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  "checkedDate": "2026-09-29",
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  "latestPublishedAt": "2026-09-24T10:54:23.000Z",
  "currentPatch": {
    "id": "1844751498217416",
    "title": "September 23 Server Maintenance Update",
    "url": "https://steamcommunity.com/games/3282300/announcements/detail/678509959027098819",
    "publishedAt": "2026-09-23T05:23:42.000Z",
    "label": "23 September 2026 update",
    "dateCorrected": false
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  "fairPlay": {
    "id": "1842846814454814",
    "title": "Fair Play Penalty Announcement",
    "url": "https://steamcommunity.com/games/3282300/announcements/detail/672879191292643657",
    "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842846814454814",
    "publishedAt": "2026-09-08T06:51:46.000Z",
    "publishedLabel": "8 September 2026",
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    {
      "id": "1844751498221049",
      "title": "DevNote #9",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/713413492630095109",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498221049",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-09-24T10:54:23.000Z",
      "publishedLabel": "24 September 2026",
      "category": "Developer note",
      "contents": "Hi Gyldhunters! Welcome to our ninth Developer Update. We want to address the core gameplay experience and client-server performance issues that have received the most feedback from you recently. We’ll first clarify the current issues, and then we’ll outline the optimizations we’ve already completed along with our future optimization plans. To explain these issues clearly, we’ll inevitably need to introduce some relatively complex technical concepts. We appreciate your patience and understanding.\n\n1. Explanation of Current Issues\n\n1.1 Missing Damage & Damage Prediction Errors\n\nCurrently, our damage hit registration is processed and finalized on the game server. However, due to inevitable network latency, if we were to wait for the server to return the hit results before playing any impact visual effects, the combat feedback—which is crucial for an action game—would feel sluggish and delayed. To make combat feel smoother and more responsive, we currently have Client-Side Damage Prediction enabled by default in the settings (meaning that when you attack, your local game client will display visual effects like blood splatters and play hit sound effects based on its own prediction before receiving the final confirmation from the server).\n\nBecause of network latency, discrepancies will always exist between the client and the server. As a result, you may occasionally encounter situations where your client-side screen displays the hit effects early, but the server subsequently determines that the attack actually missed. Consequently, the enemy takes no damage and suffers no stagger. Visually, this looks like your damage went missing, but it’s fundamentally a client-side damage prediction error. This typically happens in two common scenarios:\n\n•\nThe server determines that the opponent has already moved out of your attack range. However, due to network latency, the opponent still appears inside your attack range on your screen, causing the client to trigger the hit effects prematurely.\n•\nThere is a brief window of invincibility frames (i-frames) during a dodge. The server determines that the opponent successfully used these i-frames to dodge your attack. Yet, due to network latency, your client registers that the opponent was not in an invincible state at the moment of impact, leading it to play the hit effects early.\n\nAt the same time, to match our crisp, snappy action animations, the active hit windows for many skills are generally very short. For example, the entire active hit window for the first strike of the Sword and Shield is only 62ms. Because these fast attacks have such short windows, they are naturally less forgiving when it comes to synchronization issues between the client and server. This makes prediction errors even more likely to happen when enemies are dodging or moving rapidly.\n\nDisabling Client-Side Damage Prediction in the game settings can prevent the prediction errors described above, but it may make combat feedback feel delayed. To help everyone better understand this, we’ve put together a video to provide a more visual demonstration of these issues:\n\n[dynamiclink href=\"https://youtu.be/8fV-w7B5YNQ\"][/dynamiclink]Choosing whether to trust the client or the server is a classic catch-22 dilemma. If we trusted the client more for hit registration, the attacker’s experience would indeed feel better, and damage prediction errors would be significantly reduced. However, when desynchronization occurs due to high latency on the attacker’s end, the target’s gameplay experience would suffer, ultimately ruining the fairness of the engagement for both sides. Furthermore, relying more heavily on the client would drastically expand the vulnerability window for cheats, potentially leading to game-breaking hacks. To guarantee a fair experience for both attackers and targets, as well as ensure maximum anti-cheat security, we ultimately opted for a server-side hit registration model.\n\n1.2 Missing Dodges & Skills Failing to Activate\n\n\"I executed a dodge, and my character clearly dashed away on my screen, but suddenly I got rubberbanded back to my original spot and took a beating anyway.\" We've received a lot of feedback regarding these kinds of missing dodge issues.\n\nThe current game mechanic works like this: the moment you press the dodge button, your local client immediately attempts to execute the dodge and plays the dodge animation. However, this command still must travel through the upstream network latency (the time it takes for your local client to send data to the server) before it actually reaches the server and gets executed.\n\nTherefore, the first scenario where this issue happens is: at the exact split second you press the dodge button, your local client shows that you haven't been hit yet, meaning you can dodge normally—so it immediately triggers the animation. But by the time that command travels through the upstream latency and reaches the server, the server registers that you've already been struck by an attack at that exact moment, making a dodge impossible. Once the server sends this hit-state confirmation back down to your local client, our server-side hit registration system forces your client to sync up, resulting in you getting rubberbanded back to your starting position and forced into a stagger state.\n\nAnother possibility is that at the exact millisecond you press the dodge button, you've already been hit on the server's end. However, due to downstream network latency (the time it takes for the server to send data to your local client), your client hasn't received that update yet. As far as your client is concerned, you're free to dodge. This leads to the exact same missing dodge and rubberbanding issue described above.\n\nIn fact, this isn't just limited to the dodge command. Because of the desynchronization caused by the network latency mentioned above, any skill in the game can trigger this same phenomenon where the client plays the animation early, only for the server to rubberband you right back.\n\n1.3 Server Processing Latency\n\nTo provide a sufficiently realistic and nuanced action game experience, our game servers must fully process all animation and Inverse Kinematics (IK) details for every character and monster. This ensures that the positions of all hitboxes (head, torso, upper arms, lower arms, thighs, and shins) remain completely accurate at all times, which creates a massive performance burden on the backend.\n\nIdeally, the game server should always run at a stable frame rate, producing minimal internal server processing latency that shouldn't noticeably impact your overall perceived latency during gameplay. However, when multiple battles occur simultaneously or complex behaviors take place within a single instance, the server's frame rate can temporarily drop. This causes server latency to spike, and these sudden latency spikes increase the likelihood of the various issues mentioned above occurring, negatively affecting your gameplay experience.\n\nLooking at our current monitoring metrics, the probability of server frame drops is higher in Brandrgarde than in Hallowgrove, which perfectly aligns with the feedback we've received from the community. This is primarily because Brandrgarde features a higher volume and higher density of monsters, resulting in a much higher average performance overhead.\n\n2. Optimizations Since Official Launch\n\n2.1 Splitting the Damage Prediction Hitboxes\n\nAs mentioned previously when we discussed this issue with the community, we recently optimized a portion of our prediction logic. Originally, client-side damage prediction directly utilized the skill's actual hit registration hitbox (the red hitbox in the image below). We have now configured a separate, slightly smaller hitbox specifically for client-side damage prediction (the yellow hitbox in the image below). By enforcing stricter prediction boundaries, we aim to reduce prediction errors caused by positional desynchronization between the client and the server.\n\n[img src=\"https://lf16-fe-tos.bytedgame.com/obj/g-marketing-assets-sg/2026_09_24_10_13_36/9-1_s1050303.png\" style=\"outline: none; box-sizing: border-box; border-style: none; height: auto; max-width: 100%; vertical-align: middle; display: block; margin-left: auto; margin-right: auto;\"][/img]\n\n2.2 Server Performance Optimization\n\nSince our official launch, we've been continuously working to optimize server performance and ensure operational stability through several methods:\n\n•\nMitigating DDoS Attacks: To counter occasional DDoS attacks (where a massive volume of UDP packets from various IPs inundate our servers in a short window), we've enabled high-defense protection features on our cloud servers.\n•\nUpgrading AWS Storage: By transitioning our AWS server storage from EFS to EBS, we successfully resolved occasional, severe stutters that would last for several seconds.\n•\nHyper-Threading Adjustments: We tweaked our configurations to prevent our cloud servers from running hyper-threaded workloads, effectively avoiding the random stuttering issues associated with hyper-threading.\n•\nOptimizing Log Overhead: We implemented batch log submission and asynchronous writing to drastically minimize the performance overhead caused by recording and reporting data logs.\n•\nSmarter AI Behavior Control: We introduced more intelligent monster behavior constraints, reducing their performance footprint on the server when there are no players nearby.\n•\nMulti-Frame Calculations: For heavy, complex operations—such as spawning multiple monsters simultaneously—we now distribute the workload across multiple frames instead of processing everything within a single frame, preventing massive CPU spikes.\n•\nSpecialized Drop Optimization: We performed targeted performance passes on actions that rely on complex randomized logic, such as RNG loot generation, successfully reducing their total processing cost.\n\nAs previously stated, high server latency directly damages your overall gameplay experience. Therefore, we use the percentage of server frames with latency exceeding 50ms as our core monitoring metric. The two charts below illustrate the recent data trends for both Hallowgrove and Brandrgarde in Trio Mode:\n\n[img src=\"https://lf16-fe-tos.bytedgame.com/obj/g-marketing-assets-sg/2026_09_24_10_14_19/9-2_s393204.png\" style=\"outline: none; box-sizing: border-box; border-style: none; height: auto; max-width: 100%; vertical-align: middle; display: block; margin-left: auto; margin-right: auto;\"][/img]\n\n[img src=\"https://lf16-fe-tos.bytedgame.com/obj/g-marketing-assets-sg/2026_09_24_10_14_32/9-3_s426212.png\" style=\"outline: none; box-sizing: border-box; border-style: none; height: auto; max-width: 100%; vertical-align: middle; display: block; margin-left: auto; margin-right: auto;\"][/img]\n\n2.3 Skill Synchronization Mechanism\n\nAfter reviewing your feedback, we found that the skill synchronization mechanism does indeed have room for improvement in how it handles network fluctuations. In last week’s update, we implemented a focused round of fixes:\n\n•\nAdded greater tolerance for network fluctuations to each class’s follow-up attacks after dodging, reducing the likelihood that network-latency-induced rubberbanding causes these attacks to fail.\n\n[img src=\"https://lf16-fe-tos.bytedgame.com/obj/g-marketing-assets-sg/2026_09_24_10_15_07/9-4_s4770519.gif\" style=\"outline: none; box-sizing: border-box; border-style: none; height: auto; max-width: 100%; vertical-align: middle; display: block; margin-left: auto; margin-right: auto;\"][/img]\n\n•\nFixed an issue where, when hit by rapid consecutive attacks such as Bloody Blade Dance, Breakaway and certain skills usable during the Breakaway window could be interrupted on the client while continuing to play on the server, causing the character’s position to rubberband.\n\n[img src=\"https://lf16-fe-tos.bytedgame.com/obj/g-marketing-assets-sg/2026_09_24_10_15_26/9-5_s5089292.gif\" style=\"outline: none; box-sizing: border-box; border-style: none; height: auto; max-width: 100%; vertical-align: middle; display: block; margin-left: auto; margin-right: auto;\"][/img]\n\n[img src=\"https://lf16-fe-tos.bytedgame.com/obj/g-marketing-assets-sg/2026_09_24_10_15_37/9-6_s4722443.gif\" style=\"outline: none; box-sizing: border-box; border-style: none; height: auto; max-width: 100%; vertical-align: middle; display: block; margin-left: auto; margin-right: auto;\"][/img]\n\n•\nImproved the dodge direction synchronization mechanism, increasing synchronization accuracy and reducing cases where an enemy’s dodge direction is displayed incorrectly before they teleport or rubberband.\n\n3. Future Optimization Plans\n\n3.1 Server Performance Optimization\n\n•\nRefining Combat Overhead: We're continuously optimizing the performance overhead of minute combat details to further reduce the frequency of server frame drops. Specifically, we're migrating blueprint script logic over to C++ to significantly minimize processing strain. These optimization passes will be rolled out gradually as they are completed, so please keep an eye on our upcoming patch notes.\n•\nUpgrading Server Hardware: We're currently collaborating with cloud service providers like AWS to test higher-tier CPU models, aiming to boost server performance directly from the hardware level. We're currently in the stress-testing and data-collection phase. Once these tests pass successfully, we'll deploy the upgrades as soon as possible, so please stay tuned for future update announcements.\n\n3.2 Client-Side Performance Optimization\n\n•\nOptimizing Map Streaming Stutters: We dynamically load map segments based on your character's current location. Currently, moving back and forth repeatedly across the boundary of a dynamically loaded area can cause micro-stutters. We're executing a specialized optimization pass on Unreal Engine's garbage collection (GC) strategies to resolve these hiccups. The first wave of these optimizations went live in this week's update.\n•\nMitigating Encounter Stutters: To address the performance drops that occur when players from other teams appear nearby or when you enter new zones, we're actively optimizing the spawn-and-instantiation logic for both players and monsters. Our goal is to distribute the performance overhead across multiple frames as much as possible to prevent sharp frame rate fluctuations. We'll share concrete progress on this in future patch notes.\n•\nContinuous Art Asset Optimization: We're continuously performing standard art asset optimization passes. This includes reducing redundant polygon counts, refining Level of Detail (LOD) settings, simplifying textures, and streamlining lighting placement—all carefully managed to ensure that the actual visual quality of the game remains completely unaffected.\n\n4. A Final Note\n\nAlthough we conducted multiple rounds of testing prior to launch, the relatively small player count and short duration of those tests—combined with our own lack of experience in certain areas—meant that many of these fundamental gameplay and server performance issues were not fully exposed or properly resolved in time. We're incredibly sorry that we were unable to deliver a sufficiently stable and smooth gameplay experience for our official launch version! Resolving these issues is currently our team's absolute highest priority. Moving forward, we'll be leveraging your ongoing, detailed feedback to systematically polish and perfect the core experience.\n\nIf you encounter any issues regarding core gameplay mechanics or performance, please report them to us through our community channels. Providing video clips alongside your reports will immensely help our team pinpoint and address the root causes. Thank you, Gyldhunters!\n\nFollowing the release of this developer update, we will host an AMA session addressing the issues players have been focusing on recently. Stay tuned!",
      "summary": "Hi Gyldhunters! Welcome to our ninth Developer Update. We want to address the core gameplay experience and client-server performance issues that have received the most feedback from you recently. We’ll first clarify the current issues, and then we’ll outline the optimizations we’ve already completed along with our future optimization plans. To explain these issues clearly, we’ll inevitably need to introduce some relatively complex technical concepts. We appreciate your patience and understanding.\n\n1. Explanation…"
    },
    {
      "id": "1844751498217416",
      "title": "September 23 Server Maintenance Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/678509959027098819",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498217416",
      "author": "chenxiaonan.12",
      "publishedAt": "2026-09-23T05:23:42.000Z",
      "publishedLabel": "23 September 2026",
      "category": "Update",
      "contents": "Hello, Gyldhunters! We plan to conduct a server maintenance update on September 23, 2026, at 08:00 UTC+0, which is expected to last approximately 2 hours. Matchmaking queues will be closed early starting on September 23, 2026, at 07:30 UTC+0. Maintenance may end ahead of schedule or be extended; we will post notifications across our community channels if schedules change. After the maintenance, you will need to update your game client via your platform's store.\n\nNew Event:\n\n- Added the [Golden Woodling] event. Find and defeat Golden Woodlings in matches during the event for bounty rewards. This event will go live on September 24, 2026, at 02:00 (UTC+0) and last until the end of Season 1.\n\n- Added the [7-Day Surprise] event. Log in during the event to get rewards such as Pip's Rare Pouch Voucher. This event will go live after the update and last until the end of Season 1.\n\n- Optimized the distribution method for Season 1 Weekend Combat Supplies, changing from mail delivery to the in-game [Weekend Surprise] event. The rewards have been upgraded to Pro Combat Bag x1 and Elite Combat Bag x2, claimable weekly. This event will last until the end of Season 1.\n\nOther New Additions:\n\n- Added an exclusive story cutscene triggered upon acquiring the [Stardust Genesis] outfit.\n\n- Added a scrollbar to the task list, optimizing the layout and display of the Event Task panel.\n\n- Added an in-match display showing the current battlefield server.\n\n- Added a report feature to Match History, allowing players to report the player who defeated them directly from the damage breakdown tab.\n\n- [PC/Xbox] Added native support for PlayStation controllers on the PC platform.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Reduced the damage dealt by each rock launched by the [Warhammer Sling] skill when the [Rock Scatter] talent is activated. This change does not affect charged casts when the [Powerful Rock Sling] talent is activated.\n\n// Developer's Note: We're thrilled to see so many Gyldhunters develop high-burst combos centered around the [Rock Scatter] talent. However, its overall damage output has significantly exceeded our design expectations, so we have moderately tuned down its numbers. Our goal is to preserve the fun of this playstyle while bringing its power level back into a balanced range.\n\nSorcerer:\n\n- Fixed an issue where Sorcerers hit by Blackarrow’s [Paralysis Arrow] skill could not cast [Fire Bolt], [Thunderstrike], or [Meteor Charm] before fully channeling them.\n\nSeer:\n\n- Fixed an issue where the Reverent Seer's dodge distance was too short.\n\n- Fixed an issue where teammates could mistakenly be affected by runic energy after a Reverent Seer cast the [Burst Rune] skill.\n\n- Fixed an issue where the stun duration caused by the Reverent Seer's [Opportunist Strike] talent was not affected by the [Curse] affix's attribute bonus.\n\n- Fixed an issue where the Reverent Seer was unable to cast [Psionic Orb] immediately after performing a dodge under specific circumstances.\n\n- Fixed an issue where pressing the [Cancel] button while casting the Blasphemer Seer's [Paralysis Sigil] skill would fail to cancel the skill execution.\n\n- [Controller] Fixed a keybinding conflict for the Seer class where customizing the [Switch Rune] input could result in two separate skills being bound to the same button combination.\n\nCombat Optimizations:\n\n- Fixed an issue where, under specific circumstances, using [Breakaway] while taking continuous hits from skills like [Bloody Blade Dance], or casting skills like [Stonebreaker Slash] during the [Breakaway] window, would malfunction.\n\n- Fixed an issue where colliding with an enemy character model while casting a skill could cause players to get stuck inside walls under specific circumstances.\n\nCritical Fixes:\n\n- Adjusted the terrain geometry and structural layout in certain areas to improve the overall combat experience.\n\n- Optimized performance when characters repeatedly cross the boundaries of dynamically loaded zones, reducing the frequency of micro-stutters under these conditions.\n\n- Optimized kill attribution rules to reduce instances where a PvP kill credit is lost due to fall damage, PvE damage, or Gyldenmist damage.\n\n- Improved the invincibility protection mechanism for barrier teleportation during Mist Lord and Underlord Challenges; while invincible, characters are completely immune to all effects, including damage, stagger, crowd control, and debuffs.\n\n- Fixed an issue in [Hallowgrove - Chaos Trio Mode] where reward chests earned from completing the [Underlord Speed Challenge] in the Supreme Hall area could be repeatedly opened.\n\nOther Issues:\n\n- Optimized the spawn logic for player gravestones, fixing an issue where characters could not interact with them to open the looting interface under specific circumstances.\n\n- Optimized the display layout for excessively long prompt texts, which will now automatically marquee-scroll.\n\n- Reduced the refresh frequency of recruitment messages in chat channels.\n\n- Lowered the sound effect volume for the [Condemned] monsters trapped inside iron cages.\n\n- Fixed an occasional issue where players could still take enemy damage during barrier teleportation despite the invincibility protection after completing Mist Lord and Underlord Challenges.\n\n- Fixed an issue where the full-screen \"Task Accepted\" pop-up would still appear even if a task was abandoned mid-way or failed.\n\n- Fixed an issue in Trio Mode where players who disconnected while in a down state during PvE, and subsequently died, failed to correctly transition into soul form.\n\n- Fixed a collision volume issue where a dropped [Soul of Return] would physically block and obstruct character movement.\n\n- Fixed an issue where falling off a cliff to death would prevent players from opening the game menu both while in soul form and after being revived.\n\n- Fixed an issue where characters would get stuck after dodging at specific terrain locations.\n\n- Fixed an issue in Hallowgrove where the \"Unstuck\" feature would fail to function if a character became trapped in specific terrain locations.\n\n- Fixed an issue where players would get stuck in mid-air after falling at specific terrain locations.\n\n- Fixed an occasional issue where characters would get stuck when moving close to chests located near the Slumbering Stronghold in Hallowgrove.\n\n- Fixed a sound issue where nearby characters could still hear the evacuation vessel's audio loop even after a player had successfully extracted via the [Soul Ferry].\n\n- Fixed an occasional issue causing abnormal interactions or error messages at the Fate Altar during the Soul Harvest ritual.\n\n- Fixed a UI tooltip error that occurred in the out-of-match inventory/warehouse when clicking an item on the final page while the inventory/warehouse was completely full.\n\n- Fixed an issue where the [Corroded Archer] monster in the Training Grounds failed to trigger a stagger animation after being parried.\n\n- Fixed an issue on specific hardware configurations where setting the [Anti-aliasing Type] to TAAU caused graphical artifacts and flickering.\n\n- Fixed an issue in the Loadout screen where selecting Damaged equipment would throw an erroneous \"Sold Out\" prompt.\n\n- Fixed an abnormal collision issue in Brandrgarde's trap areas that caused character models to jitter uncontrollably when stepping onto them.\n\n- Fixed a texture wrapping issue where torso tattoos would render incorrectly when wearing certain outfits.\n\n- Fixed an issue where the Soul Dispersed screen failed to display after a player died from their soul-form timer running out.\n\n- Fixed an issue where the Fate Chart Shop menu would erroneously pop up while navigating the Camp interface under specific circumstances.\n\n- [Controller] Fixed an issue on the Xbox PC platform where the in-match button prompt to toggle player codenames displayed the wrong input.\n\n- [Controller] Fixed a UI rendering issue in the Camp interface where the alpha-transparency state on the left-side list would abnormally disappear after selecting upgrade materials.\n\n- [Controller] Fixed a visual issue where selecting a building after highlighting the Collection Pedestal on the Camp screen resulted in a bug.\n\n- [Controller] Optimized the input responsiveness and overall navigation experience across multiple menus, including the Wardrobe, Mall, Camp, Inventory, Skills, and Loadout screens.\n\nPreviously Updated Content:\n\n- Reduced the amount of Gyldenblod required to repair the durability of Legendary equipment and slightly reduced durability loss upon defeat.",
      "summary": "Hello, Gyldhunters! We plan to conduct a server maintenance update on September 23, 2026, at 08:00 UTC+0, which is expected to last approximately 2 hours. Matchmaking queues will be closed early starting on September 23, 2026, at 07:30 UTC+0. Maintenance may end ahead of schedule or be extended; we will post notifications across our community channels if schedules change. After the maintenance, you will need to update your game client via your platform's store.\n\nNew Event:\n\n- Added the [Golden Woodling] event. Find and defeat Golden Woodlings in matches during the event for bounty rewards. This event will go live on September 24, 2026, at 02:00 (UTC+0) and last until the end of Season 1.\n\n- Added the [7-Day Surprise] event. Log in during the event to get rewards such as Pip's Rare Pouch Voucher. This event will go live after the update and last until the end of Season 1.\n\n- Optimized the distribution method for Season 1 Weekend Combat Supplies, changing from mail delivery to the in-game [Weekend Surprise] event. The rewards have been upgraded to Pro Combat Bag x1 and Elite Combat Bag x2, claimable weekly. This event will last until the end of Season 1.\n\nOther New Additions:\n\n- Added an exclusive story cutscene triggered upon acquiring the [Stardust Genesis] outfit.\n\n- Added a scrollbar to the task list, optimizing the layout and display of the Event Task panel.\n\n- Added an in-match display showing the current battlefield server.\n\n- Added a report feature to Match History, allowing players to report the player who defeated them directly from the damage breakdown tab.\n\n- […"
    },
    {
      "id": "1844115010494340",
      "title": "Mistfall Hunter Autumn Sale Coming Soon—10% Off for a Limited Time!",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/678509959027097625",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844115010494340",
      "author": "Enzo",
      "publishedAt": "2026-09-18T10:10:48.000Z",
      "publishedLabel": "18 September 2026",
      "category": "Announcement",
      "contents": "To celebrate the coming of autumn, Mistfall Hunter will be on sale at a 10% discount on Steam for a limited time! That's the same discount as the official launch!\n\nWhether you're a newcomer still on the fence or a veteran looking to drag your friends into the fray, there's no better time than now!\n\nSale Period\n\nSeptember 24, 2026, 5:00 PM — October 8, 2026, 5:00 PM (UTC+0)\n\nFriendly Reminder\n\nIf you're an aspiring Gyldhunter who has yet to set foot in Weavereach, be sure to add Mistfall Hunter to your wishlist and stay tuned for updates!\n\nActual prices and discount periods may vary by region. Please refer to the store page for details.\n\nSee you in Weavereach!",
      "summary": "To celebrate the coming of autumn, Mistfall Hunter will be on sale at a 10% discount on Steam for a limited time! That's the same discount as the official launch!\n\nWhether you're a newcomer still on the fence or a veteran looking to drag your friends into the fray, there's no better time than now!\n\nSale Period\n\nSeptember 24, 2026, 5:00 PM — October 8, 2026, 5:00 PM (UTC+0)\n\nFriendly Reminder\n\nIf you're an aspiring Gyldhunter who has yet to set foot in Weavereach, be sure to add Mistfall Hunter to your wishlist a…"
    },
    {
      "id": "1843481262703741",
      "title": "September 15 Live Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/680761125088788903",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262703741",
      "author": "Enzo",
      "publishedAt": "2026-09-15T06:41:57.000Z",
      "publishedLabel": "15 September 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on September 15, at 8:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via your platform's store.\n\nNew Content & Optimizations:\n\n- Changed the completion requirement for the season task [Soul Hunt] to \"Complete 1 Soul Harvest while staying alive.\"\n\n- Removed the \"Complete all objectives within a single session, or all progress will be reset\" restriction for the season tasks [Battle-Tested] and [Preserving the Truth].\n\n- Changed the completion requirement for the season task [All or Nothing] to \"Defeat 1 Gyldhunter.\"\n\n- Optimized the stacking logic for stackable items in Pip's Pouch, so that acquiring the same stackable item multiple times will no longer automatically occupy additional inventory slots.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Reduced the Energy Cost of the [Stonebreaker Slash] skill.\n\n- Fixed an occasional issue where successfully blocking with the [Stonebreaker Slash] skill while low on Energy would cause the follow-up action to be interrupted.\n\n- Fixed an occasional issue where taking damage while using [Stonebreaker Slash] would result in the skill functioning normally but the character animation failing to play.\n\nWithered Knight:\n\n- Slightly reduced the damage of the [Heavy Strike] skill and its branch damage following a forward dodge.\n\n- Slightly reduced the damage of delayed Executions and consecutive Executions.\n\n- Slightly reduced the cooldown of the [Sacred Bulwark] skill.\n\n- Slightly increased the damage of the [Spear Barrage] skill.\n\n- Execute no longer triggers the effect of the [Smiting] affix.\n\n- Fixed an issue where footstep audio would go missing for Gender 2 Polearm & Shield characters under specific circumstances.\n\nShadowstrix:\n\n- Added a new audio cue that plays when charge phases change for the [Flurry Strike] skill.\n\n- Fixed an issue where the [Ankle Cut] talent would fail to take effect under specific circumstances.\n\n- Fixed an issue where chaining a dodge right at the end of [Bloody Blade Dance] could trigger server-side rubberbanding issues.\n\nSorcerer:\n\n- Slightly increased the Health of the obstacle generated by the [Forbidden Gate] skill.\n\n- Fixed an issue where Energy-recovery skills would accidentally trigger the [Stardust Arcana] talent while in a Stamina Overdraft state.\n\nBlackarrow:\n\n- Slightly increased the cooldown of the [Spore Arrow] skill.\n\n- Slightly increased the damage of the [Featherlight Arrow] skill when released without charging.\n\n- Fixed an issue where executing the [Dodge Power Shot] skill backward would result in abnormal cooldown durations.\n\n- Fixed an issue where [Impact Grenade] could be cast twice in a row under specific circumstances.\n\n- Fixed an issue where explosion damage from the [Blood Infection] talent failed to trigger the effect of the [Smiting] affix.\n\nSeer:\n\n- Reduced the cooldown of the [Shelter Rune] skill.\n\n- Fixed an issue where jumping would interrupt the casting of [Blinding Rune].\n\nTactical Items:\n\n- Removed the dodge energy reduction effect from the [Revealing Bulb] item series, and added a restriction preventing the Exposed status effect from being repeatedly applied to the same target.\n\nGem Affixes:\n\n- Slightly reduced the damage boost effect of the [Fervor] affix.\n\nCritical Fixes:\n\n- Fixed an issue where, when taking continuous hits from skills like [Bloody Blade Dance], the Breakaway and \"ground slam and recovery\" animations were interrupted on the client side but continued playing on the server side, resulting in character position rubberbanding.\n\n- Added additional network fluctuation fault tolerance for branch attacks executed after a dodge, reducing the probability of position rubberbanding in high-latency environments.\n\n- Improved the synchronization mechanism for dodge movement directions, making a character's dodge direction appear more stable from other players' perspectives and reducing position offsets.\n\n- [Non-CN Servers] Switched AWS server storage from EFS to EBS, successfully resolving rare instances of prolonged hitching/stuttering (lasting over 5 seconds) caused by log I/O disk-write bottlenecks.\n\nOther Fixes:\n\n- Fixed a terrain collision issue in certain areas of Hallowgrove and Brandrgarde.\n\n- Fixed an issue where completing in-match tasks would fail to count properly on the Fate Chart under specific circumstances.\n\n- Fixed an issue where recruitment messages in chat channels would display as garbled text under specific circumstances.\n\n- Fixed an issue where minimap markers at the Sealed Grounds in Brandrgarde would display abnormally under specific circumstances.\n\n- Fixed an issue where the minimap icon would display abnormally after picking up a Soul Cocoon during a Soul Harvest.\n\n- Fixed an issue where the per-match Path of Glory point cap was displayed incorrectly on the results screen.\n\n- Fixed an issue where bringing up the Item Wheel would lock the player out of all actions under specific circumstances.\n\n- Fixed an issue where the Collection Pedestal would abnormally disappear after being previewed at camp.\n\n- Fixed an occasional issue where interacting with Soekja would lock the player out of all actions.\n\n- Fixed a visual issue where Gyldjar and Bell skins displayed abnormally on the in-match inventory interface.\n\n- Fixed an issue where the actual completion requirements for the season task [Polishing the Story] did not match its displayed text description.\n\n- Fixed an issue where the completion conditions for the season task [Show Your Edge] were calculated incorrectly.\n\n- [PS5] Fixed an issue in character creation where selecting a voice type would fail to trigger an audio preview.",
      "summary": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on September 15, at 8:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via your platform's store.\n\nNew Content & Optimizations:\n\n- Changed the completion requirement for the season task [Soul Hunt] to \"Complete 1 Soul Harvest while staying alive.\"\n\n- Removed the \"Complete all objectives within a single session, or all progress will be reset\" restriction for the season tasks [Battle-Tested] and [Preserving the Truth].\n\n- Changed the completion requirement for the season task [All or Nothing] to \"Defeat 1 Gyldhunter.\"\n\n- Optimized the stacking logic for stackable items in Pip's Pouch, so that acquiring the same stackable item multiple times will no longer automatically occupy additional inventory slots.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Reduced the Energy Cost of the [Stonebreaker Slash] skill.\n\n- Fixed an occasional issue where successfully blocking with the [Stonebreaker Slash] skill while low on Energy would cause the follow-up action to be interrupted.\n\n- Fixed an occasional issue where taking damage while using [Stonebreaker Slash] would result in the skill functioning normally but the character animation failing to play.\n\nWithered Knight:\n\n- Slightly reduced the damage of the [Heavy Strike] skill and its branch damage following a forward dodge.\n\n- Slightly reduced the damage of delayed Executions and consecutive Executions.\n\n- Slightly reduced the cooldown of the [Sacred Bulwark] skill.\n\n- Slig…"
    },
    {
      "id": "1843481262687907",
      "title": "Weekend Rewards Are Now Live",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672879191292643659",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262687907",
      "author": "chenxiaonan.12",
      "publishedAt": "2026-09-09T03:40:04.000Z",
      "publishedLabel": "9 September 2026",
      "category": "Update",
      "contents": "To thank all Gyldhunters for your continued support, and to ensure you have an even more exhilarating gaming experience over the weekend, starting this week until the end of Season 1, those who log in during the weekend can claim Combat Supplies via their in-game mail!\n\nDuring the event, you can claim a total of 2 Pro Combat Bags and 1 Elite Combat Bag each weekend. Reward mails will be sent at 00:00 every Friday, Saturday, and Sunday according to your server's local time zone.\n\nThe corresponding time zones for each server are as follows:\n\n•\nInternational Server: UTC+0\n•\nOceania Server: UTC+10\n•\nNorth America Server: UTC-8\n\nThe specific distribution schedule is as follows:\n\n•\nEvery Friday at 00:00, 1 Pro Combat Bag will be distributed. Log in within 24 hours to claim it.\n•\nEvery Saturday at 00:00, 1 Pro Combat Bag will be distributed. Log in within 24 hours to claim it.\n•\nEvery Sunday at 00:00, 1 Elite Combat Bag will be distributed. Log in within 24 hours to claim it.\n\nGood luck, Gyldhunters! May every match bring you legendary loot!\n\nAdditionally, through today's server-side update, we implemented a dynamic player cap feature for matchmaking. All game modes may now start matches with fewer players. We want to evaluate whether lower-density, lower-intensity matches offer a more satisfying gameplay experience. We welcome any and all feedback regarding your experience playing in matches with varying player counts to help us shape our design decisions going forward.",
      "summary": "To thank all Gyldhunters for your continued support, and to ensure you have an even more exhilarating gaming experience over the weekend, starting this week until the end of Season 1, those who log in during the weekend can claim Combat Supplies via their in-game mail!\n\nDuring the event, you can claim a total of 2 Pro Combat Bags and 1 Elite Combat Bag each weekend. Reward mails will be sent at 00:00 every Friday, Saturday, and Sunday according to your server's local time zone.\n\nThe corresponding time zones for each server are as follows:\n\n•\nInternational Server: UTC+0\n•\nOceania Server: UTC+10\n•\nNorth America Server: UTC-8\n\nThe specific distribution schedule is as follows:\n\n•\nEvery Friday at 00:00, 1 Pro Combat Bag will be distributed. Log in within 24 hours to claim it.\n•\nEvery Saturday at 00:00, 1 Pro Combat Bag will be distributed. Log in within 24 hours to claim it.\n•\nEvery Sunday at 00:00, 1 Elite Combat Bag will be distributed. Log in within 24 hours to claim it.\n\nGood luck, Gyldhunters! May every match bring you legendary loot!\n\nAdditionally, through today's server-side update, we implemented a dynamic player cap feature for matchmaking. All game modes may now start matches with fewer players. We want to evaluate whether lower-density, lower-intensity matches offer a more satisfying gameplay experience. We welcome any and all feedback regarding your experience playing in matches with varying player counts to help us shape our design decisions going forward."
