once Transcendent Weapons launch, we plan to ease the burden of developing Ultimate Weapons and rerolling cores. Transcendent Weapons will also be designed around elements (e.g., Toxic, Electric) rather than being exclusive to a single Descendant, so multiple Descendants can use them together.
 

2. Reworking Underused Weapons

Topic

Answer

The weapon core system feels like it stays the same regardless of whether a weapon actually sees use. Asked whether underused weapons might be rebalanced, and whether recently reworked weapons like Enduring Legacy might also get detailed adjustments such as crit rate tuning.

The core types for A-TAMS, Nazeistra's Devotion, and Truly Deadly Arson were already improved in the 1.3.34 update on July 15. Transcendent Weapons, coming later, will also raise the growth ceiling for firearms.
 

3. Transcendent Weapon Quality System & Equip Limits

Topic

Answer

Asked about the new Transcendent Weapons' quality-floor guarantee policy and how quality readjusting helps improve the odds of getting the option you want.

The more players farm, the higher their personal quality floor rises. For example, if the quality floor reaches 380, then in Onslaught, instead of drops being limited to  the 300 to 400 range, , you'll only see drops in the 380-400 range - in other words, you'll only get drops that are better than what you already have. Once you hit 400, you'll keep getting 400-quality drops. On top of that, the unique Transcendent Effect and the secondary ability are each looted separately, and each has its own readjustment option. The Transcendent Effect will work like Ancestors Modules, letting you choose among a before-and-after result, while for the secondary ability, we're preparing a system where you can invest extra materials to lock in one of two secondary abilities.

Asked whether players can directly improve a weapon's quality themselves, and whether more than one Transcendent Weapon can be equipped at once.

Quality isn't something you reroll - it's set when you farm the item. The more you farm, the more your quality floor is guaranteed to rise, until eventually you're only farming top-quality drops. You can equip Transcendent Weapons across all 3 weapon slots.
 

4. Easing Reroll Fatigue & Melee Weapon Buffs

Topic

Answer

Asked about adding a convenience feature that skips repeated manual rerolling when adjusting weapon options.

To cut down on repetition and improve convenience, we plan to add a feature where you set your desired option (effect + value) and then readjust the core - it will automatically repeat, consuming your cores, until the option you want comes up.

Asked whether Crime and Punishment might get a buff.

Crime and Punishment already went through a  melee weapon rebalance in a previous update. We'll keep an eye on it, and further rebalancing may follow.

Asked how melee weapons will be developed going forward.

We plan to add new melee weapon types through Transcendent melee weapons, starting with a spear-type melee weapon in Season 4. We'd like to keep adding new melee weapon types different from what already exists.

Asked about the sword's idle animation.

We want to make this as soon as possible, and we're sorry we haven't gotten to it yet. We're considering making it, and we'll keep developing swords so they can be used among a variety of options, just like firearms.
 

■ MODULES & BUILDS

1. Crit Rate Access & Grapple Module Diversity

Topic

Answer

Asked about plans for new modules aimed at Descendants who aren't built around crit builds, whether grapple-related modules will be improved, and about build diversity in general.

If we add another module for a similar crit build, it risks becoming yet another module that everyone has to aim for, the same way cooldown-reduction modules are today. We're working on lowering the cooldown-reduction cap and improving underused Ultimate Modules, and we expect to roll these out gradually starting with the 1.3.34 patch. We're also planning to split the grapple hook off into its own separate system, and rework the Subslot - we're considering moving  AttributeResistance-type modules, which currently compete for general slots, into the Sub slot instead. This is meant to make the Sub slot a real option alongside other Tier-3 modules.
 

2. Module Enhancement Cap & Trigger Module Variety

Topic

Answer

Asked whether the max module enhancement level will be raised, and requested Trigger Module improvements centered on visual effects and mechanic changes.

Rather than raising the enhancement level cap for General/Rare modules, our priority right now is to prepare various improvements that make better use of the modules already released. We'll raise the General/Rare enhancement level cap later, once builds need to be pushed further and power needs to go up. Beyond that, we plan to improve underused Ultimate Modules, and we'll gradually roll out things like additional module slots starting with the 1.3.34 patch. We also recognize that we haven't been adding as many Trigger Modules with new effects as before, so we'll keep looking for interesting effects to include when developing future Trigger Modules.

