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Steam News25 December 20256mo ago

💎Ver. 1.0.20 Update💎

Hello everyone! This update includes balance adjustments and bug fixes! Changes Adjusted the final boss of "———— Day 9." Doppel: Removed the effect that copied enemy buffs and changed it to self-apply [▲Might] instead.

In this update2

Full notes

Full Vivid World update

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

Repeated intro

Hello everyone!

What changed

4 fixes0 additions5 changes0 removals
  • Balance
  • Fixes
  • Gameplay
  • UI and audio
changedThis update includes balance adjustments and bug fixes!
changedChangesAdjusted the final boss of "———— Day 9." Doppel: Removed the effect that copied enemy buffs and changed it to self-apply [▲Might] instead. Eased the excessive countering of builds focused on normal attacks. These changes mitigate large difficulty fluctuations caused by luck and ease situations where specific builds made the fight overly difficult. Gestalt: Greatly reduced the number of [▲Immune] buffs applied. Eased situations where multi-target attacks made the battle disproportionately difficult. These adjustments address cases where certain builds faced excessive difficulty. Echo: Reduced the number of [▼Spirits] debuffs applied and removed the backline skill effect that cleansed debuffs from the frontline. Greatly reduced the number of [▲Immune] buffs applied, while slightly increasing the attack power of some enemies. These changes relax the previous requirement for multi-hit builds, allowing players to strategize using Gems instead. Additionally, the backline unintentionally removing the [▼Spirits] mechanic has been fixed as it was not intended behavior.
fixedChangesUnit “Feicui” Fixed an issue where [▲Risk] would incorrectly disappear even when [▲Sidestep] was successful. Slightly reduced the number of [▲Risk] and [▲Sidestep] buffs applied to herself. After fixing this bug, Feicui’s true unleashed potential turned out to be far greater than intended, so we made balance adjustments accordingly. If she continues to evade enemy skill attacks, she can now demonstrate extremely high offensive power.
changedChangesUnit “Smoky” Increased skill damage. Increased the self-damage HP percentage inflicted when using the skill. Smoky’s defining trait was being able to attack consecutively as her HP decreased, but this was difficult to achieve in practice. We’ve increased the self-damage rate to make it easier for her to lower her HP intentionally and raised the skill’s maximum damage cap, aiming for a “high-risk, high-reward” balance.
changedChangesUnion Skills Overall strengthening of Union Skills. Since these could typically only be used once per battle and their effects were relatively modest, all units have been reminded of the importance of their bonds, allowing their Union Skills to unleash more powerful effects—particularly those related to damage.
changedBug FixesAdjusted certain animations for the Units “Gharnata” and “Selene.”

Vivid World changes

changedThis update includes balance adjustments and bug fixes!
changedAdjusted the final boss of "———— Day 9." Doppel: Removed the effect that copied enemy buffs and changed it to self-apply [▲Might] instead. Eased the excessive countering of builds focused on normal attacks. These changes mitigate large difficulty fluctuations caused by luck and ease situations where specific builds made the fight overly difficult. Gestalt: Greatly reduced the number of [▲Immune] buffs applied. Eased situations where multi-target attacks made the battle disproportionately difficult. These adjustments address cases where certain builds faced excessive difficulty. Echo: Reduced the number of [▼Spirits] debuffs applied and removed the backline skill effect that cleansed debuffs from the frontline. Greatly reduced the number of [▲Immune] buffs applied, while slightly increasing the attack power of some enemies. These changes relax the previous requirement for multi-hit builds, allowing players to strategize using Gems instead. Additionally, the backline unintentionally removing the [▼Spirits] mechanic has been fixed as it was not intended behavior.
fixedUnit “Feicui” Fixed an issue where [▲Risk] would incorrectly disappear even when [▲Sidestep] was successful. Slightly reduced the number of [▲Risk] and [▲Sidestep] buffs applied to herself. After fixing this bug, Feicui’s true unleashed potential turned out to be far greater than intended, so we made balance adjustments accordingly. If she continues to evade enemy skill attacks, she can now demonstrate extremely high offensive power.
changedUnit “Smoky” Increased skill damage. Increased the self-damage HP percentage inflicted when using the skill. Smoky’s defining trait was being able to attack consecutively as her HP decreased, but this was difficult to achieve in practice. We’ve increased the self-damage rate to make it easier for her to lower her HP intentionally and raised the skill’s maximum damage cap, aiming for a “high-risk, high-reward” balance.
changedUnion Skills Overall strengthening of Union Skills. Since these could typically only be used once per battle and their effects were relatively modest, all units have been reminded of the importance of their bonds, allowing their Union Skills to unleash more powerful effects—particularly those related to damage.

This update includes balance adjustments and bug fixes!

Changes

  • Adjusted the final boss of "———— Day 9."

    Doppel:

    Removed the effect that copied enemy buffs and changed it to self-apply [▲Might] instead.

    Eased the excessive countering of builds focused on normal attacks.

    These changes mitigate large difficulty fluctuations caused by luck and ease situations where specific builds made the fight overly difficult.

    Gestalt:

    Greatly reduced the number of [▲Immune] buffs applied.

    Eased situations where multi-target attacks made the battle disproportionately difficult.

    These adjustments address cases where certain builds faced excessive difficulty.

    Echo:

    Reduced the number of [▼Spirits] debuffs applied and removed the backline skill effect that cleansed debuffs from the frontline.

    Greatly reduced the number of [▲Immune] buffs applied, while slightly increasing the attack power of some enemies.

    These changes relax the previous requirement for multi-hit builds, allowing players to strategize using Gems instead.

    Additionally, the backline unintentionally removing the [▼Spirits] mechanic has been fixed as it was not intended behavior.

  • Unit “Feicui”

    Fixed an issue where [▲Risk] would incorrectly disappear even when [▲Sidestep] was successful.

    Slightly reduced the number of [▲Risk] and [▲Sidestep] buffs applied to herself.

    After fixing this bug, Feicui’s true unleashed potential turned out to be far greater than intended, so we made balance adjustments accordingly.

    If she continues to evade enemy skill attacks, she can now demonstrate extremely high offensive power.

  • Unit “Smoky”

    Increased skill damage.

    Increased the self-damage HP percentage inflicted when using the skill.

    Smoky’s defining trait was being able to attack consecutively as her HP decreased, but this was difficult to achieve in practice.

    We’ve increased the self-damage rate to make it easier for her to lower her HP intentionally and raised the skill’s maximum damage cap, aiming for a “high-risk, high-reward” balance.

  • Union Skills

    Overall strengthening of Union Skills.

    Since these could typically only be used once per battle and their effects were relatively modest,

    all units have been reminded of the importance of their bonds, allowing their Union Skills to unleash more powerful effects—particularly those related to damage.

Bug Fixes

  • Adjusted certain animations for the Units “Gharnata” and “Selene.”

  • Fixed missing sound effects for the Unit “Mandarin.”

If you encounter any issues or bugs, please report them on the official Vivid World Discord!

Thank you for your continued support, and we hope you enjoy Vivid World!

Source

Steam News / 25 December 2025

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