In this update1
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Full Closers update
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Repeated intro
Hello, this is GM Cuckoo.
What changed
- Gameplay
- Performance
- Events
- Maps
Closers changes
Today, I would like to share an important announcement with all Agents.
In order to provide long-term service for Closers and to strengthen our communication with all Agents, we are pleased to inform you of an update to our PD leadership.
PD Hyun-Jun Kang who is currently managing Closers will oversee the overall management. In addition, a new PD has joined the Closers project to further support and enhance the game's direction.
With both PDs now working together, Closers will continue to develop in a more positive direction, with increased communication and engagement with all Agents.
Accordingly, we have conducted an interview with each PD to address the questions you may have.
We are pleased to now share their responses with you. Shall we begin?
[color="#89CFF0"] ▶ Interview with PD Hyun-Jun Kang [/color]
Q. Over the past two years, you’ve overseen many updates as the dedicated PD of Closers. To what extent do you feel your initial goals have been achieved?
A. When I first assumed the role of PD for Closers, my top priority was “optimization.” As the game had been live for many years, various efforts had been made to enhance the environment—such as transitioning to 64-bit, supporting 120 FPS, and upgrading to DirectX 11. However, these improvements had sometimes led to unintended issues, including frame drops and performance degradation.
With that in mind, I firmly believed that establishing a stable and seamless environment should come first. I would say that approximately 85% of the goals I set have been achieved over the past two years.
Another objective was to revitalize the narrative flow among the teams. To that end, we actively developed new characters and made considerable efforts to integrate them naturally into the existing teams—for example, characters such as Ria Yoon and Triss. I'm grateful that many Agents responded positively to these additions.
Q. There have been various updates, including Break Challenge, new characters, raids, and QoL improvements. What were the guiding principles behind these decisions?
A. Rather than following a rigid structure, I focused on identifying what was most needed at each point in time. During summer and winter, we prioritized large-scale content, while spring and fall were typically dedicated to system improvements and quality-of-life updates.
At each stage, we carefully examined what the Agents most needed and what areas required enhancement, allowing us to determine the proper priorities. Thanks to this approach, each seasonal update took on its own unique characteristics.
Q. Among the updates that have been released thus far, is there anything you found regrettable?
A. In our efforts to enhance the enjoyment of farming, we implemented various initiatives—one of which was Break Challenge: Fly King.
At the time, we wanted to introduce an element of randomness to break away from the monotony of existing farming structures. Additionally, we sought to reinterpret existing raid bosses in new ways to offer a fresh combat experience.
However, in hindsight, we recognize that this approach may not have aligned with the expectations of our Agents. The random nature without guaranteed drops, and the lack of intuitive combat patterns, ultimately caused inconvenience. I feel bad that we were not able to fully deliver the enjoyment we had intended.
Q. On a different note—could you tell us a bit about the newly joining PD?
A. The new PD has a wealth of experience operating a wide range of games, having worked with our company for many years. Most importantly, he has a genuine affection and passion for Closers.
Source
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