Asked about the design direction behind Trigger Modules like Bloody Deployment and Explosive Aesthetics, which let players clear content using an element other than the Descendant's own.

We've been experimenting a little at a time with Trigger Modules. Modules like  Bloody Deployment require a melee weapon and have a clear counterplay built in, so our ultimate goal is a wider variety of Trigger Modules and builds, each with its own counterplay, giving players many different ways to build.
 

3. Displaying Detailed Build Information

Topic

Answer

Would like to see more detailed numbers on the build page. It's often hard to know exact figures when planning research, etc., so it would help to have a place to check this.

We understand this as a request for more precise information on how weapons work and how damage is calculated, so that this information can actually be used when building. Since Transcendent Weapons come from a wide range of combinations, we'll be sure to take extra care in getting this right.
 

4. Preset Slots & Arche Tuning Board

Topic

Answer

Asked about adding preset slots and expanding the Arche Tuning Board.

We do have long-term plans to expand the Arche Tuning Board. That said, we want to move away from the current model of simply raising stats, and we're looking at ways to enable new playstyles or effects instead - we'd appreciate it if you could see this as a long-term vision for now. For Descendant and weapon preset slots, we'll take this back and discuss it with the tech team, and look into expanding the number of slots with the relevant teams.
 

■ COSMETICS

1. Skin Pricing & Purchase Convenience

Topic

Answer

Asked about plans for more affordable skins and universal skins/head skins usable across multiple characters, and suggested offering a fixed discount rate for high Mastery Rank players (e.g., Rank 35).

Skins are one of our main sources of revenue, so pricing takes a lot of consideration. Rather than raising discount rates, we're focused on increasing satisfaction with the skins themselves, and we're designing a toggle system for parts that tend to divide opinion. We steadily produce universal skins and include them in the Battle Pass, and we plan to keep diversifying concepts and raising design quality.

New and returning players likely find it hard to understand how to use Energy Activators and Catalysts. Asked about making a good-value bundle, or folding this into the Battle Pass, to help them get up to speed.

We're preparing discounts for new Descendant bundles, along with ways to help returning players catch up on content quickly.

Asked whether a feature to gift skins to friends will be added.

We think this is a great suggestion and agree with it. That said, this feature doesn't exist right now, and the dev team will look into it further.
 

2. Customization & Parts System

Topic

Answer

Asked whether armor-style skins matching upcoming combat content are planned (e.g., a concept similar to Ultimate Esiemo's default skin).

We'll share more details later.

Asked why Evolving Skins are no longer appearing, and whether more are planned.

We're focusing our resources on strengthening skin customization and quality, so we don't have plans to bring back Evolving Skins for the time being.

Asked about adding the ability to individually toggle skin parts like horns, masks, or jackets on and off, and whether attachments' position or orientation could also be adjusted.

We're preparing a parts on/off feature, along with the ability to adjust an attachment's position, direction, and rotation. This will mainly apply to newly added skins rather than all existing ones, and we're also preparing support for hair accessories.

Suggested adding slots for accessories like glasses, earrings, piercings, and rings.

We'd love to add these accessories and slots, but right now we're focused on the skin toggle feature, making more skins support separable parts, shader improvements, and body-type-related issues.
 

3. New Content & Themes

Topic

Answer

Asked about plans to add more skins that can be farmed through gameplay.

Right now these are available through Battle Supply Chests, the Void Abyss, and similar content. As the Void Abyss Intercept is reorganized into Void Intercept Battle Extreme mode, we'll be releasing a new boss, and we plan to keep updating skins tied to Extreme-mode content like the Void Abyss Intercept.

Asked about plans to improve the paint system.

The borders where paint doesn't apply between body parts stem from a structural issue rooted in our original design, and it's tied to optimization concerns as well, so we're looking into ways to improve it.

Asked about adding more uniquely themed outfits or more modest/less revealing skins.

We're continuing to prepare a wide range of high-quality customization options and skins with fun concepts. We keep working on these, though we recognize they tend to get overshadowed by our more popular skins.

Asked about plans to re-release previous skins.