    },
    {
      "id": "1842846814454814",
      "title": "Fair Play Penalty Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672879191292643657",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842846814454814",
      "author": "chenxiaonan.12",
      "publishedAt": "2026-09-08T06:51:46.000Z",
      "publishedLabel": "8 September 2026",
      "category": "Announcement",
      "contents": "Dear Gyldhunters,\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game to help us track down violators faster. Here is the list of penalties recently issued for rule violations.\n\nPenalty List for Frequent Temporary Teaming in Matches:\n\nr***さ\n\nK****U\n\nD********s\n\nV*******ま\n\nw******え\n\nr***k\n\ns***a\n\nB*6\n\nB**********E\n\nP***や\n\nD*******i\n\nM******s\n\nA***6\n\nI*******o\n\nL*******L\n\nB*****A\n\nF************u\n\ns******e\n\ns******1\n\nP*************n\n\nk***o\n\nf***********t\n\nt*****e\n\nz******r\n\ns******s\n\ns****2\n\nひ****ー\n\n舞*い\n\n練*垢\n\nK*****S\n\nM*****E\n\nl**V\n\nR**********y\n\nI********I\n\nG***********a\n\nN****L\n\nN*****w\n\nN*****r\n\nN******r\n\nN****K\n\nN******e\n\nK****a\n\nm*****y\n\nN*****9\n\nE********e\n\na***n\n\nF**x\n\nD****a\n\nB*******o\n\nS******o\n\nP*************r\n\nM********y\n\nPermanent Ban List for Cheating:\n\nW********人\n\np**y\n\nG*8\n\nM*********t\n\nA**7\n\na**s\n\nA***W\n\nM*****e\n\nL*********0\n\nA*******i\n\nB*******c\n\nV******2\n\nB*****n\n\nA***7\n\nf***z\n\nP******6\n\nm*****l\n\nq************u\n\nh****e\n\nL*********o\n\nL***y\n\nL*********O\n\nP******5\n\nq*****q\n\nS*****e\n\nC****o\n\nU*********l\n\nP******4\n\ni****s\n\nw*******s\n\nb***z\n\nF*****u\n\n냐*\n\nB**Z\n\nG******王\n\nb*******n\n\nR**********n\n\nM****现\n\nS******l\n\nU******y\n\nS******S\n\nB*********g\n\nw*****s\n\nP******3\n\nB****a\n\nQ*******l\n\n盗****父\n\n小****吗\n\nt****t\n\nx********1\n\nШ****к\n\nB*****a\n\nP*******0\n\nR***o\n\n顶**肥\n\n乱**性\n\nq******k\n\n歼****机\n\nJ**********9\n\nw******e\n\nE********L\n\nG*********r\n\nC*********1\n\nJ**********9\n\nP********G\n\nn*****e\n\nT*********u\n\nJ****E\n\no*****3\n\n哈**特\n\nD******a\n\nA*****z\n\nb*******i\n\nJ****e\n\nT****1\n\n威***精\n\nW******n\n\n你*****b\n\nT*********u\n\nZ*******n\n\nZ***k\n\nB****a\n\nq*******l\n\nJ******9\n\n就****点\n\nН*******я\n\nH******v\n\n不***了\n\nq*****k\n\nT*********u\n\n这****末\n\ns*******r\n\ne*******2\n\n叁***一\n\ns****n\n\nc***y\n\nS*****n\n\nT****e\n\nP************n\n\nD*1\n\nR******e\n\n紫*苏\n\nI***y\n\ne******t\n\nO***T\n\nk****p\n\nx*l\n\n这****闪\n\nD****T\n\nD********r\n\nR******e\n\nJ***D\n\n紫*\n\nP********X\n\nS*******z\n\nP***********o\n\ni***e\n\nM**e\n\nK*******s\n\nL******D\n\nP***********e\n\nS****e\n\nP****u\n\nx*******x\n\nZ*****n\n\nL*****n\n\n北***一\n\nQ*N\n\nB****y\n\n纵*****悔\n\nE*********a\n\nS*******h\n\nW*W\n\nB*********i\n\n芙*莲\n\nh***a\n\n千***莲\n\nC********R\n\nD********c\n\nl****e\n\nK*******o\n\nO*******R\n\ne**r\n\nz******o\n\nN*****t\n\nB*******y\n\ne*******3\n\na***2\n\nD****m\n\nE*c\n\nb*******n\n\nE******t\n\nK*******b\n\n阿****嘛\n\nL*********w\n\n这****产\n\nS**********r\n\n江*怡\n\nP*****3\n\nN******f\n\nm**i\n\nC*********e\n\nK******x\n\nК*****а\n\nA***********d\n\nA************O\n\nM************a\n\nP***********v\n\nS***********r\n\nK*****a\n\nY***4\n\np**********o\n\nC*******y\n\nw******R\n\nB***O\n\nP***********v\n\nE*********t\n\nA******e\n\nm**o\n\nR*******8\n\nL*******s\n\nC*******1\n\nB***m\n\nA*****a\n\nA*************n\n\nE***l\n\n岛*北\n\nm**n\n\nl****n\n\n我******哥\n\nN*****b\n\nY****k\n\nR*******8\n\nO******8\n\nw*******R\n\nS**********a\n\nB******T\n\nB*********o\n\nE*****r\n\nP****8\n\nE*****a\n\nS*********r\n\nP*******8\n\nS***********R\n\n李*遥\n\ns************r\n\nP***********v\n\nZ**k\n\nT************d\n\nS******o\n\nY*****k\n\nB*******o\n\nK****a\n\nК****я\n\n山**也\n\nm**h\n\nW*****c\n\nS******r\n\nB********o\n\nJ*****s\n\nJ****r\n\n你***背\n\n千*\n\nF**i\n\nд********и\n\nA***h\n\nS***s\n\nK**n\n\nY*l\n\nS*********h\n\nl*****t\n\nП*****у\n\nM*****o\n\nV*******u\n\nK********o\n\nJ*******q\n\nW******S\n\nT********2\n\nР*********а\n\nk***q\n\nS***z\n\nА*******и\n\nP*Q\n\ns*****d\n\nM*************g\n\nL**4\n\nD*t\n\nS*****n\n\nD*t\n\nC*****d\n\nD**F\n\nB*****a\n\nX*********V\n\nD*********s\n\nM*************g\n\nS*********t\n\nD*t\n\nM*************g\n\nD*t\n\nM*************g\n\nX***Z\n\nk**2\n\nE*****r\n\n魔**猪\n\nM******t\n\n厚*****母\n\nK*****n\n\nd****s\n\ns***w\n\n唱*****球\n\nM***********r\n\n湫*哥\n\no***i\n\nA*****6\n\n黯****媒\n\nh********1\n\nУ*********в\n\nD************s\n\nA*****s\n\n爷*儿\n\nx*******y\n\nN****d\n\nF******s\n\nM***********r\n\nM*********r\n\nM*******r\n\nd****s\n\n盲*\n\nx********y\n\nS*****a\n\nD****S\n\nК******е\n\nI********a\n\nE**********s\n\nL******n\n\nM********d\n\nB*************l\n\nW*****a\n\nF*******r\n\nP***B\n\nE***z\n\nS*******y\n\nS******k\n\nL**C\n\n谷*****酱\n\nP**********r\n\nE*********o\n\nR****v\n\nR****z\n\nR****s\n\nR****x\n\nF**********a\n\nE***********e\n\ne******4\n\nb******o\n\nc**g\n\ns**x\n\nG****a\n\nP**a\n\nb*****o\n\ns*******t\n\nx**g\n\nE*H\n\nQ**S\n\n我***股\n\nH*H\n\nK***E\n\np***x\n\nG**N\n\nm****a\n\nl******s\n\nN***m\n\nT****a\n\nQ****y\n\ns****1\n\nR******a\n\n摸**处\n\nD****E\n\n都***错\n\nM****n\n\nK*****3\n\nd*l\n\nt*********e\n\nА***н\n\nG********r\n\nK***2\n\nd***o\n\ne*********o\n\nd**o\n\nd******o\n\nd****o\n\nW******n\n\nS****s\n\nPenalty List for Intentional Illegal Teaming:\n\n也****噢\n\nD*****l\n\nM*******e\n\nA******e\n\n锤***噢\n\nT*******w\n\nG***N\n\nK*************V\n\nD******x\n\nA*****y\n\nН***о\n\ne**********o\n\nT****0\n\nE****3\n\nT******h\n\nA*E\n\ns******h\n\nB************G\n\nS*******o\n\nп**а\n\nM*****r\n\nZ*****r\n\nT*****0\n\nT***0\n\nП***Н\n\nT******s\n\nK******i\n\nB*******D\n\nB****0\n\nL******G\n\nN*************r\n\nD***********e\n\nN******r\n\nU***y\n\nt***o\n\ni*****6\n\nS*****X\n\nt**b\n\nE***********e\n\nS*******d\n\nS***E\n\na****y\n\nC***噢\n\nP*******l\n\ns*****e\n\nS*********a\n\nB***祥\n\nS********l\n\nM*******e\n\nA***j\n\na******7\n\nB***********O\n\nH******r\n\nG*****e\n\nT*****N\n\nD**********o\n\nS*****H\n\nA*********o\n\n路*\n\nA****i\n\nN***x\n\nE**********t\n\nK*******i\n\nD*******e\n\n路*王\n\nY*********w\n\nS******m\n\ne********7\n\nG*****e\n\ns*******u\n\nt*****o\n\nS*******k\n\nJ****n\n\nO******d\n\nB*****h\n\nS********h\n\nB****6\n\nD********o\n\nL*****E\n\nT****0\n\nB********s\n\nZ*A\n\nZ******y\n\nz*a\n\nt*o\n\nS***Q\n\nS******x\n\nM****f\n\nS********z\n\nF*******z\n\nG****a\n\nO******s\n\nz******y\n\nZ******Y\n\nS*************p\n\nz*a\n\nZ**a\n\nX****m\n\nA********7\n\nG***********t\n\nP****h\n\nl**t\n\nL****s\n\n九*天\n\nK*******u\n\nK**n\n\nx*****t\n\nB*************p\n\nG******s\n\nM*******u\n\nF*****z\n\nV*****k\n\nS******x\n\nG*****m\n\nh**a\n\nS******x\n\nS*******n\n\nN*******灬\n\nA******o\n\nG****e\n\nP*******z\n\nP**********r\n\nM********a\n\nF******u\n\nA*****n\n\nW*****a\n\n时*\n\nA****a\n\nu*********e\n\nM****f\n\nM**********a\n\nB*****z\n\nZ*******z\n\nP*****a\n\nN*******灬\n\nz*a\n\na******s\n\nG*****s\n\nz*a\n\nG*******a\n\nM********s\n\nC****n\n\nz******y\n\nt***a\n\nX***c\n\nN***s\n\nR***********V\n\nZ******y\n\nM********a\n\nN*******s\n\nT******y\n\nT*******p\n\ne****i\n\nR***u\n\nP***N\n\nd**y\n\nJ*******a\n\nG******a\n\nR********t\n\nM****f\n\nA**z\n\nP****K\n\no******h\n\nF*****n\n\nA******a\n\n불*\n\nH***r\n\nH****o\n\n뒤*수\n\nL*******1\n\nT****g\n\nH***I\n\nM*****o\n\nN***********2\n\n공*\n\nD****y\n\nT****g\n\nP****e\n\nS*************A\n\nW*****n\n\nM*****g\n\nN***R\n\nD***C\n\nH***J\n\nS****n\n\n백*\n\nP****K\n\n한*\n\nh***i\n\nM****0\n\nN***R\n\nT****g\n\nT****i\n\nR*******7\n\n칙**폭\n\nA**********h\n\n튼**요\n\nM****h\n\nL***e\n\nM****o\n\nR******2\n\nR********7\n\nc***4\n\nN****o\n\nP********g\n\nF*U\n\np****w\n\nJ*********d\n\nS*********r\n\nO******r\n\nP*******s\n\nI********e\n\nR*****k\n\nH*******7\n\nC******e\n\nc******2\n\nG**S\n\nR********w\n\nA**7\n\nN***O\n\nS*********r\n\nc*****m\n\nS****r\n\nS*************n\n\nD**********7\n\nH**e\n\nI***********s\n\nS*******R\n\nB*****n\n\nJ******e\n\nC*************l\n\nN**O\n\nC*********u\n\nN**o\n\nc******l\n\nc******3\n\nP*******h\n\nB*******s\n\n聖*****う\n\nН************м\n\nS*****1\n\nL***N\n\nч******А\n\nB*********2\n\n聚*胺\n\nС*********ь\n\nW**********t\n\nП******и\n\nЖ**********а\n\nL***N\n\nM*********t\n\n点***手\n\nL***n\n\nx*****x\n\nХ********ь\n\nK*******h\n\nД**********а\n\n漆****と\n\nI***n\n\nR*****t\n\nA********t\n\n点**手\n\no*******o\n\n一**の\n\nS****N\n\nB*********3\n\nМ*******к\n\nf****a\n\nL***n\n\nL***N\n\nH******t\n\nx*******x\n\nM***********t\n\nV******e\n\n爱**单\n\nL******E\n\nC*******o\n\n柠*檬\n\nL******U\n\nC********O\n\n简*哥\n\n爱***1\n\nC********o\n\nL******E\n\nL******U\n\nI****l\n\nC********o\n\nL*****U\n\nB******L\n\nA***A\n\nL****u\n\nE***a\n\nD*****7\n\nM******r\n\nR****R\n\nA*******r\n\nA**D\n\nS*********M\n\nJ******r\n\nL*a\n\nK*4\n\nS***E\n\nB*****U\n\nD******s\n\nD*******C\n\na***a\n\nT******n\n\na****a\n\nS**********1\n\nW***H\n\nC******D\n\nS****a\n\nB**K\n\nВ******а\n\nС********о\n\nく*****ッ\n\nR************l\n\nH******a\n\nТ******ц\n\nP****r\n\nL*********é\n\nT**z\n\nM*q\n\nR******u\n\nM***a\n\nD********r\n\nひ*****し\n\nЧ**********я\n\nM**q\n\nC***K\n\nN*****h\n\n功**尊\n\nP****h\n\n九**尊\n\nK*****a\n\n郎*\n\nS*******s\n\nC*******n\n\n玄**尊\n\nC****U\n\ns*******r\n\nR******a\n\nK*******8\n\nP*********r\n\nh*m\n\nB********d\n\n大*尊\n\nA***R\n\nL****o\n\nC*********n\n\nb********a\n\nV****I\n\nS***a\n\nT*****d\n\nS******B\n\nK********o\n\nV******E\n\nJ*****u\n\nK*****k\n\nM*****O\n\nL******o\n\nB*******w\n\nK****o\n\nH****m\n\nJ*******4\n\nB*******O\n\nK**n\n\nA*******E\n\nT******E\n\nY********x\n\nY*****s\n\nY*****s\n\nY*****s\n\na******n\n\nT*********e\n\nY****x\n\nA*******5\n\nC**********r\n\nA*******5\n\nT**x\n\nx****2\n\nY***x\n\nx****x\n\nY*e\n\nx***i\n\nY***********e\n\nY********e\n\nY**x\n\nY****e",
      "summary": "Dear Gyldhunters,\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game to help us track down violators faster. Here is the list of penalties recently issued for rule violations.\n\nPenalty List for Frequent Temporary Teaming in Matches:\n\nr***さ\n\nK****U\n\nD********s\n\nV*******ま\n\nw******え\n\nr***k\n\ns***a\n\nB*6\n\nB**********E\n\nP***や\n\nD*******i\n\nM******s\n\nA***6\n\nI*******o\n\nL*******L\n\nB*****A\n\nF************u\n\ns******e\n\ns******1\n\nP*************n\n\nk***o\n\nf***********t\n\nt*****e\n\nz*****…"
    },
    {
      "id": "1842846814442382",
      "title": "Brandrgarde Solo Mode Now Available & Limited-Time Special Rewards",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672878557433693463",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842846814442382",
      "author": "Rui",
      "publishedAt": "2026-09-03T06:23:53.000Z",
      "publishedLabel": "3 September 2026",
      "category": "Announcement",
      "contents": "Hello, Gyldhunters! Following the update on September 3, we will open Solo Mode for Brandrgarde’s Normal and Cataclysm difficulties. Additionally, in our previous update, we reduced the progression grind for Season Tasks and Contract Tasks. Other highly requested topics—including performance optimization, class balance, matchmaking rules, and illegal teaming—remain our highest priorities. Please refer to our recent and upcoming announcements for specific optimization progress.\n\nIt's already been over a month since Mistfall Hunter officially launched! Thanks to the incredible support of our Gyldhunters, our launch performance has completely exceeded expectations. However, this past month has also brought many issues to light. As we mentioned in our official launch announcement, we know that hitting full release is just the beginning. We'll continue optimizing the game based on your feedback, step-by-step mending the current shortcomings of Mistfall Hunter! To celebrate our one-month launch milestone, we're sending out a wave of limited special rewards to all Gyldhunters as a token of our immense gratitude for your ongoing support and love!\n[olist]•\nDay 1 Rewards: Pip’s Rare Pouch Voucher (3 Days) x1, Pro Combat Bag x1. Distributed on September 3 at 08:00 UTC+0.\n•\nDay 2 Rewards: Rare Repair Kit (7 Days) x1, Pro Combat Bag x1. Distributed on September 4 at 08:00 UTC+0.\n•\nDay 3 Rewards: Premium Legendary Material Selection Chest (choose 1 unbound Legendary construction material from a selection including Celestigold and Messenger Bug Jar) x1, Elite Combat Bag x1. Distributed on September 5 at 08:00 UTC+0.\n[/olist]\nReach Lv.5 before September 13, 16:00 UTC+0 to claim the rewards above via in-game mail.\n\nHave fun in the game, Gyldhunters!",
      "summary": "Hello, Gyldhunters! Following the update on September 3, we will open Solo Mode for Brandrgarde’s Normal and Cataclysm difficulties. Additionally, in our previous update, we reduced the progression grind for Season Tasks and Contract Tasks. Other highly requested topics—including performance optimization, class balance, matchmaking rules, and illegal teaming—remain our highest priorities. Please refer to our recent and upcoming announcements for specific optimization progress.\n\nIt's already been over a month sin…"
    },
    {
      "id": "1842846814442274",
      "title": "September 3 Live Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672878557433693594",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842846814442274",
      "author": "Enzo",
      "publishedAt": "2026-09-03T05:27:15.000Z",
      "publishedLabel": "3 September 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on September 3, at 08:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via your platform's store.\n\nNew Content & Optimizations:\n\n- Added Solo Mode for Brandrgarde's Normal and Cataclysm difficulties.\n\n- Added region server details to recruitment messages displayed within chat channels.\n\n- Added safety railings to all elevator platforms inside towers.\n\n- Optimized the red dot indicator above enemy characters during matches, making it easier for Gyldhunters to quickly gauge an opponent's gear level.\n\n- Added a phased submission feature for upgrading materials at the Collection Pedestal.\n\n- Improved character movement when rapidly changing direction during displacement skills such as [Bloody Blade Dance], making movement smoother and reducing the frequency of rubberbanding.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Slightly increased the stagger inflicted on enemies by a [Perfect Block] to make post-block damage output more consistent.\n\n- Increased the shield value provided by the [Block Damage Boost] talent in Trio Mode.\n\n- Fixed an issue where canceling the charge animation of [Punishing Hammer] would result in abnormal Light Strike attack speeds.\n\n- Fixed an issue where dodges performed under the effects of the [Leap Step], [Dynamic Charge], and [Relentless Advance] talents could still be interrupted even while in Super Armor state.\n\n- Fixed an issue where the echo effect from Insatiable Heart - Demolisher would abnormally trigger stun stacks for the [Titan Hammer Strike] talent.\n\nWithered Knight:\n\n- Fixed an issue where the [Joint Pierce] talent would still take effect on targets that were hit but not successfully pulled in.\n\n- Fixed an audio issue where the detonation sound effects granted by the [Auto Execution] talent failed to differentiate between friendly and enemy factions.\n\nShadowstrix:\n\n- Increased the wind-up duration of the [Phantom Shift] skill.\n\n- Increased the wind-up duration of the [Free Movement] talent.\n\n- The charge state of the [Flurry Strike] skill now incurs continuous Energy consumption. This is intended to eliminate zero-cost pressure tactics where Dual Blades players could remain in a charge state indefinitely during combat.\n\n- Slightly increased the Energy Cost of the [Flurry Strike] skill.\n\n- Added a minor Energy recovery effect upon successfully landing a charged [Flurry Strike] buffed by the [Deep Charge] talent.\n\n- Added a minor Energy recovery effect when max stacks are reached for the [Wound Buildup] talent.\n\n- Fixed an issue where characters equipped with the [Lurking Blow] talent would still receive its buff even after being forced out of Stealth by taking damage.\n\nSorcerer:\n\n- Optimized the input buffering for the [Flameblade] and [Windcraft] skills to prevent subsequent unintended skill activations.\n\n- Removed the damage falloff scaling based on distance from the center for the [Thunderstrike] skill; it will now deal uniform damage across both center and edge hits.\n\n- Fixed an issue where certain instant-cast basic attack spells could not be cast directly while in Energy Overdraft. These spells can now be cast immediately in that state.\n\n- Fixed an occasional issue where characters would rubberband back to their original position after dodging.\n\n- Fixed an issue where the buff state from the [Flexible Casting] talent would persist indefinitely under specific circumstances.\n\n- Fixed an issue where the buff from the [Stardust Energy] talent would persist indefinitely under specific circumstances.\n\nBlackarrow:\n\n- Slightly reduced the cooldown of the [Steel Arrow] skill, with a slightly larger reduction applied in Trio Mode compared to Solo Mode.\n\n- Fixed an issue where canceling the aim animation of [Frostblight Bomb] or [Impact Grenade] would result in abnormal Light Strike attack speeds.\n\nGem Affixes:\n\n- [PS5] Fixed an issue where affix text strings would only display the integer portion of values.\n\nCritical Fixes:\n\n- Fixed an issue where Gyldening DMG would spike abnormally under specific circumstances.\n\n- Fixed an issue where Gyldening DMG would occur before the Gyldening progress had fully accumulated under specific circumstances.\n\n- Fixed an issue where the investigation site icon for the Season Task [Moonprayer] would fail to appear on the minimap.\n\n- Fixed an issue where the Season Task [All or Nothing] could not be completed under specific circumstances.\n\nOther Fixes:\n\n- Fixed an issue where characters could teleport a short distance when interrupted while using a mobility skill under specific circumstances.\n\n- Fixed an issue where the team voice chat microphone icon would display incorrectly under specific circumstances.\n\n- Fixed an occasional issue where the [Victory Wine] confirmation pop-up would repeatedly prompt on screen.\n\n- Fixed an issue where the skill lock-on for Elite Greataxe Berserkers in the Verdant Grounds would be lost under specific circumstances.\n\n- Fixed an occasional issue where the UI would unexpectedly close while looting in areas with a high density of containers.\n\n- Fixed an issue where the interface would automatically close after looting all items from a container.\n\n- Fixed an issue where players were unable to preview higher-tier collectibles at the Collection Pedestal under specific circumstances.\n\n- [PS5] Fixed a visual issue where drink names would display incorrectly on the Victory Wine screen.\n\n- [Console] Fixed an issue where custom controller keybind configurations would automatically reset to default under specific circumstances.",
      "summary": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on September 3, at 08:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via your platform's store.\n\nNew Content & Optimizations:\n\n- Added Solo Mode for Brandrgarde's Normal and Cataclysm difficulties.\n\n- Added region server details to recruitment messages displayed within chat channels.\n\n- Added safety railings to all elevator platforms inside towers.\n\n- Optimized the red dot indicator above enemy characters during matches, making it easier for Gyldhunters to quickly gauge an opponent's gear level.\n\n- Added a phased submission feature for upgrading materials at the Collection Pedestal.\n\n- Improved character movement when rapidly changing direction during displacement skills such as [Bloody Blade Dance], making movement smoother and reducing the frequency of rubberbanding.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Slightly increased the stagger inflicted on enemies by a [Perfect Block] to make post-block damage output more consistent.\n\n- Increased the shield value provided by the [Block Damage Boost] talent in Trio Mode.\n\n- Fixed an issue where canceling the charge animation of [Punishing Hammer] would result in abnormal Light Strike attack speeds.\n\n- Fixed an issue where dodges performed under the effects of the [Leap Step], [Dynamic Charge], and [Relentless Advance] talents could still be interrupted even while in Super Armor state.\n\n- Fixed an issue where the echo effect from Insatiable Heart - Demolisher…"
    },
    {
      "id": "1842212951302624",
      "title": "Fair Play Penalty Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672878557433692741",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842212951302624",
      "author": "Rui",
      "publishedAt": "2026-08-28T09:42:31.000Z",
      "publishedLabel": "28 August 2026",
      "category": "Announcement",
      "contents": "Dear Gyldhunters,\n\nThis week, we made some optimizations to the penalty algorithm for Frequent Temporary Teaming in Matches. The principle remains unchanged: to identify teaming behavior that causes the most severe harm to PvP fairness. As of yesterday, we have resumed issuing penalties for Frequent Temporary Teaming in Matches. We welcome your continued feedback to help us refine and iterate on these rules together!\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game to help us track down violators faster. Here is the list of penalties issued for rule violations over the past week.\n\nPenalty List for Frequent Temporary Teaming in Matches:\n\nY**x\n\nP***********r\n\nA***U\n\nO*****t\n\nB******t\n\nJ****x\n\nO******t\n\nA*******R\n\nw*******9\n\nK*****Y\n\nj*******a\n\nC***r\n\nP**N\n\nJ***x\n\nK******z\n\nw*******0\n\nF**E\n\nC*****r\n\nq******1\n\n림*철\n\na*********h\n\nw******t\n\nP************y\n\nD*****y\n\nN*******D\n\n개*\n\nJ***0\n\nC******e\n\nI********u\n\nB***A\n\nО********А\n\nP*********t\n\nM******n\n\nj******s\n\nD*****I\n\nB******3\n\nV*******n\n\nm******a\n\nS********w\n\nj*****1\n\nm***R\n\nJ********s\n\nG***i\n\nT***U\n\nК*******а\n\nK*******8\n\nS******L\n\nP*********t\n\nК*******А\n\nk***5\n\nM*******u\n\nJ******e\n\nw*******1\n\nG******G\n\nN*****W\n\n黑**士\n\nJ******s\n\nV*****a\n\nP*********t\n\nP************y\n\nj***o\n\nI*******m\n\nI***3\n\nI**k\n\nP********x\n\nA****7\n\nw******0\n\n림*\n\nJ*******r\n\nP********x\n\nP*******r\n\nE*****s\n\nA***s\n\nG********8\n\nPermanent Ban List for Cheating:\n\ne******o\n\nR********i\n\n帝***啊\n\nB******r\n\nl*************l\n\n天****窝\n\nI********a\n\nN***R\n\nE**c\n\nG********t\n\nL****s\n\nB***A\n\nH********e\n\nC***7\n\nD******A\n\nT******z\n\n쑤**지\n\nE*****Z\n\nf*******r\n\nP***s\n\nR**********f\n\nV******n\n\nS*************k\n\nE***a\n\nJ*******a\n\nH******n\n\nG********A\n\nC******a\n\nG******R\n\nF*********g\n\n矜****W\n\nL*******h\n\nT*****T\n\nt***********c\n\nG****m\n\nD**饭\n\nP******p\n\na*****f\n\nt*******r\n\nB**********e\n\n小*o\n\nY****a\n\nJ****z\n\nC*******z\n\nS********A\n\nC*********d\n\nB****k\n\nS************8\n\nE*******s\n\nM*U\n\nO***i\n\nD*************t\n\nB*********a\n\nL******X\n\nV************d\n\nG*********r\n\nA*******9\n\nF*************y\n\nP****a\n\nS****e\n\nS*****n\n\nH***********e\n\nS**********s\n\nР**********и\n\nF**********a\n\nE****e\n\nH************i\n\nx********x\n\nL******o\n\n我****丶\n\nP*********g\n\nA************e\n\nR*****n\n\nD***o\n\nH***1\n\na*******w\n\nM*************O\n\nL****s\n\nL***O\n\nT*î\n\nI******I\n\nn*r\n\nN****s\n\nK*******s\n\nL******e\n\nT******2\n\nw*******z\n\nH***u\n\nS*******i\n\n꼭***기\n\ns**U\n\nU*5\n\n二*呀\n\nL**********n\n\nd****A\n\nN*****o\n\n锤***子\n\nj***Z\n\na******a\n\nO************n\n\nT****z\n\nf****y\n\ns*************6\n\nA******t\n\nb*******s\n\nB*******i\n\nA*****i\n\nS*********K\n\nn*********y\n\nм********ы\n\nC**N\n\nS**y\n\nx*****8\n\nE**4\n\nX******D\n\np********0\n\nb********r\n\nM*****5\n\nM*******X\n\nL****s\n\nS*****s\n\nL****X\n\nS*******Y\n\nK**I\n\nD***R\n\nK*******a\n\n我***的\n\n布*丁\n\nS*******s\n\nN*****O\n\nE*****a\n\nT**b\n\nm*3\n\nG************s\n\na**l\n\nB****k\n\nY******k\n\nO**O\n\ni****i\n\nS*****r\n\nL********V\n\nw****2\n\nL***s\n\nH**********d\n\nb*****a\n\nH*******1\n\n龙***n\n\nw****1\n\no**o\n\nQ***X\n\nZ*****o\n\nS*n\n\nP******g\n\nY**Z\n\nA********r\n\nP***0\n\nJ******M\n\nU***********r\n\nG********e\n\nS*******g\n\n반**지\n\nN*******a\n\nH***z\n\nD**a\n\nA***h\n\nM****3\n\n矜****丫\n\nf***a\n\nM*****3\n\nD***z\n\nB*********e\n\nk****z\n\n沐*\n\nJ**k\n\nS******a\n\ne*a\n\nM*******a\n\n我*了\n\ny******a\n\nA*****i\n\nH***2\n\nE**********s\n\nS************r\n\nH***a\n\nG*H\n\nM******a\n\nP**********9\n\nZ**i\n\nK**3\n\nn*****n\n\nE***a\n\nW****g\n\nS***z\n\nX******O\n\nT*****1\n\nA*******a\n\nC*A\n\nS****n\n\nC*******p\n\n我***他\n\nk*****a\n\nS***u\n\nK******A\n\ni*****D\n\nM********P\n\nB*******e\n\nK******k\n\nS*******g\n\nG*****t\n\nS********I\n\nA*******t\n\ng****R\n\nS*********r\n\nX****O\n\nW****d\n\nC******r\n\nl******l\n\nJ**********L\n\nV*******n\n\nq******p\n\nJ*****u\n\nК***********и\n\nF*****t\n\nk***e\n\nK***d\n\nw****1\n\nZ******r\n\nj***n\n\nP***t\n\np*********3\n\nB******o\n\nA****R\n\nS*****S\n\nM*****n\n\nG*****4\n\nM*******s\n\nY***S\n\nW****r\n\nN*****9\n\nA****b\n\nP*******5\n\nB******r\n\nS********Y\n\nF*****p\n\nS******s\n\nL****s\n\nД**********ь\n\nD**a\n\nI***********y\n\nL**T\n\nS********m\n\nL*******s\n\nk****e\n\n철**지\n\nZ***z\n\ns****n\n\n缺**丁\n\nT****a\n\nD***k\n\nx****P\n\nY********R\n\nC**********o\n\nD********s\n\nC*********V\n\nB**********s\n\ng*********w\n\nH*****G\n\nA*********c\n\nB****F\n\nB*****z\n\nI*******n\n\nH****y\n\n벌***셔\n\ns*********1\n\nC******o\n\nl****l\n\nN******s\n\n别*****人\n\nS********d\n\nı****ı\n\nN*******u\n\n布***丁\n\ng*g\n\nS*********n\n\nN******D\n\nH*****n\n\nO*******y\n\nL******A\n\nB**********8\n\nP****k\n\nS***u\n\nS*****o\n\nE**a\n\np********o\n\ng****o\n\nM**l\n\nM**s\n\ns***x\n\n앉***쏴\n\nD*****y\n\nア****ン\n\nD*********r\n\nJ********0\n\nO*D\n\nm*******8\n\nC*n\n\nM**a\n\nK******G\n\nL**********1\n\nK*******M\n\nL******e\n\n肥*******6\n\ng****t\n\nh********x\n\n帝*哥\n\nM*****4\n\nx****k\n\nZ****t\n\n뽀**수\n\nW**l\n\nV*****o\n\n射***丶\n\nБ*******а\n\nS*********3\n\nG************a\n\nA******a\n\nW********r\n\nG***x\n\nT******t\n\nS*********i\n\nk****o\n\na*****3\n\nS*****a\n\nS*******n\n\nF***A\n\nk***w\n\nS******l\n\nK**1\n\nA*****a\n\nt*************A\n\nP****i\n\nd***********q\n\nB*******y\n\nR***o\n\nJ*****m\n\nU***********A\n\nS*****3\n\nX*J\n\nY****a\n\nP*********a\n\nX***x\n\ns***s\n\nS*****n\n\nS**H\n\nI*******e\n\nC*******d\n\nN****X\n\nx****o\n\nF*****n\n\nA*******A\n\nC******a\n\nS****d\n\nK****a\n\nA**I\n\nT**********o\n\nR*************n\n\nT*********W\n\nf**X\n\nG***s\n\no****i\n\nм*********ы\n\nA*****n\n\nX***********a\n\nB********s\n\nT**o\n\nH*****9\n\nB*****r\n\nK***1\n\nN********a\n\nK*****z\n\nS*****y\n\nk*******s\n\na****r\n\nD*****g\n\nL********e\n\nY*******k\n\nI*********e\n\nC*4\n\nL**********e\n\nG******g\n\ns***e\n\nG******k\n\nS**N\n\nW*********r\n\nS********g\n\ne**********V\n\nA*******a\n\nB****p\n\nC*****e\n\nh******o\n\na*c\n\nD****x\n\nD*****x\n\nJ***y\n\nL*****s\n\nH******x\n\nM*************n\n\nT******i\n\nh**o\n\nT*******t\n\nh*******f\n\nS*******g\n\n沙***人\n\nM*************y\n\nJ**********o\n\nf****h\n\n潜*者\n\nY**i\n\nc***h\n\nM******8\n\nY*****O\n\nC*******d\n\nb*****i\n\n金***ン\n\nS********d\n\nS******z\n\nG***d\n\nM********a\n\nE**********t\n\nw****d\n\nE****n\n\n雨***人\n\nQ****M\n\nK*********i\n\nS********a\n\nL****y\n\nH********w\n\nM**w\n\nS***********e\n\na****R\n\nJ*J\n\nS*******s\n\nN*********y\n\nP*******k\n\nX****a\n\nM*****3\n\nC*U\n\nk*************m\n\nE*****k\n\nD***a\n\ns**e\n\nG******王\n\nO*******e\n\nI********a\n\nS****z\n\nK*********M\n\nO**a\n\nZ***s\n\nm*****o\n\nY****O\n\nD******e\n\nB*****e\n\nB*******n\n\np*z\n\nT********Z\n\nD*m\n\ns****a\n\nC******s\n\n六*\n\nR***R\n\nK*****M\n\nB******m\n\nG*******9\n\nK**********T\n\nZ**y\n\nT********e\n\nD**R\n\nM*****n\n\nS*****R\n\nZ*******y\n\nE*************o\n\nw********w\n\nm**********W\n\nA*****d\n\n小***O\n\nR****6\n\nL***i\n\nK*******O\n\nh******4\n\nJ******a\n\nr****d\n\nB******c\n\nG**i\n\ny******9\n\nA*******a\n\nG***********N\n\nZ***i\n\nR******p\n\nR******z\n\nA***O\n\nPenalty List for Intentional Illegal Teaming:\n\nK***T\n\nE*********r\n\nG********s\n\nS****l\n\nr*******改\n\nR*******l\n\nS******o\n\nM********R\n\nD******s\n\nY*******z\n\nA**3\n\nm**********h\n\nJ********s\n\nM******z\n\nq****2\n\nS*****o\n\nS********w\n\nN****T\n\nK*********n\n\n배****이\n\nP******S\n\nj*****1\n\nP*****A\n\n致******丶\n\no*****i\n\nZ*********t\n\nJ******h\n\nE*******e\n\na*****g\n\nR****u\n\nM*****U\n\nV*4\n\nL********S\n\nB**K\n\nz****7\n\nJ*************a\n\nH****r\n\nA*****2\n\nK*8\n\nP****o\n\np****g\n\nG**0\n\nH******1\n\ne******e\n\nY**********o\n\nI********4\n\nY*****m\n\nd***2\n\n꽁*\n\nt*****o\n\nx***x\n\nX**O\n\nR*******3\n\nJ*************a\n\nm**k\n\nC******l\n\n尼***头\n\nz***z\n\ni************2\n\nK*******k\n\nC***x\n\nR*******1\n\nR****q\n\nA***H\n\nN****l\n\nT*******1\n\nj*****n\n\nE*****o\n\nS******o\n\nM****号\n\nP******à\n\nI******r\n\nC*******e\n\nR******5\n\n苏*y\n\na********r\n\nv***e\n\nP************a\n\nB*********r\n\nP*******y\n\nL******h\n\nG*******x\n\nL*****j\n\nG******N\n\nК*********9\n\n苏*\n\n別*****丶\n\ns**u\n\nA**M\n\nD****d\n\nk*****n\n\nI*********O\n\nG***e\n\nk******6\n\nR****u\n\nM****号\n\nM******u\n\nS******O\n\nL*******w\n\nK********u\n\nS*****7\n\nL************a\n\nB***Z\n\nG******d\n\nT********a\n\ns******i\n\nЕ**4\n\nf********7\n\n威*\n\nM******a\n\nN*******R\n\nr**s\n\nR*********w\n\nD*****x\n\nL******a\n\nA*****h\n\nG***********n\n\nx******r\n\nI******e\n\nv***x\n\ne***q\n\nX*****a\n\nE*******e\n\nあ**ず\n\na*****a\n\nD*****x\n\nJ******2\n\nM****号\n\nG****0\n\nx***x\n\nM*****A\n\nh*****d\n\nb*******e\n\nT***U\n\n威*少\n\nZ***n\n\nソ**ン\n\nL************g\n\nM******s\n\nB*U\n\nS*********a\n\nT************a\n\n口**霸\n\nS*****2\n\nv***o\n\nN*******e\n\nB**********a\n\n这*****削\n\nH***K\n\nK*L\n\nM****号\n\ng****3\n\nM*********o\n\nH********a\n\nG******P\n\ni***********V\n\ni*******i\n\nT****n\n\nM********3\n\nG*****h\n\nS*********y\n\nK**********2\n\nx********V\n\nL***j\n\n카****팬\n\nS******e\n\nB********7\n\n爱****a\n\n乂**乂\n\nq******r\n\nY********z\n\nP*******K\n\nP*****r\n\nT**********r\n\nP*****a\n\nB********x\n\nB******k\n\nS********Y\n\nP**4\n\nG********a\n\nA***p\n\na************s\n\n射****了\n\nE***********r\n\nA***9\n\nA********7\n\nG******o\n\nM*****i\n\nT***ç\n\nK***A\n\nK********R\n\nB*****o\n\nA*****x\n\na**x\n\nk*****a\n\nG******z\n\nz****e\n\nS************t\n\nP****v\n\nF****x\n\nw*********N\n\n戦*\n\ni******a\n\nd****o\n\nm****n\n\nz*****z\n\nx***x\n\nS******z\n\nS******o\n\nH*****r\n\nG*******d\n\nR*****k\n\nE********n\n\nZ******r\n\nE****e\n\nJ******o\n\nD***g\n\nQ***n\n\nW****o\n\n酒****Q\n\nK****a\n\nЗ*********к\n\nZ*****O\n\n弹*****的\n\nr******m\n\nT****a\n\nv******c\n\nS***o\n\nC********e\n\nQ********a\n\nD**ø\n\nE****o\n\nB****k\n\nY**d\n\nB*****U\n\nみ****く\n\nL*****N\n\nS****y\n\nH********e\n\nJ**********r\n\n반*\n\n国**刀\n\nD*****n\n\ng****2\n\nN*****3\n\nう*****ケ\n\nL****m\n\nX****k\n\nk*k\n\nI*R\n\nM****号\n\nH********s\n\nМ********ы\n\nE***********F\n\nB*****r\n\nE*******o\n\nた**こ\n\nМ******r\n\ni***********o\n\nH****D\n\nc**m\n\ns*o\n\n顶****了\n\nF*******e\n\n威*乂\n\nF*******s\n\nZ****g\n\nI******7\n\nK******l\n\n宇**鸿\n\nS******s\n\nA****h\n\nA*******d\n\nS*****N\n\nC*****a\n\nР*д\n\nm****s\n\no******i\n\nI*****o\n\nA*****h\n\ns*********o\n\nG*******e\n\nA******9\n\nR**7\n\nx*l\n\ns**********n\n\nv****x\n\nB********g\n\nz**G\n\nD***z\n\na***o\n\nJ****K\n\nG*********r\n\nP********s\n\nH*******S\n\ng****4\n\nP********c\n\nC***a\n\nI****N\n\ng***6\n\nL*****n\n\nN*****W\n\nH****B\n\nk********l\n\nH*******Z\n\nS********r\n\nL********k\n\nn****c\n\n暗*\n\n超***冰\n\nG*********r\n\nR****K\n\nU*********s\n\n平**色\n\nT********t\n\nx*******G\n\nM*****a\n\nD*******t\n\nR*****a\n\nA*****9\n\nK*****u\n\nS*****x\n\n躺****1\n\nc***o\n\nD**********e\n\nО**********м\n\nP*****L\n\nt*********m\n\nX******g\n\nK*4\n\nI*******A\n\na******a\n\n爱****e\n\nS***n\n\nT***********o\n\nj***z\n\nS********a\n\nT*******i\n\nv***x\n\nR**u\n\nそ***ね\n\nR*********n\n\nI********w\n\nT****B\n\nN*********e\n\nE****i\n\n顶****币\n\nD****z\n\nR********T\n\nP***A\n\nD*********a\n\n别*****走\n\n天****倫\n\nS*********d\n\na***f\n\nL**J\n\nM*******e\n\nN****l\n\nR*****a\n\nS*****x\n\nT****0\n\n舞**举\n\nP******t\n\nx*********a\n\nd**i\n\nA*y\n\nG************t\n\n抖******拉\n\nA***i\n\nc***********s\n\nC******e\n\n跪**话\n\nJ********s\n\nX***2\n\nm****1\n\nT*****n\n\nj***o\n\n爱***呀\n\n你******设\n\nS****a\n\nO**m\n\nA****T\n\nF*****p\n\n躺****2\n\nS*****a\n\nV***z\n\nG********s\n\nA*****z\n\nV******a\n\nT**********o\n\nS*******i\n\nG***G\n\nS******m\n\nМ********х\n\nO*****a\n\nS************b\n\nN****s\n\nM******t\n\n酒*鲤\n\nM**********E\n\nP********o\n\ng****2\n\nS****1\n\nA******y\n\n暴**士\n\nE*********e\n\nN**e\n\nl*****e\n\nk*l\n\n我***冷\n\nA*****n\n\nP********a\n\nT***3\n\nC*******x\n\nB********r\n\nH*****m\n\nS********s\n\nR*******8\n\n遁**暗\n\nS***********r\n\nS********i\n\nS*******x\n\nP*******S\n\nT*********o\n\nw******n\n\np*****i\n\nB*****X\n\nR*******W\n\nG********n\n\nK*****m\n\nZ******e\n\nM********3\n\nS******r\n\nP*Z\n\nO*****k\n\nO*******e\n\nG********t\n\nS*************h\n\nY*******0\n\nA*******7\n\nH************t\n\nA*************d\n\nS******1\n\nY****y\n\nS*******s\n\nB***********r\n\nE*****L\n\n双*華\n\nA******3\n\n乂*少\n\nk********4\n\nS****y\n\nT**P\n\nI*********o\n\n艾****学\n\n世*狐\n\nP**********a\n\nB*******k\n\n枪**龙\n\nL****O\n\nS*****Y\n\nS********V\n\n荷**ち\n\nG********1\n\nM****i\n\nG*******p\n\nS***r\n\nM******Z\n\nD*****A\n\nB*******y\n\nA*****n\n\np*****e\n\n黑*\n\nT*********7\n\nソ***ネ\n\nX*****a\n\nS**********t\n\n抖*****仔\n\nA****l\n\nA*****z\n\nP****e\n\nQ***N\n\nT*********o\n\nН**т\n\nЧ***к\n\nB*******t\n\nか**る\n\no**********o\n\nH*******N\n\nN****a\n\ny**********y\n\nひ*し\n\nB*****A\n\nL**j\n\n射****了\n\nK******u\n\nw**********i\n\ni***s\n\nB*******t\n\nP*******o",
