Brown Dust 2 - 1st Saturday Snack Chat
Table of Contents
- 1 On Honor Rewards in Competitive Content
- 2 On Adding More Guild Raid Floors and Differentiation
- 3 Differentiation in Guild Raid and Mercenary Lending Achievements
- 4 Can we eat pizza?
- 5 On Further Segmenting Guild Raid Rewards
- 6 Regarding Removing Inactive Members During Guild Raid
- 7 Are there any plans to add new content?
- 8 Regarding Fiend Hunt Strategy Decks, Damage Info, and Deck Copy Features
- 9 On Content That Helps New Players Adapt to the Game
- 10 On Field Utilization
- 11 About Pickup Rates
- 12 About the Pickup Schedule
- 13 On Limited Costumes Being Excluded from Golden Thread Upgrades
- 14 About Custom Gacha Plans
- 15 Regarding Collaboration Frequency
- 16 On Supporting Fairness for Non-Reroll (Fresh Start) Players
- 17 On the Frequency of Goddess’s Tear Packages and Including Them in Passes
- 18 Suggestions for Long-Term Service, and Being Cautious About OP Characters Like Lucius
- 19 On How Much of Brown Dust 2's Total Revenue Is Reinvested
- 20 On Expanding the Brown Dust IP
- 21 On Glutalk Interactions from a Newbie’s Perspective
- 22 On Adding More Stages and Rewards to Last Night, Glupy Diner, and the Evil Castle
- 23 On Excess Golden Threads and Powder of Hope
- 24 On Adding a Ceiling System to Equipment Refinement
- 25 On Adding Guide Content for New Players
- 26 On Increased Field Content Fatigue Due to More Story Packs
- 27 On Pack Loading
- 28 On the Fire Chip Easter Egg
- 29 On Adding a Dummy Target for Damage Testing
- 30 On an Ideal Number of Costumes per Character
- 31 On Schera and Gray’s Decreased Presence in the Story Compared to Justia and Lathel
- 32 On Adding a Feature to Preview Skill Cutscenes
- 33 On Making Damage Fonts and Effects More Unique
- 34 On Implementing Brown Dust 1’s Combat System (Clarification)
- 35 On Meta Shifts in Fiend Hunt and Guild Raid
- 36 On Balance Testing for New Fiend Hunt or Guild Raid Bosses
- 37 On Post-Awakening Visual Effects
- 38 On the Role of Potential in Costume Performance
- 39 On Entering the Chinese Market
- 40 On Adding More Language Support
- 41 On the Exchange Rate for Awakening Elixirs
- 42 On Converting Refinement Stones to Refinement Crystals
- 43 On Why Fans Were Invited to the Saturday Snack Talk
- 44 On the Efficiency of Base Copies
- 45 On Returning to Brown Dust 2
- 46 Suggestions for Achievements and Talent Skills
- 47 On Co-op Content
- 48 Purpose of the Saturday Snack Talk
- 49-50 Fan Responses and Developer Feedback
- 51-52 Player Feedback on Limited Content and Restoration
- 53 Mid-Difficulty Content in Tower of Salvation
- 54 On the Knockback System
- 55 Costume Info in Character Swap Window
- 56 Helper Characters
- 57 Popular Costume Information
- 58 Frequency of Justia and Lathel Picks in Tower of Salvation
- 59 Dispatch Feature
- 60 About New Weapons
- 61 Phone Heating Issues
- 62 Equipment Filter Improvements
- 63 PC Client
- 64 On Holding Another Bruday Event
- 65 Infographics
- 66 Limited Costume Pickup Timing
- 43-1 43-2 43-3 43-4 43-5 43-6 Fan Feedback
- Questions and Closing Thoughts
---
Introduction
The Brown Dust 2 1st Saturday Snack Talk compiles fan insights and developer responses across a wide range of topics from the endgame and guild systems to new content plans, balance adjustments, monetization considerations, and quality-of-life concerns. The dialogue captures community sentiment on honor rewards, differentiation in guild combat, accessibility for new players, and future direction for expansion, localization, and player engagement. The following sections reproduce the discussions verbatim and preserve the nuance and specific proposals raised by fans and the official responses.
---
1 On Honor Rewards in Competitive Content
1-1 Opinions from Fans
It’s good that the material rewards in competitive content aren’t overly emphasized, but on the
flip side, it feels like there’s a lack of motivation when it comes to honor-based rewards.
Even if you obtain a difficult title like “One Who Will Become a Legend,” there’s not much desire
to go after a higher title like “Advent of God.”
It would be great if the design aspects of titles were enhanced to create a stronger desire to
obtain them.
There were similar opinions that only 1st place or rankings within the top 10 or top 100 feel
meaningful, and anything below that doesn’t bring much sense of achievement.
It would be nice if the sense of achievement and rewards on the honor side could be diversified
a bit more.
Ideas like a Hall of Fame-style board, decorative items, or currency as honor rewards have also
been considered.
Back in Brown Dust 1, achieving Challenger rank in all three PvP contents felt amazing.
The sparkling portrait borders really fueled motivation.
While you can gather material rewards through grinding or purchases, honor borders can't be
obtained through spending, so rewards like that would be great.
In Guild Raid, you can earn a glowing emblem based on your ranking, but it only appears in the
Mirror War matching screen, and it’s too small to be noticeable.
It would be better if it was something more visually striking like the portrait borders.
Additionally, as Brown Dust 2 continues to grow and more players join, in cases like Fiend Hunt
where there’s a hard cutoff, if you feel like you can’t make the rank, you just push a little and
then give up.
Introducing structures like top N percent brackets even for those below the top 1,000 could help
maintain motivation.
1-1 Developer Response
We agree with the opinion that honor rewards need to be strengthened. If you continue to share
feedback, we’ll actively take it into account.
We also understand the importance of providing honor rewards for both the top tier and the next
tier of players.
We’re also thinking positively about percentage-based rewards for Fiend Hunt.
In the case of Guild Raid, players can earn emblems up to the top 5%, which encourages effort,
but for Fiend Hunt, rewards are limited to just the top 1,000, making it much harder to earn
honor rewards compared to Guild Raid.
So we’re considering adding percentage-based rewards, but we’ll carefully review it in light of
Fiend Hunt’s reward structure.
Most fans tend to play Fiend Hunt lightly, just enough to receive the level 10 rewards. So we’re
slightly concerned about whether it would be okay if the current lightness of play becomes
heavier by adding honor rewards for the top 5% or 10% of players.
Additionally, we believe the essence of honor rewards is that someone else should be able to
see them. We’re aware that current features like trophies and titles in My Room aren’t being well
exposed.
First, we’re planning to improve the visibility of these base features, and then add honor rewards
on top of that.
For example, we’re considering expanding My Room and adding more decorative elements to
encourage more visits to each other’s rooms,
or improving the “My Info” UI to allow attaching stickers.
The portrait frame idea suggested in feedback is also being planned together.
2 On Adding More Guild Raid Floors and Differentiation
2-1 Opinions from Fans
In Guild Raid, since scores and rankings are determined by how many turns it takes to clear, it’s
known that the top-ranking guilds all end up with the same score. I’m curious how you plan to
introduce differentiation.
2-1 Developer Response
We’ve thought a lot about how to add differentiation and concluded that a system like Tower of
Pride wouldn’t be suitable.
We considered various methods like checking the remaining HP of characters, or awarding
additional points based on the most damage dealt in a single turn, but we judged that such
approaches might actually reduce strategic variety.
So after much deliberation, what we’re currently planning to apply is a system where players
receive bonus points if they clear the stage without borrowing a guild support character—using
only their own characters.
2-2 Opinions from Fans
Even among top guilds, many players have raised their own characters to a high level, so I
worry whether this method would really introduce meaningful differentiation.
It feels like the meta of the content is changing. Right now in Guild Raid, as long as your support
characters are set up, you can borrow a strong main character and enjoy the battle.
Korean players tend to borrow characters a lot, whereas North American guilds often have a full
roster of 30 top-tier players, so from the guilds’ perspective, it feels like the meta of Guild Raid is
shifting.
Also, I believe there will be a few guilds where no one borrows any support characters at all, so
I’m curious how differentiation will be created in that case.
2-2 Developer Response
Among the 30 members in top-tier guilds, we believe most can achieve the same number of
turns without borrowing support characters.
However, as part of our effort to introduce differentiation, the last idea we discussed was a
structure where clearing in fewer turns earns higher scores.
In the end, we believe the growth level of characters and equipment is what really matters.
For example, let’s say clearing in 17 turns is only possible with a character equipped with a
Legendary SSS version of “Venomous Touch,” but with a BBS version, it takes 19 turns.
Until now, players could just borrow a character equipped with Legendary Venomous Touch
SSS and clear it in 17 turns.
But if borrowing is restricted and players are forced to use only their own characters, then that
could naturally create differentiation.
The combat and QA teams are currently having discussions and running internal tests, and
we’re focusing very closely on the number of turns when balancing.
We think the chances of all 30 members in a guild having the exact same clear turn count, and
multiple guilds doing the same, are extremely low.
But if that kind of overlap keeps happening even after the patch, we’ll need to consider a
different way to create differentiation.
What’s important is that we need to create differentiation, but there shouldn’t be too many rules.
The more rules there are, the more complicated things become. So among the additional
differentiation methods mentioned earlier, we want to keep it as minimal as possible,
so there’s less of a learning curve with the new rules. We’re trying to come up with and apply
methods that align with this standard.
3 Differentiation in Guild Raid and Mercenary Lending Achievements
3-1 Opinions from Fans
If players gain extra points in Guild Raid by not using support characters, what happens to the
mercenary lending achievement?
I’ve seen players who are actively doing lending achievements.
3-1 Developer Response
Since there’s no limit to the number of battles in Guild Raid, players could use support
characters with non-optimal setups for the sake of achievements,
and then do another run for competition using their best characters.
