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Full Closers update
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Repeated intro
Hello, this is GM Cuckoo.
What changed
- Gameplay
- Events
Closers changes
Today, we're back with a new type of content called the “Developer Diary,” which we introduced in the May 2025 Developer Letter to foster closer communication with all Agents.
Our first topic is the behind-the-scenes story of the Quick Evasion improvements.
[color="#5f95cc"] 0. About Quick Evasion [/color]
Agents, what do you think about Quick Evasion?
At present, it's usable even in midair, and it's seeing more frequent use thanks to its ability to counter Gewurah’s mechanics and synergize with Hetero Genes that grant additional benefits.
But before the overhaul, Quick Evasion felt lacking if it wasn’t equipped, yet awkward to actually use when needed.
Even when it seemed like the right time to use Quick Evasion, it was often more effective to use an invincibility skill or an ultimate move to bypass the pattern instead.
So, how did this ambiguous skill turn into the improved Quick Evasion we have now?
Let’s find out.
[color="#5f95cc"] 1. The Beginning of Quick Evasion Improvements [/color]
“What if we improved the inconvenience of the current Quick Evasion and encouraged more frequent use? Wouldn’t that make combat feel more dynamic and action-packed?”
That’s where the idea began.
The first step was identifying the problems with the existing Quick Evasion system.
■ Inconvenient because it couldn't be used in midair
Many aerial skills exist, but Quick Evasion couldn't be used while airborne
Being in the air often means using skills, but you couldn't use Quick Evasion while using a skill
■ High risk, little reward
Successfully using Quick Evasion gave almost no benefit, while failure came with significant risk
■ Questionable value
High risk, hard to use, and few rewards
Other skills provided invincibility and let you attack at the same time, so there was little need to use it
It was clear that Quick Evasion needed several improvements. Our first priority was to make it easier and more rewarding to use.
While considering what kind of improvements would enhance player convenience, we explored the idea of allowing Quick Evasion to be used in midair, and of granting greater rewards when it is successfully executed.
As such, we decided to first provide this convenience of midair usage and moved quickly into development.
[color="#5f95cc"] 2. Gewurah and Quick Evasion [/color]
The Quick Evasion revamp began during the development discussions of the new boss “Gewurah” in the Limbo of Ignorance content.
Gewurah’s concept was crystal clear.
A battle maniac obsessed with fighting.
Seeks out any strong opponent and fights them without hesitation.
A wild, gladiator-like centaur.
The first things that stood out in Gewurah’s concept art were the charging silhouette on all fours and the sharp, solid horns.
“The art of combat lies not in fleeing, but in meeting your opponent head-on.”
It reminded us of fierce Spartan warriors in film.
While discussing Gewurah’s development, an idea hit us.
“What if, instead of dodging a charging monster with a movement or invincibility skill, players could execute a well-timed evasion to face the charge head-on?”
Picture a Closers character narrowly dodging a frontal charge with precise timing.
We envisioned players using Quick Evasion in that moment to make the dungeon more exciting.
[color="#5f95cc"] 3. Development of the Hetero Gene [/color]
We designed Gewurah’s battle structure to match its personality and centaur design, emphasizing powerful charging attacks.
While developing this battle structure, our biggest challenge was creating a meaningful benefit for breaking its patterns.
Since players could already evade these charges using movement
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