      "summary": "Dear Gyldhunters,\n\nThis week, we made some optimizations to the penalty algorithm for Frequent Temporary Teaming in Matches. The principle remains unchanged: to identify teaming behavior that causes the most severe harm to PvP fairness. As of yesterday, we have resumed issuing penalties for Frequent Temporary Teaming in Matches. We welcome your continued feedback to help us refine and iterate on these rules together!\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game…"
    },
    {
      "id": "1842212951298964",
      "title": "August 28 Server Maintenance Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672878557433692535",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842212951298964",
      "author": "Enzo",
      "publishedAt": "2026-08-27T05:30:15.000Z",
      "publishedLabel": "27 August 2026",
      "category": "Update",
      "contents": "Hello, Gyldhunters! We plan to conduct a server maintenance update on August 28, 2026, at 06:30 UTC+0, which is expected to last approximately 2 hours. Matchmaking queues will be closed early starting on August 28, 2026, at 06:00 UTC+0. Maintenance may end ahead of schedule or be extended; we will post notifications across our community channels if schedules change. After the maintenance, you will need to update your game client via your platform's store.\n\nSeason and Contract Task Adjustments:\n\nIn response to your persistent feedback regarding the excessive difficulty of Season Tasks and Contract Tasks, our team has conducted multiple internal discussions. We have finalized a revision plan and established dedicated progression-easing strategies, which are being fully implemented in this update to drastically improve your gameplay experience. The specific adjustments are as follows:\n\nSeason Tasks:\n\n- Reduced the kill count requirements for monster-slaying tasks and lowered their difficulty mode restrictions.\n\n- Adjusted the completion rules for tasks related to defeating Gyldhunters: changed \"execute\" requirements to \"defeat\" and reduced the required target count.\n\n- Changed equipment value restrictions to equipment rarity requirements.\n\n- Optimized task description text layouts and added visual indicators for objectives that support team-wide progression sharing.\n\nContract:\n\n- Reduced the completion counts required for most tasks.\n\n- Removed tasks that required searching specific containers.\n\n- Simplified tactical item tasks so they can now be completed by using any tactical item.\n\n- Increased the reward for individual Daily Tasks from 30 Contract Sigils to 40.\n\nNew Content & Optimizations:\n\n- Added a new Oceania server.\n\n- Removed some low-level monsters in Brandrgarde that were positioned too densely or near the edges, improving the overall PvE experience.\n\n- Removed the display of enemy player names above their characters during matches to reduce cross-teaming violations.\n\n- Changed the inventory stack limit of Soul of Return to 1 to prevent them from being griefed or snatched by malicious players.\n\n- Reduced the frequency of server-side rubberbanding errors triggered when executing branch skills right after a dodge.\n\n- Reduced the frequency of server-side rubberbanding errors triggered when destroying breakable objects via movement or skill actions.\n\n- Increased the Blocklist limit to 100.\n\n- Added a \"Scroll to Bottom\" utility button to the chat interface.\n\n- Added a feature to display recruitment messages in the World Chat channel.\n\n- Added a system performance diagnostic pop-up.\n\n- Added a secondary confirmation pop-up when purchasing items priced in the Overpayment Range.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Removed invincibility frames (i-frames) from dodges performed while under the effects of the Leap Step, Dynamic Charge, and Relentless Advance talents, and increased their Energy consumption.\n\n- Added a very short internal cooldown to the cooldown reduction effects of the Thunderous Hammer and Skullcrushing Echo talents. This is intended to prevent skills from instantly resetting when hitting multiple targets.\n\n- Adjusted the Energy consumption timing for the Earthshaker and Skullcrusher skills: Energy is now consumed immediately upon startup instead of during release, and the single-use Energy cost has been reduced. This is intended to eliminate zero-cost pressure tactics where Hammer players could repeatedly charge and cancel skills during combat.\n\n- Increased the cooldown of the Skullcrusher skill.\n\n- Increased the animation speed of the Warhammer Sling skill.\n\n- Fixed an issue where performing a light strike after the Impalement skill would incorrectly trigger the Impalement skill again under specific circumstances.\n\nWithered Knight:\n\n- Fixed an issue where footstep audio would completely go missing under specific circumstances.\n\n- Fixed an issue where the long-range dash attack branched from the Parry skill traveled too fast, occasionally causing players to fly into the sky.\n\nShadowstrix:\n\n- Changed the speed boost effect of the Phantom Shift skill to only apply when moving toward enemies.\n\n- Reduced the damage and movement distance of the Spinning Slash skill. This is intended to moderately reduce Shadowstrix's ability to execute indiscriminate counterattacks using Super Armor, while still maintaining the skill's core mechanical characteristics.\n\n- Reduced the damage of the Flurry Strike skill.\n\n- Fixed an issue where combining a dodge with a jump while using the Lightweight talent would result in abnormal movement distances.\n\n- Fixed an issue where the Lightweight talent could be triggered abnormally under specific circumstances.\n\n- Fixed an issue where the Wound Buildup talent failed to differentiate between damage sources, resulting in abnormal stack accumulation.\n\nSorcerer:\n\n- Reduced the PvP damage of the Meteor Charm skill.\n\n- Increased the Energy recovery effect of the Meteor Charm skill when released without charging.\n\n- Greatly reduced the damage of the Gravitational Vortex skill.\n\n- Adjusted the damage distribution of the Stardust Torrent skill: reduced damage during the first channeling stage, and increased damage during the third stage when buffed by the Unending Torrent talent, keeping total damage output unchanged.\n\n- Increased the channeling time required to reach higher stages for the Stardust Torrent skill when not buffed by the Unending Torrent talent.\n\n- Reduced the cooldown of the Meteor Impact skill.\n\n- Swift Strike no longer increases the base cooldown of the Meteor Impact skill.\n\n- Greatly reduced the duration of the movement speed reduction effect from the Stardust Tempest skill; the slow effect will now quickly expire after leaving the affected area.\n\n- Reduced the duration and overall impact of the dodge distance reduction from the Storm Impact talent.\n\n- Reduced the duration of the Shadow Veil skill.\n\nBlackarrow:\n\n- Reduced the duration extension applied to immobilize/crowd-control debuffs by the Lasting Pain talent.\n\n- Increased the damage of the Spore Arrow skill.\n\n- Fixed a visual issue where character models would display abnormally while climbing ladders under specific circumstances.\n\nSeer:\n\n- Fixed an issue where the Burst Rune skill could remove enemy characters' invulnerability when leaving a Mist Lord's room.\n\nTactical Items:\n\n- Added an automatic target-seeking feature to the Revealing Bulb item series, and increased the movement speed bonus provided by its speed boost effect. Increased the dodge energy reduction inflicted by the Potent Revealing Bulb.\n\n- Increased the hit radius of the Fetid Jar, and increased the duration it forces enemies to remain in a downed state.\n\nGem Affixes:\n\n- Fixed an issue where the Creation affix could be stacked abnormally.\n\nOther Fixes:\n\n- Fixed a visual issue in the Contract Rewards exchange screen where earrings would display abnormally under specific circumstances.\n\n- Fixed a visual issue where the chat window would display abnormally under specific circumstances.\n\n- Fixed a collision issue with ropes in certain areas of Hallowgrove.\n\n- Fixed an issue in certain areas of Hallowgrove where invisible walls failed to block collision.\n\n- Fixed a terrain collision issue in certain areas of Brandrgarde.\n\n- Fixed a visual issue where character textures would malfunction when extracting via the Soul Ferry under specific circumstances.\n\n- Fixed an issue where background music would fail to play when spectating battles inside a Mist Lord's room.\n\n- Fixed a visual issue in the controller layout customization menu where select icons would display abnormally.\n\n- Fixed an issue where the text auto-scroll function failed to work for localized text under certain scenarios.\n\n- Fixed an audio issue where the \"Match Found\" sound effect would be overridden and fail to play under specific circumstances.\n\n- Fixed an audio issue where background music failed to trigger properly in select Mist Lord rooms.\n\n- Fixed an issue on the main Event screen where the \"Lock and view\" function malfunctioned.\n\n- Added a protective constraint system across all classes to resolve a physics bug where characters would launch into the sky after high-speed movement.",
      "summary": "Hello, Gyldhunters! We plan to conduct a server maintenance update on August 28, 2026, at 06:30 UTC+0, which is expected to last approximately 2 hours. Matchmaking queues will be closed early starting on August 28, 2026, at 06:00 UTC+0. Maintenance may end ahead of schedule or be extended; we will post notifications across our community channels if schedules change. After the maintenance, you will need to update your game client via your platform's store.\n\nSeason and Contract Task Adjustments:\n\nIn response to your persistent feedback regarding the excessive difficulty of Season Tasks and Contract Tasks, our team has conducted multiple internal discussions. We have finalized a revision plan and established dedicated progression-easing strategies, which are being fully implemented in this update to drastically improve your gameplay experience. The specific adjustments are as follows:\n\nSeason Tasks:\n\n- Reduced the kill count requirements for monster-slaying tasks and lowered their difficulty mode restrictions.\n\n- Adjusted the completion rules for tasks related to defeating Gyldhunters: changed \"execute\" requirements to \"defeat\" and reduced the required target count.\n\n- Changed equipment value restrictions to equipment rarity requirements.\n\n- Optimized task description text layouts and added visual indicators for objectives that support team-wide progression sharing.\n\nContract:\n\n- Reduced the completion counts required for most tasks.\n\n- Removed tasks that required searching specific containers.\n\n- Simplified tactical item tasks so they can now be completed by using any tact…"
    },
    {
      "id": "1841579228668790",
      "title": "Fair Play Penalty Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/710032620636864882",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1841579228668790",
      "author": "Rui",
      "publishedAt": "2026-08-21T13:35:42.000Z",
      "publishedLabel": "21 August 2026",
      "category": "Announcement",
      "contents": "Rule Violation Penalty Announcement\n\nDear Gyldhunters,\n\nWe've recently received a lot of feedback about temporary teaming in matches, and we also launched a related community poll. Over 80% of Gyldhunters agreed that this behavior should be penalized. This week, we have issued the first round of penalties. Details are as follows:\n\nPlayers who repeatedly team up with players from other squads over a period of time, refrain from attacking each other, and jointly attack third-party players will be considered to have engaged in \"Frequent Temporary Teaming in Matches\" and will be subject to a matchmaking suspension. Repeat offenders will face progressively longer suspension durations.\n\nTo ensure the effectiveness of this policy, we are unable to disclose the specific details. However, please rest assured that we have designed targeted filtering conditions for situations such as attempts to stop ongoing fights and multi-party engagements. At the same time, occasional temporary teaming in matches will not be penalized. We welcome your continued feedback to help us refine and iterate on these rules together!\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game to help us track down violators faster. Here is the list of penalties issued for rule violations over the past week.\n\nPenalty List for Frequent Temporary Teaming in Matches:\n\nA***********m\n\nR********6\n\nG***********c\n\nZ***********u\n\nS*****L\n\nV*********k\n\nC**********a\n\nR************V\n\nп**а\n\nF**R\n\nI**i\n\nF****h\n\nK***l\n\nT*********t\n\nz***a\n\nh*****a\n\nM******o\n\n十*****崗\n\nP*************g\n\nJ*******k\n\nA*******s\n\nS****x\n\nY**********t\n\ng********d\n\nn*******v\n\nT**o\n\ni************W\n\n双**裹\n\nI********V\n\ne****T\n\nH**********d\n\nS*****r\n\nM*******m\n\nW******k\n\nS***********a\n\nS*********B\n\nM*******e\n\nz*******c\n\nZ*B\n\nD**a\n\nk*****t\n\nR****8\n\nE***X\n\nS**********s\n\nN********e\n\nV***z\n\nO*****Z\n\nS********p\n\nG******a\n\nM****n\n\nC**N\n\no****f\n\nK*****e\n\nk****o\n\nt*********7\n\nB*******r\n\nP*************s\n\nN**o\n\nR***N\n\na**x\n\n珠*\n\nS********v\n\nD*********r\n\nn*********g\n\nT***o\n\nc**t\n\nH***********o\n\nP*******x\n\ns*********h\n\n大**尊\n\n超**錘\n\nG******N\n\nI***取\n\nG***********e\n\nS************z\n\nF*******n\n\nPermanent Ban List for Cheating:\n\n金*恩\n\nн******а\n\nF*******e\n\nm****s\n\nM****e\n\nB********n\n\nj******0\n\n시*\n\nA******v\n\n帝*\n\nP***A\n\nw*r\n\nr*********9\n\n뽀*\n\nG*******g\n\n見***打\n\nl*Q\n\nЧ****к\n\nh*******1\n\nI*****C\n\nt**n\n\n사*\n\n젓****마\n\nY****a\n\nL******x\n\nS*****S\n\nm*y\n\nM************s\n\nN*****s\n\nb*******n\n\nh******n\n\nS*******4\n\nC*********z\n\nP**s\n\n飞***牛\n\nX***o\n\nR*******t\n\nL****O\n\nС*********й\n\nm*****n\n\n唐**此\n\nE******I\n\nL*******Q\n\nE*****x\n\nK******y\n\n小*9\n\nM*******G\n\nN**B\n\nP*******7\n\nN****r\n\nk****k\n\nQ*********a\n\nV*******n\n\nL*****u\n\nS********g\n\nC*****T\n\nM*****y\n\nK********n\n\no***赢\n\nS***********y\n\ni****a\n\nN*********e\n\na********e\n\ns*u\n\nM****S\n\nD*********y\n\nY****a\n\nГ********х\n\nБ**********е\n\nD******d\n\nF***Y\n\nS****x\n\nl****a\n\n糖*\n\na*****2\n\nS*****y\n\nN**********e\n\nB**********n\n\ns*******g\n\nl**********a\n\nC*A\n\nT****i\n\n风*\n\nc*****i\n\n是**啊\n\nY**a\n\nA****3\n\nD*****y\n\nV*P\n\nA*******e\n\nM****u\n\n来**来\n\n双**木\n\nT*******A\n\nS**********Y\n\nA******s\n\nq*******i\n\n叒*\n\nC*********z\n\nT****S\n\nU**S\n\nS****a\n\n老*****o\n\nN*****l\n\nY***2\n\nN******k\n\nA******a\n\nK******k\n\nF***********d\n\nm******r\n\nR*****s\n\nA****2\n\nS*****z\n\nL*****z\n\nM****y\n\nZ******a\n\nA*************d\n\nX*b\n\n撒*****我\n\nШ****а\n\ns***d\n\na*******e\n\n祖**罵\n\nY**********a\n\nG********D\n\nM*******t\n\na******3\n\nG******F\n\nJ*****1\n\nm******7\n\ns*************a\n\nt*******f\n\nD*****L\n\nG*************Y\n\nx******x\n\nA*****a\n\nF******3\n\nS****o\n\nT*******a\n\nR********T\n\nD*****n\n\nv*******r\n\nN********r\n\nP***O\n\nA****1\n\nM******H\n\nG*******8\n\ns****K\n\nB********x\n\nA***D\n\n南**了\n\nP*****h\n\n龍***下\n\nK*********M\n\nП********a\n\n뽀***창\n\nJ******1\n\nw***i\n\nT**z\n\nP*****3\n\nz***y\n\nb*******2\n\n江*\n\nB*******5\n\nj***k\n\nd****u\n\nC******L\n\nM****z\n\ng***********h\n\nL****A\n\nA*******e\n\nm**********e\n\ns**y\n\n仲*者\n\nD*****1\n\nB****Y\n\n후*\n\nT****J\n\nB******a\n\nH********y\n\nt******i\n\nt***g\n\nA********5\n\nu*o\n\nB*****n\n\nj******1\n\nT*****o\n\nВ******ж\n\nC*********z\n\nH*****2\n\nP**s\n\nR********r\n\nt***g\n\nM*************l\n\nB*******c\n\nM******O\n\nC********N\n\nК****r\n\nM***i\n\nT****o\n\nS******o\n\nB******r\n\nM************t\n\nS**Y\n\nН******х\n\nA*********R\n\nN***K\n\nM***T\n\n朴*\n\nN*********n\n\n盗*\n\nQ****O\n\nI***A\n\nP******a\n\np****p\n\nH**********t\n\nB***********D\n\ne*r\n\nV*******n\n\nC********T\n\nE*****s\n\nd*******s\n\n屬*\n\nA******n\n\nN********l\n\ng**f\n\nj***x\n\n独**城\n\nM*******V\n\n卡****手\n\nС**********я\n\ns*****r\n\nL****n\n\n提*****枭\n\nb****6\n\nB**e\n\np********8\n\nR****n\n\nВ*****а\n\nd*************w\n\nj*******0\n\n大****8\n\nR********R\n\nN**L\n\n咸***长\n\nS*****C\n\nQ******u\n\nS*********a\n\nM*****u\n\nP*******y\n\nA******s\n\nh**********c\n\nA*******e\n\nA***L\n\nR**k\n\nC*********z\n\nK*****r\n\nY****L\n\nA*************r\n\n송*리\n\n伊*斯\n\nH*****n\n\n帝**哥\n\nT******e\n\nS********r\n\nB********d\n\nМ**c\n\nt*****i\n\nE******t\n\nA****2\n\nD***********o\n\nC*****K\n\na******0\n\nД******б\n\nD****m\n\nN*******d\n\nn********a\n\nP*****I\n\nS**y\n\nJ*******t\n\nB********n\n\nE******r\n\nR*******t\n\nA*********r\n\n我**磕\n\nZ***R\n\nA*******e\n\n起**师\n\n飞***1\n\nS***********E\n\nG**I\n\nG*************Y\n\nP******m\n\n邪**哞\n\n酪*\n\nT*******A\n\nT****u\n\n小*7\n\nD**********r\n\nS********x\n\nあ****い\n\nx****a\n\nD********y\n\n圣*者\n\n朝*****恩\n\nf*******f\n\nx****E\n\nr******g\n\n红*\n\n奥**给\n\nL************a\n\nD*****I\n\nM*****r\n\nZ*********t\n\nk*****o\n\nW*****e\n\nA*******e\n\nB******e\n\nL******s\n\nS*******m\n\n足***い\n\n風**神\n\nC*************2\n\nG******e\n\nT*********a\n\nA*******e\n\nТ*******А\n\nd*******l\n\n젗****마\n\nR*********V\n\nB*****T\n\nW**T\n\nJ******s\n\nC******G\n\nc*********k\n\nP*******x\n\nY****A\n\n金*日\n\nR******r\n\nT*******l\n\nA*******e\n\ns***p\n\nн********к\n\nS********g\n\nD*********k\n\nn************l\n\n你***吗\n\nQ*0\n\nS********h\n\nS*****m\n\nD******7\n\na********e\n\n伊**白\n\nY*****a\n\nT*****T\n\nV**********r\n\nm*******V\n\ng*t\n\n몬****이\n\nБ**********е\n\nT**S\n\nE******t\n\nM*****k\n\nT*****S\n\nE*****O\n\n咸**士\n\nZ******1\n\nm***w\n\nc*****z\n\nA****a\n\nS*******e\n\nZ********t\n\n三*****9\n\nH**********T\n\nD****e\n\nD*****n\n\nP****e\n\n白*\n\nm********d\n\np********1\n\nq**i\n\n你***我\n\nN******l\n\nI*****w\n\nY****a\n\nS****a\n\nA********s\n\nG****u\n\nj***0\n\ns*******d\n\n丨**丨\n\np********9\n\nL**********i\n\no**o\n\n小*6\n\nG***i\n\nC********T\n\nZ****a\n\ns*******s\n\nM*********d\n\nr*********9\n\nF***a\n\nD***y\n\nB***k\n\nD********7\n\nH************g\n\nK******n\n\nR********乂\n\n風**影\n\nA********c\n\nF**Z\n\nS********r\n\nA*******e\n\nc****i\n\nS*******e\n\ne**n\n\nn*******e\n\np*****P\n\nS**q\n\nG*****i\n\nM******l\n\nE******2\n\nС***********ь\n\nD****v\n\nr**e\n\nD******S\n\nK**********G\n\nW************k\n\nП********a\n\n疯***四\n\nB************N\n\nx******x\n\ng******a\n\nI************s\n\nN**B\n\nF*************I\n\nS***********E\n\nE*****O\n\nc********e\n\nA*********V\n\nB****G\n\nS*********L\n\nP******r\n\n落*\n\nM******R\n\n帝***啊\n\nT*****a\n\nM*******a\n\n커****마\n\na****1\n\nl***********0\n\nA****i\n\n爽*\n\ne*******o\n\nF*****n\n\ns********a\n\ns****x\n\nL***********0\n\n凯*吸\n\nM***0\n\n정*\n\nZ******1\n\n赞*\n\nl*******0\n\nG******n\n\nB**********n\n\n鼠****鼠\n\nN*********k\n\nS**********4\n\n晏*也\n\nD******G\n\nM*************l\n\nX*р\n\ns*****d\n\nU*********e\n\nY****M\n\n江*然\n\nU**S\n\nA*******e\n\nM*******l\n\nS***********r\n\nt***A\n\nK***q\n\nM*******a\n\nP****n\n\nb******i\n\nC*************3\n\nS********V\n\nm************x\n\n是**阿\n\ne********o\n\nC*****R\n\nK****r\n\nК******а\n\nA*****r\n\nD********o\n\nb********k\n\nE*7\n\nk******y\n\nA******v\n\nP*****I\n\nC********T\n\nB***1\n\nT******д\n\nq******e\n\nV*********n\n\nB***m\n\nS********F\n\nN***********y\n\nN**********r\n\nJ**********s\n\nJ******z\n\nD***********e\n\nF*******r\n\nL*****x\n\nN*****s\n\n云*\n\nS*Y\n\nN*******2\n\nV***k\n\nB*******9\n\n黄*的\n\nL*****s\n\nS******a\n\nL****n\n\nc**r\n\nH**O\n\nJ*********6\n\nЕ******t\n\n咸**客\n\n龙**下\n\nt*****2\n\nK**2\n\nm*********a\n\nA********c\n\nA*********r\n\nX**t\n\nA**C\n\nS***********y\n\nB***********I\n\nA*****n\n\nx****R\n\nI****k\n\nP****o\n\nТ*****х\n\nC**a\n\nM*****k\n\nC********N\n\n二*二\n\nF*****q\n\nN******1\n\nI***********R\n\ns*****s\n\np********2\n\nB************N\n\nB*Y\n\nM****a\n\nN******a\n\nF***i\n\nK*******n\n\nM*******z\n\nV***k\n\nM******R\n\ni****r\n\nA****3\n\nG****O\n\n清***手\n\nI******r\n\n精*****城\n\nI*******l\n\np*******i\n\n이*비\n\nB********n\n\nG**********t\n\nQ***I\n\nA*********5\n\n張*程\n\nK************T\n\nA*****7\n\n赞*\n\nК*********х\n\nn************l\n\nД*******р\n\n白*\n\nA********a\n\nt********l\n\nl***i\n\nG******王\n\nA***x\n\nK****a\n\n谁***雄\n\nK*******n\n\nA*********o\n\nB***N\n\na*******e\n\nD***********b\n\nG********D\n\ns****a\n\nB****O\n\nU*********6\n\nM******r\n\nD****l\n\nw*************w\n\nA*****y\n\nB******r\n\nY***t\n\nГ***й\n\na**********o\n\nM*****E\n\nJ**********s\n\nN**L\n\nN*******2\n\nM****d\n\nG********a\n\np***g\n\n提*****雨\n\np********0\n\ne*********e\n\nA****1\n\nT*******c\n\nl********a\n\nA*******e\n\nM****t\n\nX******s\n\nあ****い\n\nA*****n\n\n과***마\n\nA***D\n\nl**Q\n\n酪*李\n\nPenalty List for Intentional Illegal Teaming:\n\nJ*************a\n\n浅*色\n\nx*****D\n\nG*********n\n\nБ*******а\n\nM******s\n\nr****u\n\nU********a\n\nV****9\n\nK****o\n\nr*x\n\nM******n\n\nL****Y\n\nZ******2\n\nH*********r\n\nM******A\n\nZ***********u\n\nÖ*Ö\n\nR****1\n\nB***Z\n\nl****y\n\nR***u\n\nS********v\n\nM*****i\n\nI********r\n\n弓**師\n\nT*****c\n\nS***e\n\ni**o\n\np********n\n\n十*****崗\n\nC******y\n\nG*********s\n\nO******Z\n\nP********u\n\nZ******K\n\nj*****e\n\nI***l\n\nI******d\n\nL******s\n\nG****o\n\nC*****d\n\nM******l\n\nч***ы\n\nT****u\n\nM*********s\n\nM*******s\n\nC**********n\n\n亀*者\n\n偷***摸\n\nм*********ы\n\n徐****絲\n\nt****a\n\nV*****h\n\nD*******s\n\nN****e\n\nI***取\n\nC*****y\n\nG******1\n\nh**e\n\nL*****a\n\nz**X\n\nR**z\n\nS*******t\n\nE****e\n\nR***z\n\nF******3\n\nS****F\n\nV***h\n\nz****h\n\n忍***知\n\nK***兽\n\nP*******s\n\nп****п\n\nZ****g\n\nA***ï\n\nx***s\n\nD*****a\n\nL*****N\n\nW************n\n\nm*****u\n\n二*w\n\nt****r\n\nп**а\n\nC************y\n\nE***********F\n\nM********r\n\n小*猴\n\n不***了\n\nq********t\n\nF****7\n\nB***********y\n\nD****O\n\n勇***三\n\nY*****b\n\nI*********w\n\nZ****g\n\nS*****K\n\nM*******2\n\nR****4\n\nN*X\n\na*****d\n\nP*********O\n\nP*****o\n\nG************t\n\ns***a\n\nH**t\n\nF****i\n\nC***l\n\nN***n\n\nC***a\n\nD*********r\n\nР*д\n\nT****O\n\n賊*猩\n\nZ****g\n\nG**e\n\nH***h\n\nR****3\n\nW***********t\n\nS*****0\n\nG**********r\n\n徐*巖\n\n蛇***面\n\nH******m\n\na******3\n\nP**********i\n\n无***轮\n\nt********0\n\nr*******z\n\n打*****y\n\nG****n\n\na*****a\n\n黑**士\n\n紅**彈\n\nY**T\n\nf***n\n\nK****O\n\nC****y\n\n巫**仔\n\nD*1\n\ni****a\n\n徐***士\n\nA***o\n\nG****a\n\nA*****r\n\nG********y\n\nK******y\n\nN*****i\n\nZ**********u\n\nF****i\n\nК****н\n\n棍*1\n\nC*****r\n\nC**é\n\nN***o\n\nM****M\n\nZ**********u\n\nx****a\n\nB********H\n\nG*****1\n\nA******3\n\nF*C\n\na******4\n\nM*********t\n\nL**t\n\nf****8\n\n最**盾\n\nR***m\n\nM*****t\n\na***H\n\nB***A\n\nX*P\n\nC******t\n\nK****影\n\nZ***r\n\nC*********V\n\nP**s\n\nD****S\n\nM**a\n\nj***1\n\nH****n\n\nН**т\n\nP************P\n\nW**********l\n\nV****h\n\np*f\n\nK******a\n\nM**o\n\nV***z\n\n림*\n\nM********t\n\nS********e\n\nR***u\n\nt********a\n\n山****ン\n\nt*******0\n\n第*****三\n\nD****O\n\nJ*********I\n\nS*******s\n\nz**o\n\nO***k\n\n詠*****摸\n\nS********r\n\nd**t\n\nr*х\n\nH******e\n\nM*******K\n\nG*****i\n\nE****X\n\nD*****n\n\nR****z\n\nV***w\n\nБ************р\n\n奇**者\n\nI**********s\n\nt********o\n\nG********r\n\n傭**子\n\nj***2\n\nx****D\n\nF****a\n\nP****k\n\nM*****1\n\n香***去\n\nA*******7\n\nG***2\n\nD*****e\n\nt******d\n\nw*******p\n\ns*****R\n\nS*****A\n\nR***N\n\ns****r\n\nC*******u\n\na***u\n\nt**********o\n\nA****t\n\nK**G\n\n二*l\n\nR****z\n\np****e\n\nO****c\n\nV***z\n\ng*****1\n\nU********a\n\nM*******e\n\n忍***神\n\nR*******t\n\nT***T\n\nW************y\n\nq******y\n\nO*****Z\n\nV********r\n\nL*******o\n\nH*N\n\nд*********а\n\nм********ы\n\nS*****e\n\nR****z\n\nK**2\n\nx*****h\n\nB*************t\n\nA****T\n\nA******e\n\nJ************a\n\nW**********s\n\nI****S\n\nC***a\n\nÉ***e\n\nK*****兵\n\na*******c\n\nx****y\n\nD*************A\n\nH*****n\n\nE*******N\n\n大****三\n\nK***A\n\nB*************t\n\nB*******s\n\nお*****す\n\nt**i\n\n劍****三\n\nS*****y\n\nM****3\n\nM***********s\n\nS****y\n\nZ**********u\n\n二*t\n\nk**g\n\nG********V\n\nア**ル\n\nD*K\n\nf*****1\n\nR***u\n\nK******1\n\ns******f\n\nR******s\n\nK********e\n\nx***s\n\nR******r\n\nВ***а\n\nJ*****t\n\n徐***梟\n\n挽*\n\n土**斗\n\nj***d\n\nS*****1\n\nB*******o\n\nD***d\n\nお****を\n\nв****р\n\nF***哥\n\nT**T\n\nG******x\n\nb*****x\n\nj***3\n\nM*****s\n\nC*******s\n\nM***e\n\n림*철\n\nG***g\n\nД*************о\n\ng****n\n\nD******e\n\nI*******e\n\nJ**********s\n\nU****D\n\nI******t\n\n개*\n\nZ*C\n\nO***R\n\nE*****n\n\nR********e\n\nM********c\n\nE******f\n\n神**析\n\n二*j\n\nB******s\n\nt****i\n\nM*****兽\n\nT*************r\n\nМ**т\n\nA*2\n\nR****2\n\nV******T\n\nL*******w\n\nl*******k\n\nS***a\n\nt*********o\n\nP*******y\n\n双***士\n\nC**********a\n\nC**e\n\na******c\n\n範*ー\n\nK*****D\n\nW*********m\n\nD****0\n\n刘*华\n\nN***********r\n\n沙*\n\nS*****y\n\np*******s\n\nr*****F\n\nS***********y\n\n在**师\n\nS*******n\n\nV******ᆞ\n\n忍***手\n\nS*******O\n\nF***o\n\n我***烫\n\nJ*****I\n\n我****险\n\nC***e\n\nF*哥\n\nt*****e\n\nS**********g\n\nV******ᆞ\n\nU****e\n\n徐***師\n\nL*********U\n\nF****O\n\nT*******P\n\nW****T\n\nF************r\n\nr****n\n\nJ*************a\n\n二*d\n\nG******3\n\nR***u\n\nt******a\n\nZ**********u",
      "summary": "Rule Violation Penalty Announcement\n\nDear Gyldhunters,\n\nWe've recently received a lot of feedback about temporary teaming in matches, and we also launched a related community poll. Over 80% of Gyldhunters agreed that this behavior should be penalized. This week, we have issued the first round of penalties. Details are as follows:\n\nPlayers who repeatedly team up with players from other squads over a period of time, refrain from attacking each other, and jointly attack third-party players will be considered to hav…"
    },
    {
      "id": "1841579228664985",
      "title": "DevNote #8",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/710032620636865013",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1841579228664985",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-08-20T09:51:02.000Z",
      "publishedLabel": "20 August 2026",
      "category": "Developer note",