But since we’ve been focused on how to implement differentiation, we haven’t yet thought
deeply about the mercenary lending achievement part.
3-2 Opinions from Fans
In that case, the lending limit should probably be removed.
3-2 Developer Response
We’re considering that too. The lending limit itself has been a topic of debate ever since the
guild support function was added to Guild Raid,
so we’ll think it over carefully. If it turns out to be okay, removing the limit might be a good idea.
3-3 Opinions from Fans
In top guilds, many members borrow the strongest dealer from their guild based on the boss’s
element.
If there’s just one copy of a Legendary SSS “Venomous Touch,” it can be equipped to two
different support characters and registered that way.
Then the entire guild ends up borrowing the same member’s dealer with just one 24-point
Legendary Venomous Touch.
So maybe when setting support characters, it should be restricted so that the same equipment
can’t be used to register multiple characters.
What do you think about preventing everyone from sharing the same support character?
3-3 Developer Response
To be honest, that was actually intentional. When we designed the support character system,
we intended for a single equipment set to allow you to show off two of your own characters.
The advantage is that with one set of equipment, you can make two characters perform at the
highest level. The downside is that it reduces differentiation.
We’re curious to hear what others think about possibly improving this part.
3-4 Opinions from Fans
But if you make it so that a single piece of equipment can’t be registered to multiple characters,
then guild members will have to keep their best equipment attached to a specific character until
everyone in the guild finishes their clear.
If the Guild Raid takes place over three days, that equipment would be tied up for three whole
days. I think that’s a bigger downside.
3-4 Developer Response
You're right. A clear example of that downside is in Mirror War defense decks—characters in
those decks always have to stay equipped.
Because of that experience in Mirror War, we made it so that even if equipment is removed after
registering a Guild Raid support character, it still retains the equipment from the time of
registration.
For this reason, we're considering applying a system in the future where, for both Mirror War
defense decks and Last Night deployment, equipment is saved at the time of registration, so
that even if you unequip items afterward, the setup remains intact.
4 Can we eat pizza…?
4-1 Opinions from Fans
Is it okay to eat pizza? The discussion has been so intense from the beginning that I feel too
self-conscious to start eating.
4-1 Developer Response
Of course! It probably won’t feel right until we open the boxes first. We’ll start eating too.
5 On Further Segmenting Guild Raid Rewards
5-1 Developer Inquiry
Right now, Guild Raid reward tiers go up to the top 5%, but we wonder if it might be better to
break that down further.
For example, currently it’s divided simply into Gold, Silver, and Bronze,
but if we broke it down more—like Gold 1, Gold 2, Gold 3, Silver 1, Silver 2, Silver 3—it might
help with motivation.
Currently, once you reach 5%, the next goal is 1%, which feels a bit too difficult.
If we added more incremental steps, maybe players would feel more encouraged to keep
challenging. Do you think now is the right time for that?
We’d love to hear what fans think.
5-1 Opinions from Fans
It sounds good. If honor rewards are added to the more detailed ranking tiers, that would be
even better.
Right now, I believe there are about 20 guilds within the top 0.1% tier, which feels like too many.
So I think it would be nice to further divide even within that 0.1%—maybe split it in half.
5-2 Developer Comments
One of the things we’re currently preparing is to provide a leaderboard for guilds.
While honor rewards are important, as we mentioned earlier, visibility is also key—so
accessibility is important.
We’re considering ways to make it easy to see, such as placing the leaderboard in the ranking
tab.
As of Guild Raid Season 7, there are 21 guilds in the top 0.1%.
We plan to display all of these 0.1% guilds proudly on the leaderboard.
6 Regarding Removing Inactive Members During Guild Raid
6-1 Opinions from Fans
We’d like to kick out inactive members during the Guild Raid, but it’s inconvenient that we can’t expel them mid-season.
In the first phase, like during the Invasion Defense Battle, even if 1–2 members are missing, it’s
still possible to reach Level 5 on Lancelot. But after that, before the Boss Defense phase
begins, if we could expel non-participants and recruit new members, we could proceed without
inactive players.
6-1 Developer Response
We've consistently received feedback from guild leaders wanting to kick out inactive members
mid-raid.
However, if players are putting in effort and then get expelled, or if someone joins mid-season
and receives rewards without contributing, that could lead to abuse and other negative
situations.
So currently, we’ve taken a conservative and restrictive approach.
When we first designed the system, we looked at policies from similar situations in other games.
At the time, we were told that the common standard was not allowing expulsions or new joiners
during the raid season, so we followed that model.
However, it’s clear that there’s dissatisfaction among guild leaders about not being able to kick
out members.
Do you have any ideas on what might be a good approach?
6-2 Opinions from Fans
Sometimes it’s unavoidable—someone may go on a trip or be busy with family matters and miss
their chance to play. You can’t exactly tell someone to leave the guild and come back later.
One idea is to distribute the average score of the 29 other members to cover the missing one.
Another idea, seen in other games, is a voting system where if the guild leader is inactive,
members can vote to change leadership.
Maybe implement a system where a certain number of member approvals is required to remove
someone—something like that could work.
6-2 Developer Response
Distributing the average score to cover for an absent player seems like it could be misused.
Regarding expulsion, it's actually something we've discussed recently. But we’re also worried
that if a cartel-like group forms within a guild, there’s potential for abuse.
I’m not trying to be negative, but I’m just pointing out that misuse can happen with any system,
so we’re openly sharing all the possibilities we’ve thought of.
Thank you for the ideas.
7 Are there any plans to add new content?
7-1 Opinions from Fans
This is feedback from the North American side. What we hear most often from top-ranking
players is, “So what do we do now?”
I’m curious whether there are any plans to add new endgame content for individuals like Fiend
Hunt, or even new content within the guild system.
7-1 Developer Response
We’ve heard some say we’re focusing too much on developing minigames recently, but we’re
not totally obsessed with them.
According to our game surveys, the top reason people play is the illustrations, and the second is
combat and field gameplay.
We definitely believe that combat content is something we must continue to improve.
From the start of our service to early last year, we often heard that there wasn’t enough content.
So we reinforced that with Fiend Hunt and Guild Raid.
After that, we made a conscious decision to avoid making things too hardcore and leaned
toward lighter updates that can be enjoyed without too much burden.
That meant we hadn’t been pushing forward much with deeper combat enhancements for a
while.
But now, we’re starting to feel like it’s time to seriously revisit that.
As of now, I can say there won’t be any new hardcore combat content before the second
anniversary.
We’re just beginning to brainstorm ideas for adding something in the second half of the year.
We haven’t finalized what kind of content it will be, and we’re in the idea development stage, so
we’d love to hear honest feedback from everyone.
7-2 Developer Inquiry
In contrast to our current system where all allies act, then all enemies act, the previous Brown
Dust 1 combat system was more turn-based, with alternating turns between you and the enemy.
That system was very fun for those who liked it, but we also felt it could be a barrier to entry for
new players.
However, during this project, we’ve heard a lot of positive feedback about the combat system
from the previous game,
so we’re thinking—what if we created a mode where characters’ specs remain the same, but the
battle rules are based on the older system?
Additionally, we’re exploring tweaks to the current rules like increasing the number of tiles,
raising the number of deployable characters, or giving the enemy the first move, etc.
These would keep the core rules but shift some of the specific mechanics.
Since PvP often brings out the most creative situations, we’re also considering new PvP
content—as long as it doesn’t rely solely on forced rewards to make it appealing.
We’d love to hear what kind of battle content you think would be fun to have.
7-2 Opinions from Fans
There are a lot of ideas. A friendly match system would be great—something we can play with
friends. There’s no friend system right now, so that would also get activated. And it would let us
play casually without worrying about wins and losses.
It might help reduce the complaints about lacking content if we added new modes where guild
members can cooperate outside of Guild Raid,
or added a way for guild members to have friendly matches against each other.
Currently in Brown Dust 2, there’s not much use for tanks. Back in Brown Dust 1, there was a
world boss that focused entirely on tanking.
If Fiend Hunt or Last Night is all about offense, maybe adding a mode that focuses on defense
would make things more interesting.
Also, since PvE is the main content, most new costumes and characters are designed with PvE
in mind.
As a result, the PvP meta has become pretty stagnant.
So instead of increasing Mirror War’s starting SP, maybe reduce the starting SP, or introduce
something like a global ban system for certain costumes or characters to shake things up.
7-3 Developer Comments
Thank you for the great suggestions.
I also believe that introducing variety through different rules is really important so that players
can find new enjoyment in a fresh environment.
But one of the things I consider most carefully when improving content is whether players who
already enjoy the current system can accept the changes as truly positive improvements.
Changing the rules of Mirror War, for example, has both pros and cons. Some players might find
the regular rule changes fun,
but for others, frequent rule changes could feel like a hassle.
So I’d also like to ask—do you think it’s better to actively make changes, or would it be better to
operate more steadily and consistently?
7-3 Opinions from Fans
If it’s going to be something entirely new, maybe it’s not necessary. But if new rules are
introduced, it would be good to apply them seasonally—like a pre-season where players have
time to prepare, and then continue with that system for the next full season, and repeat that
pattern.
8 Regarding Fiend Hunt Strategy Decks, Damage Info, and Deck Copy Features
8-1 Opinions from Fans
I’d like to ask if it’s possible to reveal the top-ranking strategy decks or builds after the Fiend
Hunt season ends.
Even just seeing the starting lineup would give us a good idea of how they approached it.
I also think that revealing that kind of information could serve as an honor reward for the top
players.
Additionally, there’s not enough data available for players to analyze. I’d like to ask if it would be
possible to share more numerical data after Fiend Hunt ends.
8-1 Developer Response
We think it would be necessary to include an information disclosure on/off toggle. However,
there is a concern that users who turn it off might face criticism.
