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Steam News9 June 202627d ago

TOOSIN v0.082 Update Announcement - Demo & User Community Info

Hello from the TOOSIN development team. To provide a deeper and more refined combat experience, we are sharing the patch notes for v0.

In this update11

Full notes

Full TOOSIN : 투신 update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello from the TOOSIN development team.

What changed

5 fixes8 additions34 changes1 removal
  • Balance
  • Store
  • Maps
  • Gameplay
  • UI and audio
  • Performance
addedTo provide a deeper and more refined combat experience, we are sharing the patch notes for v0.082, which include major system overhauls, new perk additions, and balance adjustments.
changed0. Demo Version Registration NoticeThe demo version, allowing you to experience TOOSIN in advance, has been officially registered on the Steam Store. The demo version is scheduled to be released on June 16 .
changed0. Demo Version Registration Notice※ In the demo version, account level and EXP gains are restricted, and the number of playable stages is limited.
changed1. Guard & Stamina System OverhaulTo enhance the unique characteristics of each weapon, ease the over-reliance on parrying, and eliminate unfairness during blocking, the guard calculation formula has been completely redesigned. The "Guard Multiplier (GuardMult)" specified for each weapon is now correctly applied.
fixed1. Guard & Stamina System OverhaulShield Guard: The damage block rate has been significantly buffed from a fixed 30% to a base of 80% (up to 90%). Additionally, the stamina consumption while guarding has been reduced to about 30% of the blocked damage, allowing for a much more stable defense.
changed1. Guard & Stamina System OverhaulSword Guard (Normal Guard): The damage block efficiency has been buffed to a base of 40% (up to 50%~60%), and stamina efficiency has been maximized, using only 20% of the blocked damage value.

TOOSIN : 투신 changes

addedTo provide a deeper and more refined combat experience, we are sharing the patch notes for v0.082, which include major system overhauls, new perk additions, and balance adjustments.
changedThe demo version, allowing you to experience TOOSIN in advance, has been officially registered on the Steam Store. The demo version is scheduled to be released on June 16 .
changed※ In the demo version, account level and EXP gains are restricted, and the number of playable stages is limited.
changedTo enhance the unique characteristics of each weapon, ease the over-reliance on parrying, and eliminate unfairness during blocking, the guard calculation formula has been completely redesigned. The "Guard Multiplier (GuardMult)" specified for each weapon is now correctly applied.
fixedShield Guard: The damage block rate has been significantly buffed from a fixed 30% to a base of 80% (up to 90%). Additionally, the stamina consumption while guarding has been reduced to about 30% of the blocked damage, allowing for a much more stable defense.

To provide a deeper and more refined combat experience, we are sharing the patch notes for v0.082, which include major system overhauls, new perk additions, and balance adjustments.

In this v0.082 patch, we have actively incorporated player feedback to improve convenience and optimize platform integration.

0. Demo Version Registration Notice

The demo version, allowing you to experience TOOSIN in advance, has been officially registered on the Steam Store. The demo version is scheduled to be released on June 16.

※ In the demo version, account level and EXP gains are restricted, and the number of playable stages is limited.

TOOSIN Demo

1. Guard & Stamina System Overhaul

To enhance the unique characteristics of each weapon, ease the over-reliance on parrying, and eliminate unfairness during blocking, the guard calculation formula has been completely redesigned. The "Guard Multiplier (GuardMult)" specified for each weapon is now correctly applied.

  • Shield GuardThe damage block rate has been significantly buffed from a fixed 30% to a base of 80% (up to 90%). Additionally, the stamina consumption while guarding has been reduced to about 30% of the blocked damage, allowing for a much more stable defense.
  • Sword Guard (Normal Guard): The damage block efficiency has been buffed to a base of 40% (up to 50%~60%), and stamina efficiency has been maximized, using only 20% of the blocked damage value.

2. Class Weapon Traits & Combo System Refinement

We have clearly distinguished the unique roles and combat mechanisms of each hero class. Weapon swapping and combo changes can be executed via Number keys 1 and 2, or the mouse wheel.

  • Warrior: Can equip up to 2 weapons and freely swap between them during combat. Features 1 Light Attack and 1 Heavy Attack slot per weapon. Swapping weapons instantly triggers a highlight UI feedback on the in-game HUD.

  • Swordsman: Instead of handling multiple weapons, this class operates a single weapon but receives 2 attack slots (1 Light, 1 Heavy) that allow seamless, delay-free combo transitions without extra animations.

  • Fighter: Cannot equip any weapons (unarmed state). Instead, utilizes a total of 3 attack slots combining Light and Heavy attacks to design explosive melee brawling combos.

  • Damage Scaler (Combo Multiplier) Applied: A unique hit multiplier calculation formula is applied to each combo animation, ensuring that final damage outputs are precisely and intuitively reflected.

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3. New Perks Added & Balance Adjustments

To enable a wider variety of tactical strategies, 7 powerful new perks have been added, and existing perks have been rebalanced.

■ 7 New Perks Added

  • Adrenaline (Rare)Attack and movement speeds increase as your remaining health percentage drops, and damage taken during critical situations is reduced.
  • Shield Bash (Rare): Successfully parrying empowers your next follow-up attack damage and grants an additional attack speed buff.