      "contents": "Hi Gyldhunters! Welcome to our eighth Developer Update. Looking back at July 30th—the day Mistfall Hunter officially launched—the entire team still vividly remembers that moment. After a long development process and multiple rounds of testing, seeing the game finally go live was a moment filled with both nervous anticipation and excitement, as we wondered how the world of Weavereach would be received. Based on our recent data tracking, over 1.5 million Gyldhunters have already arrived in Windrest to begin their hunts and adventures! This milestone is a massive encouragement for everyone on the development team. It brings great meaning to all the time we spent iterating gameplay, optimizing visuals, and polishing combat for each individual class.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/2bd2dfb34a2fb2bb829f9a0693f679229119c067.jpg\"][/img]As more and more Gyldhunters join our ranks, our team has also run into some major challenges. We are steadily fixing the various bugs that cropped up during the initial launch phase through multiple rounds of verification and hotfixes. When it comes to class balance adjustments, we still need to observe a vast amount of match data before deciding how to further tweak and optimize specific classes. For the server latency and hitching issues that many of you have reported, we previously completed a full server-wide optimization targeting cloud server CPU hyper-threading issues, which has successfully reduced the frequency of these stutters.At the same time, we have set up dedicated server frame rate monitoring, which helped us discover that actions like refreshing chimes and treasure chests can sometimes trigger excessive computation loads, leading to performance hiccups. These specific issues will be systematically resolved in upcoming updates to drastically improve your overall combat experience.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/459672817d644620ede2770cbac873f57993b939.jpg\"][/img]Following the update on August 12th, the flagship mechanic of the S1 \"Soul Hunt\" season—Soul Harvest—is now live. The core intent behind this feature is to give you more dynamic choices in every match.\n\nWe wanted to create a high-reward, advanced layer of content that introduces more variables to each match. Teams that excel at direct, front-line combat can proactively rush to ritual sites to contest rich rewards. Gyldhunters who prefer flanking and ambushing can hunt down targets outside the hot zones, waiting for the perfect moment to snatch critical items. Meanwhile, casual Gyldhunters looking for a safer, more standard match experience can simply take their Soul Cocoons to Richie, the in-match merchant, to cash in on guaranteed earnings without being forced into the chaos. Gyldhunters of all playstyles can find a strategy that suits them. This ensures that matches no longer revolve around a single objective, greatly enriching your mid-to-late-game experience.\n\nAdditionally, to smooth out the progression curve for all Gyldhunters alongside the launch of Soul Harvest, we've introduced the new Mistchaser Shop, where Gyldhunters can reliably exchange items for a substantial amount of Moonlight Nectar and Soul Coins. Our goal is to provide a sustainable path for acquiring resources and expand your progression channels, thereby balancing the overall upgrading experience and offering everyone more rewarding content.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/eeaa4c5413c15c73367e1240b82da575d819b028.png\"][/img]While optimizing resource acquisition and balancing the progression pace for all Gyldhunters, we also gathered a massive amount of feedback regarding class balance and gameplay mechanics. Below, we'd like to share the design philosophies and considerations behind these upcoming changes:\n\nThe technical limits of our class archetypes have been thoroughly tested by your high-level mechanics and execution. We're incredibly grateful for the deep thought and strategy Gyldhunters have poured into combat. This has helped us lock in a vital goal for our balancing efforts: to ensure that practicing your favorite class feels deeply rewarding and impactful, allowing you to fully enjoy the thrill of tactical outplay. Currently, certain classes and playstyles—such as the Sword and Shield Mercenary's Shield build, Blackarrow, and Sorcerer—possess a very high skill ceiling. Moving forward, we'll implement balance adjustments and design optimizations to bridge the gap between these high skill caps, while ensuring the mastery curve feels smoother and more engaging.\n\nOur balancing approach simultaneously considers the peak execution of veteran Gyldhunters and the progression experience of newcomers. We want to ensure that the skill ceiling for high-level players isn't overly suppressed, while avoiding forcing new players through grueling practice loops just to enjoy these playstyles. We also want to prevent balance changes from making certain builds too niche.\n\nFirst, let's address the unmatched \"hatchet-running\" capabilities of the Shadowstrix. In an extraction game, avoiding combat to focus purely on high-speed looting is a viable strategy with its own unique charm. We intend to preserve this evasive playstyle for the Shadowstrix. However, we plan to tweak skill and talent selections in the future to prevent scenarios where a Shadowstrix can dominate map mobility while simultaneously maintaining overly dominant front-line combat strength. Regarding the Shadowstrix's combat identity, their core traits should center on agility, sneak attacks, and cunning. Currently, several talents and skills grant Super Armor, giving the Shadowstrix an overt ability to break enemy standard attacks head-on. This doesn't quite fit the class's tactical identity, and we're highly likely to consider removing these Super Armor capabilities in the future.\n\nBoth Sword and Shield Mercenary builds are currently overperforming. In particular, the Red Shield build's follow-up Deflect mechanics leave opponents feeling entirely helpless once Perfect Parry is mastered, completely discouraging offensive plays. We're already looking into adjustments targeting Deflect costs, precision windows, and the risks of missing a parry. Meanwhile, the Burst/Chase capabilities of the Sword build are also exceptionally strong, and we've already implemented moderate adjustments to its skill behavior and overall damage output.\n\nThe Hammer Mercenary is currently performing in line with our expectations in both solo and trio modes. In certain scenarios and team compositions, it even leans slightly overtuned, so we may introduce minor tweaks based on upcoming data tracking.\n\nFor the Polearm & Shield Withered Knight, the Quick Shield Bash build is currently performing as expected. However, the alternative Enhanced Shield Bash build is underperforming, and we'll likely deploy significant adjustments for it in Season 2. For the Greatsword Withered Knight, we recently buffed its basic attack patterns. This was primarily done to address situations where its animation recovery and high execution costs left it at a disadvantage during close-quarters combat. We've also moderately enhanced the effectiveness of several associated skills and talents.\n\nWe're also keeping a close eye on ranged classes. We've already begun implementing moderate nerfs to their burst damage output. Recently, we've been evaluating the mobility performance of ranged classes and tracking how specific map terrain amplifies their effectiveness. In particular, Blackarrow and Sorcerer currently possess exceptional initiation tools and damage output while retaining safe kiting and survival capabilities. We'll continue to leverage data and match observation to bring ranged classes back down to a healthy, balanced state.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/7ac56b0ea9892950f6f50b434fd55b92a8c9c528.jpg\"][/img]Next, let's talk about the seasonal resets, which are a topic we know many of you are deeply curious about. As a game built around the core extraction loop, if we were to fully carry over all assets into every new season, we would be forced to drastically tighten economic drop rates and significantly slow down resource acquisition mid-to-late game just to maintain server-wide economic stability. That is simply not the type of experience we want to deliver to you. Instead, we want players to enjoy a fresh start each season, experience the thrill of fast-paced progression, and enjoy relatively high-impact drop rates. At the same time, balancing the playing field between returning veterans and fresh newcomers in a new season is a vital design consideration for us. Therefore, drawing from the seasonal operational data of successful titles in this genre, we locked in a partial seasonal reset framework early in our development phase:\n\nWhat Gets Reset: At the start of a new season, character levels, warehouse supplies, and select camp buildings will be reset.\n\nSeasonal Compensation: We'll adequately return a portion of your seasonal assets as compensation. These can be used to freely exchange for critical resources (such as Pip's Rare Pouch, Unbound Holy Collectibles, Holy Soulcatch Nets, Exclusive Cosmetics, and various tiers of Combat Bags). This ensures that players who accumulated vast wealth in the previous season maintain a reasonable head start.\n\nWhat Carries Over: Long-term progression systems (such as the Collection Pedestal) will not be reset. The supplies you worked so hard to collect will not completely vanish into thin air.\n\nBonus Rewards: Based on your net asset worth from the previous season, exclusive honorary rewards will be distributed at the start of the new season.\n\nThis core framework will not be altered in the short term. However, the exact compensation items, trade-in ratios, and the specific reset categories will be continuously iterated and optimized using our global live-server data tracking and your direct player feedback. As we approach the tail end of Season 1, we'll publish a comprehensive, detailed breakdown covering the exact seasonal wipe specifications.\n\nOur ultimate goal is to provide all Gyldhunters with an exhilarating progression curve and satisfying drop rates, rather than forcing you to blindly grind through old content all over again. Every rule we design is driven by a single purpose: making the game more fun to play. We welcome any and all feedback you have to help us continue refining our gameplay systems.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/e708bc82de3219d81f7e277a939f5c267ab4a67f.jpg\"][/img]Finally, let's talk about the recently launched Season Tasks, which have been the focus of most of your recent feedback. Seeing that it takes a grand total of 152 tasks to unlock all end-game rewards has understandably left many Gyldhunters feeling overwhelmed and burnt out, with some even stepping away from seasonal progression altogether. For this, we want to offer our sincerest apologies.\n\nDuring the design phase of these Season Tasks, our team wanted to flesh out the world's lore, so we wrapped a large amount of story dialogue directly into the task system. At the same time, we included quite a few non-essential side tasks. When combined, this heavily inflated the total task count. We completely understand that seeing such a massive number upfront creates severe psychological pressure, and this was an oversight on our part.\n\nTo clear up how this works, we want to share some actual progression data: Unlocking Pip's Rare Pouch—which you can use for the entirety of this season—only requires completing 50 core tasks. Meanwhile, obtaining the Legendary Nether Ferry skin actually requires completing 93 tasks. To address the current issues, we'll restructure our task design philosophy for future seasons. We'll drastically streamline the total task count, optimize the overall progression pacing, and entirely eliminate mandatory three-player team requirements so that everyone can enjoy a much smoother Season Task experience.\n\nIf you encounter tedious task steps, unbalanced difficulty spikes, or any other frustrating designs while playing through the Season Tasks, please don't hesitate to drop a message and let us know in the community hubs. As this is our very first official season, our initial predictions regarding actual player behavior were bound to have some misjudgments. We'll continue compiling suggestions from all Gyldhunters. Following a unified team review, we'll be rolling out targeted balance optimizations in the near future for tasks that feel overly difficult or frustrating to play. Moving forward, we'll remain completely flexible in iterating season-related content based on your ongoing feedback.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/685e77ab5d6b0c7b8eb5d3dc0f0e12a860504393.jpg\"][/img]That's everything for this Developer Update. Since our launch, every piece of feedback from our Gyldhunters and every data point gathered from your matches have served as the core driving force behind our game optimizations and content polishing. Moving forward, our team will remain fiercely focused on bug fixes, server optimization, class balance, gameplay iterations, and progression experience tuning. We'll carefully listen to the voice of every single Gyldhunter as we continuously improve the world of Weavereach to deliver a higher-quality, smoother, and more thrilling hunting adventure.\n\nThank you all so much for your ongoing understanding, patience, and passion for the game! To close things out, we have a quick sneak peek for you—the highly anticipated second weapon type for Blackarrow, the Javelin, is currently in full production! Without further ado, here's a first look at the concept art. Stay tuned for more updates on our development progress![img src=\"{STEAM_CLAN_IMAGE}/45259576/489881737b34276bb021b9df7eaf135384a58699.jpg\"][/img]",
      "summary": "Hi Gyldhunters! Welcome to our eighth Developer Update. Looking back at July 30th—the day Mistfall Hunter officially launched—the entire team still vividly remembers that moment. After a long development process and multiple rounds of testing, seeing the game finally go live was a moment filled with both nervous anticipation and excitement, as we wondered how the world of Weavereach would be received. Based on our recent data tracking, over 1.5 million Gyldhunters have already arrived in Windrest to begin their…"
    },
    {
      "id": "1841579228661822",
      "title": "August 19 Live Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/196621727844797047",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1841579228661822",
      "author": "Enzo",
      "publishedAt": "2026-08-19T07:48:33.000Z",
      "publishedLabel": "19 August 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on August 19, at 08:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via the app store.\n\nNew Additions & Optimizations:\n\n- Added a refresh mechanic for the Scavenger Squad: after completing a task and claiming its rewards, the required materials across all modes will refresh.\n\n- Added a brief period of invulnerability when entering a Mist Lord's room.\n\n- Optimized select text and localization strings to prevent clipping outside UI borders.\n\n- Controller Optimized the quick operation experience when refining Star Silver.\n\n- Controller Added a new \"Favorite\" function.\n\n- Controller Added a unique controller vibration feedback when taking fall damage.\n\n- Server Performance Optimizations: We have set up dedicated server frame rate monitoring, which helped us discover that actions like refreshing chimes and treasure chests can sometimes trigger excessive computation loads, leading to performance hiccups. These specific issues will be systematically resolved in upcoming updates to improve your overall combat experience.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Reduced the stagger duration inflicted on enemies by the Perfect Block state.\n\n- Increased the Energy consumption of the Perfect Defense talent in solo mode.\n\n- Reduced the shield value provided by the Block Damage Boost talent.\n\n- Reduced the cooldown reduction effect that the Shockwave Strike skill applies to other skills.\n\n- Increased the cooldown of the Whirling Cut (Dash) skill.\n\n- Reduced the PvP damage of the Stacked Slash skill.\n\n- Reduced the hitbox size of the Impalement skill.\n\n- Slightly reduced the cooldown of the Stonebreaker Slash skill.\n\n- Slightly reduced the cooldown of the Shield Slam skill.\n\n- Slightly reduced the cooldown of the Whirling Cut (Block) skill in trio mode.\n\n- Fixed an issue where Mercenary - Hammer's cooldown reduction talent would fail after being revived from a downed state.\n\n- Fixed an issue where the Block Damage Boost talent would incorrectly remain active after switching weapons.\n\n- Fixed an issue where Mercenary - Sword and Shield could not smoothly chain into the Stacked Slash skill after using the Impalement skill.\n\nWithered Knight:\n\n- Slightly increased the movement distance and attack speed of the first light strike with a Greatsword.\n\n- Slightly increased the movement distance of the Opportunistic Thrust skill.\n\n- Slightly increased the movement distance of the Pursuit skill.\n\n- Slightly increased the movement distance when dodging forward with the Sprinting Slash skill.\n\n- Added Super Armor during the attack animation when a heavy strike is fully charged and released.\n\n- Reduced the cooldown of the Parry skill.\n\n- Reduced the cooldown of the Breakthrough Charge skill.\n\n- Increased the projectile speed of the sword wave from the Withering Mark skill; additionally, hitting an enemy now applies a slow effect and reduces their dodge distance.\n\n- The Joint Pierce talent now reduces the dodge distance of enemies that are hit.\n\n- Slightly reduced the Energy consumption and cooldown of the Radiant Retribution skill.\n\nShadowstrix:\n\n- Added a wind-up animation to the Free Movement talent.\n\n- Fixed an issue where triggering the Lightweight talent via a dodge would fail to grant invincibility frames (i-frames).\n\n- Fixed the Super Armor performance of the Teleport Blessing talent.\n\n- Fixed an issue where the interrupt action for Blade Dance would fail to trigger properly under specific circumstances.\n\n- Fixed an issue where aerial heavy strikes could not change directions correctly.\n\nSorcerer:\n\n- Fixed an issue where Sorcerer - Elemental's Thunder Roar talent would fail after being revived from a downed state.\n\nSeer:\n\n- Fixed an issue where two Blasphemers fighting each other while under the effects of the Ferocity talent's Zeal state would fail to trigger Super Armor Clash properly.\n\nGem Affixes:\n\n- Fixed an issue where the effect of the Unyielding affix would malfunction when its level was upgraded.\n\nCritical Fixes:\n\n- Fixed an issue where Smuggler Woodlings would fail to spawn correctly in a match after the Soul Harvest began.\n\n- Fixed an issue where Gyldening DMG calculations would function abnormally under specific circumstances.\n\n- Fixed a visual issue where the Soulgnawer's textures would go missing under certain scenarios.\n\nOther Issues:\n\n- Fixed an issue where The Divine Endowment task would fail to track progression within Contract tasks under certain scenarios.\n\n- Fixed an issue where the Total Value button on the personal profile page would malfunction under specific circumstances.\n\n- Fixed an issue where the \"Expand Forging Queue\" prompt would still appear even after upgrading the Workshop to max level.\n\n- Fixed a visual issue where the right-side preview area would still show the default asset when equipped with a Combat Bag.\n\n- Fixed an issue in the Loadout screen where toggling the visibility of headgear would occasionally cause cosmetic display anomalies.\n\n- Fixed an occasional issue where players could still hear voice chat from their previous teammates after a match had ended.\n\n- Fixed a terrain collision issue in Hallowgrove that caused players to float in the air.\n\n- Fixed a visual issue where rank points would display incorrectly when opening a player profile directly from the Leaderboards.\n\n- Fixed a typo regarding weapon rarity within the description text of the Legendary Weapon Selection Chest.\n\n- Fixed an issue where the Mistchaser Shop limits would fail to refresh correctly after completing the Soul Harvest ritual.\n\n- Fixed an issue where the special Soul Incubators spawned during the purification prayer phase of the Soul Harvest ritual would incorrectly drop Soul Cocoons when looted.\n\n- Fixed incorrect text in Objective 2 within Season Tasks.\n\n- Fixed an occasional issue where getting hit by a monster while accepting an in-match task would lock the player out of all actions.\n\n- Fixed a visual issue where certain skill visual effects for Otto, the Flesheater would display abnormally while in Einherjar mode.\n\n- Fixed an issue where certain items could not be placed into Pip's Pouch after being revived in a match.\n\n- Fixed an issue where transferring items when looting remains would occasionally cause the inventory UI to close automatically.\n\n- Fixed an issue in trio mode where teammates could discard an item that you were currently identifying.\n\n- Fixed an issue on the match summary screen where Mist Lords defeated in Einherjar mode were not counted correctly.\n\n- Fixed an audio issue where triggering emotes would occasionally output abnormal sound effects.\n\n- Fixed an audio issue where background music would occasionally malfunction when loading into a match.\n\n- Fixed a visual issue with the reward chest that spawns after completing The Divine Endowment task.\n\n- Fixed an issue in the Mistchaser Shop where the Faded Divine Tree Heart and Stardust Bloom inside the Premium Holy Material Selection Chest - Unbound were incorrectly set as bound items.\n\nPreviously Fixed Issues:\n\n- Fixed an issue where under specific circumstances, equipping a Pro Combat Bag would prevent players from entering their intended match due to an equipment value mismatch error.",
      "summary": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on August 19, at 08:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via the app store.\n\nNew Additions & Optimizations:\n\n- Added a refresh mechanic for the Scavenger Squad: after completing a task and claiming its rewards, the required materials across all modes will refresh.\n\n- Added a brief period of invulnerability when entering a Mist Lord's room.\n\n- Optimized select text and localization strings to prevent clipping outside UI borders.\n\n- Controller Optimized the quick operation experience when refining Star Silver.\n\n- Controller Added a new \"Favorite\" function.\n\n- Controller Added a unique controller vibration feedback when taking fall damage.\n\n- Server Performance Optimizations: We have set up dedicated server frame rate monitoring, which helped us discover that actions like refreshing chimes and treasure chests can sometimes trigger excessive computation loads, leading to performance hiccups. These specific issues will be systematically resolved in upcoming updates to improve your overall combat experience.\n\nClass Balance Adjustments and Combat Optimizations:\n\nMercenary:\n\n- Reduced the stagger duration inflicted on enemies by the Perfect Block state.\n\n- Increased the Energy consumption of the Perfect Defense talent in solo mode.\n\n- Reduced the shield value provided by the Block Damage Boost talent.\n\n- Reduced the cooldown reduction effect that the Shockwave Strike skill applies to other skills.\n\n- Increased the cooldown of t…"
    },
    {
      "id": "1840944183781353",
      "title": "Server Stutter Optimization Update & Soul Harvest Launch Rewards",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/196621727844796748",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1840944183781353",
      "author": "Rui",
      "publishedAt": "2026-08-15T03:55:41.000Z",
      "publishedLabel": "15 August 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, we've identified one of the causes behind the intermittent stuttering many of you have recently reported, including lag, character teleporting, and similar issues. Part of the problem was traced to cloud server CPU hyper-threading. We rolled out server configuration adjustments across all servers on August 13 and 14, and our monitoring data shows that these stutters are now occurring less frequently. Thank you for all your feedback!\n\nPerformance optimization is a complex and ongoing process, however, and there are still issues we are working to resolve. This remains our highest priority. If you encounter any related problems, please continue sending us your feedback so we can investigate and address them as quickly as possible.\n\nSoul Harvest is now underway! Complete Soul Harvest runs to earn exclusive tokens, which can be exchanged at the Mistchaser Shop for a wide range of rare rewards, including the Season-exclusive Holy-quality collectible Soulbound Serpent Crystal, Holy Material Selection Chest, Moonlight Nectar, and Soul Coins. New rewards such as Moonlight Nectar and the Legendary Material Selection Chest have also been added to the Fate Chart Shop, so don't miss out on those! As the season progresses, more rare rewards will be added to the Fate Chart Shop.\n\nTo thank all Gyldhunters for your continued understanding and support since launch, we're sending out Moonlight Nectar x5, Pro Combat Bag x2, and Advanced Combat Bag x2. (Log in before August 22, 2026, 00:00 UTC+0 to claim them via in-game mail.) We wish you the best of luck defeating the Soulgnawer and claiming your Soul Harvest rewards!",
      "summary": "Dear Gyldhunters, we've identified one of the causes behind the intermittent stuttering many of you have recently reported, including lag, character teleporting, and similar issues. Part of the problem was traced to cloud server CPU hyper-threading. We rolled out server configuration adjustments across all servers on August 13 and 14, and our monitoring data shows that these stutters are now occurring less frequently. Thank you for all your feedback!\n\nPerformance optimization is a complex and ongoing process, however, and there are still issues we are working to resolve. This remains our highest priority. If you encounter any related problems, please continue sending us your feedback so we can investigate and address them as quickly as possible.\n\nSoul Harvest is now underway! Complete Soul Harvest runs to earn exclusive tokens, which can be exchanged at the Mistchaser Shop for a wide range of rare rewards, including the Season-exclusive Holy-quality collectible Soulbound Serpent Crystal, Holy Material Selection Chest, Moonlight Nectar, and Soul Coins. New rewards such as Moonlight Nectar and the Legendary Material Selection Chest have also been added to the Fate Chart Shop, so don't miss out on those! As the season progresses, more rare rewards will be added to the Fate Chart Shop.\n\nTo thank all Gyldhunters for your continued understanding and support since launch, we're sending out Moonlight Nectar x5, Pro Combat Bag x2, and Advanced Combat Bag x2. (Log in before August 22, 2026, 00:00 UTC+0 to claim them via in-game mail.) We wish you the best of luck defeating the Sou…"
    },
    {
      "id": "1840944183773230",
      "title": "Fair Play Penalty Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672877288649392187",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1840944183773230",
      "author": "Rui",
      "publishedAt": "2026-08-12T07:39:58.000Z",
      "publishedLabel": "12 August 2026",
      "category": "Announcement",
      "contents": "Dear Gyldhunters,\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game to help us track down violators faster. This week, we'll roll out a feedback email feature that notifies you as soon as your report results in a penalty, so all Gyldhunters can stay up to date on the fate of rule-breakers.\n\nHere is the list of penalties issued for rule violations over the past week.\n\nAccounts Banned for Cheating:\n\nZ*7\n\nE*****s\n\n秀****7\n\nY***r\n\nj******i\n\n凋*\n\na*****2\n\nd*****g\n\nC****s\n\ng**2\n\nL*******d\n\nN*******a\n\nl****e\n\n墨*\n\nF********r\n\n萨*敌\n\nl***l\n\n純***郎\n\nC******e\n\nP********r\n\nN*****k\n\n北**海\n\nk*m\n\nm******n\n\nK************g\n\n信*\n\n방*맨\n\nY***a\n\nX**O\n\na*****i\n\nU********r\n\nM***i\n\nK*****K\n\nL**i\n\nJ****I\n\nd**********q\n\ni*******0\n\n乂**乂\n\nZ*6\n\nM***o\n\n齉*籲\n\nP*****1\n\nY***o\n\n咕****1\n\nP***s\n\nK****e\n\n北****1\n\nA******u\n\nB**王\n\nK***n\n\nk**Z\n\nx***g\n\nK************n\n\nA*******a\n\n凤**丶\n\n木*\n\nT**d\n\nS***V\n\np*******o\n\nC*****I\n\nY****T\n\nk******g\n\nD********r\n\nS*Y\n\nB****n\n\nE***r\n\nD***********k\n\nd****G\n\ny*****r\n\nK*******s\n\nu********2\n\nm********8\n\nQ*Q\n\nn****n\n\n扫*\n\nf**********r\n\nG***********a\n\n红*笑\n\n秋*白\n\np****e\n\nR******d\n\ni********z\n\nM**1\n\n小*\n\nR****u\n\nC********r\n\n자*맨\n\nG********g\n\nW*****A\n\nx***i\n\nG************a\n\nT*e\n\nX**********m\n\n궁*\n\n陈*琳\n\n猫*凛\n\nv****o\n\n茶*菇\n\nA***1\n\nJ*****g\n\nT******1\n\n萨*胖\n\nP**********r\n\n淘**1\n\nT*********n\n\nE*****e\n\n법*맨\n\nH**o\n\nC*I\n\nd****1\n\nx****w\n\nC****笑\n\nS******a\n\nK******d\n\nb***********1\n\nK****r\n\nM******t\n\nN******1\n\n釘***眼\n\n爆****气\n\nB*****k\n\n需**级\n\n말**로\n\n一*****雨\n\nT***********e\n\n打*****水\n\nA*********a\n\nK***u\n\nJ*****K\n\nX*Z\n\nZ*7\n\ne****e\n\n嫂**我\n\nA****n\n\n白*\n\n菠**呐\n\n幽***点\n\n一****锤\n\nF***丶\n\n瀚*\n\nA*******7\n\nb*****u\n\nJ****Z\n\nn******u\n\n黑*****螂\n\n六****骗\n\nB***n\n\nk***i\n\nJ*****y\n\nJ*******p\n\nO******o\n\n幻**墨\n\nD*****D\n\n安**奈\n\ns******z\n\nK*****U\n\nz****q\n\n哈******d\n\nR*********g\n\nQ***m\n\nT************t\n\nK****a\n\nS****z\n\nr**********K\n\nK***********n\n\nE******e\n\n布***Q\n\nZ********n\n\nP**Z\n\nN*******x\n\nG*****h\n\nw*****4\n\n血*蝶\n\nC*********y\n\n孤*\n\nT**u\n\nS***y\n\nc***p\n\n我**人\n\nA*i\n\n李*博\n\n秃***2\n\n笑*书\n\nN**L\n\n让****箭\n\nM*****F\n\nC****g\n\nK**a\n\n我***m\n\nd***d\n\n过*****迷\n\nS****e\n\n彗***勒\n\nh****a\n\n我****运\n\nZ******8\n\nV*****a\n\n颜*玉\n\nJ***n\n\n奔****來\n\n佣***玩\n\n風*\n\nC*****x\n\n佣*****2\n\nL******N\n\nS*******I\n\nS***A\n\nT***********D\n\n困***锤\n\nH*****t\n\n南*央\n\nP*****U\n\n小*甜\n\nV******e\n\ni***6\n\nF****S\n\n神***手\n\n林****o\n\nC********T\n\n么*****呀\n\nK******8\n\nW****6\n\nM****O\n\nx*****n\n\nc********o\n\n全***望\n\nw******a\n\nc*******v\n\nS****零\n\ni********e\n\nM****7\n\nC****J\n\nO*****A\n\nK***o\n\nB**k\n\n你****分\n\n洒***口\n\nZ*F\n\nE****s\n\nM****r\n\n咕*****3\n\nZ*9\n\nF***i\n\n你*****学\n\n药***邈\n\n别*****我\n\nM******D\n\nq*j\n\n狂**贼\n\ns****K\n\ny**a\n\n時*****I\n\nB******a\n\n巨*\n\n神***怪\n\nQ*F\n\nb***1\n\nk****i\n\n厚*蟹\n\nB*******u\n\na***g\n\nw*******r\n\n腿***菜\n\nS*****o\n\nk******o\n\nc****a\n\nR****C\n\nD***2\n\nD****U\n\nM*****M\n\n这****安\n\n伍*柒\n\nZ****i\n\nd*******c\n\nT**P\n\n困***困\n\nr****e\n\nP*****i\n\nV******s\n\n露***師\n\nN******i\n\nR***z\n\nw******y\n\nA*****s\n\nZ*****e\n\nD******D\n\n北**宝\n\n清*\n\nJ******1\n\nJ*******a\n\nF*****R\n\n萨*\n\n원****큰\n\ns*****s\n\nk****l\n\nB********r\n\nD*******O\n\nx*o\n\nz*****k\n\nn*****3\n\nB*k\n\na*****g\n\nP*******a\n\nZ*L\n\ne************i\n\nL******Z\n\ne******a\n\nC******o\n\nh***t\n\ni****r\n\nN*****G\n\nw*****r\n\nS*******n\n\nx***7\n\n칼**기\n\nM*****e\n\nS***u\n\nh*****y\n\n曲***瑪\n\na********h\n\nO**h\n\n我*敌\n\n八****肘\n\n时**心\n\n阿****瓜\n\n傻*胖\n\nR****A\n\nH**1\n\n시*롱\n\nJ******W\n\n全*****望\n\nF******t\n\nr****s\n\n小*音\n\nA*********o\n\nB**y\n\nv**o\n\nG**********a\n\n随*删\n\n么****哥\n\n赤*\n\nu********4\n\nR**s\n\nT************o\n\nE****丶\n\n활*\n\nZ***S\n\nS***战\n\nP************s\n\n对***人\n\nO****t\n\ny**i\n\nY*l\n\nT*********t\n\n嚼**首\n\n好******4\n\nZ**0\n\n杀*****草\n\nM*******w\n\np**2\n\np*******c\n\nM*s\n\nR****b\n\n路*\n\nj***y\n\nW****x\n\nM*****i\n\nS*****牧\n\n困***大\n\nO***e\n\nH****y\n\n过******L\n\n徐*卿\n\n我***了\n\nv*******f\n\n菠**雪\n\n星***炮\n\n世*难\n\n娜*****A\n\nV*****e\n\nM****n\n\nA*****Z\n\nS****爬\n\nS***h\n\n暗**人\n\nA*******x\n\nL*****r\n\na*****n\n\nk*******5\n\n阿***谁\n\nr*****s\n\nL****c\n\nQ***i\n\n转**跑\n\nL******u\n\nM******z\n\nT****H\n\nG**********r\n\nN***U\n\nK*****E\n\n大*男\n\n무*\n\n白**钩\n\n極**塵\n\nx****K\n\n宝*头\n\nS***奶\n\n再*****了\n\n素***风\n\nT**Y\n\n典**偷\n\nM***n\n\nX****R\n\nA***W\n\n小*灰\n\n专**鼠\n\nH****R\n\n時****亨\n\nM****e\n\nQ*m\n\n饿***水\n\nR*****n\n\n北***1\n\nE***a\n\n飞**造\n\n腋***菜\n\nt*****a\n\nS****s\n\n쿠*롱\n\nI*****A\n\n林**虎\n\n笑***速\n\n射***了\n\nH****l\n\nT***O\n\nK*****丶\n\nw*a\n\ni*****6\n\nAccounts Penalized for Illegal Teaming:\n\nS********z\n\nT*******1\n\nS*************s\n\nS*****M\n\n左*\n\n恶**路\n\nF***u\n\ng****g\n\nT*****a\n\ns*****d\n\nJ*****i\n\nN*********r\n\ne********r\n\nB*********t\n\nA****a\n\nF***E\n\nZ*****t\n\nK****a\n\n失***ス\n\n金*研\n\nW**e\n\nА*Е\n\nК******ь\n\nN******s\n\ni****3\n\nG****d\n\nA*****h\n\nK*******g\n\np**********r\n\nT**********r\n\nD*****u\n\nD*****n\n\nS************t\n\nT**********s\n\nS********e\n\nA**********S\n\nC*************a\n\nF*****r\n\nI*********i\n\nS*******h\n\nB*****k\n\nG*****v\n\n奎*\n\nW*********a\n\nn*****9\n\nk*******o\n\nА***и\n\ns********T\n\nS**********E\n\nK******t\n\nL***h\n\nP****z\n\nT*******n\n\nF******a\n\n锤***王\n\ni*******3\n\nV*C\n\nA*****s\n\nA****s\n\nJ*******U\n\nH***y\n\nC******a\n\nG****y\n\nS*******i\n\nO******d\n\nL********e\n\nS******r\n\nÖ***r\n\nZ***o\n\nF************3\n\nS***********D\n\nG***u\n\nワ***中\n\nH******e\n\nR************d\n\n没***出\n\nS*****n\n\n一***你\n\nF*****r\n\nS***********5\n\nb******a\n\nE*********a\n\nD****n\n\nD****n\n\nD**********r\n\nd*******l\n\nA*****2\n\n春****魚\n\nS******a\n\nR***k\n\ns**********5\n\nB********0\n\nJ***1\n\nr**********m\n\nS********V\n\nF********V\n\nT*****e\n\nA****y\n\nG*****O\n\n布**名\n\nx**********x\n\nN*************s\n\nN*****r\n\ns************r\n\nY**x\n\nS******o\n\nワ***中\n\nn*********5\n\nT***o\n\nL******x\n\nA*****x\n\nY*****4\n\nS*******e\n\nL********s\n\n停*意\n\nR*q\n\nЙ*****р\n\nR*********o\n\n米*\n\nF******s\n\nr*******3\n\nF****u\n\nG******s\n\n大*子\n\nS**********r\n\nV****o\n\nA*********e\n\nW*X\n\nB****n\n\nО**********а\n\nK*******z\n\n水****師\n\n柒***王\n\nC******a\n\nH**********0\n\nS*******O\n\n卡*\n\nゴ*****ト\n\nY********o\n\no*****a\n\nГ*************а\n\nУ******р\n\n夏****龍\n\nr*************r\n\nH*********R\n\nK******h\n\nX************X\n\nI*************s\n\nS*******e\n\nB***********n\n\nS****l\n\nN*********0\n\n一***你\n\nl******k\n\nl****l\n\nB**********0\n\nT********a\n\nA****e\n\nR*******S\n\nF***3\n\nЖ*******д\n\nn*****8\n\nГ***о\n\nE**a\n\nT********r\n\nk*******i\n\nФ*********с\n\nM**1\n\nx*********6\n\nD************r\n\nL*******s\n\nE*********x\n\n王****丁\n\nС****а\n\nM****2\n\nR*********s\n\nr*************y\n\nA***s\n\nf*a\n\nB********7\n\nA*G\n\nA****t\n\nL***h\n\nA*******l\n\n拓**ん\n\nZ***n\n\nあ****ん\n\nT**r\n\nꟻ***u\n\n哈*****吉\n\nE********6\n\nN*****X\n\nk*******e\n\nA****x\n\nB****0\n\n世*****兵\n\nC*********o\n\nT****a\n\nЕ*******г\n\nB***e\n\nS***********r\n\nS*******1\n\nE*****r\n\ni******i\n\nF**u\n\nM**********e\n\nR*******t\n\nd*********n\n\nK***a\n\nR**o\n\nV**e\n\n蕾*\n\nK*****s\n\nC******a\n\n一***你\n\n呂**龍\n\no*********a\n\nA************J\n\nM*O\n\nA*******k\n\nA*****1\n\nI*****U\n\nワ***中\n\nО********а\n\nР*****т\n\nУ******р\n\ni*e\n\nC*****k\n\n卡***s\n\n秋****熊\n\nС******а\n\nb***m",