That said, some people might actually see keeping their information private as cool, so it could
depend on the individual.
8-2 Opinions from Fans
This also ties into the PvP ban system mentioned earlier. If a PvP ban system is introduced, it
would mean changes to my deck every week, and for players who don’t particularly enjoy PvP,
that could become a hassle.
Because they may not know the strategies or meta, it could turn into a league only for the select
few who are really into it.
That’s why it would be helpful to add a deck copy feature, so even those who don’t heavily
engage in PvP can still enjoy it more easily through copying decks.
Besides, just copying a deck doesn’t make it easy to reach high ranks anyway.
8-2 Developer Response
The deck copy feature has been a requested feature since about six months ago, and we are
currently reviewing it.
We’re aiming to provide this feature as a tool for players who find more enjoyment in growth
than in strategy, so they can stay engaged in the game.
9 On Content That Helps New Players Adapt to the Game
9-1 Opinions from Fans
As someone who’s been playing for just over two months, I’m curious how I ended up getting
selected for this.
So far, the conversation has focused mostly on how top-ranked players engage with the game
and what direction the game should take going forward. But if there are players in the top 1% or
5%,
then it’s just as important to design the game so that the 99% or 95%—the rest of the
players—can enjoy it too.
For me, after finishing the story and other content, Fiend Hunt is the only thing left I can really
do. But I think there are still some barriers in accessibility for players who aren’t high-rankers.
The first issue might be the available character pool, and I also feel like new players lack
opportunities to practice tactics—even just to clear level 10 of Fiend Hunt.
In that sense, Guild Raid is more fun because you can borrow or lend characters.
Even if it’s simpler than Fiend Hunt, I think it would be more enjoyable if there were some
content where new players could practice forming strategies by fighting simplified bosses.
Right now, due to limitations in character pool and tactical depth, I often end up tweaking
pre-made patterns from others—but that doesn’t always feel motivating.
So I’m curious if there are any plans for content like a “mini Fiend Hunt,” something aimed at
players outside the top ranks.
9-1 Developer Response
We honestly haven’t given this enough thought yet.
We’ve received a lot of feedback about improving convenience features and easing early-game
access,
but most of our focus has been on developing new boss mechanics for Fiend Hunt and Guild
Raid, and trying to offer fresh experiences within existing systems. We hadn’t really thought
about major system changes.
Your point about creating a bridge-type content that naturally connects new players from the
story content into Fiend Hunt is a really good one, and we’ll give it serious consideration.
10 On Field Utilization
10-1 Opinions from Fans
I’m not interested in Fiend Hunt, and I have no interest in Guild Raid either.
I look at the Brown Dust IP from a completely different perspective, and I’m always amazed
whenever I visit Lugo Village.
The composition and layout are perfect—it must’ve taken a long time to design, and it was done
so well.
The BGM is really soothing too, which makes it even more disappointing that this kind of content
ends up going unused.
I wish there were more subquests or enjoyable things to do on the field—it feels like a missed
opportunity.
If there were subquests that let you find out, for example, why the poor child ended up like that,
why Stolas chose Lugo Village, or why Lathel's younger sibling, specifically, is involved, I think
many more players would really enjoy the field.
It’s such a shame that the field content is used once and then discarded.
10-2 Developer Response
Thank you so much for your kind words about the field.
We feel the same disappointment about it.
If the game had gotten off to a better start with a strong reception, I think we could’ve taken it
more in the direction you’re hoping for.
We probably would have developed it further as a game with a stronger JRPG sensibility. During
the three years we spent creating it, we really had a lot of fun.
But once the game launched, we realized that on mobile, UI-based games tend to be a better fit
for convenience. That’s something we learned during the first six months post-launch.
If we had released this game on Steam or as a console title like Octopath Traveler, we
would’ve taken the quality and emotional tone even further.
The difference between console and mobile games is that mobile games are meant to be
enjoyable for five or ten years,
while console games aim to deliver a rich, satisfying experience compressed into 40 or 50
hours.
We approached this game like a console experience meant to give players a single, memorable
moment, but released it on mobile.
We built this game dreaming of something like a JRPG or Octopath Traveler, and at first,
players would try things once or twice.
But asking them to do the same tasks 10, 20, 100 times—like constantly stealing or running
around through all the packs—just isn’t something you can sustain over a year.
I should’ve known better with my experience, and I honestly regret not realizing it sooner.
In the six months after launch, we worked on a lot of quality-of-life updates and mobile-friendly
improvements, and we’ve just now reached a more stable state.
But so far, we haven’t had the capacity to do more. From what I’ve learned, what most players
want isn’t something they repeat in the field, but quick, streamlined tasks with easy rewards and
dopamine-triggering skill cutscenes.
Once we have more breathing room, we’ll definitely focus more on the emotional and
story-driven aspects too.
We’ve heard a lot of feedback about how SD characters feel underutilized on the map, and we
agree—it feels like a loss.
It took us a year to create Lugo Village. After that, we were able to speed things up thanks to the
foundation we built, but creating that initial quality took a long time, and we’re very attached to it.
11 About Pickup Rates
11-1 Opinions from Fans
During the Blade pickup, there were a lot of off-rate pulls. Looking at the community, it seemed
like many other players experienced the same.
On the other hand, for the recent Liberta pickup, I was able to reach 5 breakthroughs without
many off-rate pulls. I’d like to ask if the rates are actually the same.
11-1 Developer Response
We were monitoring the situation during the Blade pickup too, and we checked the server data.
We received confirmation that the rates were indeed the same, and no values were changed.
Because of this, we’ve been considering whether to disclose world-level gacha
statistics—overall draw rates across the entire player base—just like we disclose the individual
gacha rates.
There were no issues on the server side.
12 About the Pickup Schedule
12-1 Opinions from Fans
I quit another game because of its brutal pickup schedule. While Brown Dust 2 isn’t that
extreme, there have still been times when the schedule felt intense.
I want to know if new costumes are going to keep being released every week.
It’s commonly assumed that weeks featuring rerun costumes are supposed to be "break" weeks,
but in reality, I think most players don’t feel that way.
12-1 Developer Response
Internally, last year we released three new costumes every four weeks. This year, we’ve scaled
that back to two new costumes every four weeks,
and we’re filling the gaps with reruns of past pickup costumes. But if rerun costumes still feel like
something you need to roll for, then it might understandably feel overwhelming.
13 On Limited Costumes Being Excluded from Golden Thread Upgrades
13-1 Opinions from Fans
Some users might not be able to fully break through a costume during its pickup period.
Why are limited costumes excluded from the Golden Thread Costume Selection Upgrade pool?
13-1 Developer Response
It’s true that we initially set policies around limited costumes and didn’t think too deeply about it
afterward—we treated it as a fixed rule.
The exclusion of limited and collaboration costumes from Golden Thread upgrades was based
on multiple factors:
The value of limited costumes, domestic and global trends, operational cases from other games,
and performance-based considerations.
We’re well aware that new players may feel left out or frustrated if they miss out on limited
costumes or can’t fully break through them.
That’s why we aim to maintain their limited value while also giving newer players periodic
chances to acquire them through reruns.
As for collaboration costumes, the contracts involved make it legally complicated to offer routes
to obtain them after the pickup period ends.
So our current policy is to ensure these collab units don’t become too essential
performance-wise. Even without them, we want players to feel they can still enjoy the game.
14 About Custom Gacha Plans
14-1 Opinions from Fans
Is there any plan for a custom gacha system?
If a custom gacha were introduced, it could help address the lack of character pool mentioned
earlier.
If a cooldown of about two weeks were added between custom gacha selections, I think it could
be a good compromise.
14-1 Developer Response
We’re preparing a more attractive version of the Select Gacha as a limited-time event for the
second anniversary.
However, if we were to offer an unlimited custom gacha that lets you pick just one costume, it
might give the impression that the game is nearing its end of service.
So we’re working on a way to offer generous benefits without sending that kind of message.
15 Regarding Collaboration Frequency
15-1 Opinions from Fans
Will you continue with two collaborations per year?
As someone who started playing after the limited season, I felt that even spending money didn’t
allow me to catch up due to high hurdles.
Meanwhile, others could use reroll accounts or alternate methods to get those costumes at a
lower cost.
For players starting from scratch, this can feel really unfair and lead to a sense of loss. If limited
or rerun costumes have excessively strong performance, that could be a serious issue.
15-1 Developer Response
First of all, we never officially committed to doing exactly two collaborations a year. However, we
saw that the top game in this genre does about two per year, so when previously asked about
collaboration frequency, that’s the answer we gave.
At the time of our first collab, we didn’t feel there was much negativity toward the idea—at least
not to the extent we’re seeing now, not just for us but in general.
That said, we’ve always been clear that our main goal with collaborations isn’t to drive sales but
to attract new players.
Since our service launched in June, both June and December are major seasons tied to our
anniversary,
so we naturally began thinking of running big events in March and September as well, on a
quarterly basis—leading to about two collaborations per year.
We believe people will judge the value of this latest collaboration, especially since we’ve stated
that we don’t want to make collab costumes or characters feel mandatory.
We’re aiming for them to feel like fun, optional events. If that perception improves, we might
continue with two per year, but it’s not something we’ve locked in.
15-2 Developer Response
Our main reason for doing collaborations is to bring in more fans, which we’ve seen succeed in
Taiwan and the U.S.
During the Mushoku Tensei collaboration, we saw significant new user growth from Taiwan and
North America.
Fanbase size increased, and even in off-seasons, more users remained compared to before.
We want to repeat that kind of effective user acquisition—not by creating overpowering,
must-have collab costumes, but by keeping them from being a burden. We’ll continue being
mindful of that.
16 On Supporting Fairness for Non-Reroll (Fresh Start) Players
16-1 Opinions from Fans
The most urgent issue is helping fresh-start players begin on a more even footing with reroll
accounts.