  • Berserker (Rare)Attack power and defense are heavily increased at low health, and stamina consumption efficiency scales up drastically.
  • Lucky Strike (Common/Rare): Landing a critical hit grants a chance to deal double damage (Double Critical) and instantly restores stamina.

  • Giant Slayer (Rare): Increases damage dealt when striking powerful foes with higher health than yours, and pierces the defense of Boss/Elite monsters.

  • Combo Master (Legendary): Successive Light Attack chains stack an attack speed buff, and completing a full combo significantly empowers your next Heavy Attack.

  • Armor Breaker (Common/Rare): Striking enemies stacks a defense-shredding effect. Reaching maximum stacks forces a depletion of the enemy's stamina.

■ Existing Perks Balanced & Enemy Trait Removed

  • Inferno: The explosion bonus damage at 3 stacks has been heavily buffed.

  • BloodsuckerThe life-steal ratio per stack has been slightly nerfed to better align with the overall combat tempo. The life-steal values for certain Blood Covenants have been adjusted accordingly.
  • Enemy Trait Removed (Thorn Armor)With the addition of new perks tailored around managing low-health risks (e.g., Adrenaline, Berserker), the enemy's 'Thorn Armor' trait—which caused excessive stress—has been completely removed.

4. Combat System & Enemy AI Overhaul

New mechanics have been introduced to elevate combat tension and hit satisfaction, while frustration factors have been ironed out.

  • Probability-based Guard BreakContinuously striking a guarding enemy triggers a fixed-rate Guard Break regardless of their remaining stamina, shattering their stance. (※ Triggers only via player attacks)
  • Enhanced Guard Break FX: When a Guard Break occurs, a brief slow-motion effect triggers—identical to a successful parry—and the target is incapacitated (stunned) for 2.5 seconds.

  • Parry Slow-motion FX: Successfully deflecting an enemy attack via parrying triggers a split-second slow-motion effect for all combatants, maximizing instant situational judgment.

  • Melee Hit KnockbackAdded physical knockback mechanics where enemies are pushed back relative to the impact angle and force of the strike.
  • Enemy AI Behavioral DynamicsResolved the chronic issue where low-health enemies would only spam dodges. The AI now learns and organically alternates between dodging and guarding. They will also prioritize lethal special attack patterns when their health drops below a certain threshold.

5. Difficulty Balancing & DDA (Dynamic Difficulty Adjustment) System

Enemy rank scaling has been adjusted to lower the barrier to entry for early stages while preserving the fun of late-game challenges.

■ Delayed Spawn Milestones for Elite/Boss Monsters

To smooth out the early-game difficulty curve, the initial appearance of specific enemy ranks has been pushed back significantly.

  • Elite: Prev. Stage 11 ➡️ Delayed to Stage 20 (Appears from Stage 21 • Min 20% ~ Max 80%, increases by 5% per stage)

  • Epic: Prev. Stage 15 ➡️ Delayed to Stage 30 (Appears from Stage 31 • Min 15% ~ Max 50%, increases by 3% per stage)

  • Boss: Prev. Stage 20 ➡️ Delayed to Stage 40 (Appears from Stage 41 • Min 10% ~ Max 40%, increases by 2% per stage)

  • Special: Prev. Stage 25 ➡️ Delayed to Stage 50 (Appears from Stage 51 • Min 5% ~ Max 30%, increases by 1% per stage)

■ Boss Room Ambush Prevention

To allow players to fully focus on boss encounters, sudden Ambush events are now restricted and will not trigger on stages where powerful named enemies are guaranteed to spawn.

■ Adjusted Enemy Trait & Perk Distribution Rules

Traits and perks are now distributed more fairly and precisely based on stage level and the player's DDA metrics.

(Previously, enemies automatically gained all perks and traits after Stage 30.)

6. UI/UX Quality-of-Life Improvements

  • Main Lobby Menu Consolidation: The separate character info panel and combo list have been merged into a streamlined "Select Weapon & Equip Combo" menu.

  • Real-time Comprehensive Stats ViewerAdded a feature allowing you to check your detailed character stats, active traits, perks, and covenant conditions via a real-time pop-up window during Blood Covenant events or the round victory perk selection screen.
  • Guide Improvements for New Adventurers: Hovering or dragging your mouse over icons and UI items within the tutorial menu now displays intuitive, detailed tooltips describing that specific feature.

  • Streamlined Training Map Flow: Closing the initial training guide pop-up upon starting will now automatically teleport you straight to the training grounds without requiring manual movement.

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7. Major Bug Fixes

  • Execution FX Optimization & Bug FixesFixed an issue where Warrior and Swordsman classes would unnaturally freeze right after executing an enemy, and resolved an animation montage cut-off glitch during Fighter class executions.
  • Stun Montage FixCorrected the animation logic so that the dedicated stun animation montage correctly plays when an enemy's guard is broken.

8. Future Roadmap

To ensure stability and final polish, we will prioritize the following tasks before the official release:

  • Continuous internal build testing and focused bug fixing

  • Preparations for version 0.090 and implementation of full game pad support

9. User Community Guide

We are running an official Discord server to gather your feedback more effectively and conveniently.

We appreciate your active interest and participation!

We will return with an even more polished build. Thank you!

Source

Steam News / 9 June 2026

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