      "summary": "Dear Gyldhunters,\n\nIf you encounter suspected cheaters or illegal teaming during a match, please report it in-game to help us track down violators faster. This week, we'll roll out a feedback email feature that notifies you as soon as your report results in a penalty, so all Gyldhunters can stay up to date on the fate of rule-breakers.\n\nHere is the list of penalties issued for rule violations over the past week.\n\nAccounts Banned for Cheating:\n\nZ*7\n\nE*****s\n\n秀****7\n\nY***r\n\nj******i\n\n凋*\n\na*****2\n\nd*****g\n\nC****s…"
    },
    {
      "id": "1840944183773124",
      "title": "August 12 Live Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672877288649392165",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1840944183773124",
      "author": "Enzo",
      "publishedAt": "2026-08-12T06:34:49.000Z",
      "publishedLabel": "12 August 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on August 12, at 08:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via the app store.\n\nNew Gameplay Available:\n\n- The Soul Harvest gameplay arrives alongside a new stage of the Fate Chart.\n\nThis is a special operation launched by Dew and the Gyldhunters to mend the Web of Fate.\n\nGyldhunters must thwart the Velgr's attempts to create a False God, defeat the mutated creatures warped by Soul Cocoons, and perform a purification prayer to return their disordered souls to the Web of Fate.\n\nGameplay Overview\n\n1. While Soul Harvest is active, Gyldhunters have a chance to trigger this gameplay mechanic during matches in Hallowgrove and Brandrgarde. When Soul Harvest triggers, Soul Incubators carrying Soul Cocoons will randomly spawn on the map, along with a Fate Altar for holding the purification prayer.\n\n2. The higher the map's Gyldening Intensity, the greater the chance of triggering Soul Harvest.\n\n3. Any Gyldhunter carrying a Soul Cocoon will resonate with other Soul Cocoons. While resonating, Gyldhunters can perceive the locations of all other Soul Cocoons on the map, but their own location will also be revealed to other Soul Cocoon holders.\n\n4. After a match has been underway for a certain duration, Gyldhunters can head to the Fate Altar and submit 2 Soul Cocoons to activate the altar and begin the Soul Harvest ritual.\n\n5. In addition, a Gyldhunter can submit 1 Soul Cocoon to Richie, the in-match merchant, to unlock a special Soul Cocoon reward for their team.\n\n*For full details, please refer to the in-game tutorial guide.\n\nOther New Additions:\n\n- Added an \"Add to Blocklist\" function directly within the World Chat window.\n\n- Xbox Added a real-time voice chat feature.\n\nClass Balance Adjustments and Combat Optimizations:\n\nBlackarrow:\n\n- Increased the cooldown of Mysticfly Arrow.\n\n- Increased the cooldown of Steel Arrow.\n\n- Slightly increased the cooldown of Dodge Power Shot.\n\n- Greatly reduced the cooldown of Sonic Arrow.\n\n- Reduced Blackarrow's PvP damage multiplier in solo mode; PvE damage remains unchanged.\n\n- Fixed an issue where Blackarrow's head would disappear under specific circumstances when equipped with the Forsaken Skeleton outfit.\n\n- Fixed an issue where arrows fired by Blackarrow's Dodge Rapid Shot skill incorrectly carried impact.\n\n- Fixed an issue where Blackarrow's abnormal displacement distance when jumping after a side dodge would persist under specific circumstances.\n\nSorcerer:\n\n- Slightly reduced the Fire Elemental Reaction DMG from the Elemental Arcana talent.\n\n- Slightly reduced the damage of Fire Bolt, while adjusting its damage distribution to increase direct damage and reduce damage-over-time (DoT).\n\n- Slightly increased the Energy recovery of Fire Bolt when cast without full channeling.\n\n- Adjusted the damage distribution of Flameblade to increase direct damage and reduce damage-over-time (DoT); total damage remains unchanged.\n\n- Increased the cooldown of Crystal Icebolt.\n\n- Reduced the impact caused by Deep Freeze; knockback distance remains unchanged.\n\n- Slightly increased the Energy recovery speed granted by the Survival Instinct talent.\n\n- Slightly increased the lightning activation speed of Thunderstrike.\n\n- Slightly increased the Energy recovery of Thunderstrike when cast without full channeling.\n\n- Optimized Thunderstrike's skill indicator to now clearly display the exact lightning strike location.\n\n- Reduced Sorcerer's PvP damage multiplier in solo mode; PvE damage remains unchanged.\n\n- Fixed an issue where the Elemental Surge talent state would fail to consume properly if Sorcerer - Elemental missed with the Flameblade skill.\n\nShadowstrix:\n\n- Slightly reduced the Super Armor duration of Spinning Slash.\n\n- Slightly increased the interaction speed reduction from the Sleight of Hand talent.\n\n- Increased the cooldown of Phantom Shift.\n\n- Greatly reduced the Physical Piercing granted by the Battle Frenzy talent.\n\n- Reduced the cooldown of Inspiring Impale.\n\n- Slightly increased the duration of the Wound Accumulation talent, and reduced the number of stacks required to trigger detonation to 8.\n\n- Slightly increased the damage bonus percentage of the Aftereffect talent.\n\nWithered Knight:\n\n- Fixed an issue where Withered Knight - Polearm and Shield's Rainbow Piercer skill would fail to enter cooldown properly if interrupted mid-cast.\n\n- Fixed an issue where Withered Knight - Polearm and Shield's Charged Dash skill would experience abnormal Energy consumption when no talent was configured.\n\n- Fixed an issue where Withered Knight - Polearm and Shield would abnormally remain in a charged state after canceling the shield-raise stance.\n\nSeer:\n\n- Fixed an issue where the Reverent Seer's Punishment Rune skill could lock onto Richie the Merchant.\n\nTactical Items:\n\n- Increased the inventory stack limit of Eye of True Sight from 1 to 2.\n\nDamage Over Time (DoT):\n\n- Slightly reduced the frequency of damage ticks; total damage remains unchanged.\n\nGem Affixes:\n\n- Increased the cooldown of the high-tier anti-interrupt effect from the Eloquence affix from 10 seconds to 15 seconds.\n\n*Please note that these balance updates are part of an ongoing process. We are actively monitoring the meta—including areas not covered today—and will continue tweaking the game in future patches based on your feedback and match data. Thank you for your continued support, Gyldhunters!\n\nCritical Issues:\n\n- Fixed client hitching, stuttering, and crash issues occurring under certain scenarios.\n\n- Fixed an issue where warehouse items would occasionally disappear from view while preparing gear out of a match.\n\n- Fixed an issue where Einherjar mode could not be activated if the remaining durability of the Dried Flower Knot fell below the expected consumption amount.\n\n- Fixed an occasional issue where getting interrupted while looting would prevent the player from attacking.\n\n- Fixed a visual UI display issue that occurred when upgrading the warehouse to Level 13.\n\n- Fixed an issue where cosmetics intended to be visible only to yourself and your teammates would abnormally become visible to enemies under specific circumstances.\n\n*In this update, we've optimized server performance and deployed fixes for select server-side lag issues. We are continuously investigating the remaining hiccups and will keep a close eye on network stability moving forward.\n\nAdditionally, we've optimized our ping display logic to provide a much more accurate, real-time reflection of your actual in-match input latency.\n\nThank you for your patience and continued support, Gyldhunters!\n\nOther Issues:\n\n- Fixed an issue where getting interrupted while executing an enemy would lock the player out of all actions.\n\n- Fixed an issue in team mode where using a Soul Separation Pill and then getting knocked down by a monster would cause the player to immediately enter ghost form.\n\n- Fixed a visual bug where the Fate Chart countdown timer would display abnormally under specific circumstances.\n\n- Fixed an issue where cosmetic-related tooltips would display incorrectly when switching equipment under specific circumstances.\n\n- Fixed a visual bug where class avatars would display incorrectly in team invitations.\n\n- Fixed a visual issue where character models would display abnormally on the match summary screen after dying from a fall.\n\n- Fixed a visual issue where pickup prompts would display incorrectly under specific circumstances.\n\n- Fixed an issue where players could not smoothly chain a jump immediately after a dodge under specific circumstances.\n\n- Fixed an issue where the attribute panel would malfunction when putting items up for sale in the Auction House.\n\n- Fixed an issue where Eeryl Hatchlings summoned by an Eeryl would incorrectly spawn a lootable gravestone upon death.\n\n- Fixed an occasional issue where item UI displayed incorrectly in the out-of-match inventory.\n\n- Fixed an issue where friends would be incorrectly categorized or split across different tabs in the friends list.\n\n- Fixed a connectivity issue during character creation where clicking \"Create Character\" would cause a network disconnection under specific circumstances.\n\n- Fixed an issue where the notification indicator would fail to clear after switching character classes under specific circumstances.\n\n- Fixed an issue where the unlock status of the Returning Chime would display incorrectly on the minimap under specific circumstances.\n\n- Fixed a collision issue where Richie the Merchant would occasionally trap players in corners under specific circumstances.\n\n- Fixed an issue where players could not use the hotkey to switch to the Season tab while inside the warehouse interface.\n\n- Fixed an issue where equipment looted from defeated rival Gyldhunters in a match would incorrectly apply a bound status under specific circumstances.\n\n- Console Fixed an issue across multiple scenarios where the UI cursor would fail to snap or focus properly.\n\n- Fixed an issue during loadout customization in the Loadout screen where the system would incorrectly purchase required gems from the Auction House even if they were already available in the warehouse.\n\n- Fixed an issue where the Soulcatch Tree had a small chance to yield Holy materials even when not equipped with a Full Moon Soulcatch Net.\n\n- Fixed an issue where listing prices would fail to refresh in real-time when selling items in the Auction House under specific circumstances.\n\n- Updated the completion conditions and task descriptions for the main tasks \"Mist Lord's Power,\" \"Lay Them to Rest,\" and \"End the Cataclysm.\"",
      "summary": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on August 12, at 08:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via the app store.\n\nNew Gameplay Available:\n\n- The Soul Harvest gameplay arrives alongside a new stage of the Fate Chart.\n\nThis is a special operation launched by Dew and the Gyldhunters to mend the Web of Fate.\n\nGyldhunters must thwart the Velgr's attempts to create a False God, defeat the mutated creatures warped by Soul Cocoons, and perform a purification prayer to return their disordered souls to the Web of Fate.\n\nGameplay Overview\n\n1. While Soul Harvest is active, Gyldhunters have a chance to trigger this gameplay mechanic during matches in Hallowgrove and Brandrgarde. When Soul Harvest triggers, Soul Incubators carrying Soul Cocoons will randomly spawn on the map, along with a Fate Altar for holding the purification prayer.\n\n2. The higher the map's Gyldening Intensity, the greater the chance of triggering Soul Harvest.\n\n3. Any Gyldhunter carrying a Soul Cocoon will resonate with other Soul Cocoons. While resonating, Gyldhunters can perceive the locations of all other Soul Cocoons on the map, but their own location will also be revealed to other Soul Cocoon holders.\n\n4. After a match has been underway for a certain duration, Gyldhunters can head to the Fate Altar and submit 2 Soul Cocoons to activate the altar and begin the Soul Harvest ritual.\n\n5. In addition, a Gyldhunter can submit 1 Soul Cocoon to Richie, the in-match merchant, to unlock a special Soul Co…"
    },
    {
      "id": "1840310314344429",
      "title": "August 7 Server Online Update Notice",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/717912651083022960",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1840310314344429",
      "author": "xuchen.729",
      "publishedAt": "2026-08-07T09:40:05.000Z",
      "publishedLabel": "7 August 2026",
      "category": "Update",
      "contents": "Gyldhunters, we've just rolled out a server-side online update to fix an issue where canceling a Polearm and Shield charge would abnormally trigger the Focused affix's movement speed bonus. Meanwhile, here's a progress update on the issues many of you have reported recently:\n\n-Regarding the intermittent server lag many of you have reported, our investigation is ongoing. Because in-stage environments are highly complex, lag can stem from many different causes—so we're working through them case by case. A one-shot fix for every lag issue may not be possible, but we'll do our best to resolve them as quickly as we can, and these issues should taper off with each successive update.\n\n-We are actively addressing violating comments in the chat channel and have banned nearly 30 ad accounts so far. A Block feature will be added in next week's update; once you block an account, its messages will no longer be shown to you.\n\n-We are also continuing to address cheating and Illegal Teaming. If you encounter suspected cases in a match, please Report them to us in-game to help us identify offenders more quickly. We will soon roll out feedback emails triggered by successful reports, so every Gyldhunter can stay informed about the actions taken against offenders in a timely manner.\n\nNext week we will roll out another client update to officially launch Soul Harvest and open up Season Tasks, along with fixing another batch of the issues you've most frequently reported to improve version stability. We will announce the specific update contents as soon as they are confirmed. Thank you for your continued support, Gyldhunters!",
      "summary": "Gyldhunters, we've just rolled out a server-side online update to fix an issue where canceling a Polearm and Shield charge would abnormally trigger the Focused affix's movement speed bonus. Meanwhile, here's a progress update on the issues many of you have reported recently:\n\n-Regarding the intermittent server lag many of you have reported, our investigation is ongoing. Because in-stage environments are highly complex, lag can stem from many different causes—so we're working through them case by case. A one-shot fix for every lag issue may not be possible, but we'll do our best to resolve them as quickly as we can, and these issues should taper off with each successive update.\n\n-We are actively addressing violating comments in the chat channel and have banned nearly 30 ad accounts so far. A Block feature will be added in next week's update; once you block an account, its messages will no longer be shown to you.\n\n-We are also continuing to address cheating and Illegal Teaming. If you encounter suspected cases in a match, please Report them to us in-game to help us identify offenders more quickly. We will soon roll out feedback emails triggered by successful reports, so every Gyldhunter can stay informed about the actions taken against offenders in a timely manner.\n\nNext week we will roll out another client update to officially launch Soul Harvest and open up Season Tasks, along with fixing another batch of the issues you've most frequently reported to improve version stability. We will announce the specific update contents as soon as they are confirmed. Thank you for your…"
    },
    {
      "id": "1840310314341184",
      "title": "August 6 Live Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/717912651083022656",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1840310314341184",
      "author": "xuchen.729",
      "publishedAt": "2026-08-06T08:25:40.000Z",
      "publishedLabel": "6 August 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on August 6, at 09:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via the app store.\n\nNew Content:\n\n- Dried Flower Knots will now start to drop! Challenge Mist Lords in Einherjar mode and prove your strength!\n\nClass Balance Adjustments and Optimizations:\n\nBlackarrow:\n\n- Steel Arrow: Removed the impact effect from uncharged shots, and slightly reduced the impact of fully charged shots.\n\n- Fixed an issue where the Blackarrow's displacement distance was abnormal when jumping after a side dodge.\n\n- Fixed an issue where a collision prompt would abnormally appear when the Blackarrow aimed at Stealthed units.\n\nWithered Knight:\n\n- Slightly reduced the Energy Cost of Sprinting Slash.\n\n- Slightly reduced the Energy Cost of Withering Mark.\n\n- Fixed an issue where certain Withered Knight skills would get caught on obstacles, causing characters to launch vertically into the sky.\n\n- Fixed an issue where casting certain Withered Knight skills could be prematurely interrupted by the Inspect action, canceling the follow-up animations.\n\n- Fixed an issue where the Withered Knight's \"Thorn Guide\" skill could drag Richie the Merchant.\n\nMercenary:\n\n- Fixed an issue where the Mercenary - Sword and Shield would trigger auto-blocks under specific circumstances.\n\nSorcerer:\n\n- Fixed an issue where the Sorcerer's Stardust playstyle was unable to use a charged Meteor Charm under specific circumstances.\n\nClass balance is an ongoing commitment for us. If a class wasn't tweaked in this patch, it doesn't mean we think it's perfectly balanced—it's simply still under review. Moving forward, we'll continue to closely monitor community feedback and performance data, and will fine-tune gameplay mechanics only after thorough testing and evaluation. Thank you once again for your patience and support, Gyldhunters!\n\nCritical Issues:\n\n- Fixed an issue where the PS/Xbox friends list failed to retrieve friend information, causing a game crash.\n\n- Fixed an issue where Hallowgrove's Gyldenmist would abnormally deal no damage under specific circumstances.\n\n- Fixed an issue where some stackable items would stack incorrectly.\n\n- Fixed an issue where gem affixes would occasionally cause the game to crash during matches.\n\n- Fixed an issue where \"Allowed Combat Bags\" displayed incorrectly for Brandrgarde in Cataclysm mode.\n\n- Fixed an issue where the weekly task refresh times in both Contracts and the Fate Chart were incorrect.\n\n- Fixed an issue where equipment looted from defeated rival Gyldhunters would incorrectly display as bound.\n\n- Fixed a display issue on the Contract page.\n\nOther Issues:\n\n- Fixed an issue where the avatar frame displayed incorrectly after switching between Body Type 1 and Body Type 2.\n\n- Fixed an issue where dragging items while looting with a controller would trigger rapid, repetitive clicking sound effects.\n\n- Fixed an occasional issue where choosing to leave a match mid-battle would trigger the match settlement normally but fail to exit the game.\n\n- Fixed an issue where the Soul Tree model would occasionally trap and get players stuck.\n\n- Fixed an issue where the Raging Rock cosmetic weapons were incorrectly visible to enemies during a match.\n\n- Fixed an issue where some of the Cursed Moonwane's skills played no audio upon casting.\n\n- Fixed an issue where the HDR text description abnormally displayed in English under the Chinese language setting.\n\n- Fixed an issue where the background music became inaudible after disconnecting and reconnecting inside the Cursed Moonwane room.\n\n- Fixed an issue where the progress bar on the settlement screen behaved abnormally when Path of Glory points were deducted.\n\n- Fixed an issue where frequently switching to Spectator mode would cause loading screen artwork to fail, resulting in a completely black loading background.\n\n- Fixed an issue where pressing the ESC key failed to exit Spectator mode under specific circumstances.\n\n- Fixed a text description issue for the side task \"Killing Time.\"\n\n- Fixed an issue where the objective counter for the side task \"More Valuable Treasure\" was incorrect.\n\n- Fixed an issue with missing localization text for certain parts of the Soulcatch Tree.\n\n- Fixed an issue where players would get stuck after dodging at a specific location in Brandrgarde's Mine Pit.\n\n- Fixed an issue in the side task \"The Blade Endures\" where Dew's dialogue abnormally used a male voice.\n\n- Fixed an issue in the Fate Chart where Selection Chests failed to display their contained reward items.\n\n- Fixed a mode restriction description error in the main task \"Secret: Soul of the Wolfrunner.\"\n\n- Fixed an issue where the Gyldening progress bar would not display under specific scenarios.\n\n- Fixed an occasional issue where getting interrupted by an enemy during an execution would lock the player out of all actions.\n\n- Fixed an issue in multiplayer mode where using a Soul Separation Pill and then getting defeated by a monster would prevent the player from properly entering the downed state.\n\n- Fixed an issue where the Gyldening progress bar displayed incorrectly while in ghost form.\n\nPreviously Fixed Issues:\n\n- Fixed an issue where the Blackarrow was unable to fire arrows for a certain duration after a match started.\n\n- Fixed an issue in the Fate Chart where if rewards for a repeatable task were not claimed upon completion, progress for subsequent tasks would fail to track properly.\n\n- Fixed an issue where the \"Iron and Fire\" achievement could not be completed.\n\n- Fixed an issue where players could still change Pip's Pouches and Keychains after matchmaking had started.",
      "summary": "Dear Gyldhunters, thank you for your incredible support. We plan to perform a no-downtime update on August 6, at 09:00 UTC+0, to fix a batch of known issues. Afterward, you will need to update your game client via the app store.\n\nNew Content:\n\n- Dried Flower Knots will now start to drop! Challenge Mist Lords in Einherjar mode and prove your strength!\n\nClass Balance Adjustments and Optimizations:\n\nBlackarrow:\n\n- Steel Arrow: Removed the impact effect from uncharged shots, and slightly reduced the impact of fully charged shots.\n\n- Fixed an issue where the Blackarrow's displacement distance was abnormal when jumping after a side dodge.\n\n- Fixed an issue where a collision prompt would abnormally appear when the Blackarrow aimed at Stealthed units.\n\nWithered Knight:\n\n- Slightly reduced the Energy Cost of Sprinting Slash.\n\n- Slightly reduced the Energy Cost of Withering Mark.\n\n- Fixed an issue where certain Withered Knight skills would get caught on obstacles, causing characters to launch vertically into the sky.\n\n- Fixed an issue where casting certain Withered Knight skills could be prematurely interrupted by the Inspect action, canceling the follow-up animations.\n\n- Fixed an issue where the Withered Knight's \"Thorn Guide\" skill could drag Richie the Merchant.\n\nMercenary:\n\n- Fixed an issue where the Mercenary - Sword and Shield would trigger auto-blocks under specific circumstances.\n\nSorcerer:\n\n- Fixed an issue where the Sorcerer's Stardust playstyle was unable to use a charged Meteor Charm under specific circumstances.\n\nClass balance is an ongoing commitment for us. If a cla…"
    },
    {
      "id": "1840310314339221",
      "title": "Roadmap and Launch Rewards: Wave 3",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/717912651083022473",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1840310314339221",
      "author": "xuchen.729",
      "publishedAt": "2026-08-05T13:45:33.000Z",
      "publishedLabel": "5 August 2026",
      "category": "Announcement",
      "contents": "Soekja just sent us some inspiring news: over 1,000,000 Gyldhunters have now joined the world of Weavereach! This marks a major milestone for us, and none of this would've been possible without your incredible love and support. We want to extend our deepest gratitude to everyone! To celebrate this exciting achievement, we're sending you Standing Pose: Spellcasting, Moonlight Nectar x5, Pro Combat Bag x1, and Advanced Combat Bag x1. (Log in before August 12, 2026, 12:00 UTC+0 to claim your rewards via mail.)\n\nSince our official launch, we've received an overwhelming amount of feedback requesting a Solo Mode for Brandrgarde. Following intensive discussions and preliminary development over the past few days, we can now confirm that we'll be introducing Solo Mode for both the Normal and Cataclysm difficulties of Brandrgarde in the middle of Season 1 in September. That said, adding two new modes will inevitably split the matchmaking queue and present fresh class balance challenges in solo play. We'll continue to evaluate these factors and will communicate our findings with you before making further adjustments.\n\nFor our full upcoming Roadmap, please see the image below:\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/6f18e7944d5bffcc54e9aec649ec3f745b275d41.png\"][/img]\n\nWe'll be deploying a client update on August 6 to increase Dried Flower Knot drops and open up challenges for the Einherjar Mist Lords. Concurrently, this update will address recent community feedback to improve overall stability; please refer to the upcoming patch notes for specific details. We're also actively investigating the stuttering and latency issues reported recently, and we'll sync with you as soon as we have progress to report.\n\nThank you once again for your continued support and passion, Gyldhunters!\n\nBellring Games",
      "summary": "Soekja just sent us some inspiring news: over 1,000,000 Gyldhunters have now joined the world of Weavereach! This marks a major milestone for us, and none of this would've been possible without your incredible love and support. We want to extend our deepest gratitude to everyone! To celebrate this exciting achievement, we're sending you Standing Pose: Spellcasting, Moonlight Nectar x5, Pro Combat Bag x1, and Advanced Combat Bag x1. (Log in before August 12, 2026, 12:00 UTC+0 to claim your rewards via mail.)\n\nSin…"
    },
    {
      "id": "1839676055894950",
      "title": "Fair Play Penalty Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/669498320818800825",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839676055894950",
      "author": "xuchen.729",
      "publishedAt": "2026-08-03T14:52:46.000Z",
      "publishedLabel": "3 August 2026",
      "category": "Announcement",
      "contents": "Additional notes:\n\nThanks for all your feedback! We've found that in some language versions of this post, the description of \"Illegal Teaming\" contained a serious translation error, which caused confusion. We sincerely apologize for this and would like to make a few clarifications.\n\n\"Illegal Teaming\" is defined as: multiple players deliberately entering the same match to work together against other players or engage in other unfair practices that ruin the experience for others. In other words, the core criterion is \"multiple players intentionally joining the same match to team up and ruin others' experience\". Only cases that strictly meet this definition will be penalized.\n\nSome language versions previously mistranslated this as the broader phrase \"cooperate with others,\" omitting the key precondition of \"deliberately entering the same match.\" This led to a misunderstanding. Rest assured, this was purely a translation error and has nothing to do with the penalty criteria themselves.\n\nThe charm of extraction games lies in complex, split-second in-match decisions and diverse playstyles, and we won't try to tell you \"how you should play our game.\" That said, we believe ensuring a fair PvP experience is our top priority. Throughout every test, we've continuously worked to refine our detection and penalty systems for cheating and Illegal Teaming. The current definition and penalty rules for Illegal Teaming represent what we believe best balances freedom and fairness. We welcome your continued feedback to help us refine and iterate on these rules together!\n\nDear Gyldhunters,\n\nWe are committed to maintaining a fair and enjoyable gaming environment and will take strict action against any behavior that undermines fair play:\n\n- Any player confirmed to be using cheats will receive a permanent account and device ban. We have zero tolerance for cheating.\n\n- Players who intentionally cooperate with others to gain an unfair advantage, attack other players, or engage in any other behavior that violates fair play and negatively impacts the experience of others will be considered to have engaged in Illegal Teaming and will receive a matchmaking suspension. Repeat offenders will face increasingly severe penalties, up to and including a permanent ban.\n\nIf you encounter any violations in-game, please report them through the in-game reporting system or the official community. Every report helps us maintain a fair and orderly gaming environment. Our security team will continue to monitor and take action against violations through backend data analysis, in-game reports, community reports, and other methods. Together, we can help protect the fair and enjoyable gaming environment of Mistfall Hunter.\n\nPermanent Cheating Ban List (Partial):\n\nS*****y\n\nS****z\n\nT*******E\n\n异****P\n\nN*x\n\n蔡*坤\n\nM****h\n\nN*****s\n\nG******A\n\n大*\n\nT******s\n\nG****A\n\ns********g\n\nS****x\n\nA********t\n\nIllegal Teaming Penalty List (Partial):\n\nD********m\n\nW***N\n\nT****f\n\n水****師\n\nE***c\n\nF**g\n\nC**e\n\nJ********d\n\n阿*****摸\n\nO******T\n\nG***M\n\nd*********8\n\nM*n\n\nS***A\n\nG***N\n\nM********1\n\nA******r\n\nE**a\n\n九*\n\nZ***o\n\ni*************6\n\ny***0\n\nh*m\n\nq*q\n\no******o\n\nG********l\n\n秋****熊\n\n阿*罗\n\nR*******O\n\nd*********7\n\nW***W\n\nh*****1\n\nh*****3\n\nM******s\n\nL*******A\n\nS***k\n\n老*\n\nc*a\n\nk**********y\n\nk*********o\n\ns*******7\n\nD*****u\n\nA******O\n\nK*****3\n\n世*****兵\n\nF****o\n\n暖*啊\n\n黑*士\n\nt*******o\n\nN*******e\n\ny***1\n\ny***O\n\nT*******n\n\nS*******r\n\nG*S\n\nS****x\n\nx****y\n\nN**v\n\nd****y\n\nO******o\n\n侯*****人\n\ng*g\n\n冬****蟲\n\nP*********r\n\nS*****g\n\nM**********r\n\nI*****y\n\nA******O\n\nG**0\n\nd*********9\n\n火*3\n\nT****r\n\nW*h\n\nR*******s\n\nD*******S\n\nf*******l\n\nl********i\n\nL****s\n\nt******o\n\nK********t\n\nр********а\n\nG******s\n\nB****Y\n\nI***********R\n\nT********n\n\nN***x\n\nS*********r\n\n夏****龍\n\nE**i\n\nE***s\n\nJ*********d\n\n我***哦\n\nN**********r\n\nO*******r\n\nG***H\n\nd*********6\n\ns******a\n\n火*\n\n火*1\n\nn*********a\n\n爱***呀\n\n爱****a\n\nd*l\n\nR**X\n\n暖**师\n\n暖*\n\n暖**箭\n\n长*\n\n季*\n\nR***********d\n\nl***********6\n\ns********x\n\na*h\n\nG******k\n\nO******r\n\n春****魚\n\n你*****哦\n\n拔***B\n\n阿****玩\n\ns****a\n\np**u\n\nR*******O\n\nG***A\n\ng***4\n\n火*2\n\nN******l\n\nN***i\n\nR*****s\n\n爱**汁\n\nN********R\n\nt**********n\n\nA******c\n\nA********t\n\nb***m\n\nT*********n\n\nBellring Games",
      "summary": "Additional notes:\n\nThanks for all your feedback! We've found that in some language versions of this post, the description of \"Illegal Teaming\" contained a serious translation error, which caused confusion. We sincerely apologize for this and would like to make a few clarifications.\n\n\"Illegal Teaming\" is defined as: multiple players deliberately entering the same match to work together against other players or engage in other unfair practices that ruin the experience for others. In other words, the core criterion…"