Players who start from scratch often show the most genuine affection for the game.
Even when I recommend Brown Dust 2 to friends, buffers are the most critical units, so I’d like to
ask if the pool for the infinite reroll at the start could be expanded.
For example, swimsuit Teresse is an important buffer, but she’s limited, which makes her feel
out of reach.
16-1 Developer Response
So far, we’ve only been providing limited support for new users, such as rotating pickup reruns
for the three major buffer units.
But for the second anniversary, we’re seriously considering how to give players access to
essential characters and costumes early on.
The efficiency gap between fresh-start players and reroll accounts is huge, and just offering
cheap starter packs isn’t enough to solve that.
Still, we’re exploring various ways to better reward the time and money that players invest.
We’re also thinking about how to make the 6-Select Gacha work in a way that gives fresh-start
players a launch experience that doesn’t feel lacking compared to reroll accounts.
17 On the Frequency of Goddess’s Tear Packages and Including Them in Passes
17-1 Opinions from Fans
About the Goddess’s Tear packages—you once said they’d be released only at key moments,
but now they’re being sold every two weeks.
As someone who buys them, it’s fine, but players want to know if this change in release
frequency is intentional.
Also, regarding the pass products—since they tend to be high-value and even low-spenders
often buy them,
would it be possible to add Goddess’s Tears to those?
Top players tend to use a lot of Tears during specific element Fiend Hunts, which sometimes
leaves them unable to enhance new costumes properly when they’re released.
I think releasing up to three per month would be reasonable.
17-1 Developer Response
First of all, I want to clarify that we are not designing costumes in a way that requires Goddess’s
Tears for them to perform properly.
There’s been consistent demand for more opportunities to purchase Tears,
but since we’ve previously stated we wouldn’t sell them too actively, and since there’s a specific
design intent behind them, we’ve been cautious. Still, offering one every two weeks—about two
per month—seems like a reasonable compromise,
taking into account the amount players can earn in-game and the number of new costume
releases.
As for adding them to passes—technically it’s possible. But since passes like the season pass
are recurring products,
some players may feel pressured if we add them there, so we’ll need to think more carefully
about that.
18 Suggestions for Long-Term Service, and Being Cautious About OP Characters Like Lucius
18-1 Opinions from Fans
What hurt the most about Brown Dust 1 is how it fizzled out in the end.
I believe the release of overpowered, ecosystem-breaking characters like Lucius was a big part
of that.
For Brown Dust 2 to survive long-term, I strongly recommend avoiding characters like that and
being very cautious.
18-1 Developer Response
As I’ve said before, we don’t plan to release absurdly overpowered characters.
Why did we do it in Brown Dust 1? At the time, it felt acceptable, because that was what most
other games were doing.
We thought, “Other games are doing it, so we can too.” But we no longer believe that’s the right
approach.
That was an era when mobile games were still young—an era of aggressive monetization and
pushy power creep.
We used to think that an OP character could become the face of the game.
Back then, many games used tactics like daily roulette systems that forced players to log in
multiple times a day to participate, and we referenced those models.
Looking back now, I regret it. But at the time, those were the prevailing ideas.
Nowadays, there aren’t many game companies still doing that, because we’ve all seen that it
leads to failure.
We’ve learned our lesson and won’t go down that path again.
19 On How Much of Brown Dust 2's Total Revenue Is Reinvested
19-1 Opinions from Fans
I’m curious what percentage of Brown Dust 2’s total revenue is being reinvested.
While the scale is vastly different, games like HoYoverse's Genshin Impact reinvest a massive
amount of their profits into animation, offline events, talent development, recruitment, and so on.
Brown Dust 2 also feels much bigger than it did at launch, so I believe it could continue to grow
even more if the developers invest heavily into it. That’s why I asked about the reinvestment
rate.
19-1 Developer Response
These days, it’s not just about passion—it’s about fan spirit.
Whether developers are genuinely committed and investing their energy isn’t something that
can be measured in money.
But we do think it’s pretty much standard to reinvest everything except what’s needed to pay
salaries.
What matters next is whether the team can show this kind of passionate commitment,
so players can feel the developers aren’t treating this just like a product, but something made
with sincere care.
I’m naturally a shy person, which is why I didn’t do live broadcasts in the beginning.
But after the "finger pinch incident," people suggested doing one. At first I wanted to just write a
post instead, but we ended up doing a livestream, and now that we’ve kept doing them,
I’ve gotten more comfortable and I think fans are recognizing our sincerity more.
So rather than talk about monetary investments, I want to emphasize the importance of our
attitude and genuine care toward this game.
19-2 Opinions from Fans
Back during Brown Dust 1 broadcasts, the devs looked tense reading off a script.
Now, seeing them crack jokes, ad-lib, and speak from the player’s perspective feels very friendly
and enjoyable.
You’re doing a great job from a player-friendly perspective.
19-2 Developer Response
Rather than talking about monetary investment, it might be easier to explain in terms of manpower.
At launch, the dev team had around 60 members, and now it's grown to about 80.
On the business, operations, and marketing side, we started with 30 people at the beginning of
2024,
and by the end of the year, that number had grown to 51.
That’s a 70% increase in manpower.
Every time we put something out, fans reacted. And because of those reactions, we were able
to put in more.
That back-and-forth led to over 70% reinvestment in just one year, so yes, the company is
actively reinvesting.
For example, during the 1.5-year anniversary stream, the CEO personally came to the studio
and stayed from start to finish.
After seeing us put on makeup and perform with full passion, and seeing how much the fans
loved it, we built mutual trust. Now when we propose ideas for the fans, things move more
smoothly.
Honestly, I’m really enjoying my work these days, and I feel like I’m getting to do what I want.
19-2 Fan Response
Looks like I need to start paying server rent. Haha.
I do feel like we need to go even crazier to make that kind of leap.
I’m always hoping, and if luck’s on our side, maybe one day we can take a big jump.
20 On Expanding the Brown Dust IP
20-1 Opinions from Fans
Do you have any plans to expand the Brown Dust IP into other areas, like an anime or a
different genre of game, such as a title like First Berserker Kazan?
From my perspective, the Brown Dust IP is the best. I still have Brown Dust Story and Brown
Dust Puzzle installed on my iPad.
If it were adapted into an anime or something similar, I’d be thrilled.
20-1 Developer Response
Of course we’d love to. If we reached the scale of Blue Archive, maybe we could talk about an
anime.
If we were on the level of Dungeon & Fighter, maybe we could approach a team like Lies of P
and ask them to make a Soulslike game for us.
We’re very self-aware about our current scale, and we know we still have a long way to go.
We want to get there someday, and that’s exactly why we’re working hard now.
20-2 Opinions from Fans
Looks like I need to start paying server rent. Haha.
20-2 Developer Response
Thank you, haha.
I do feel like we need to go even crazier to make that kind of leap.
I’m always hoping, and if luck’s on our side, maybe one day we can take a big jump.
21 On Glutalk Interactions from a Newbie’s Perspective
21-1 Opinions from Fans
A lot of new players are drawn in by Glutalk, but if they don’t even have the namecard of the
related character, they can’t use it.
The Newbie Pass currently gives the “Claw of Nature” Rou costume, but I think it’d be better if
new players could at least get a costume that has special interactions.
Some fans who already fully broke through those characters might complain, but for new
players, I think it’s totally fair to at least give one costume with special interaction content.
21-1 Developer Response
If we tie it to a character pass event, I don’t think existing players would be too upset about it
being in the Newbie Pass.
It’s a reasonable suggestion, and we’ll consider it positively.
There’s actually some behind-the-scenes info about the Glutalk interaction guests.
We wanted to make it even more dopamine-triggering than games like Nikke or Blue Archive,
so we looked into other visual novel games—like Miracle Snack Shop—and measured
everything down to the character count in dialogue.
We were relieved that the reaction was positive.
Originally, we planned to include Emma as the very first interaction guest among 3- or 4-star
characters,
but during an internal meeting, someone said, “Emma belongs to Jayden, so we can’t.”
There was a lot of debate over that—some said it would feel like NTR and people might hate
it—so in the end, we didn’t include her.
Still, we’re now considering putting a regular costume with special interactions into the Newbie
Pass, and we’ll think positively about that.
22 On Adding More Stages and Rewards to Last Night, Glupy Diner, and the Evil Castle
22-1 Opinions from Fans
There’s been a lot of power creep in Last Night recently, and some players are nearing level 30
max in Glupy Diner, but the rewards feel very lacking.
I’ve also cleared all floors of the Evil Castle and would like to know if there are plans to add
more stages.
22-1 Developer Response
We recently reviewed the idea of adding more stages to Last Night. However, we don’t plan to
increase the actual reward cap beyond 1.1 billion.
Instead, we’re considering adding challenge-level stages that offer slightly more gold or other
rewards, and give them honorary meaning—like awarding titles at 1 billion, 2 billion, and 3 billion
points.
Even if we add new challenge stages, the direction would be to focus more on honor rewards
rather than increasing in-game material rewards.
As for Glupy Diner rewards—we’ll take it into consideration.
Regarding the Evil Castle, it’s not technically difficult to expand the floors.
But our decisions are based on player progression data, and at the time we last checked a few
months ago, not many players had reached the top floors.
We’ll recheck the clear rates soon and review floor expansion again.
23 On Excess Golden Threads and Powder of Hope
23-1 Opinions from Fans
As a paying player, I often pull gacha to complete my costume collection, but it only feels
rewarding when I actually pull a featured item.
If I get off-rate items, I just end up accumulating Golden Threads and Powder of Hope, and I’m
curious if there are any plans for how to use those.
I understand that the Golden Thread Shop is designed for new or F2P players who might not be
able to afford everything in it,
but when enhancing gear, we use a massive amount of rice and gold, and although those are
already sold, the exchange rate using Powder of Hope or Golden Threads feels off compared to
their actual value.
