In this update13
Full notes
Full OVIS LOOP update
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Repeated intro
Hello, this is LIFUEL.
What changed
- Compatibility
- Balance
- Gameplay
- Workshop
- Maps
- Fixes
OVIS LOOP changes
This update took a bit longer than expected—thank you for your patience, and it’s really nice to see you again.
The delay happened because, ahead of the planned weapon update, we wanted to expand the content even further. So in addition to the originally planned Blood Katana, we also created the throwable weapon Wire Axe, making it a total of two new weapons this time. During the process, several bugs and level design issues occurred, which caused the update to be delayed a bit. Even so, we’d like to sincerely thank everyone who helped us during the beta version.
Besides the new weapons, we’ve also made adjustments to balance and added various improvements based on your feedback. Details are below.
Two New Weapons Added
| Blood Katana | Wire Axe |
|---|---|
| Steam post image | Steam post image |
Two new weapons have been added. They can be obtained by meeting specific conditions, which are set so that players progressing through the Guard levels can acquire them without much difficulty.
Blood Katana
New Trait: “Bleeding” Mechanic
Bleeding: When you attack a bleeding enemy, you deal additional damage based on the number of bleed stacks. (Duration: 1 seconds)
Starting Skill:
Comes with a skill that can be used up to two extra times when certain conditions are met.
The Blood Katana specializes in attack speed and is likely the fastest weapon in OVIS LOOP. Mastering the weapon’s speed and its unique Bleeding mechanic will be key.
Wire Axe
New Trait: “Throw” Mechanic
Throw: Hold the [Attack] key to throw the axe. Using a skill or attack after throwing moves you to the axe’s location.
After throwing, your next skill consumes no energy.
Starting Skill:
Starts with two simple, effect-free skills.
The Wire Axe allows you to attack enemies over a wide area and provides excellent mobility. Since your next skill costs no energy after throwing, it enables a devastating and dynamic combat style.
Charge Hammer Adjustments
| Steam post image | Steam post image |
Based on extensive feedback, we’ve rebalanced the Charge Hammer to enhance the value of charging and emphasize its unique characteristics. Overall, its damage has been increased.
The effect “For each 1 energy cost, skill damage increases by 7%” is now calculated exponentially.
Base damage amplification increased from 7% → 10%.
Charge attacks on the 2nd and 3rd normal hits now generate additional shockwaves.
Modification Point Effects changed:
[Point 6]: Was “Cannot be knocked down.” → Now “Charge time is affected by attack speed.”
[Point 14]: Was “Pulls nearby enemies when charging.” → Now “+100% damage against stunned enemies.”
New Skills
Although we’re adding 3 types, a total of 4 new skills are included. For the first time, exclusive weapon skills have been introduced. Cross Slash and X Slash are exclusive to the Wire Axe and come equipped together at the start. Additionally, a new starting skill and a new charge skill for Blood Katana have been added.
| Tier | Name | Effect | |
|---|---|---|---|
| Steam post image | Advanced | Ambush | Automatically targets enemies in front. If it hits a booster enemy, it can be used once more (max 2 uses). |
| Steam post image | Normal | Spinning Blade | Fires a blade forward. When charged, fires two additional blades. |
| Exclusive | Cross Slash (Axe only) | Wide slash. Increases attack speed by 10% for 7 seconds. | |
| Exclusive | Cross Strike (Axe only) | Wide slash. Increases attack speed by 10% for 7 seconds. |
New Modules
A few new modules have been added to supplement missing synergies.
| Tier | Name | Effect | |
|---|---|---|---|
| Normal | Gas Tank | Adds +1 stack when inflicting Burn. | |
| Normal | Pebble | Increases enemy stun duration by 1 second. | |
| Legendary | Thorn Whip | Increases Vulnerable damage taken from 25% → 50%. |
Weapon Modification & Balance Adjustments
Previously, a build combining “Saw Blade Attachment + Unstable Center of Gravity + Drilling Thrust” became overwhelmingly strong after the Dice update. We refrained from simply nerfing these elements to avoid a hostile patch for players. However, based on your feedback, we’ve decided it’s time to address this.
Our approach keeps existing effects meaningful while adjusting balance through new weapon modifications and lowered probability rates. A new rarity tier has also been introduced.
KEY NOTES
New Rarity: Unique. Only one Unique weapon mod can be equipped. These are highly impactful modifications.
The “Saw Blade Attachment” mod, previously overpowered in combination builds, is now classified as Unique.
| Tier | Name | Effect | |
|---|---|---|---|
| Normal | High Density | +15% Stun buildup | |
| Normal | Quick Reflex | When taking damage, +4% Attack Speed for 4s | |
| Normal | Skilled Technique | +10% Skill Damage | |
| Advanced | Heated Blade | +2 Burn on basic attacks | |
| Advanced | Conductive Weapon | +2 Shock on basic attacks | |
| Advanced | Recoil Amplifier | Next attack deals 2x damage after taking damage (battery-based) | |
| Advanced | Careful Tuning | +20% Skill Damage, all cooldowns +1s | |
| Unique | Unstable Center of Gravity | Only final basic attack is performed | |
| Unique | Tilted Center of Gravity | Removes final basic attack, +20% Attack Speed |
Additional changes:
“Stacked Blade” mod downgraded from Advanced → Normal.
“Backup DDoS” mod reworked: Now grants DDoS Blade Booster for 4 seconds after using 4 skills.
“Saw Blade Attachment” and “Unstable Center of Gravity” are now classified as Unique Mods.
The damage of the Dash Attack with an Unstable Center of Gravity has been reduced from 50% to 30%.
We’ll continue to actively reflect your feedback for further balance tuning.
Ore Balance
Manium Ore has been nerfed:
Before: Destruction +2, Attack +5%, Max HP -8
Now: Destruction +1, Attack +5%, Max HP -7
Originally, Manium Ore was designed to raise attack power at the cost of survivability, but its Destruction stat was too efficient for multi-hit builds. We’ve therefore reduced its bonus to better fit the intended risk–reward balance.
Additionally, excessive stuns caused by independent objects have been fixed:
DDoS Blade no longer stuns enemies.
Lightning from Shock effects now inflicts slightly less stun.
QoL Improvements
The Armory UI has been redesigned to display more detailed weapon information. You can now view full weapon stats via bar graphs, and text descriptions have been separated for better readability. In the future, modification point effects will also be viewable here.
Others
Adjusted to make combos less likely to be interrupted.
Combos will no longer reset when taking hits during Super Armor.
Combos will not reset if damage is absorbed by a shield and HP is not reduced.
The HP of the wolves in Stage 3 has been increased, while their numbers have been reduced.
These adjustments were made to improve visibility and achieve better balance.
We’ll actively reflect any feedback you provide.
Bug Fixes
Fixed: Wolf Doctor’s eye attack dealing damage at incorrect positions.
Fixed: Weapon position misalignment when switching weapons.
Fixed: Infected Cutter performing back-jump patterns while stunned.
In October, we ambitiously added two new weapons, which left less room to expand modules, weapon mods, and combo skills. Our goal for November is to fill those gaps with more content updates. We sincerely thank everyone who provided feedback during the week-long beta test — your input made the game better. This update may change the overall gameplay experience, so please continue sending us your feedback if issues arise. We’ll keep improving with your help.
Thank you so much for waiting for this update!
Source
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