    },
    {
      "id": "1839676055891143",
      "title": "The Second Wave of Launch Rewards",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/669498320818800510",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839676055891143",
      "author": "Rui",
      "publishedAt": "2026-08-01T17:24:17.000Z",
      "publishedLabel": "1 August 2026",
      "category": "Announcement",
      "contents": "Thanks to all Gyldhunters for your ongoing support! Over 500,000 Gyldhunters have already stepped into the world of Weavereach, and we've achieved outstanding rankings across major stores and streaming platform charts. Thank you, Gyldhunters, for your incredible enthusiasm! All of this means a great deal to us! To show our appreciation, we're sending everyone: Pip's Rare Pouch Voucher (3 Days) ×1, Soul Coin ×500, Ashen Cipher ×1, and Abyssal Cipher ×1 (log in before 2026-09-01 00:00 UTC+0 to claim via in-game mail). May you land the big prize!\n\nWe'll be rolling out one client update next week to fix a batch of issues you've reported and further improve build stability. The detailed patch notes will be organized and shared as soon as possible.\n\nMeanwhile, Dried Flower Knot will start dropping after next week's update, and the Mist Lord in Einherjar Mode will officially open for challenge. Defeating it will grant a higher chance of dropping Holy Weapons or Holy Forging Materials. Best of luck to all Gyldhunters on the hunt!",
      "summary": "Thanks to all Gyldhunters for your ongoing support! Over 500,000 Gyldhunters have already stepped into the world of Weavereach, and we've achieved outstanding rankings across major stores and streaming platform charts. Thank you, Gyldhunters, for your incredible enthusiasm! All of this means a great deal to us! To show our appreciation, we're sending everyone: Pip's Rare Pouch Voucher (3 Days) ×1, Soul Coin ×500, Ashen Cipher ×1, and Abyssal Cipher ×1 (log in before 2026-09-01 00:00 UTC+0 to claim via in-game ma…"
    },
    {
      "id": "1839676055885911",
      "title": "Launch Rewards & July 30 Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/669498320818799583",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839676055885911",
      "author": "xuchen.729",
      "publishedAt": "2026-07-30T17:04:06.000Z",
      "publishedLabel": "30 July 2026",
      "category": "Update",
      "contents": "Thanks to everyone's overwhelming support and patience — within just 8 hours of our official launch, over 100,000 Gyldhunters have joined us! As a small token of our gratitude, we're gifting a Gesture: Thumbs Up and 500 Soul Coins. Log in before 2026-09-01 00:00 UTC+0 to claim the rewards via in-game mail. May fortune favor your Gyldhunt!\n\nThe build submitted for storefront review has been approved. We're planning an update at 2026-07-30 16:00 UTC+0. After the update, you'll need to update the game client through your app store. Update contents are as follows:\n\nClass Balance Adjustments\n\nWithered Knight — Polearm and Shield:\n\n- Charged Dash: Energy drain during the shield-raising charge phase has been slightly reduced, and the turning performance of a Tier-1 charged dash has been slightly improved.\n\n- Basic Attack: Damage of the 1st and 3rd thrust hits has been slightly increased.\n\n- Spear Barrage: Damage multiplier slightly increased.\n\n- Rainbow Piercer: Energy cost slightly reduced, and cooldown slightly reduced.\n\n- Block: Energy cost reduced.\n\nKey Bug Fixes\n\n- Fixed incorrect key prompts in the Sorcerer's spellcasting tutorial in the beginner guide for certain languages.\n\n- Fixed a mismatch between the visual effect range and actual damage range of the Sorcerer's Flameblade.\n\n- Fixed an issue where repeatedly entering and exiting the area around a Soul Tree while summoning an extraction point would incorrectly consume an extra Soul of Return.\n\n- Fixed an issue where items could not be split via the secondary menu.\n\n- Fixed an issue where some matches on console platforms could not reconnect after a disconnect.\n\n- Fixed an occasional impassable-area anomaly in the \"General Harald\" challenge.\n\n- Fixed an issue where some keys would occasionally become unresponsive when the guide UI was closed very quickly.\n\n- Fixed a game crash caused by moving the cursor to specific regions with the stick on the Seasonal Leaderboard screen while using a controller.\n\n- Fixed an issue where equipment could not be unequipped from the Loadout system while using a controller.\n\n- Fixed an issue where certain gem slots could not be selected via the D-pad in the Auction House while using a controller.\n\n- Fixed an incorrect popup shown when exiting the game on the Xbox PC platform.\n\n- Fixed an occasional display anomaly on the deck screen on PS5 — the issue can be resolved by restarting the game.\n\n- Fixed an issue where the public Training Room settings could not be opened while using a controller.\n\n- Fixed missing audio for the Execution Animation: Execute - Voidflame Requiem.\n\n- Fixed an incorrect description for the Sorcerer talent Chant Guard. The correct description reads: Increases Chanting Speed for Stardust spells. When chanting Stardust spells, the first attack received will not interrupt chanting (Stardust Torrent's casting phase also benefits from this effect). This effect has a cooldown.\n\nToday we've received a huge amount of bug reports and suggestions from all of you, and our team is working through them one by one. Please give us a little more time — we'll roll out the next optimization update as soon as possible! You're also warmly welcome to join our various communities to catch the latest news firsthand!",
      "summary": "Thanks to everyone's overwhelming support and patience — within just 8 hours of our official launch, over 100,000 Gyldhunters have joined us! As a small token of our gratitude, we're gifting a Gesture: Thumbs Up and 500 Soul Coins. Log in before 2026-09-01 00:00 UTC+0 to claim the rewards via in-game mail. May fortune favor your Gyldhunt!\n\nThe build submitted for storefront review has been approved. We're planning an update at 2026-07-30 16:00 UTC+0. After the update, you'll need to update the game client through your app store. Update contents are as follows:\n\nClass Balance Adjustments\n\nWithered Knight — Polearm and Shield:\n\n- Charged Dash: Energy drain during the shield-raising charge phase has been slightly reduced, and the turning performance of a Tier-1 charged dash has been slightly improved.\n\n- Basic Attack: Damage of the 1st and 3rd thrust hits has been slightly increased.\n\n- Spear Barrage: Damage multiplier slightly increased.\n\n- Rainbow Piercer: Energy cost slightly reduced, and cooldown slightly reduced.\n\n- Block: Energy cost reduced.\n\nKey Bug Fixes\n\n- Fixed incorrect key prompts in the Sorcerer's spellcasting tutorial in the beginner guide for certain languages.\n\n- Fixed a mismatch between the visual effect range and actual damage range of the Sorcerer's Flameblade.\n\n- Fixed an issue where repeatedly entering and exiting the area around a Soul Tree while summoning an extraction point would incorrectly consume an extra Soul of Return.\n\n- Fixed an issue where items could not be split via the secondary menu.\n\n- Fixed an issue where some matches on console platfo…"
    },
    {
      "id": "1839676055883943",
      "title": "Known Issues",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/669498320818799190",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839676055883943",
      "author": "xuchen.729",
      "publishedAt": "2026-07-30T01:28:00.000Z",
      "publishedLabel": "30 July 2026",
      "category": "Known issues",
      "contents": "Gyldhunters, after submitting the official release version of the game for store review, our internal testing uncovered a few additional issues. Since updates to the game package also require store approval, we've already requested an expedited review and will push the update to fix these issues as soon as it's approved.\n\nThe main issues are as follows:\n\n1. Incorrect key prompts appear in certain languages during the Sorcerer's casting tutorial.\n\n2. The Sorcerer's Flameblade visual effect range doesn't match its actual damage range.\n\n3. Repeatedly entering and exiting the area around the Soul Tree while summoning an Extraction Point incorrectly consumes an extra Soul of Return.\n\n4. Items cannot be split via the secondary menu; Before this is fixed, use the hotkey to split them instead.\n\n5. Some matches on console platforms fail to reconnect after disconnection.\n\n6. Occasional impassable areas may appear in the level while challenging General Harald, the Fallen General.\n\n7. Closing the guide interface very quickly may occasionally cause certain keys to stop responding.\n\n8. When using a controller, moving the cursor to certain areas of the Seasonal Leaderboard screen with the joystick may cause the game to crash.\n\n9. When using a controller, equipment cannot be unequipped within the Gear system.\n\n10. When using a controller, some gem slots in the Auction House cannot be selected using the directional pad, but can be selected using the joystick.\n\n11. On Xbox PC platforms, an incorrect prompt appears when exiting the game.\n\n12. On PS5, the deck screen may occasionally display abnormally; restarting the game resolves this.\n\nIf you encounter any other issues while playing, please reach out to us through in-game customer support or the community. Thanks so much for your support!",
      "summary": "Gyldhunters, after submitting the official release version of the game for store review, our internal testing uncovered a few additional issues. Since updates to the game package also require store approval, we've already requested an expedited review and will push the update to fix these issues as soon as it's approved.\n\nThe main issues are as follows:\n\n1. Incorrect key prompts appear in certain languages during the Sorcerer's casting tutorial.\n\n2. The Sorcerer's Flameblade visual effect range doesn't match its…"
    },
    {
      "id": "1839041357037375",
      "title": "The Eve of Launch! Dev Hangout Livestream Preview",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/671749485943065819",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839041357037375",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-07-28T04:48:43.000Z",
      "publishedLabel": "28 July 2026",
      "category": "Developer note",
      "contents": "The Mistfall Hunter Dev Hangout livestream is back! With the game officially going live globally on July 30 at 01:00 (UTC+0), what major surprises do the developers still have up their sleeves? Tune in to this edition of the Dev Hangout, where Game Director HAO will team up with streamer LichKArthus (twitch@LichKArthus) to drop exclusive gameplay reveals:\n\n◆ Showcase of the Withered Knight's all-new Polearm & Shield playstyle\n\n◆ Debut of Holy Weapons capable of completely reshaping skill mechanics\n\n◆ A sneak peek at Season 1 rewards and perks\n\n◆ Live PvE & PvP gameplay demonstration on an all-new map\n\nBeyond testing out the fresh content, the dev team will directly address player feedback and answer your burning questions live on stream!\n\nLivestream Time: July 29 at 09:00 (UTC+0) with continuous rebroadcasts to follow\n\nWhere to Watch: The main homepage of the Mistfall Hunter Steam Store Page",
      "summary": "The Mistfall Hunter Dev Hangout livestream is back! With the game officially going live globally on July 30 at 01:00 (UTC+0), what major surprises do the developers still have up their sleeves? Tune in to this edition of the Dev Hangout, where Game Director HAO will team up with streamer LichKArthus (twitch@LichKArthus) to drop exclusive gameplay reveals:\n\n◆ Showcase of the Withered Knight's all-new Polearm & Shield playstyle\n\n◆ Debut of Holy Weapons capable of completely reshaping skill mechanics\n\n◆ A sneak pee…"
    },
    {
      "id": "1839041357029113",
      "title": "Official Launch FAQ",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672874751810602953",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839041357029113",
      "author": "xuchen.729",
      "publishedAt": "2026-07-24T10:13:40.000Z",
      "publishedLabel": "24 July 2026",
      "category": "Announcement",
      "contents": "Hi Gyldhunters! Please check out the FAQ below for common questions about the official launch. If you have other questions that aren't covered here, feel free to join our official community channels for more information.\n\nQ: When is the official launch?\n\nA: July 30, 2026, at 01:00 UTC+0.\n\nQ: How much does the game cost?\n\nA: The Standard Edition is priced at $24.99, while the Deluxe Edition is available for $39.99. If you want, you can grab the Standard Edition first and upgrade to the Deluxe Edition at any time later for $15.00.\n\nQ: What's included in the Deluxe Edition?\n\nA: The Deluxe Edition comes packed with a slate of exclusive rewards and a ton of Fate Coins (which are strictly used for purchasing in-game cosmetics):\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/978634ceefb962e952281799cee0271c76b27ddb.png\"][/img]\n\nQ: Is there a launch discount?\n\nA: Yes! From July 30, 2026, at 01:00 to August 12, 2026, at 17:00 (UTC+0), we'll be running a 10% introductory discount for about 14 days!\n\nQ: Can I pre-download the game?\n\nA: No, there won't be a pre-download available. You'll be able to download the game as soon as it officially launches.\n\nQ: Does the game support cross-platform matchmaking?\n\nA: Yes, it does.\n\nQ: Is there controller support?\n\nA: Yes, we support both PS5 and Xbox controllers.\n\nQ: Does the game support Steam Family Sharing?\n\nA: Yes, it does. However, to maintain a fair gaming environment, if a shared account is caught cheating, both the borrower and the lender's accounts will be permanently banned. Please keep your account secure.\n\nQ: What regional servers will be available?\n\nA: We are currently deploying server locations across 5 countries: China, the United States, Germany, Singapore, and Brazil.\n\nQ: What are the minimum system requirements?\n\nA: OS: Windows 10 64-bit\n\n Memory (RAM): 12GB\n\n Processor (CPU): Intel Core i7-4770 / AMD Ryzen 5 1400\n\n Graphics Card (GPU): NVIDIA GeForce GTX 1060 / AMD Radeon RX 580\n\n DirectX: Version 12\n\n Note: Installing on an SSD is highly recommended for the best experience.\n\nQ: What are the recommended system requirements?\n\nA: OS: Windows 10 64-bit\n\n Memory (RAM): 16GB\n\n Processor (CPU): Intel Core i7-9700 / AMD Ryzen 5 3600\n\n Graphics Card (GPU): NVIDIA GeForce RTX 2070 / AMD Radeon RX 5700 XT\n\n DirectX: Version 12\n\n Note: Installing on an SSD is highly recommended for the best experience.\n\nQ: Which languages are supported?\n\nA: Simplified Chinese, English, Spanish, Japanese, Korean, Traditional Chinese, Russian, Portuguese, German, and French.\n\nQ: Are there any regional restrictions?\n\nA: We are very sorry, but due to compliance requirements, store accounts registered in the United States, Canada, Mexico, Puerto Rico, and the U.S. Virgin Islands will download the North American build by default and will only be able to access the North American servers (located in the US).",
      "summary": "Hi Gyldhunters! Please check out the FAQ below for common questions about the official launch. If you have other questions that aren't covered here, feel free to join our official community channels for more information.\n\nQ: When is the official launch?\n\nA: July 30, 2026, at 01:00 UTC+0.\n\nQ: How much does the game cost?\n\nA: The Standard Edition is priced at $24.99, while the Deluxe Edition is available for $39.99. If you want, you can grab the Standard Edition first and upgrade to the Deluxe Edition at any time…"
    },
    {
      "id": "1839041357029050",
      "title": "DevNote #7",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/671749485943063407",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839041357029050",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-07-24T09:50:00.000Z",
      "publishedLabel": "24 July 2026",
      "category": "Developer note",
      "contents": "Greetings, Gyldhunters!\nWelcome to our seventh Developer Update. With less than a week to go until the official launch, the dev team is working around the clock on final checks and preparations, waiting for you all to step into Windrest. Thank you for your continued support and passion for Mistfall Hunter. In this update, we'll walk you through our core progress and share a sneak peek at some of the Season 1 content. Let's kick things off with performance optimization, which we know is top of mind for everyone. Over the past few weeks, we allocated significant dev resources to tackle performance and smoothness issues based on your feedback:\n\n· Resolved loading stutters caused by Unreal Engine shader precompilation, minimizing hitches when models and visual effects load for the first time.\n\n· Completed device tiering optimization, ensuring tailored default graphics settings for different hardware configurations.\n\n· Rolled out dedicated performance tuning for consoles and low-end PCs.\n\n· Finalized display adaptations for 2K and 4K resolutions.\n\n· Optimized the frame rate in Camp areas.\n\n· Improved UI responsiveness when opening the inventory and map during matches.\n\n· Reduced the occurrence of micro-stutters during combat.\n\nOverall, the official launch version will deliver a noticeably smoother experience across all core gameplay scenarios. However, actual improvements may vary depending on your specific hardware configuration and system environment. Once the game goes live, we'll closely monitor performance across all scenarios and devices, quickly deploying optimization updates based on your feedback to ensure the most stable and seamless experience possible.[img src=\"{STEAM_CLAN_IMAGE}/45259576/2312da4231728a7be5df8c1af2546c5bbf797a19.jpg\"][/img]Next, let's talk about the Withered Knight's brand-new weapon—the Polearm & Shield. This combination of a polearm and kite shield creates a distinct playstyle differentiation from the more offensive-oriented Greatsword branch. In terms of design philosophy, the Polearm & Shield will preserve the Knight's core combat traits while introducing team utility value, expanding the class's battlefield roles and tactical options.\n\nThe polearm offers a major attack range advantage. Its thrusting attacks demand precise timing and aim, requiring a bit of practice to master its combat rhythm. For combat balance, we've adjusted the turn rate for certain Polearm & Shield skills to prevent its range advantage from becoming overly oppressive. Overall, the Polearm & Shield has a slightly steeper learning curve than the Greatsword, heavily testing a Gyldhunter's mechanical mastery and battlefield prediction.\n\nThe kite shield design features a distinct spin compared to the Mercenary's Sword & Shield playstyle. Polearm & Shield players can charge up power while actively blocking damage, preparing for a devastating counterattack. Additionally, certain Polearm & Shield skills come with block protection, providing reliable interruption resistance akin to Super Armor. This gives Gyldhunters a stable window to execute their counters.[img src=\"{STEAM_CLAN_IMAGE}/45259576/66fbfd2a1a92e5d298448bc90d57d6e6d6ae8722.gif\"][/img]\n\nIn terms of core gameplay mechanics, we've fully retained the Withered Knight's foundational Wither and Execute systems, ensuring a seamless and coherent playstyle across different weapon branches. Tailored to the Polearm & Shield's hybrid offensive-defensive nature, we've introduced two core talent paths for Gyldhunters, each featuring a distinct combat style.\n\nQuick Shield Bash\n\nThis playstyle leans toward an aggressive, offensive role, with its core mechanic focusing on increasing the charging efficiency of the shield's heavy strikes. Gyldhunters can quickly raise their shield charge level while performing a shield-raise dodge, allowing them to suppress enemies with consecutive dashes. Acting as battlefield vanguards, they can leverage the polearm's reach advantage to pierce enemy lines, disrupt enemy formations, and create offensive breakthroughs for the team.\n\nEnhanced Shield Bash\n\nThis playstyle leans toward a team-oriented defensive role, with its core mechanic relying on infusing the shield to unleash an empowered heavy strike. When the shield is charged, landing a heavy strike on a target triggers an AoE knockback, effectively repelling nearby enemies, relieving focus-fire pressure on allies, and providing stable battlefield protection for the team. Gyldhunters can also flexibly choose skills and talents from both the Greatsword and Polearm & Shield branches to mix and match unique combinations based on the scenario or team composition needs.[img src=\"{STEAM_CLAN_IMAGE}/45259576/f850c72d320a299f49a659d8fd15d4d11cd1e94a.jpg\"][/img]Leaderboards have always been the ultimate stage for Gyldhunters to showcase their skills and go head-to-head. In the launch version, we've completely overhauled the leaderboard system. The Hunt Ranking, Gylden Hunt, and Demon Hunt leaderboards from the beta phase will be retired. In their place comes an all-new ranked system: Path of Glory.[img src=\"{STEAM_CLAN_IMAGE}/45259576/7cc52a579b2803bedb71b208ce3da7e24a140d76.png\"][/img]Once your character reaches Level 6, you'll unlock the \"Path of Glory\" ranked feature. Before a match starts, Gyldhunters can freely choose whether to enable \"Path of Glory.\" This setting is independent for each team member, and enabling ranked mode will not alter the original matchmaking rules. During a match, successful extraction, defeating monsters, completing tasks, and acquiring assets will all award Rank Points during match settlement. The actions that yield points vary depending on the Gyldhunter's current tier. Points are only deducted if you fail to extract, and there is a cap on the maximum points you can earn in a single match. Every time you advance to a major tier, you can claim corresponding milestone rewards, with higher tiers unlocking exclusive cosmetic rewards. Once you reach Fateweaver I, Normal difficulty matches will no longer grant Rank Points, and Gyldhunters must venture into higher-difficulty modes to keep climbing.\n\nThe \"Path of Glory\" features seven major tiers, from lowest to highest: Duskborn, Mistwalker, Dawnseeker, Fateweaver, Oracle, Exalted, and Zenith.\n\nConcurrently, we're launching the Server-Wide Points Leaderboard, which ranks players in descending order based on their account's total accumulated points. The system automatically identifies the class with the longest playtime on your account as your main class, displaying the character nickname with the highest playtime under that class. For Gyldhunters who successfully reach the top tier, \"Zenith,\" the leaderboard will additionally display their exact point totals, visually showcasing the power dynamics of the server's elite Gyldhunters.[img src=\"{STEAM_CLAN_IMAGE}/45259576/8ce29bc0ce1fc31ad85e9698f563674304a28126.png\"][/img]Season 1 is officially named Soul Hunt, with the Fate Chart serving as the core narrative concept. The entire season's main storyline will unfold around this central theme. The core gameplay feature tying the seasonal storyline together, Soul Harvest, will roll out progressively after the official launch.\n\nIn matches where the Soul Harvest ritual is active, participating Gyldhunters will encounter a brand-new elite monster: the Soulgnawer. This creature has a slender build, a serpentine lower body, and human-like facial features. During the match, she'll actively disrupt the ritual process, and you must defeat her to complete it. At the same time, you'll need to keep a close eye on rival Gyldhunters to guard against third-party ambushes while the ritual is underway.[img src=\"{STEAM_CLAN_IMAGE}/45259576/97bf3086ea490ef053b486539362ae7087ecb399.png\"][/img]The Season 1 Battle Pass, \"Slumbering Contract\" (mentioned in our previous launch announcement), will be unlocked for free after 7 days of cumulative logins. To clarify further: as long as you maintain a certain level of activity during the season, you'll be able to \"renew\" and unlock the next season's Battle Pass for free. Additionally, the \"Slumbering Servant\" outfit, which drew massive attention from Gyldhunters during the Steam Next Fest, has been added to the Battle Pass rewards, available for redemption using tokens earned through regular active play.[img src=\"{STEAM_CLAN_IMAGE}/45259576/272b32019cf4d4592b0a6f000ac64c4d2ab3724a.jpg\"][/img]Finally, we'd like to share our progress regarding class balance tuning. By combining player feedback and combat data gathered during the Steam Next Fest with multiple rounds of subsequent internal testing, we've systematically optimized the balance performance across all classes. The specific adjustments are as follows:\n\nLet's start with the Withered Knight. It was the most popular class during Next Fest. Looking at the overall data, the Withered Knight's killing power was excellent. However, due to the sluggish nature of heavy weapons and the fact that Polearm & Shield skills weren't live yet, some players—especially high-skill players—felt the class lacked sufficient strength. The Withered Knight's other weapon, the Polearm & Shield, will launch in Season 1, and we've also further optimized the Greatsword's weapon skills and talents.\n\nWithered Knight - Greatsword Adjustments: The \"Parry\" skill now unlocks at an earlier level, and the Parry Counter window has been extended. \"Thorn Guide\" has been tweaked to resolve collision issues during the pull, increasing its success rate. The second-stage branch attack from \"Breakthrough Charge\" no longer has a massive knockback effect, preventing you from losing ground when fighting ranged enemies. The core talent \"Legacy\" now grants increased Health recovery when knocking down rival Gyldhunters. Light and heavy strikes have had their hitboxes slightly increased so that the actual damage area better matches the visual effects. Additionally, because the Polearm & Shield will also benefit from the cooldown reduction provided by the \"Endless Flow\" talent once it goes live, we've slightly reduced that talent's cooldown reduction percentage.\n\nWithered Knight - New Weapon (Polearm & Shield): The Polearm & Shield introduces 6 new skills for players to choose from, along with a unique ability to rescue downed teammates from a distance. With a wide variety of talent and skill options for both DPS and support paths, this will bring a massive boost to the Knight's overall skill variety and strategic depth.\n\nFor the Sorcerer, overall kill and damage data was relatively balanced. However, they still suffered from a steep learning curve, poor strategic variety for certain low-power, niche skills, and an unhealthily oppressive chain-CC capability with Ice skills in extreme scenarios.\n\nWe've introduced moderate optimizations to both Sorcerer playstyles, adjusting baseline and close-quarters skills to lower the entry barrier and boost baseline survivability.\n\nGeneral Adjustments: Fire Bolt, Thunderstrike, and Meteor Charm: Allows fast-casting (no channeling) when Energy is depleted (overdrafted), while still granting the fast-version's Energy recovery effect. Arcane Armor: Reduced channeling time. Windcraft: Increased area of effect (AoE) and cast speed.\n\nSorcerer - Staff - Elemental Adjustments: Deep Freeze: Sped up skill activation/wind-up animation. Flameblade: Sped up skill activation/wind-up animation and optimized visual effects to better match the actual damage hitbox. Crystal Icebolt: Slightly reduced the base cooldown. However, since its cooldown timer now starts after the Icebolt finishes firing rather than immediately upon activation, players can no longer abuse the \"Arcane Charge\" talent to spam this skill at high frequencies. Thunderstrike: Expanded the effective hitbox and lightning radius, slightly boosting its small-scale AoE potential and accuracy. \"Furious Thunder\" Talent: Raised the maximum stat ceiling, increasing the slow effect applied after hitting enemies multiple times with Thunderstrike. Thunder Pierce: Slightly increased the skill cooldown but marginally raised its damage. When paired with the \"Thunder Roar\" talent, chain-casting Thunder Pierce is still possible, but players will need to be more strategic with their timing.\n\nSorcerer - Staff - Stardust Adjustments: Stardust Tempest: Reduced skill cooldown and increased damage, giving it better overall versatility while making it far more threatening.\n\nFor the Blackarrow, their performance in solo mode was slightly overturned, with certain skills and talents becoming overbearing in high-tier gear matches. Additionally, the Featherlight Arrow and Splatter Arrow talents felt poorly synergistic with their respective playstyles.\n\nWe've introduced moderate adjustments to the Blackarrow's overperforming special arrows, ensuring their damage and crowd-control capabilities retain strategic value while offering both sides fair counterplay. Concurrently, we've better aligned the no-cost special arrow talents with their playstyles and slightly buffed their raw power to give players a more distinct, impactful Archer/Hunter identity.\n\nGeneral Adjustments: Mysticfly Arrow: Slightly reduced its True DMG scaling to marginally lower its piercing effect against high-tier equipment's affixes and stats. Paralysis Arrow: Reduced the duration of its Exhausted state. Shadow Step: Toned down the charge-speed boost gained upon breaking Stealth.\n\nBlackarrow - Bow - Archer Adjustments: Splatter Arrow: The \"Sepsis\" talent previously boosted splash damage; it now requires a fully charged bow to trigger the damage increase, while further scaling up the splash damage multiplier to better reward the Archer playstyle's charged-shot gameplay.\n\nBlackarrow - Bow - Hunter Adjustments: Featherlight Arrow: The \"Power Infusion\" talent previously increased the effective range of fully charged shots; we've removed the fully charged requirement entirely and further expanded the effective range, making it far more synergistic with the Hunter playstyle's high-frequency hit demands.\n\nFor the Seer - Catalyst, looking at the overall data, their raw damage output leans on the weaker side. However, as proficiency increases, a Reverent Seer's strong kiting capabilities allow for impressive combat performance, so we're not making additional adjustments to their offensive power. That said, the class still suffers from a steep learning curve, and the base healing efficiency of the Support playstyle remains overly dependent on landing enhanced orbs.\n\nGeneral Adjustments: Reduced the channeling time of both \"Healing Rune\" and \"Punishment Rune.\"\n\nSeer - Catalyst - Support Adjustments: The Support playstyle's core talent, \"Ebb and Flow,\" now fires enhanced orbs with a larger damage hitbox, improving accuracy to ensure a more reliable healing output.\n\nFor the Seer - Mace, their overall data performance leans slightly overturned. Their exceptional disengage, kiting, and chasing capabilities are overly dominant in actual combat, and their ability to escape engagements is especially prominent in the relatively open terrain of Hallowgrove. We'll preserve the Blasphemer Seer's short-range chasing and kiting capabilities with mobility skills, but we're toning down their long-distance disengage and escape performance. Concurrently, we've also introduced certain adjustments to overperforming skills like Rune: Corruption, Paralysis Curse, Thorn Sigil, and the duration of Super Armor effect from Zeal.\n\nGeneral Adjustments: Shapeshift: Reduced duration and movement speed bonus. Thorn Sigil: Reduced slow effect. Paralysis Curse: Introduced restrictions on its available cast windows and slightly reduced its maximum cast range. Rune: Drain: Increased lifesteal ratio against players. Rune: Corruption: Lowered the healing reduction effect and shortened its duration.\n\nSeer - Mace - Super Armor Adjustments: The Super Armor playstyle's core talent, \"Relentless,\" slightly nerfs the bonus Super Armor duration gained per successful attack hit, though the maximum duration limit remains unchanged.\n\nFor the Shadowstrix, their overall data was relatively balanced. However, certain skills still offered too much mobility and overwhelming crowd-control chains, causing them to overperform in actual combat. We've limited the Shadowstrix's dominant chain-CC tools and further optimized the hitboxes of certain skills to improve their landing consistency, while introducing moderate adjustments to the overperforming mobility of \"Pursuit Strike\" and \"Jumping Pursuit Strike.\"\n\nGeneral Adjustments: Increased damage from weapon-specific skills and talents will now only take effect when wielding the corresponding weapon.\n\nShadowstrix - Dagger Adjustments: Shadow Wheel Slash: Optimized its damage hitbox to improve the consistency of consecutive hits. \"Lurking Blow\" Talent: Slightly reduced its damage boost. Added the \"Ambush Momentum\" talent for \"Shadow Strike,\" which briefly grants a damage boost after casting Shadow Strike. \"Nimble\" Talent: Optimized the cooldown reduction trigger logic for Shadow Strike's afterimage hits; when an afterimage hits multiple units with a single strike, the cooldown reduction effect can now only trigger once. Shadowstrix - Dual Blades Adjustments: Fang Rush: Optimized its damage hitbox to improve landing consistency.\n\nCrow Storm can no longer stack on players who are already stunned, and its damage has been slightly reduced. Pursuit Strike and Jumping Pursuit Strike: Marginally toned down their mobility performance. \"Heavy Strike Mastery\" Talent: Previously allowed Pursuit Strike to cost zero Energy but added a cooldown to the skill; it has been adjusted to remove the skill cooldown while retaining the zero-Energy cost effect, which now has its own internal cooldown.\n\nFor the Mercenary, their overall data was relatively balanced. Therefore, we've made some adjustments to certain damage and mechanic trigger conditions to improve overall feel. Concurrently, we've slightly buffed the PvE efficiency of both the Shield and Hammer playstyles to better align with their high-risk, high-reward nature.\n\nMercenary - Sword & Shield Adjustments: Perfect Parry: The trigger window has been slightly extended. \"Shockwave Strike\" Talent (Shield Playstyle): Increased its PvE damage. \"Block Damage Boost\" Talent (Shield Playstyle): The damage boost effect of this talent has now been enabled in PvE.\n\nMercenary - Hammer Adjustments: Skullcrusher: Improved the mid-air steering capability after releasing a Level 2 charged smash, enhancing its mid-air targeting while reducing instances where players overshoot past enemies during a Level 2 charged leap attack, thereby improving landing consistency. Skullcrusher: Increased its PvE damage. Warhammer Sling: The hitbox detection for its Level 1 charge has been slightly accelerated.[img src=\"{STEAM_CLAN_IMAGE}/45259576/1e6a6507a623ff4619c16124b45e3c66261c83d2.png\"][/img]That's everything for this Developer Update. A massive lineup of major content—including full-scenario performance optimizations, the Withered Knight's all-new Polearm & Shield weapon, the completely reimagined ranked system, fresh Season 1 content, and comprehensive class balance adjustments—will officially debut at launch. On July 29, we cordially invite all Gyldhunters to step into the Mistfall to embark on a brand-new hunting journey. We'll see you in-game!",