If you added more realistic exchange options for those currencies, I think that would make
players more willing to invest.
23-1 Developer Response
The collection system wasn’t originally intended that way, but we heard comparisons to
Lineage early on.
Even though the buffs it provides aren’t very strong, we admit we might’ve made some mistakes
in its design.
We didn’t put much thought into what happens when the completion rate drops from 100%, and
that may have been too careless.
We’ll take another look at it, as we haven’t seriously considered changes until now.
As for how to use Golden Threads—if we add more options, players’ interpretations will vary
depending on their situation.
For someone who already has a lot of Threads, even a small addition could be welcomed.
But for someone without Threads, it could feel like they’re being pressured to pull off-rate just to
generate Threads.
We’re open to adding new shop items, but we’re always cautious about how past purchasers
will perceive those changes.
If we’re confident players will accept it, we’d like to make improvements. But we’ve had
experiences where such changes created divides in the community, so we’re approaching it
carefully. The key is finding a balanced exchange rate that a wide range of players can accept.
We’ll thoroughly consider how to improve the value and usability of these currencies.
23-1 Developer Response (continued)
We’ll thoroughly consider how to improve the value and usability of these currencies.
24 On Adding a Ceiling System to Equipment Refinement
24-1 Opinions from Fans
This question came from the North American community.
Is there any plan to add a ceiling (pity system) to equipment refinement?
24-2 Developer Response
As of now, we have not been reviewing the idea of adding a ceiling to equipment refinement.
25 On Adding Guide Content for New Players
25-1 Opinions from Fans
I really love Brown Dust 2’s combat system and want to help new players understand it
better—but that’s tough to do in reality.
We can’t explain everything through community posts, so I’d love to see a dungeon-style tutorial
or content system for new players.
A step-by-step tutorial where they learn about chains, how to use buffers, and the difference
between received and dealt damage bonuses would be really helpful.
25-2 Developer Response
We agree—it would be good to add a mission-based tutorial system that introduces key
mechanics step-by-step.
We had a tutorial system in the past and originally planned to expand it.
Since the character pool hasn’t changed much, we could explain our intended mechanics more
accurately from the start.
We initially wanted to make one tutorial for every key battle concept, but ended up only
releasing five.
Looking back, we wish we had added 20 stages to guide players through advanced mechanics
while offering rewards.
26 On Increased Field Content Fatigue Due to More Story Packs
26-1 Opinions from Fans
I used to skip the story, but now I find it really fun.
However, I like to collect all the materials as I go through each pack, and with 18 or 19 packs
now, that might get exhausting.
The absorb system helped, and it’s more convenient now, but with so many packs, I wonder if
it’s possible to simplify things.
Would you consider adding more skip options for earlier content?
26-1 Developer Response
I think the main fatigue comes from loading screens and having to move characters around.
We’re considering how far we should go in making things convenient—like being able to handle
everything from the world map.
We believe the biggest fatigue point in our game is pack loading.
We’re thinking about how much we can let players interact with packs without triggering that
loading fatigue.
If everything can be done from the world map, would that kill the game's emotional charm?
That’s something we’re debating internally.
27. On Pack Loading
27-1 Opinions from Fans
Personally, I don’t think pack loading is that stressful.
They removed the animation for slotting in packs because it disrupted story immersion,
but I think there should be an option to turn that on or off.
27-1 Developer Response
The actual loading time hasn’t changed. It’s more a matter of how we present it.
Some players liked that animation, while others felt it disrupted the flow.
Since opinions are mixed, we’ll consider adding an option to let players choose for themselves.
28 On the Fire Chip Easter Egg
28-1 Opinions from Fans
In the Fire Chip pack, there’s an Easter egg hidden in one of the interactable objects that says
“We originally wanted to make Red Just instead of Brown Dust.”
I was curious about the meaning behind that.
28-1 Developer Response
Really? I didn’t write that one.
There are more Easter eggs like that—our 1.5-year anniversary guest, Jayden, is someone who
loves to work and enjoys secretly adding fun things.
He usually makes those and asks us to include them later.
I just let them go wild. Once, he even asked if he could kill me off in the story, and I said go for it.
I actually haven’t seen the “Red Just” line myself.
29 On Adding a Dummy Target for Damage Testing
29-1 Opinions from Fans
Is there a plan to add a dummy or damage test feature like a scarecrow?
It would be nice if we could freely configure stats or attributes on the dummy and test how
different setups perform.
At the top ranks, even a 0.1% difference matters, and many players use Excel to calculate and
test results.
Having a scarecrow-style test system would be more convenient than that.
29-1 Developer Response
When we made Last Night, we envisioned it as something like both a scarecrow and a reward
machine.
But since it ended up developing its own strategies, the nature of the content changed.
We understand what you're asking for—something where you can test different setups—and
we’ll seriously consider it.
30 On an Ideal Number of Costumes per Character
30-1 Opinions from Fans
Eclipse will have four costumes once the wedding one comes out. Is there a target number of
costumes per character?
For example, Zenith already feels like a completed unit—zero cost and infinite cooldown. I'm
curious about your thoughts on that.
30-1 Developer Response
There are two aspects: battle balance and emotional appeal.
With Zenith, the push for new costumes feels more emotionally driven—players who love Zenith
are asking for more. We’re positively considering it.
In general, we aim to balance around three costumes per character.
Eclipse has more because she won first place in the popularity poll. That was expected—it felt
like it was only a matter of time.
When new characters appear in the story, we try to give them 2–3 costumes fairly quickly so
they can stand alongside existing characters.
That said, we also want to put more focus on Brown Dust 2 original characters.
But when a character from Brown Dust 1 returns in BD2, our attachment makes us want to give
them special attention.
From a battle design perspective, besides Zenith (whose new costume is coming soon), are
there any other characters you'd like to see get one?
30-2 Opinions from Fans
If I had to pick—maybe Dalvi.
30-2 Developer Response
From a combat design perspective, creating new costumes is always a dilemma.
Whether it's the first costume for a new character, or a second or third one—it’s always tough.
Take Justia for example. She already has six costumes. If someone says we need a new one
for her, that’s going to be extremely difficult to design.
31 On Schera and Gray’s Decreased Presence in the Story Compared to Justia and Lathel
31-1 Opinions from Fans
Justia awakened and became really strong. Lathel still has his place as a buffer, but it feels like
Schera and Gray have completely faded.
In the beginning, all four of them fought together, but now Justia handles everything solo.
Will Schera and Gray also have awakenings in the story?
31-1 Developer Response
There are story spoilers involved, so we can only say a bit.
Justia’s awakening created a noticeable power imbalance.
When you reach Story Pack 19 or 20, you’ll probably realize how we addressed the power
balance issue in the story.
32 On Adding a Feature to Preview Skill Cutscenes
32-1 Opinions from Fans
It would be nice to have a way for new players to preview skill cutscenes, even without owning
the costume.
Maybe show them only in banners or previews, while keeping full lobby settings locked behind
ownership.
32-1 Developer Response
In some other games, you need to fully break through a costume to set it on the home screen.
But in our case, skill cutscenes are a big highlight of the game, so we’re positively considering
ways to show them.
If everyone can see the cutscenes without pulling, it might reduce the satisfaction of acquiring
them.
But if we apply a light visual filter—like a dimmed gray tone—then it could still evoke the feeling
of “I want this.” That’s our current thinking.
33 On Making Damage Fonts and Effects More Unique
33-1 Opinions from Fans
I approach Brown Dust 2 differently from most players.
Would you consider making damage fonts more unique—for example, giving Rou cat-ear-shaped fonts or something like that?
33-1 Developer Response
That’s a great idea. We’ll consider it.
34 On Implementing Brown Dust 1’s Combat System (Clarification)
34-1 Opinions from Fans
Bringing back BD1’s combat system feels like it would be a huge barrier to entry.
BD1 had some complex mechanics, and just switching to that system could make it hard for
new players.
34-1 Developer Response
To clarify, we’re not planning to replace all combat with BD1’s system.
What we mentioned was applying it only to a separate new game mode.
35 On Meta Shifts in Fiend Hunt and Guild Raid
35-1 Opinions from Fans
In the past, seasonal buffs made things revolve around elements.
These days, it seems like everything is based on gimmicks, and the balance feels off.
Will this continue? Or will you bring back elemental buffs and lean more into that?
35-1 Developer Response
It depends on timing, but every Fiend Hunt or Guild Raid boss is designed with a unique
concept.
We also try to design characters that fit well against those specific bosses.
Rather than using the same characters every time, we want to create fresh experiences in ways
players can understand and accept.
In Blade’s case, the character is a Fallen Angel, so her strength made sense from a story
perspective.
But if it’s just a third costume for a regular character, we adjust the balance to avoid power
creep.
36 On Balance Testing for New Fiend Hunt or Guild Raid Bosses
36-1 Opinions from Fans
Every time a new Fiend Hunt or Guild Raid boss is added, the damage scale seems to shift.
Do you research builds and simulate damage output internally before deciding on HP and
balance?
36-1 Developer Response
Yes, the combat team and other balance staff collaborate to simulate each new boss and
determine an appropriate HP level.
For example, we might estimate that players will aim to clear up to level 15.
We definitely run internal tests to calculate expected damage output and determine HP and
scaling.
Of course, things don’t always go as expected—players often deal more damage than we
predicted, or come up with creative builds we didn’t foresee.
But we do test everything internally when setting those values.
37 On Post-Awakening Visual Effects
37-1 Opinions from Fans
Awakening is the final enhancement tier, and it feels like it should be a major
transformation—but currently all it does is make the level icon glow.
Honestly, it feels a bit underwhelming. Other games often change character appearances, or
add something like a glowing border or change star colors from yellow to purple.
Even adding an emblem would be cool.