Last year's swimsuit skins will go back on sale soon. For items with a lot of re-release requests, we're planning re-releases in the second half of the year, and skins that were originally offered through events will be brought back through future events whenever the opportunity arises.
 

4. Display & Social Features

Topic

Answer

Requested a Lounge-like space to store and display Transcendent Ancestors Modules you've obtained.

Since the Lounge is a space for displaying collectibles, we'll look into ways to let rare items be displayed there too.

Would like to use multi-character social motions in Photo Mode, and asked for a specific timeline.

We keep adding Photo Mode features, but we don't have a specific timeline yet for multi-character social motions. We'll check and let you know later.

Asked about a toggle feature for hairstyles as well.

We plan to support hair accessories with the same kind of on/off toggle as other parts.

Suggested K-pop-style makeup options.

We'll pass this request along to the art team.
 

5. (Dev Team Topic) Support for the Growth System (Catalysts)

(Dev Team) Topic

Creator Response

Catalysts are a key component of packages for returning and new players. The dev team asked for the creators' thoughts on increasing the number of Catalyst research slots or shortening research time.

It would help to shorten research time up to a certain quantity, after which the normal research time would apply, same as for other players. We'd suggest a queue system that lets players reserve Catalyst research in advance to run sequentially, along with bundle support for new players.
 

■ STORY & LORE

1. Albion's Fate & the Story's Protagonist

Topic

Answer

Asked whether a new social hub would be created if Albion is destroyed by Karel's attack.

As part of the story, Albion comes under attack, but it doesn't actually fall.

Suggested that, like Gley in Season 2, having a key Descendant serve as the protagonist in the final battle against Karel and the story afterward would make the experience more immersive.

Not directly answered in this session.

Noted that the story sometimes hints at romance between Descendants (e.g., Valby and Yujin), and suggested toning this down.

The only officially intended romantic relationship between Descendants is between Enzo and Nell. Anything that looks like romance elsewhere is meant to portray friendship, respect, and other kinds of emotional connection, and there are no plans for romantic relationships between any other Descendants going forward.
 

2. More Backstories & a Livelier Albion

Topic

Answer

Noted that story quality (e.g., Dia's and Yujin's stories) has improved a lot recently and hopes to see more content like this. Also asked whether new NPCs, minigames, etc. are planned to make Albion feel livelier.

We believe our story presentation has improved since launch, and Season 4 will take it a step further. That said, we feel the world-building details that flesh out the setting are still lacking, and we'll keep developing those areas to improve immersion.

Asked whether new Colossi will be added going forward, and whether there are plans to expand existing Descendants' individual stories, like Valby's.

We'll keep adding Colossi in line with our update plans. As for Descendant stories, Viessa's is already in the works, and we also plan to release stories for existing Descendants who haven't been covered yet.
 

3. Quest Presentation

Topic

Answer

Felt that quest scenes lack life, with Descendants often just standing still, and asked whether this will be improved.

We're continuously upgrading quest presentation - the recent Esiemo quest already shows stronger cinematic direction than before, and Season 4 will bring even more of that. We'll keep refining this to deliver a more immersive experience going forward.
 

■ MORE

1. Pre-Launch Playtesting

Topic

Answer

Asked whether playtesting will be conducted before major updates to avoid repeating past problems.

We're currently running pre-launch tests in the form of FGTs (Focus Group Tests), and we're working to move up our internal deadlines to secure more time for QA. We recognize that working right up until an update's release has caused instability in the past, and we'll put together an environment and process that secures enough QA time to test with more players.
 

2. Bio Data Chip Storage Limit & Friends List Cap

Topic

Answer

Asked (1) whether the current storage limit of 10 Bio Data Chips could be raised, and (2) whether the current friends list cap of 100 could be raised.

We'll look into raising both the Bio Data Chip storage limit and the friends list cap. The friends list cap was already raised to 200 in the July 15 1.3.34 update.
 

In Closing

This roundtable was a valuable learning experience for our dev team as well. As we prepare Season 4, we'll keep revisiting what we discussed today and continue building The First Descendant a game that Descendants can enjoy even more.

Once again, thank you to the creators who joined us for this session, and to every Descendant who stayed with us until the end. We'll keep listening to your voices going forward.

Thank you.

 

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