      "summary": "Greetings, Gyldhunters!\nWelcome to our seventh Developer Update. With less than a week to go until the official launch, the dev team is working around the clock on final checks and preparations, waiting for you all to step into Windrest. Thank you for your continued support and passion for Mistfall Hunter. In this update, we'll walk you through our core progress and share a sneak peek at some of the Season 1 content. Let's kick things off with performance optimization, which we know is top of mind for everyone.…"
    },
    {
      "id": "1838407329259454",
      "title": "Official Launch Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/672874751810601796",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1838407329259454",
      "author": "xuchen.729",
      "publishedAt": "2026-07-17T13:00:45.000Z",
      "publishedLabel": "17 July 2026",
      "category": "Update",
      "contents": "I. Game Pricing & Launch Discount\n\nGyldhunters, thank you all for your patience! We're now less than two weeks away from our official launch on July 30, 2026, at 01:00 UTC+0! We can't wait to finally see you all out there!\n\nFirst up is what everyone's been asking about most: game pricing. The Standard Edition will be priced at $24.99, while the Deluxe Edition will be available for $39.99. If you want, you can grab the Standard Edition first and upgrade to the Deluxe Edition later for $15.00. The Deluxe Edition comes packed with a slate of exclusive rewards and a ton of Fate Coins (which are strictly used for purchasing in-game cosmetics):\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/978634ceefb962e952281799cee0271c76b27ddb.png\"][/img]\n\nWe're also kicking things off at launch with a 10% introductory discount for about 14 days! We'd love to have you join us when the game officially drops!\n\nII. Official Launch New Content\n\nThe official launch version will mainly add the following content:\n\n- New Withered Knight weapon archetype: Polearm & Shield\n\n- Holy weapons and their exclusive gameplay affixes\n\n- Brandrgarde: Cataclysm difficulty\n\n- Season 1 \"Soul Hunt\", along with a lineup of seasonal tasks and events\n\n- Season 1 themed gameplay: \"Soul Harvest\"\n\n- Collection Pedestal: Display your hard-earned loot right in camp\n\n- Ladder & Tier Reward system\n\n- More cosmetics and a Battle Pass (The Season 1 Battle Pass will be completely free!)\n\nFor a deeper dive into these features, check out our recently released update and the upcoming Developer Update #7 dropping at the end of the month. Due to development timelines, the Blackarrow's new weapon will launch in a future season—thanks for your patience on that one!\n\nIII. Playtest Review & Bug Fixes\n\nWhile our last playtest hit an incredible milestone by clinching the #1 spot on the Steam Next Fest charts, it also highlighted some serious issues with performance optimization and bugs. On the performance front, we've focused our optimization efforts on three main areas:\n\n- Dedicated optimization for Unreal Engine Shader precompilation stutters (mitigating freezes when models and special effects load for the first time).\n\n- Implementing a smoother asset-loading strategy to better prevent sudden frame drops when a large number of characters appear at once.\n\n- Continuous optimizations for average frame rate and memory usage.\n\nPerformance tuning is a tough, long-term process, and we'll keep optimizing post-launch to steadily improve the experience. Additionally, we've squashed a series of random crash bugs, including occasional crashes caused by map vegetation animations and AMD graphics card hair rendering issues.\n\nWe've also rolled out a wave of fixes for bugs that couldn't be resolved during the last test. Here are the main highlights:\n\n- Fixed an issue where Quick Buy would frequently fail (though you may still need to try a few times if item prices are fluctuating rapidly).\n\n- Fixed an occasional issue that prevented players from exiting Spectator mode.\n\n- Fixed an issue where the tactical item, Windcaller Wings, would remain active indefinitely under specific conditions.\n\n- Fixed an occasional issue where server-wide mail couldn't be claimed.\n\n- Fixed an issue where stage selection would error out and prevent the game from starting under certain conditions.\n\n- Fixed a login failure caused by a data overflow when players had too many Xbox friends.\n\n- Fixed an occasional issue that blocked players from reconnecting if they disconnected during a loading screen.\n\n- Fixed a softlock issue that occurred when a player crouching through low terrain was hit by the Knight's Thorn Guide skill.\n\n- Fixed a UI freeze caused by rapidly spamming the accept button on a team invitation while using a controller.\n\n- Fixed an issue where the Soul Ferry audio would play incorrectly under certain conditions.\n\n- Fixed an issue where switching classes after equipping a Combat Bag would cause skill abnormalities.\n\n- Fixed an occasional issue that prevented players from picking up loot drops.\n\nAside from these, we've squashed a ton of other bugs that we couldn't fit into this update. For more details on core gameplay optimizations, please keep an eye on our recently released Q&A and our upcoming Developer Update.\n\nAfter years of development, four online playtests, and a journey filled with unexpected twists and turns, the Web of Fate in the world of Weavereach has finally taken shape. Mistfall Hunter is officially ready to welcome you all. That said, we know that launch day is just the beginning. The real challenge lies in our ability to continuously optimize the game based on your feedback. While Mistfall Hunter is still far from perfect, we truly believe it is an incredibly fun game. Whether during internal playtests or our past public tests, Mistfall Hunter has brought our team so much joy—and we hope the game we built brings that same joy to you!\n\nFinally, thank you all once again for your continued support. Your enthusiasm is as precious to us as Gyldenblod! We can't wait to reunite with all of you in Windrest!",
      "summary": "I. Game Pricing & Launch Discount\n\nGyldhunters, thank you all for your patience! We're now less than two weeks away from our official launch on July 30, 2026, at 01:00 UTC+0! We can't wait to finally see you all out there!\n\nFirst up is what everyone's been asking about most: game pricing. The Standard Edition will be priced at $24.99, while the Deluxe Edition will be available for $39.99. If you want, you can grab the Standard Edition first and upgrade to the Deluxe Edition later for $15.00. The Deluxe Edition comes packed with a slate of exclusive rewards and a ton of Fate Coins (which are strictly used for purchasing in-game cosmetics):\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/978634ceefb962e952281799cee0271c76b27ddb.png\"][/img]\n\nWe're also kicking things off at launch with a 10% introductory discount for about 14 days! We'd love to have you join us when the game officially drops!\n\nII. Official Launch New Content\n\nThe official launch version will mainly add the following content:\n\n- New Withered Knight weapon archetype: Polearm & Shield\n\n- Holy weapons and their exclusive gameplay affixes\n\n- Brandrgarde: Cataclysm difficulty\n\n- Season 1 \"Soul Hunt\", along with a lineup of seasonal tasks and events\n\n- Season 1 themed gameplay: \"Soul Harvest\"\n\n- Collection Pedestal: Display your hard-earned loot right in camp\n\n- Ladder & Tier Reward system\n\n- More cosmetics and a Battle Pass (The Season 1 Battle Pass will be completely free!)\n\nFor a deeper dive into these features, check out our recently released update and the upcoming Developer Update #7 dropping at the end of the month.…"
    },
    {
      "id": "1837955055362722",
      "title": "Dev Update: What We've Been Up To",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/707777196658263554",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1837955055362722",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-07-13T07:56:43.000Z",
      "publishedLabel": "13 July 2026",
      "category": "Update",
      "contents": "Hi Gyldhunters!\n\nOn Wednesday, we released our Playtest Q&A, addressing 30 of the most frequently asked player questions. Thanks to every Gyldhunter for sharing your passionate feedback and valuable suggestions. We've carefully read through them all and shared our upcoming plans in the replies.\n\nYour enthusiasm gives us massive confidence in the game's future. After multiple rounds of playtests and refinement, Mistfall Hunter's core framework is largely in place, laying a solid foundation for further optimization and quality improvements. We're moving forward with development at a positive, steady pace, focusing on high-priority adjustments to ensure the game is in its best possible shape when it officially launches.\n\nRegarding the various concerns and frustrations you've raised in the chat channels, we're already planning and rolling out targeted fixes. Moving forward, we'll keep iterating on the gameplay experience to make every single hunt feel more balanced, fun, and challenging.\n\nToday, we also want to share our recent project progress and our upcoming plans for class balance adjustments. Please keep working alongside us to make this game the best it can be!\n\nWhat we've been working on lately:\n\nSince the Next Fest playtest ended, the whole team's been going full throttle. We've not only deployed a ton of manpower to tackle various optimization issues, but we've also got plenty of brand-new content ready for you.\n\nLet's start with the optimizations for the Auction House: Season 1 will focus on optimizing two features—One-Click Buy and Quick Purchase (at the Loadout Station). This will drastically improve item purchasing stability, effectively reduce purchase failures caused by real-time market price fluctuations, and smooth out the overall trading experience.\n\nAdditionally, we've expanded the gameplay depth for the Key system. We've added locked treasure chambers and treasure chests corresponding to new keys within the stages, along with several new types of rare, high-tier keys. This not only boosts exploration rewards but also enriches the trading gameplay surrounding keys.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/af6b950ab1842cf186686dffe8afbdd6af6aeca6.jpg\"][/img]Next up, we're introducing a brand-new weapon for the Withered Knight: the Polearm & Shield. The Greatsword you played during Next Fest wasn't the class's final form. Imagine using \"Thorn Guide\" to yank an opponent right into your face to unleash a burst of damage. Just as they burn a mobility skill to escape, you swap to the Polearm & Shield, land a clutch throw to pin them to a wall, and follow up with a shield bash to break their guard and delete their health bar. We can't wait to see what kind of playstyles you guys cook up with this new weapon!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/9ff9bd5f0bee3bc1a19913b59fcb09c591592848.png\"][/img]We know everyone's been dying for info on Holy weapons, which we've kept completely under wraps until now. This weapon tier features exclusive gameplay affixes that will massively expand your build variety and theorycrafting. Holy weapons drop from map bosses, with each boss offering their own unique Holy weapon. We're keeping the exact stat bonuses a surprise for now, but here's a sneak peek at some of the concept art:\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/7a33e9815efb456750544db108581c0bef324b1a.jpg\"][/img][img src=\"{STEAM_CLAN_IMAGE}/45259576/8a16770deb790973942fa0169779f25a9e57d668.jpg\"][/img][img src=\"{STEAM_CLAN_IMAGE}/45259576/5883bedcc152dbf712e8bb2daf36d421a4cda855.jpg\"][/img][img src=\"{STEAM_CLAN_IMAGE}/45259576/8a7714b432f11476d7d2759ce48a24a5c9d8f30d.jpg\"][/img]Craving tougher Elite mobs and want to test your mettle against the best players? Look no further than Brandrgarde on Cataclysm difficulty. In Cataclysm mode, top-tier rare loot drops everywhere, and every single landmark holds a surprise—so don't leave any corner unchecked. It's high-risk, high-reward gameplay, and a prime farming spot no Gyldhunter should miss!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/9d2066b422e538a99da2191353bf6694713bcf71.jpg\"][/img]For Season 1, we've designed a core concept called the \"Fate Chart,\" which will drive the entire seasonal main storyline. The critical core gameplay connecting this narrative, \"Soul Hunt\" (the name may change for the official launch), will debut a few weeks after open beta.\n\nAs the anomalies deep within the mist grow ever more apparent, the Valgr have restarted their forbidden soul experiments. Countless creatures have been turned into rampaging Cocoon Puppets in a desperate bid to wield soul power, create a False God, and tear apart the Web of Fate. Dew will call upon all Gyldhunters to fight side-by-side, track down wandering exiled souls, and contain the spread of soul corruption. Your actions will help repair the broken Web of Fate and avert the catastrophe looming over the regions.\n\nThis gameplay runs through all narrative phases of the season and is tightly linked to the progression of the Fate Chart. Every Gyldhunter's actions will reshape the world's direction as shown on the chart. We're keeping the exact mechanics and gameplay loops a surprise for now, waiting for you to experience them firsthand.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/3a4df167c2550c8dda1a2ab7ef5fd365fb9d3286.jpg\"][/img]On top of the main seasonal \"Soul Hunt\" feature, we've also got the \"Ancestor Tree\" gameplay coming exclusively to Hallowgrove, set to drop in the mid-season update for Season 1. Beyond the traditional high-tier resource contest points, the Ancestor Tree will spawn on the map over time. Head there to hunt for treasure or play it safe and cash out—the choice is yours!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/0db2da30dc63e5c08f6394c7a819f5ea62a4b695.png\"][/img]\n\nWhat's the deal with class balance, and what issues have we spotted?\n\nClass balance is a tale as old as time, and making sure we get it right has been our goal across every playtest. After the Next Fest test ended, we held several balance review meetings. Here's a quick rundown of our tuning plans for some of the classes:\n\nThe Withered Knight was the most popular class during Next Fest. Looking at the overall data, the Withered Knight's killing power was excellent. However, due to the sluggish nature of heavy weapons and the fact that Polearm & Shield skills weren't live yet, some hardcore Withered Knight players felt the class lacked sufficient strength and depth.\n\nThe Withered Knight's other weapon, the Polearm & Shield, will launch in Season 1, and we've also further optimized the Greatsword's weapon skills and talents.\n\nWithered Knight - Greatsword Adjustments: The \"Parry\" skill now unlocks at an earlier level, and the Parry Counter window has been extended. \"Thorn Guide\" has been tweaked to resolve collision issues during the pull, increasing its success rate. The second-stage branch attack from \"Breakthrough Charge\" no longer has a massive knockback effect, preventing you from losing ground when fighting ranged enemies. The core talent \"Legacy\" now grants increased Health recovery when knocking down rival Gyldhunters. Light and heavy strikes have had their hitboxes slightly increased so that the actual damage area better matches the visual effects. Additionally, because the Polearm & Shield will also benefit from the cooldown reduction provided by the \"Endless Flow\" talent once it goes live, we've slightly reduced that talent's cooldown reduction percentage.\n\nWithered Knight - New Weapon (Polearm & Shield): The Polearm & Shield introduces 6 new skills for players to choose from, along with a unique ability to rescue downed teammates from a distance. With a wide variety of talent and skill options for both DPS and support paths, this will bring a massive boost to the Knight's overall skill variety and strategic depth.\n\nRegarding the other classes, take the Shadowstrix as an example. Some of its skills still offer too much mobility and overwhelming crowd-control chains, making it overperform in combat. Moving forward, \"Crow Storm\" will no longer stack on players who are already stunned, and its damage will be slightly reduced. This will tone down the excessive outplay potential that came from low-cost chain CC. For the Seer (Mace), the duration of the mobility skill \"Shapeshift\" will be reduced and its speed boost tuned down. This addresses the overpowered escape capability tied to specific skills, while still preserving its tactical value for short-distance chases and kiting.\n\nWe're still tweaking the balance for the remaining classes, and a more detailed breakdown of all class adjustments will be thoroughly covered in Developer Update #7 at the end of this month!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/081a1da776a827941a9881ada3b62f816ce87c5b.png\"][/img]That's all for now on the Season 1 content preview and class balance adjustments. Over the next three weeks, we hope you'll keep the faith in Mistfall Hunter. The dev team will continue tracking the community's top-requested optimizations and new content to prioritize them for future updates. We'll have a lot more to share in the Developer Update at the end of this month! In the meantime, please keep dropping your feedback and suggestions in the community. Let's make Mistfall Hunter the best it can be, together!",
      "summary": "Hi Gyldhunters!\n\nOn Wednesday, we released our Playtest Q&A, addressing 30 of the most frequently asked player questions. Thanks to every Gyldhunter for sharing your passionate feedback and valuable suggestions. We've carefully read through them all and shared our upcoming plans in the replies.\n\nYour enthusiasm gives us massive confidence in the game's future. After multiple rounds of playtests and refinement, Mistfall Hunter's core framework is largely in place, laying a solid foundation for further optimization and quality improvements. We're moving forward with development at a positive, steady pace, focusing on high-priority adjustments to ensure the game is in its best possible shape when it officially launches.\n\nRegarding the various concerns and frustrations you've raised in the chat channels, we're already planning and rolling out targeted fixes. Moving forward, we'll keep iterating on the gameplay experience to make every single hunt feel more balanced, fun, and challenging.\n\nToday, we also want to share our recent project progress and our upcoming plans for class balance adjustments. Please keep working alongside us to make this game the best it can be!\n\nWhat we've been working on lately:\n\nSince the Next Fest playtest ended, the whole team's been going full throttle. We've not only deployed a ton of manpower to tackle various optimization issues, but we've also got plenty of brand-new content ready for you.\n\nLet's start with the optimizations for the Auction House: Season 1 will focus on optimizing two features—One-Click Buy and Quick Purchase (at the Loadout S…"
    },
    {
      "id": "1837955055355971",
      "title": "Gyldenhunters' Council Phase 1 — Community AMA Responses",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/707777196658262047",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1837955055355971",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-07-10T07:16:47.000Z",
      "publishedLabel": "10 July 2026",
      "category": "Update",
      "contents": "Greetings, Gyldenhunters\n\nThe Mistfall Hunter Steam Next Fest playtest has now successfully concluded. During this period, countless ventured into Windrest and stepped onto the mist-shrouded continent of Weavereach. Together, we experienced the brand-new gameplay. Every member of the development team is deeply grateful for your enthusiastic companionship and long-standing support.\n\nTo better listen to the voice of the community and build Mistfall Hunter together, we have officially launched Gyldenhunters' Council Phase 1 — the Community AMA Question Collection Event!\n\nHere are the main points of this response:\n\nI. Servers, Regions, and Cross-Region Play\n\n1. Are there any new updates regarding region unlocking?\n\n•\nWe are currently working on a solution. Please bear with us and stay tuned for updates.\n\n2. Will the game feature regional pricing (specifically for countries with lower-valued currencies like Brazil)?\n\n•\nYes, we will reference recommended platform pricing alongside actual market conditions to implement fair regional pricing for countries with lower-valued currencies.\n\nII. Matchmaking and Game Modes\n\n3. Will a Duo mode be added? When will the Solo/Duo maps be released? Will Brandrgarde be available for Solo play?\n\n•\nWe will not be opening Duo matchmaking in the short term. On one hand, adding Duo mode would significantly increase the difficulty of balancing and regulating matchmaking. On the other hand, it would split the existing matchmaking player pool, prolonging queue times across all modes and negatively impacting the overall matchmaking experience for all players. Regarding the Brandrgarde Solo mode that everyone has been asking about, we may open it for a limited time during the season.\n\n4. Can duo teams be prioritized to be matched against other duo teams? Can you limit the number of identical classes within a team to improve balance?\n\n•\nCurrently, the class options are rather limited in the game, and character progression requires a meaningful investment. Furthermore, restricting classes would make team formation more difficult. We will consider implementing limits on the number of identical classes within a team in the future once more classes are introduced.\n\n5. Will bots remain in the game permanently? Are there any plans to improve the bot combat AI?\n\n•\nYes, bots are here to stay. We believe they play an irreplaceable role for new players and in adjusting the intensity of combat. We will continuously optimize the bot AI, but this will be a long-term process.\n\n6. How long will a season last?\n\n•\nThe currently considered duration for a season is 3 to 4 months.\n\nIII. Class Balance and Combat Mechanics\n\n7. How will the balance between Solo and Trio modes be handled?\n\n•\nWe will make distinct adjustments based on separate data collected from Solo and Trio modes, rather than applying blanket changes to class balance.\n\n8. What is the basis for game balance? What balance changes can we expect before and after the official launch? How will you address the issue where melee classes are easily suppressed?\n\n•\nMistfall Hunter is an extraction game. Class balance must take the unique characteristics of the extraction genre into account, ensuring that the extraction rate deviation among all classes remains relatively minimal. Of course, we understand that PvP combat is currently the content players enjoy the most. For balancing the combat aspect, we have established internal testing environments and workflows. After launch, we will also organize exclusive playtests with high-skill players. We will set specific requirements for these expert participants to ensure comprehensive test coverage, followed by post-test interviews and discussions. For live game tracking, we have built a data platform to gather player combat statistics, enabling us to make adjustments through both horizontal and vertical data comparisons. Currently, we are utilizing the time before launch to conduct a thorough analysis of the data collected so far, with plans to buff underperforming classes and properly tune some overperforming ones.\n\n9. What are your thoughts and improvement plans for the Hammer? Are there any plans to buff underutilized class weapons, or to make specific adjustments to classes like the Sorcerer, Seer (Mace), Withered Knight, and Shadowstrix?\n\n•\nRegarding the Hammer, we have always intended for it to be relatively slow but possessing devastating power. We will maintain this identity and make necessary adjustments based on the review of our live data.\n\n•\nFor class optimization, we will make adjustments based on live data, striving to ensure every weapon has an environment where it excels, whether in Solo, Trio, PvE, or PvP.\n\n10. How will issues like stagger canceling, stun locking, and crowd control immunity be addressed?\n\n•\nCurrently, the only way to cancel a stagger is through Breakaway. We want the combat experience to feel like a tactical mind game with active counterplay; initiating an attack means accepting the recovery frames and risks that come with that action. In return, taking that risk grants you a combo opportunity upon hitting the enemy. Therefore, stagger cannot be canceled at will.\n\n•\nRegarding stun locking, we noticed that during this test, players discovered some inescapable infinite-CC combos that went beyond our expectations. We will look into introducing mechanics like diminishing returns on crowd control to alleviate this issue. However, as long as a well-coordinated CC chain between teammates is not too easy to pull off in practice, we do not plan to restrict it for now; in fact, we encourage communication and cooperation among players.\n\n•\nRegarding crowd control, we will more carefully evaluate the ease of executing CC abilities alongside the potency of their corresponding effects.\n\n11. Can shields provide true blocking capabilities?\n\nAllowing shields to mitigate 100% of incoming damage would overly reward passive play and make combat incredibly dull. However, we have left room in our equipment loadout system for players to build toward an exceptionally high damage-reduction rate when blocking.\n\nIV. Progression, Forging, Inventory, and Economy\n\n12. Can Auction House slots be increased and made character-specific? How will you maintain balance to prevent players from buying high-end gear too easily?\n\n•\nWe plan to increase the number of Auction House slots upon official launch, and we will be removing the automatic restocking mechanic.\n\n13. Will a dedicated gem warehouse be added (supporting stacking, filtering, and displaying affixes)? Can characters get more personal warehouse space? Can the stack limits for building and upgrading materials be increased?\n\n•\nimplemented in time for Season 1.\n\n•\nExpanding personal warehouse space is under consideration, but we do not plan to increase the stack limits for materials.\n\n14. Can the Forging/Crafting system be sped up or reworked? Will we be able to salvage equipment and gems to obtain materials?\n\n•\nThe time required for forging will be optimized, but we are not considering a total rework or a salvaging system at this time. These features may be added to our pipeline in the future.\n\n15. Will loot drop rates and diversity be adjusted? Are there plans to make top-tier gear account-bound or PvE-exclusive?\n\n•\nOur loot drops will gradually become more diverse as the season progresses. The most common way to obtain top-tier gear is by defeating Mist Lords on Cataclysm difficulty, which inherently requires strong PvE capabilities.\n\n16. Can loadouts save beverage buffs and consumables?\n\n•\nWe may roll out an update during this season that allows loadouts to save beverage buffs and carried consumables.\n\nV. PvE, Maps, Tasks, and End-Game Content\n\n17. Do you plan to add more engaging tasks, high-difficulty PvE content, a pure PvE mode, a Boss Rush, or hidden content/Easter eggs/lore?