37-1 Developer Response
You're right—it does look unimpressive. We’ll review this.
38 On the Role of Potential in Costume Performance
38-1 Opinions from Fans
Potential lets even F2P players boost performance, which is good.
But from a paying player’s view, it’s frustrating to fully break through a costume and still not be
able to use it properly because the right Potential didn’t unlock.
Sometimes the character becomes unusable or loses half its power. Please avoid making
Potentials too overpowering.
38-1 Developer Response
There are some costumes without overly strong Potentials, but usually out of the three skill
Potentials on a costume, one is designed to be impactful.
It’s intentional—since Goddess’s Tears are high-value items, F2P players can still gain a
meaningful upgrade just by unlocking one potential.
That alone can offer performance close to a 1–2 breakthrough level.
That said, we agree with your feedback.
Whether it’s Potentials or enhancements, we don’t want to force them—ideally, players should
feel their character is viable just with the base copy.
Then, further investment can provide growth for those who want to go further. That seems to be
the trend we’re aligning with.
39 On Entering the Chinese Market
39-1 Opinions from Fans
We were discussing how to increase Brown Dust 2’s global scale, and it seems like China’s
market could be a major opportunity.
Is BD2 having difficulty entering the Chinese market due to censorship or visual content issues?
Would it be possible to provide separate skill cutscenes with lower exposure, or handle things
differently for the Chinese version?
39-1 Developer Response
At the moment, we believe entering the Chinese market would be very difficult.
We considered partnering with major Chinese publishers, but it would likely require full
retouching or redrawing of every cutscene due to content restrictions.
The workload would be enormous, and there’s a chance the end result wouldn’t even be well
received by Chinese players.
That said, we haven’t given up and are still exploring alternative approaches.
40 On Adding More Language Support
40-1 Opinions from Fans
In regions like Southeast Asia, Europe, and South America, there’s no localized language
support.
Even at the Thai offline event, the presentation was in Thai—but the in-game language is still
English.
This creates a disconnect. Adding proper language support per region could help the game
reach more players.
Korean gamers also struggle with global games that only support English—language can be a
major barrier.
You don’t even need full voice acting—just translated text would be enough. Western players
also accept limited voice support.
AI could be used for drafting translations, and a final human review could adapt it for cultural
relevance.
40-1 Developer Response
Expanding our scale can happen through new markets, new stores (like One Store or Galaxy
Store), and language support—and we are currently reviewing language expansion.
Languages like Thai, Spanish, and German all have different populations, engagement rates,
and immersion levels, so we need to assess the efficiency of each carefully.
Translation costs money, and every update would require additional resources, so we’re
approaching it cautiously.
If we add a language and the results fall short, the opportunity cost would be significant.
Once we commit, it’s hard to undo, so we’re taking our time with this decision.
41 On the Exchange Rate for Awakening Elixirs
41-1 Opinions from Fans
Please improve the exchange rate between Powder of Hope and Awakening Elixirs.
Right now it’s 2 Hope Powder for 1 Elixir, and that feels too expensive.
Elixirs are in short supply, and it's frustrating to waste valuable resources on such a low return.
41-2 Developer Response
We’re considering a long-term adjustment, but we also need to be fair to those who already
bought at the current rate.
One idea is to keep the current exchange option in place,
but occasionally offer limited-time event deals—like during anniversaries or monthly/bi-monthly
windows—where Elixirs are available at a better exchange rate.
If those are well-received, we could consider making the improved rate permanent in the future.
42 On Converting Refinement Stones to Refinement Crystals
42-1 Opinions from Fans
It would be great if we could convert Refinement Stones into Refinement Crystals at a fixed rate.
I’d like to hear your thoughts on this.
42-2 Developer Response
We’ll review this suggestion as well.
---
43 On Why Fans Were Invited to the Saturday Snack Talk
43-1 Developer Inquiry
To be very honest, the reason we invited you today is because we’re facing a challenge.
During the 1.5-year anniversary, far more players joined the game than we expected. We were
thrilled by the turnout.
However, many former players—including some who spent a significant amount—did not return.
Even with bunny girl costumes and all kinds of special events, many fans still didn’t come back,
and it’s hard to interpret the reason through data alone.
That’s why we invited players who’ve continued playing and those who’ve returned after leaving.
We thought you might be running guilds or know people who’ve left.
What reasons do people give for quitting? Is it due to real-life obligations or dissatisfaction with
the game?
Of course, we can’t do anything about real-life issues, but if we can better understand what’s
difficult or disappointing specifically about our game, we can improve.
43-1 Opinions from Fans
From a paying user’s perspective, I think BD2 has systems that make it extremely hard for new
whales to enter. There are many reasons, but…
First, limited collaboration costumes are a big issue. Once a limited character or item is gone,
you can’t get it again.
For example, even if I started the game now and spent 10 million or even 100 million won on
Fiend Hunt, I still couldn’t break into the top 100.
I really liked the recent package that came with Ancient Crystals.
If you buy every package, you get about 700 of them, but without Legend-tier gear, there’s no
way to compete in Fiend Hunt for the first 3 months.
Even if I spend 7 million won a month, I still can’t compete with the top ranks.
I just end up wandering around the map, watching other players, which makes me feel very
limited.
Second is a lack of endgame content.
Events and ranking modes can mostly be cleared with just 4-star units.
When you ask, “What’s the true endgame?” the only answers are Fiend Hunt and Guild Raid,
which becomes a vicious cycle.
As a new whale, I’m left wondering, “What am I supposed to do in this game?” If there’s nothing
I can meaningfully engage with, I lose interest.
43-2 Additional Fan Opinions
I think BD2 needs a two-track approach.
New players—whale or not—start with the story. They’ll go: “The art’s amazing,” “This is wild,”
“The story’s fun.”
But once the story is over, they move on to Fiend Hunt and Guild Raid—and that’s where they
get stuck.
If there were more content between story and endgame, they could stay longer, admire the art,
and naturally build their specs to eventually tackle endgame.
It’s essential to fix the environment that makes it hard for new whales to join.
As someone who competes in rankings, I admit: if a new whale joined and ended up competing
with me, that’s threatening.
But on the flip side, if that whale joins our guild, it’s a huge benefit.
Right now, hitting the top 0.1% in Guild Raid is insanely difficult unless you're a true veteran.
If new whales could power-level quickly, we could recruit them and have a better shot at the top
rankings. I hope that becomes possible.
43-3 More Fan Feedback
From a fresh start player’s perspective, once you enter the story, there isn’t much strategy—it’s
mostly one-shot meta.
So the RPG strategic identity of BD2 doesn’t come across in the story.
Then suddenly, after finishing the story, you hit Fiend Hunt and Guild Raid—where everything
becomes highly complex.
Chain systems, multiplication-based buffs, positioning—all of it becomes crucial.
As someone mentioned earlier during the break, there needs to be a tutorial or a clear
bridge-type content, between early and late game, to help players understand this sudden jump.
43-4 Developer Inquiry
We now realize that there’s no tutorial or bridging content to teach players about the chain
system or current meta trends.
We had hoped Evil Castle would fill that role, but it’s clearly not doing the job.
43-5 Fan Feedback on Evil Castle
Evil Castle is organized by element, so new players struggle due to lacking elemental damage
dealers or buffers.
Veteran players can clear all the floors, but new players often can’t even get past the middle
stages.
So they hit a wall and can’t learn key systems like knockback, bonus damage, and damage
multipliers.
New players rely on burst units like Bunny Loen to one-shot everything.
But once they hit content like Evil Castle, those one-shots stop working.
They don’t understand concepts like knockback strategies, stacking bonus damage, or
elemental scaling—so they’re stuck doing tens of thousands of damage instead of millions or
billions.
43-6 More Fan Feedback
There’s also a matter of taste.
Some people are drawn to BD2 specifically because of its edginess or risqué aesthetic.
So there’s a difference between what the current audience wants and what would appeal to a
more general mainstream player base.
44 On the Efficiency of Base Copies ("Namecard Efficiency")
44-1 Opinions from Fans
I also play NIKKE, but I’m more emotionally invested in BD2.
I moved to NIKKE simply because there wasn’t enough to do in BD2.
I still recommend BD2 to others, but most people quit quickly—whereas those I recommend
NIKKE to tend to stick with it.
The main reason is that in NIKKE, if you get two or three strong characters from rerolling, you
can clear most of the game.
In BD2, that’s just not possible. Even with two strong costumes, you can't meaningfully progress
through all the content.
For things like Last Night or Fiend Hunt, you need multiple characters,
and many of them are limited units you can’t obtain anymore. That creates a structural wall.
44-1 Developer Response
We agree it’s important to understand how to make “namecard efficiency” more meaningful.
In NIKKE, just getting a few base characters is enough to move through the story.
In BD2, we do take that into account, but the structure of the game isn’t built so that two
costumes alone can carry you through all content.
That’s a key difference.
45 On Returning to Brown Dust 2
45-1 Developer Inquiry
Many players who spent a lot of money and clearly had deep affection for Brown Dust 2 have
since left, and they aren’t returning. Why do you think those who quit after spending so much
aren’t coming back?
45-1 Fan Response
I think the biggest reason they’re not coming back is because they’re already committed to other
games.
For example, I left Brown Dust for NIKKE and I’m still consistently playing NIKKE.
So even when BD2 has big events like Bunny Lorain or anniversary updates, I stay focused on
NIKKE because that’s where my emotional attachment is now.
I’ve had similar experiences with other games too. No matter how big an event is or how good the vibes are in a different game, if you’re focused on your current game, it’s hard to even notice the others.
Eventually, once you get bored with that current game, you naturally return to your original
one—often without any special trigger.
If the game is fun, people will come back. That’s how you get returning players and new players
too.
45-2 Developer Inquiry
For those of you who’ve left the game and then returned, what brought you back?
