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Full TOOSIN : 투신 update
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Repeated intro
Hello, this is TEAM NIRIZ. We sincerely thank everyone who has waited for TOOSIN : 투신 and helped shape the game through play and feedback. This 1.0 BETA is not simply a content update. It is a major overhaul of the game's core structure, including the flow of combat, enemy AI decision-making, progression and rewards, classes and weapons, tutorials, the user interface, and gamepad controls. During the 1.0 BETA period, we will focus on verifying stability and balance in real play environments and quickly fixing any bugs we find. The full version will be released after sufficient testing and stabilization.
What changed
- Compatibility
- Gameplay
- Balance
- Fixes
- Security
- Maps
TOOSIN : 투신 changes
Steam post imageSteam post image
Experience the Pattern Learning Tutorial from the Very Beginning
We have completely rebuilt the first tutorial so that players can understand Pattern Learning, the core system of TOOSIN, through direct play from the outset.
From the very beginning, you can freely engage an enemy in a real arena while the learning process takes place.
The system analyzes player movement, engagement distance, Light and Heavy Attacks, guarding, parrying, dodging, and special-ability usage.
The Pattern Learning gauge rises as you perform each action, and the screen shows which combat habits are currently being measured.
Auto Parry is available during the special-ability learning section, and its duration has been adjusted to 7 seconds.
You can still feel the effects of damage and stamina consumption during the tutorial, but lost health and stamina recover after approximately 0.8 seconds. Protection prevents either the player or the enemy from dying during repeated attacks and interrupting the learning process.
Once learning is complete, the analysis results are used to adjust enemy responses and difficulty in later battles.
Steam post image This is no longer a tutorial that only asks you to read instructions. It is your first battle, where you fight directly and see how the enemy remembers the way you move.
Enemy AI That Remembers and Counters Your Habits
We have comprehensively improved enemy movement and decision-making.
Frequently used attacks, guard and parry timing, dodge direction, engagement distance, and movement routes are accumulated as combat data.
The accumulated results affect attack selection, defensive behavior, pressure, and distance management in the next battle.
Enemies no longer rush straight ahead at all times. While facing the player, they combine forward movement, retreating, and strafing to judge distance.
Attack-pattern weights have been adjusted so that close-range attacks, charge attacks, and long-range approach patterns are selected according to the current distance and situation.
Attack telegraphs have been made clearer, while issues that caused sudden unannounced attacks, trembling during movement, or momentary hesitation have been fixed.
Multiple edge cases in which stun, Guard Break, parry, and dodge states conflicted and caused incorrect behavior have been addressed.
Repeat the same behavior and it will be read. Keep relying on the same safe space and you will be tracked. To survive, you must change your habits before the enemy adapts to them.
Combat and Class System Overhaul
Three Classes and Independent Appearance Selection
Appearance and class are now separate. Keep the appearance you want while choosing your preferred combat style from Warrior, Fighter, and Swordsman.
Warrior — Uses sword and shield, two weapon slots, and reliable guarding and counterattacks.
Fighter — Applies rapid pressure through continuous unarmed attacks and specialized combo slots.
Swordsman — Exploits openings with a long blade, broad attack range, and precise distance control.
Improved Combos and Input Response
Class-specific Light and Heavy Attack combos and weapon-slot configurations have been reorganized.
Input buffering now flows naturally into the next hit within the same combo.
A brief recovery period now follows a completed combo before another attack can begin, preventing endless attack chains.
Input handling has been improved so weapons can be switched with the mouse wheel or the assigned weapon-switch input.
Sword waves and certain projectiles can be parried back and forth between enemies and the player.
Maximum attack speed for both the player and enemies is capped at 1.5×, with related perk and trait values rebalanced accordingly.
Special Abilities and Combat Effects
We added special abilities, including active and passive abilities, and made it possible to view their effects and equip them directly from the weapon-selection screen. Activation timing and duration have been refined for major abilities such as sword waves, Elemental Burst, and shields. Combat VFX and hit feedback, including parries, taking damage, and Guard Break, have also been improved.