45-2 Fan Response
The art. Seriously, it’s the art that brings me back.
I’ve played both BD1 and BD2 on and off multiple times.
People quit games when they get bored, no matter how good the game is.
But eventually, I come back because there’s no other game that satisfies me like Brown Dust 2.
Whether BD2 is doing well or not, having big events or not—it doesn’t really matter to me.
When I get tired of the new game I tried, I find myself naturally drawn back. It’s a cycle.
45-3 Developer Inquiry
What if, due to limited character availability, we bring back all previously limited characters
during the 2nd anniversary?
Would players welcome a full re-run or something like a “Rebroadcast” event?
45-3 Fan Response
I don’t think that’s a good idea.
It’s not about liking or disliking it—it’s that it removes player choice. It feels like a quick-fix
solution.
Honestly, I think the bigger issue is that people who spent a lot of money before aren’t coming
back.
And as someone who has spent a lot, this kind of thing really rubs me the wrong way.
45-4 Developer Inquiry
From the perspective of veteran players, I imagine you want new players to join.
But I also assume you don’t want them to catch up too quickly or surpass you with ease. What
are your thoughts?
45-4 Fan Responses
(Opinion 1) Honestly, I just want more people playing.
(Opinion 2) But let’s be real—we’re all veterans. And it’s unrealistic to expect new players to
immediately be on our level.
We’ve put in time and effort. In any context—work, gaming, anything—it wouldn’t feel good to
see someone just parachute in and get placed beside you.
I worked hard to get where I am. If someone just skips the line and lands right next to me, who
would be okay with that?
45-5 Developer Response
If the concern is that the game might die, I think it’s fair to say that everyone wants it to thrive.
When a game is doing poorly, people rally together because if it dies, rankings and competition
disappear altogether.
But once you have 100,000 to 200,000 people playing steadily, then of course some players will
want to preserve what they’ve earned.
I also understand concerns that we might be focusing too much on older spenders, using them
as a shield to justify everything.
But of course, we must continue making efforts to bring in new players. That’s part of what
collaborations are for.
What really stuck with me today wasn’t the part about top-ranked users needing more honor
rewards—that was always planned anyway.
What hit me was hearing “I’ve done everything… what do I do now?”
These players have finished the endgame, cleared all content, and are now left wondering
what’s next.
Some are only sticking around for the cutscenes, the gacha, or out of loyalty.
The real issue seems to be: there’s nothing left to do.
Yes, some players can keep pushing for growth—but once the one-off content is done, it leaves
a big gap.
45-6 Developer Response
Yes, some players can keep pushing for growth—but once the one-off content is done, it leaves a big gap. We’ll need to expand endgame and provide meaningful progression opportunities to retain high-spend players while inviting new players.
46 Suggestions for Achievements and Talent Skills
46-1 Fan Opinions (Achievements)
There should be better rewards for achievements—like special titles.
Some of them are massive, like “Talk to NPCs 1 million times,” but they only give minor rewards.
Players who take achievements seriously—like those focused on cooking—don’t feel like they’re
getting enough out of it.
46-2 Fan Opinions (Talent Skills)
There are more and more character packs, but absorption and talent skills haven’t kept up.
Older characters had unique talents like Sprint, which had very short cooldowns.
Now we have skills like Rubia, but not enough modern talents being added.
Why not make more utility-focused skills that last 20–30 seconds?
Or give characters like Nebris or Blade talents that feel like “Will-based” finishing blows, maybe
with suppression effects?
46-3 Fan Opinions (More Character-Based Talent Skills)
Rubia’s Sprint talent is underwhelming.
It’d be nice if each character had talent skills that reflect their personality or battle role.
Developer Response
Understood—we’ll take it into consideration.
47 On Co-op Content
47-1 Fan Opinions (General Co-op)
If we had more co-op content, it could give players something meaningful to do, especially for
those on the verge of quitting.
Guild Raid is the only real cooperative content right now.
Adding something like 3-player co-op via the friends list could be great.
Players could help cover each other’s weaknesses and enjoy team-based gameplay.
This would also help keep ex-players engaged—“I quit before, but this looks fun and lets me
play with others, maybe I’ll come back.”
47-2 Developer Response
We’ll review it internally.
48 Purpose of the Saturday Snack Talk
48-1 Developer’s Closing Thoughts
The reason we held this gathering today is because we really wanted to bring joy to our fans
during the 1.5-year anniversary.
I believe we succeeded to some extent, based on the metrics.
The number of new users was the highest it’s been since launch—actually, the highest since our
initial release.
Unlike typical mobile games, which spike and then drop, our numbers dipped after launch but
started climbing steadily again from November.
Both the 1-year and 1.5-year marks brought healthy growth, which is very promising.
However, as mentioned earlier, it’s disappointing that so many former users haven’t returned.
48-1 Fan Response
If you ask us directly, we can only give fragmented answers.
When heavy spenders in our guild quit, the reason is usually “real-life issues,” so it’s hard to
give a clear explanation.
For this kind of question, we recommend conducting a survey.
48-2 Fan Response
I think it could also be due to a difference in game "weight." I used to run just one account, but
now I run three.
During the half-anniversary, I was playing Epic Seven and recommended Brown Dust 2 to Epic
Seven players. A few of them still play, but most quit.
I think the reason is because Epic Seven is a relatively hardcore game. When those players
tried a more casual game like BD2, it didn’t suit their tastes.
When BD2 first launched, you had to run it constantly—hunt in Area 8 all the time, run Mirror
War every 2 hours—there were lots of hardcore, military-style elements.
People who liked that kind of intense gameplay might find that the current BD2 feels too light
and doesn’t match their preferences anymore.
49-1 Fan Opinion
When doing tactics mode with 3 buffers and their animations, it honestly eats up hours really
fast.
The animations are long—would it be possible to add 3x speed specifically for Fiend Hunt?
49-1 Developer Response
Yes, requests for increased battle speed have been consistent.
This likely reflects the experience of hardcore players who repeat the same scenes over and
over—
Even beautiful animations become exhausting when you have to watch them 100 or 1000 times
for 6 hours straight.
So we understand how strong this demand is.
Often we hear, "Just give us 2x speed," then later "How about 3x?"
But we’re realizing this isn’t just about speed—it’s about repetition fatigue.
Not all players want this, but those who do long sessions suffer the most.
We’ll seriously consider shortening or simplifying animations—or giving options like skips or
faster playback.
50-1 Fan Opinion
When I don’t have much to do, I play the Tower of Salvation with themed runs—like clearing by
element, or only using defense teams because I like Seir.
In BD2, Fiend Hunt is super deep if you get into it, and Guild Raid has limited availability.
The Tower is pretty much all that’s left. If we had more light, friendly PvP or co-op content, I
think it would help players stay longer.
Right now PvP feels pretty deep and intimidating.
50-1 Developer Response
PvP is definitely deep. Once you enter ranked content, it naturally becomes hardcore.
So we’re approaching PvP carefully and still thinking it through.
In subculture games, PvP is sometimes even considered taboo. Some say we shouldn’t include
it at all.
But from a fun perspective, we think there’s room to explore creative content where players can
interact without direct competition.
It’s impossible to keep up with everyone else’s pace in a competitive game, but…
We’re thinking of PvP and RvR content that doesn’t feel heavy.
Would that still be unappealing? Please tell us honestly.
If we can make content that’s fun but doesn’t require spending major in-game currency—just
something casual—we’d love to hear your thoughts.
50-1 Fan Response (continued)
I think it’s great. I’m a PvP player—I’ve lived in Mirror War, Challenge Arena, and Sacred Arena
since Brown Dust 1.
Even if the rewards are small, like 300 diamonds, I’d love it.
50-2 Fan Response
PvP is fine, but meta characters like Justia are mostly +3 with cost reduction.
Now we also see Seir and Reckless as tanks with +3 bonuses too.
This means high-end characters dominate PvP, and it’s hard for new players to keep up.
In Mirror War, newbies usually use B.Helena, Zenith, DJ Venaka, Bunny Eclipse, etc.
Even if we want more variety, it’s not easy due to limited character pools or high cost.
If those barriers were addressed, PvP could be more accessible.
50-3 Fan Response
Make a TFT-style auto battler.
50-4 Fan Response
Random Tower Defense (Rentadi) is a proven fun genre.
Luck-based chaotic games are trending at the top, but they’re actually really addictive and fun.
BD2’s SD characters are adorable and would be a great fit.
That genre is already proven, and I think it would really work here.
50-5 Fan Response
It’d be great to allow replay of past Fiend Hunts as practice.
50-6 Fan Response
Remember Mystic Island from BD1?
Couldn’t we bring something like that back in BD2?
Make it drop hard-to-get items like potions—maybe just 15 or so per successful run, or a bit of
powder.
That kind of content didn’t feel rewarding before, but if added to BD2, it could be meaningful.
Developer Response
We’ll definitely consider these ideas.
51-1 Developer Response
We asked why players leave or don’t return, and it seems to boil down to two main reasons:
First, real-life responsibilities prevent them from investing time.
Second, after finishing the story and base content, there’s a lack of transitional learning or onboarding for deeper content.
In BD2, more costumes are required compared to other games, and there are limited ways to obtain them—
That makes returning difficult.
To fix this, we’ll need to find solutions that fans would accept.
For example, maybe everyone could start with at least one costume per major unit.
Also, many modern games are moving away from limited units altogether.
If we had done the same—replacing all limiteds and collabs with just skins—the regret for newer
players would be lower.
Right now, though, with limiteds during every anniversary and between that, the sheer number
has become problematic.
So for new players trying to catch up, it’s getting harder.
We’ll have to rethink how we approach limited content from now on.
51-1 Developer Response (continued)
52-1 Fan Response
I’ve been playing mobile games for nearly 10 years. I often quit and come back.
Usually, I return because I remember the fun I had in the past.