New Progression and Permanent Rewards
Stage Rewards
Clearing specific stages can award combos, special abilities, appearances, classes, weapons, and other rewards. Major rewards that have been unlocked remain available even after death.
Play Points and Traits
We have moved away from the previous gold-centered structure and made Play Points the primary progression currency. Play Points persist after a run and can be used to purchase traits or upgrade weapons and the Fighter's fists. Points spent on traits are refunded when resetting your trait setup, allowing you to design a new build.
Weapon Upgrades and Class Advancement
Weapons and the Fighter's fists can be upgraded to improve their performance, while class-unlock conditions and appearance-reward conditions are now separate. You can combine any desired appearance and class, while weapons or special abilities that do not match the selected class are restricted during equipment selection. Steam post image
UI, Gamepad, and Accessibility Improvements
Major interfaces have been overhauled, including the main menu, in-game HUD, health, stamina, experience, and reward gauges.
Health and stamina loss now uses a trailing-gauge animation, making the amount of change easier to read.
Xbox gamepads now support D-Pad and stick UI navigation, a right-stick virtual cursor, A-button selection, and B-button close and cancel actions.
The currently selected UI element is marked with a thick white outline so that focus is clearly visible.
Gamepad navigation has been expanded to scrolling lists, options, weapon selection, perks, contracts, merchants, rewards, and result screens.
During gameplay, the left stick controls movement and the right stick controls the camera. UI-mode and game-mode inputs are separated to prevent overlap.
Gamepad vibration activation and strength settings have been added.
Korean, English, Simplified and Traditional Chinese, Japanese, and Russian localization has been revised, with broken text and duplicate localization keys corrected.
Leaderboards and Ranked Battles
Rankings prioritize each player's highest stage reached, and lower results no longer overwrite an existing personal best.
Your record and the opponent's estimated combat power can be reviewed before a battle begins.
The top records from Season 0 are preserved in the Hall of Fame.
Season 0 Hall of Fame
1st — Basilisk
2nd — 나는냐옹이다옹
3rd — PpEeeee
Stability and Major Bug Fixes
This update also addresses issues that occurred during extended play sessions and screen transitions.
Fixed crashes that could occur when hub events continued after closing stage-result, experience, or reward screens.
Blocked unsafe flows that attempted to reference objects that had already been cleaned up during level transitions.
Reduced freezes and duplicate event calls when closing hub guidance and result windows.
Fixed an issue where enemies could move or attack while a stun montage was playing.
Fixed an issue where being hit by certain special abilities could incorrectly remove all stamina.
Corrected cases where the wrong character, weapon, icon, or voice was applied to certain class and appearance combinations.
Improved text layout where long sentences were cut off on stage-reward and other result screens.
Removed unnecessary UI and effect processing from the main menu and post-battle flow to improve stability during long sessions.
Save Data Notice
Because progression, unlocks, and rewards have changed substantially in 1.0 BETA, save data from previous versions is not compatible. All players will begin with new save data. Season 0 leaderboard and Hall of Fame records will be preserved separately.
Plans After Beta Testing
1.0 BETA is a stage for verifying the game's quality in real play environments before the full release. During the beta period, we will prioritize the following:
Fixing crashes and progression-blocking issues
Adjusting Pattern Learning and DDA difficulty
Verifying class, weapon, combo, and special-ability balance
Reviewing gamepad and UI navigation throughout the entire game
Improving localization, readability, and long-session performance
The full version will be released once sufficient testing and bug fixing have been completed. Its price will increase from the current price to reflect the added content and overall improvements. The exact release date and price will be announced separately once confirmed. Players who already own the game will be able to continue playing the full version without an additional purchase. Please send issues found during play and feedback on combat balance through the Steam Discussions board and our official community. Your combat records and feedback will be used directly to make the arena of TOOSIN : 투신 fiercer and more polished. Prove how you fight. Then surpass the enemy that learned it. Thank you, as always, for your support. - TEAM NIRIZ -
Source
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