Many who played BD2 early on were drawn in by the SRPG charm and cute aesthetics.
Recently, we’ve gotten great-looking new characters like the Bunny Girls,
But we haven’t seen the original main party much, which is disappointing.
When characters like Sacred Justia came out, it got a huge reaction.
That’s because people were emotionally attached to those characters.
But now that we’re getting only new characters, older players don’t feel emotionally connected
anymore.
For example, if Scheherazade, who I loved in the past, got a new costume, I’d definitely return.
But if only new characters come out, I won’t have the same attachment—and might not come
back.
Many players remember their favorites, and they want to see those early protagonists again.
That lack of nostalgia is one of the reasons returning is hard.
The 1.5-year anniversary brought a whole new direction, and that might’ve made it harder for
old players to come back.
52-1 Developer Response
Regarding the main characters you mentioned, our initial vision was to continue highlighting them—
Even when new characters were introduced, they wouldn’t overshadow the originals.
That’s why we created the costume system—to keep them active in the spotlight.
If you add too many new characters, it’s hard to spread affection equally.
Eventually, you forget who’s who, which we already experienced in the previous game.
But as a company, we also need to ensure revenue, which means releasing new units that
people want to pull.
This creates a dilemma.
That’s why we made the costume system:
So even if the base character is old, new costumes could revive them.
But even that system has limits—you can’t just add infinite costumes.
We learned that through operation—it was something we missed at first.
Take Justia, for example. I love her and want to give her more costumes.
But if we go beyond 5, it messes with power balance.
So 5 is our soft limit now.
Instead, we try to include beloved characters in the main story, so they’re not excluded.
But as you pointed out, when seasonal packs come out and your favorite character isn’t there, it
does feel disappointing.
Especially early on, players “choose their waifu,” and those characters get lots of attention.
But as time goes on, they’re pushed aside by newcomers, and the magic fades.
Take Scheherazade—she was a launch character, had Code Name S and Magic Professor
versions.
But lately she hasn’t had any spotlight. That’s a shame.
53. Mid-Difficulty Content in Tower of Salvation
53-1 Developer Response
We had many questions about content, but after listening to a lot of feedback from players,
we’ve started to find a clear direction.
When new users first encounter the story packs, the map looks great, it’s visually interesting,
and it seems very immersive. However, the transition to content like Fiend Hunt or Guild Raid
isn’t very smooth.
The difficulty suddenly spikes, and the tactics required become much more complex, creating a
disconnect from the emotional tone players were enjoying previously.
In particular, the sudden rise in strategic complexity is very noticeable. Plus, players often only
have characters like Carlson or Vint, and if their collection doesn’t match what's needed, they hit
a wall.
This frustration can lead to users dropping out at that stage.
To address this, we believe Tower of Salvation is a good reference point. While it’s a bit
unfriendly at times, it helps users naturally learn the game’s basic mechanics and guides them
to play strategically using artifacts.
By leveraging elements like these, we think it’s possible to create content that allows users to
learn while having fun.
We don’t believe the game lacks content, but rather that it lacks bridges to help players grow
naturally through gameplay.
So, even without overly generous rewards, it’s important to have content that is fun and also
teaches the strategies needed for gameplay.
We’d like to work on content that is both fun and educational for users.
53-1 Fan Response
A concern is whether the Tower of Salvation is really suitable as mid-difficulty content.
New users entering the Tower for the first time struggle to understand terms like increased
outgoing damage, increased received damage, and elemental damage.
Also, artifact effects include conditions like "more than/less than 5 chains," but veteran players
already know which costumes have which chain counts—like Swimsuit Therese.
New players, however, have trouble even identifying the skill info of those characters.
Since the Tower assigns characters randomly instead of letting you choose, sometimes you're
forced to attempt without key buffs.
This randomness could be a major barrier for new users, so it’s worth thinking carefully about
whether this content can really serve as a proper mid-step.
53-1 Developer Response
The biggest strength of Tower of Salvation is that even players with a limited character pool can
try out various characters.
That can be a positive element for new players, and it's something to keep in mind when
designing new content.
However, we agree that a more intuitive and friendly guide is needed.
It’s not enough just to let players use new characters—there needs to be structure and support
that helps them learn game strategy naturally.
54 The Knockback System
54-1 Fan Response
Many new players have no idea what the knockback system is.
It’s hard to even check directions clearly—so it would help if knockback could be made more
visually intuitive.
54-1 Developer Response
Yes, it’s late, but we are planning to improve it.
55 Costume Info in Character Swap Window
55-1 Internal Team Suggestion
It would be nice to display information for costumes other than the one currently selected.
55-1 Developer Response
We’re working on a version where the UI shown next to "Prepare for Battle" will also appear in
the costume selection screen—we’ve even prepared mock-ups!
55-1 Internal Team Comment
Oh, I just heard that for the first time. Okay. Cease friendly fire.
56 Helper Characters
56-1 Fan Response
In games like Nikke, when clearing story or boss zones, they provide limited-use helper
characters like Rita or Alice.
In BD2, new players trying Fiend Hunt for the first time can’t even begin due to lack of units.
Providing helper characters usable only in Fiend Hunt could help.
56-1 Developer Response
You mean something like temporary allies in story—really strong ones… Noted, we’ll look into it.
57 Popular Costume Information
57-1 Fan Response
Right now, popular costumes are only shown in Mirror War. It would be great to show them in
the Tower of Salvation too.
Especially for new players, showing popular costumes or recommended characters via
indicators would make choices easier.
By doing so, newcomers could more easily identify strong heroes and use them effectively.
57-1 Developer Response
We already track data on how often artifacts and costumes are picked.
If we make this data visible, new users will naturally think, "This must be good since many
people use it,"—that seems like a good idea.
58 Frequency of Justia and Lathel Picks in Tower of Salvation
58-1 Fan Response
Right now, when Justia or Lathel is picked in the Tower, their costumes appear endlessly. Can
this be improved?
58-1 Developer Response
We understand the situation—more characters and costumes mean the odds of getting your
preferred pick goes down.
This problem will only get worse over time, so it’s something we need to fix.
We’re considering solutions like a ban system or allowing users to pick at least one or two
starting characters.
We’re aware of the issue and are working to improve it as soon as possible.
59 Dispatch Feature
59-1 Fan Response
There are too many unused characters. Please add a feature to dispatch them for set time
periods to collect certain materials.
59-1 Developer Response
We will review this internally.
60 About New Weapons
60-1 Fan Feedback
Legendary and UR weapons have become too standardized. Introducing new types of weapons
in different directions could be a good idea.
All the current gear options are fixed, and most players already have all the collections and over
100–110 UR Legendary items.
So if you added something like "Attack + Elemental Damage" or "Elemental Damage +30," that
could be used specifically on elemental dealers and offer fresh, interesting
gameplay—especially since there's not much left to do.
60-1 Developer Response
Saying “because there’s nothing left to do” is a bit sad… We’ll review it.
61. Phone Heating Issues
61-1 Fan Feedback
There are overheating issues on mobile—can this be resolved?
61-1 Developer Response
Neowiz’s tech team and the developer studio GampisN are actively optimizing to address
overheating.
There are still occasional cases of heat, crashes, and frame drops, but compared to before, it
has improved a lot and will continue to improve.
62 Equipment Filter Improvements
62-1 Fan Feedback
Currently, only one sub-option can be selected in the gear filter, even though there are three
sub-options per item.
It would be great if we could filter by up to three sub-options.
62-1 Developer Response
We’ll review this internally.
63 PC Client
63-1 Fan Feedback (Resolution)
Previously, I could stretch the window to fit my monitor in windowed mode, but now the aspect
ratio is locked and parts of the screen get cut off. Can this be improved?
63-1 Developer Response
We modeled it after Nikke, and the UI team initially thought free-scaling was not ideal, so it was
set to a fixed ratio.
We’ll discuss internally whether we can roll it back to the previous behavior.
63-2 Fan Feedback (Key Mapping)
Right now the PC client has fixed key settings—it would be nice to allow custom key mappings.
63-2 Developer Response
It was at the bottom of our priority list, but we’ll take a look.
64 On Holding Another “Bruday” Event
64-1 Fan Feedback
Do you have any plans to hold another Bruday (Brown Dust Day) event?
64-1 Developer Response
Yes, we’re considering it.
We’ve realized from recent events that the more we prepare, the more people join in and it
truly becomes a festival.
We’re thinking of planning offline events before the anniversary and doing something like
Bruday internally after the anniversary to maintain the momentum.
It may not be perfect the first time, but we’ll aim for a polished event.
65 Infographics
65-1 Fan Feedback
The most fun part of the half-anniversary event was the costume usage stats and awards.
There weren’t any during the 1st or 1.5th anniversary—it was a bit disappointing. Will you bring
those back?
65-1 Developer Response
We’re currently preparing a 2nd anniversary infographic.
It will include update history and streaming highlights.
We’re trying to present it in a fun and engaging way—not just a list of data—so users will enjoy
it.
We're also thinking about what kind of information players actually want to see.
66 Limited Costume Pickup Timing
66-1 Fan Feedback
When limited costumes overlap with collaboration pickups, the schedule feels very intense.
We’d like to hear the dev team’s view on this.
66-1 Developer Response
The overall schedule probably won’t change much.
Limited costumes are planned similarly to last year’s schedule.
For example, Sacred Justia was initially planned as a limited costume, but due to high player
fatigue, it was replaced with Swimsuit Therese in August.
It’s not finalized yet, but we will try to adjust the schedule considering player fatigue.
---
43-1 Developer Inquiry (Endnotes)
The Saturday Snack Talk included a broader set of fan feedback and developer inquiries to understand
the needs of both long-time players and newcomers, with emphasis on areas like endgame, onboarding,
and content pacing. The aim is to gather actionable insights for ongoing development.