\n\n•\nMore tasks, Easter egg mechanics, and high-difficulty PvE content will continue to be rolled out with future version updates. A pure PvE mode is also in the works, but it will still take some time to complete.\n\n18. Will maps feature randomly generated diversity? Will you add labyrinths, better utilization of verticality, random events, and make the maps feel more alive with things like more non-aggressive enemies or new combat moves?\n\n•\nRandomized terrain mechanics are currently in development. However, due to the high technical difficulty and the massive workload involved, they will not be implemented immediately upon launch. Other optimizations regarding the fun factor and diversity of gameplay within stages will be continuously iterated after the official launch.\n\n19. How will in-game events be structured? How will you maintain veteran player engagement after endgame loops and seasonal resets? How many more maps and how much content will the official release have compared to the Beta?\n\n•\nIn addition to increasing the diversity and enjoyment of core in-game content through version updates, we will introduce several seasonal events and challenge objectives to maintain player engagement. We also plan to roll out long-term challenge modes in the future, such as dungeon speedruns and multi-floor tower climbs. The official version will feature different stages, difficulties, and more in-match mechanics, so please stay tuned.\n\nVI. UI, Controls, QoL, and Settings\n\n20. Will there be support for one-click build swapping, independent weapon keybinds, custom crosshairs, lock-on toggles, FOV adjustments, and equipment color customization?\n\n•\nQuick equipment loadout is already supported. More convenience features are in development and will be added over time.\n\n21. Will issues like tutorial prompts blocking the screen be fixed? Will search functions be added to the Auction House and the Warehouse?\n\n•\nTutorial prompts will be updated so that players can manually close them and prevent them from appearing again. Search functions will be introduced in subsequent version updates.\n\n22. Will social features or mini-games be added to the camp?\n\n•\nCamp functionality will be progressively expanded with more engaging features alongside future seasonal updates.\n\n23. Can the heartbeat audio be disabled when the Shadowstrix is in Sneak mode?\n\n•\nThe heartbeat audio will not be disabled, as this is a matter of gameplay balance.\n\nVII. Pricing, Monetization, and Cosmetics\n\n24. What will the final price of the game be? Will it support regional or localized pricing? Can Game Pass users upgrade to the Deluxe Edition?\n\n•\nWe will officially announce the final price on July 17.\n\n25. Are purchased items strictly cosmetic?\n\n•\nYes, purchased content will absolutely not result in a pay-to-win system.\n\nVIII. Technical Issues and Performance\n\n26. Will the issue where the game freezes after enabling frame generation be fixed? Will players affected by the accessory item disconnection bug receive compensation?\n\n•\nWe are urgently working to resolve all performance issues, and the technical experience will continue to improve across subsequent version updates.\n\nIX. Future Plans, Roadmap, and Miscellaneous\n\n27. What is the clear roadmap for major post-launch updates, particularly for 2026-2027? Will patch notes regarding balance changes be shared ahead of time?\n\n•\nIn addition to in-game notifications, all patch notes and their specific details will be synchronized to Discord. Regarding future plans, we will release a new roadmap toward the end of each season.\n\n28. Do you plan to add more classes, weapons, skills, and affixes? What are some exciting class concepts for the future? Will the Blasphemer class receive more mechanical depth, such as catalysts or talent points?\n\n•\nWe are already working on many incredibly exciting new classes and their archetypes, which will be progressively rolled out in subsequent seasons. The gameplay and depth of each class will also be continuously iterated upon with seasonal updates, which includes the systems surrounding the Blasphemer.\n\n29. How will you efficiently handle cheaters and exploiters? How do you balance player feedback with the original vision of the game?\n\n•\nWe have a zero-tolerance policy toward cheating. We have already banned numerous cheaters during previous tests, and we will enforce regulations even more strictly after the official launch.\n\n30. Will there be seasonal resets (wipes), and if so, how frequent will they be? Will there be damage meters or kill trackers? Are there any plans to sell physical merchandise or release 3D model files for public use?\n\n•\nYes, there will be seasonal resets, though certain long-term progression elements will carry over to the next season.\n\n•\nWe currently do not plan to implement team damage meters, because raw damage output is not the sole factor determining a team's victory. We want players to work together and win as a team, rather than berating teammates over post-match damage numbers, which often fail to reflect actual contributions.",
      "summary": "Greetings, Gyldenhunters\n\nThe Mistfall Hunter Steam Next Fest playtest has now successfully concluded. During this period, countless ventured into Windrest and stepped onto the mist-shrouded continent of Weavereach. Together, we experienced the brand-new gameplay. Every member of the development team is deeply grateful for your enthusiastic companionship and long-standing support.\n\nTo better listen to the voice of the community and build Mistfall Hunter together, we have officially launched Gyldenhunters' Council Phase 1 — the Community AMA Question Collection Event!\n\nHere are the main points of this response:\n\nI. Servers, Regions, and Cross-Region Play\n\n1. Are there any new updates regarding region unlocking?\n\n•\nWe are currently working on a solution. Please bear with us and stay tuned for updates.\n\n2. Will the game feature regional pricing (specifically for countries with lower-valued currencies like Brazil)?\n\n•\nYes, we will reference recommended platform pricing alongside actual market conditions to implement fair regional pricing for countries with lower-valued currencies.\n\nII. Matchmaking and Game Modes\n\n3. Will a Duo mode be added? When will the Solo/Duo maps be released? Will Brandrgarde be available for Solo play?\n\n•\nWe will not be opening Duo matchmaking in the short term. On one hand, adding Duo mode would significantly increase the difficulty of balancing and regulating matchmaking. On the other hand, it would split the existing matchmaking player pool, prolonging queue times across all modes and negatively impacting the overall matchmaking experience for all…"
    },
    {
      "id": "1835871199312241",
      "title": "Playtest Conclusion Notice",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/688634814372253194",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835871199312241",
      "author": "xuchen.729",
      "publishedAt": "2026-06-22T07:12:41.000Z",
      "publishedLabel": "22 June 2026",
      "category": "Event",
      "contents": "Dear Gyldhunters, this playtest will end on June 22, 2026, at 10:00 UTC+0. At that time, the servers will be shut down and all playtest data will be wiped. Thank you all so much for jumping in and supporting us! If you enjoyed your time with the game, please add us to your Wishlist!\n\nWe're incredibly sorry that this test build was so rough around the edges and ran into stability issues. We know it caused a lot of frustration. We've meticulously logged every single bug you reported, and our team will be fixing and thoroughly testing them one by one. To keep ourselves accountable, we're adding a new social emote called \"No, it's a bug!\". We'll distribute this to every single Gyldhunter who took part in this test when the game officially launches (just make sure to log in with the same account). Consider it a permanent reminder for us to always prioritize build stability.\n\nWe also walked away from this test with a mountain of invaluable feedback. Every voice is helping us optimize the core experience and polish our content. As soon as the playtest concludes, we'll share a full test recap alongside a sneak peek at our official launch content, so please stay tuned!\n\nMistfall Hunter will officially launch on July 30, 2026, at 01:00 UTC+0. We'll notify everyone the second our final pricing is locked in. We're going to work twice as hard to deliver a much more stable, action-packed experience. We can't wait to see you all again at launch!\n\nLastly, don't forget to join our various channels to catch the latest news and events.\n\nGood luck out there, Gyldhunter.",
      "summary": "Dear Gyldhunters, this playtest will end on June 22, 2026, at 10:00 UTC+0. At that time, the servers will be shut down and all playtest data will be wiped. Thank you all so much for jumping in and supporting us! If you enjoyed your time with the game, please add us to your Wishlist!\n\nWe're incredibly sorry that this test build was so rough around the edges and ran into stability issues. We know it caused a lot of frustration. We've meticulously logged every single bug you reported, and our team will be fixing an…"
    },
    {
      "id": "1835871199303868",
      "title": "Test Limited Weekend Event",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/688634814372252416",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835871199303868",
      "author": "xuchen.729",
      "publishedAt": "2026-06-18T11:14:57.000Z",
      "publishedLabel": "18 June 2026",
      "category": "Event",
      "contents": "Thank you all for your incredible support during this test! To make your weekend a little sweeter, we'll be sending Weekend Event rewards via in-game mail to all Gyldhunters at level 7 and above.\n\nFriday: Pro Combat Bag x3, Elite Combat Bag x1, Gyldenblod x2,000\n\nSaturday: Pro Combat Bag x2, Elite Combat Bag x2, Gyldenblod x4,000\n\nSunday: Elite Combat Bag x4, Gyldenblod x10,000\n\nMail is sent daily at 04:00 (UTC+0) and can be claimed within 24 hours of delivery — so be sure to log in and grab yours in time!\n\nHave fun, Gyldhunters, and may every match reward you with the highest-rarity equipment!",
      "summary": "Thank you all for your incredible support during this test! To make your weekend a little sweeter, we'll be sending Weekend Event rewards via in-game mail to all Gyldhunters at level 7 and above.\n\nFriday: Pro Combat Bag x3, Elite Combat Bag x1, Gyldenblod x2,000\n\nSaturday: Pro Combat Bag x2, Elite Combat Bag x2, Gyldenblod x4,000\n\nSunday: Elite Combat Bag x4, Gyldenblod x10,000\n\nMail is sent daily at 04:00 (UTC+0) and can be claimed within 24 hours of delivery — so be sure to log in and grab yours in time!\n\nHave…"
    },
    {
      "id": "1835871199300882",
      "title": "June 17 Live Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/688634814372251127",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835871199300882",
      "author": "xuchen.729",
      "publishedAt": "2026-06-17T14:39:43.000Z",
      "publishedLabel": "17 June 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters, thank you for your incredible support. Thanks to you, we have stayed at #1 on the Steam Next Fest list. That said, this test has also exposed a number of issues, and we are working hard to address them. Some are more difficult to resolve, and we are still investigating the root causes or working with the relevant platforms on solutions. We kindly ask for a little more time as we work through them.\n\nWe plan to release a no-downtime update at June 17, 2026 at 18:00 (UTC+0) to fix a batch of known issues. After the update, you will need to update the game client through your app store.\n\nIn recent months, the majority of our time was spent on developing new content and adding console support for the game. However, this also meant we had very little time for internal testing and optimization. As a result, this test saw a number of performance issues—stuttering, crashes, and some serious bugs—that hadn't appeared in previous tests. We sincerely apologize for the poor experience this has caused. We will fix these issues as quickly as possible and continue refining the game based on your feedback to ensure the quality and stability of the full release.\n\nAfter the update, all Gyldhunters will receive the following via in-game mail: Avatar Frame - Bell of Return, Pose - Finger Heart, Golden Cipher x3, Advanced Combat Bag x2, Pro Combat Bag x2, and Gyldenblod x5,000. Thank you for your support and patience. When the game officially launches, simply log in with the same account to reclaim the Avatar Frame - Bell of Return and Pose - Finger Heart via mail. We love you all, and we can't wait to see you all again at the end of July!\n\nOptimizations:\n\n- Dried Flower Knots will now drop. Challenge the Mist Lord in Einherjar Mode and prove your strength!\n\n- Adjusted matchmaking parameters to reduce the chance of encountering AI enemies in matches. (This change went live in a hotfix on June 16.)\n\n- Increased the number of Novice Combat Bags obtained by Scavenger Squads. (This change went live in a hotfix on June 16.)\n\n- Keys purchased from the Auction House will no longer become bound.\n\nBug Fixes:\n\n- Fixed an occasional freeze after interacting with NPCs during a match.\n\n- Fixed an issue where phantoms summoned by the boss Prayer of the Moon were incorrectly counted toward the leaderboard. Leaderboard data will be corrected gradually in future updates.\n\n- Fixed stuttering that could occur when entering certain areas for the first time.\n\n- Fixed crashes that could occur under certain conditions.\n\n- Fixed an issue where Knight Talent Specializations could take effect abnormally.\n\n- Fixed an issue where item purchases could fail due to Auction House price changes.\n\n- Fixed an occasional issue where the in-match world map displayed no markers.\n\n- Fixed an occasional issue where the boss Prayer of the Moon could get stuck.\n\n- Fixed an occasional issue where equipment value outside matches was incorrectly displayed as 999.\n\n- Fixed an abnormal equipment repair cost display in out-of-match pre-battle preparation.\n\n- Fixed an issue where warehouse item tips displayed incorrectly after equipping a Combat Bag.\n\n- Fixed an issue where controller shortcut prompts could disappear when assigning skills to Blackarrow with a controller outside matches.\n\n- Fixed a very rare freeze that could occur while climbing ladders.\n\n- Fixed an issue where the \"Forge feature not yet unlocked\" prompt could repeatedly appear by mistake under certain conditions.",
      "summary": "Dear Gyldhunters, thank you for your incredible support. Thanks to you, we have stayed at #1 on the Steam Next Fest list. That said, this test has also exposed a number of issues, and we are working hard to address them. Some are more difficult to resolve, and we are still investigating the root causes or working with the relevant platforms on solutions. We kindly ask for a little more time as we work through them.\n\nWe plan to release a no-downtime update at June 17, 2026 at 18:00 (UTC+0) to fix a batch of known issues. After the update, you will need to update the game client through your app store.\n\nIn recent months, the majority of our time was spent on developing new content and adding console support for the game. However, this also meant we had very little time for internal testing and optimization. As a result, this test saw a number of performance issues—stuttering, crashes, and some serious bugs—that hadn't appeared in previous tests. We sincerely apologize for the poor experience this has caused. We will fix these issues as quickly as possible and continue refining the game based on your feedback to ensure the quality and stability of the full release.\n\nAfter the update, all Gyldhunters will receive the following via in-game mail: Avatar Frame - Bell of Return, Pose - Finger Heart, Golden Cipher x3, Advanced Combat Bag x2, Pro Combat Bag x2, and Gyldenblod x5,000. Thank you for your support and patience. When the game officially launches, simply log in with the same account to reclaim the Avatar Frame - Bell of Return and Pose - Finger Heart via mail. We love y…"
    },
    {
      "id": "1835236783567984",
      "title": "Open Beta Launch Notice",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/687508280057004805",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835236783567984",
      "author": "xuchen.729",
      "publishedAt": "2026-06-14T16:00:57.000Z",
      "publishedLabel": "14 June 2026",
      "category": "Event",
      "contents": "Gyldhunters,\n\nIt's been a while!\n\nThe Mistfall Hunter open beta is almost here. This test will begin on June 15, 2026 at 01:00 UTC+0 and end on June 22, 2026 at 10:00 UTC+0. Battlefield servers will be deployed in China, the United States, Germany, Singapore, and Brazil.\n\nDuring this development period, we have completed a range of new content, including the new Hallowgrove map and the new Withered Knight class. We have also improved our combat systems to bring all Gyldhunters a better experience. We are also happy to confirm that the game will officially launch on July 30, 2026 at 01:00 UTC+0. We look forward to seeing you again then!\nAs the game is still in active development, there may still be some bugs during the test. We appreciate everyone's support and feedback as we continue refining the game. Following the test, the team will continue fixing issues and improving the overall experience over the next month. We're committed to delivering the highest possible quality at launch and ensuring a smooth experience for all players!\n\nPlease send us your feedback and bug reports through the in-game customer support. We are very much looking forward to hearing from you! You are also welcome to join our communities for the latest news and community events.\n\nGood luck, Gyldhunters.\n\nBellring Games",
      "summary": "Gyldhunters,\n\nIt's been a while!\n\nThe Mistfall Hunter open beta is almost here. This test will begin on June 15, 2026 at 01:00 UTC+0 and end on June 22, 2026 at 10:00 UTC+0. Battlefield servers will be deployed in China, the United States, Germany, Singapore, and Brazil.\n\nDuring this development period, we have completed a range of new content, including the new Hallowgrove map and the new Withered Knight class. We have also improved our combat systems to bring all Gyldhunters a better experience. We are also ha…"
    },
    {
      "id": "1835236783566456",
      "title": "DevNote #6",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/687508280057005803",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835236783566456",
      "author": "Enzo",
      "publishedAt": "2026-06-13T18:55:02.000Z",
      "publishedLabel": "13 June 2026",
      "category": "Developer note",
      "contents": "Greetings, Gyldhunters! Welcome to the sixth Developer Update. Thank you all for your patience. After a nine-month absence and continuous refinement, we'll be back on June 15 with our new playtest version. Right now, we're both excited and a bit nervous. The project team has entered full preparation mode to face the challenges of the upcoming Steam Next Fest playtest.\n\nBack in March, we revealed our development roadmap. As of now, the planned content is mostly complete. In this Developer Update, we'll report the details of our development progress during this period.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/17b3d7a4408f2bf08a077dd49b53718338d1dafb.png\"][/img]\n\nLet's start with the new class everyone is most excited about—the Withered Knight. Originating from the southern kingdom of Gaenaria, they settled in the northern lands after being exiled. They were reshaped through hardships in the bitter cold, years of war, and the savage environment of a foreign land. Although they have lost the polished look of a court knight, they still don their formal armor and maintain an innate sense of order, working tirelessly to find the missing Pontiff.\n\nLooking at the overall silhouette, the character retains the iconic posture of a traditional heavily armored knight. A steady, upright stance is paired with broad shoulder pauldrons. The breastplate, bracers, and greaves all use hard metal for primary protection. This creates a sharp and solid outline, directly highlighting the imposing nature of a heavy-armor class.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/9f55475dfbfbbf00ee2503e5a38cfd20c2e0bb09.png\"][/img]\n\nBuilding upon the foundational framework of classic knightly armor, the design team heavily incorporated medieval Scandinavian regional elements. A thick beast-hide mantle is used to ward off the biting northern winds. The lower section of the armor features a patchwork of tattered fabrics and raw pelts, while the entire body is wrapped in functional thick ropes, leather straps, personal pouches, and utility rings. The exposed chainmail, cloth strips, and stained, worn metal plates are all scars left by wilderness warfare. The asymmetrical pauldron design further breaks the symmetry of standard-issue armor. These detailed depictions paint a vivid picture of the Withered Knight—an exile in the Northern Realms, severed from his original kingdom. The Church and knighthood are his origins and his spiritual faith; the Northern Realms are his present, harsh reality.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/1615d641c42d38e44e0a0dc5d3622cceaf854e30.png\"][/img]\n\nThe helmet is the most striking and eye-catching part of the entire character design. Its design is drawn from the shapes of historical medieval combat helmets. The closed metal visor completely conceals any facial expression, giving the character an inherently cold, reserved, and unpredictable presence of intimidation. The hard, cold metal helmet and the rugged, fluffy Northern fur create a sharp visual contrast. Even when standing among a crowd of Vikings, one can instantly recognize his unique identity as an outsider knight.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/c4e3987ed308ca1d38783ede11704ba8781255c2.png\"][/img]\n\nAt present, the meticulous detailing for the Withered Knight and his accompanying weapons has been fully finalized. The weapon engravings blend knightly religious motifs with native totems of the Northern Realms. The Holy Sigil pattern can be seen all over the armor set. It's the core symbol of the knights—and indeed, of Gaenaria itself—originating from the kingdom's long-inherited religious faith. The unique design, featuring a vertical line piercing a circle, represents the legend of Saeria Sith, the incarnation of the Supreme Deity, who embraced the sun for seven days and sacrificed himself to save the world. It's also an innate symbol of identity and a mark of faith borne by every orthodox Gaenarian knight.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/8f77ff1e7f45100b3f2f40b065d677e7917849a2.png\"][/img]\n\nFurthermore, everything from the carved wings on the helmet and the rose reliefs on the armor surface to the chainmail skirts and leather belt creases has been meticulously crafted. At the same time, we've planned multiple color schemes, such as dark purple with gold trim and red with silver armor. These colorways enrich our cosmetic options while further refining the character's overall visual identity.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/24256f38202af75e6ca2bd5b0a818a1076e62c97.png\"][/img]\n\n                                    High-Poly Knight Character and Asset Detail Renders\n\nIn June's Steam Next Fest playtest, you can try out the Withered Knight firsthand. We look forward to seeing all Gyldhunters discover his true power in actual combat!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/9f614f41808b4b86d6237c2b8a01aca82f448d80.gif\"][/img]\n\n                                       Knight Actor Motion Capture & Gameplay Footage\n\nA brand-new boss challenge has always been highly anticipated, and for this Steam Next Fest, we've added the Cursed Moonwane. This boss originated from a failed, forbidden experiment to summon a deity within Hallowgrove. She was forcibly fused with living flesh and the power of departed souls; this grotesque origin gave rise to her unique appearance and combat characteristics.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/48b1d20bb77f4c3c431397d6710ac29dbf118178.jpg\"][/img]                                                   The Failed Experiment Site in Hallowgrove\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/7c596b701db3da59ea60d358ae21ebbfa98f5d9e.png\"][/img]\n\nWe've divided the boss battle into two distinct phases, layering her visual design around the concept of \"concealment leading to breaking free.\" Phase one focuses on concealment and a state of dormancy. She uses sheer veils, tattered clothing, and crescent ornaments to mask her mangled body. Her smooth, graceful human torso is paired with scattered, mutated wings and a broken mask. Beneath this soft, beautiful silhouette lie incompletely formed, twisted limbs, capturing the chaos and fragility of an incomplete experiment.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/ea258887cecdf5998128dd85599da38f25799460.png\"][/img]                                         Cursed Moonwane: Phase 1 Design References\n\nUpon entering Phase 2, the design of the Cursed Moonwane revolves around two key concepts: bewitchment and awakening. Her restrictive garments completely shatter, allowing her limbs to fully extend and her wings of flesh and blood to unfurl completely. The mask splinters into fragmented spiritual entities that cling to her body, fully exposing her intricate markings and mutated details. By completely shattering her design boundaries, this transformation echoes the character breaking free from the shackles of the experiment and embracing the metamorphosis of human soul fused with beastly form. At the same time, the massive visual contrast between the two phases serves as a signature, unforgettable moment in the boss fight experience.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/a06752adf3b4f4fcd0a0813d438d2cfc5424911e.png\"][/img]                                             Cursed Moonwane: Phase 2 Design References\n\nBeyond the new boss content, we've also expanded the gameplay features for your camp. Next, let's talk about the brand-new camp feature—the Scavenger Squad. As an expansion of our camp-building gameplay, the Scavenger Squad is a casual feature we've specifically designed for long-term resource progression. Its primary goal is to help players continuously acquire camp resources through non-combat means, thereby easing the progression burden.\n\nThis system's growth is tied to the upgrade levels of your camp buildings. As the squad progressively levels up, Gyldhunters can not only expand the squad's roster and upgrade their equipment, but also shorten their exploration time, unlocking more wilderness regions and operational strategies for deployment. We hope this steady progression pace allows everyone to steadily accumulate scarce materials through idle deployment during daily downtime, offering an alternative resource channel outside of regular map grinding.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/b50a353696a717812a49b08daa7712714b4833ef.png\"][/img]\n\nFrom the deployment workflow to the final yields, we've polished multiple layers of interaction details. After selecting a target area, players can choose different exploration strategies based on their needs. Different options correspond to distinct item costs and reward pools. Once a deployment ends, the system automatically calculates randomized drops, with high-value rare items also tucked away in the loot pool. At the same time, we've implemented optimization designs like red-dot notifications and reward previews. This allows players to visually gauge the return on investment for a single trip while clearly tracking the squad's progression, enriching the fun of camp management through a lightweight deployment experience.\n\n             [img src=\"{STEAM_CLAN_IMAGE}/45259576/15dca96eecfde547602fcedd5a5b29d0c5aa01a7.gif\"][/img]\n\n                                             Scavenger Squad Departure Animation\n\nThe gem socketing mechanic is another optimized feature we want to introduce in detail. Compared to the previous playtest, we've replaced the old random affix system with a gem socketing system, making the entire affix build more controllable and progression more stable.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/113ef73db099578bc63e5dd7bb21f9a1edf00661.png\"][/img]\n\nAt the same time, we've launched the Loadout System. Through this system, Gyldhunters can quickly assemble a full set of equipment and gems, and buy and equip them with a single click. The Loadout System supports saved configurations: players can save their completed setups as custom loadout profiles, enabling them to instantly switch between multiple combat or exploration-oriented gear setups.\n\nThe Loadout System also introduces a build \"Share Code\" feature. Gyldhunters can generate a unique code based on their own completed builds and share it with other players. Upon copying and pasting the code, users can import the entire equipment and gem configuration with one click, rapidly replicating proven builds and effortlessly facilitating archetype synergy and loadout sharing.\n\nIn short, the Loadout Station utilizes a multi-pronged approach—from controllable optimization and profile archiving to seamless sharing—comprehensively simplifying the building process and making build customization hassle-free.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/ab3b9f99f9d4b925ac43c7e9abbd0c59f77aba91.png\"][/img]\n\nFinally, for our incoming novice Gyldhunters, we'd like to dive into the playstyles and archetypes for each class. In Mistfall Hunter, every class will be equipped with two distinct weapon categories (the second weapon for the Blackarrow, Sorcerer, and Withered Knight is still in development). Through our past playtests, each weapon has naturally evolved into two mainstream playstyles. Below is a breakdown of each to help guide your choice of class.\n\nThe Mercenary features two weapon branches: Sword & Shield, and Hammer. Sword & Shield splits into two major archetypes: Sword Build and Shield Build. The Sword Build focuses on offense, relying on powerful slashes and lunges. While in its Crimson Blade state, its damage boosts and strong stacking slashes give the Sword & Shield impressive damage output and excellent pursuit capabilities. The Shield Build's playstyle revolves around blocking and parrying. It relies on Perfect Parries to interrupt enemy onslaughts and gain buffs, followed by Shield Dashes to pursue and suppress targets. Hammer offers two paths: Charged and Stun. The Charged Build maintains mobility, Super Armor, and damage resistance during its wind-up phase. Its wide-area attacks and interrupt effects give it a massively imposing presence in combat. The Stun Build relies on landing hammer strikes to stack debuffs and trigger stun control. Combined with the high-frequency hits and mobility of the Hammer Spin skill, this build maintains relentless pressure at close range.\n\nThe Blackarrow uses the bow and arrow as their exclusive weapon, splitting into the Archer and Hunter branches. The Archer archetype fires fully charged arrows that possess excellent energy recovery capabilities, giving the Blackarrow impressive sustained combat potential. This is paired with a Mysticfly Arrow detonation mechanic to unleash massive burst damage. The Hunter archetype focuses on an ailment-based system. Its various debuff arrows deliver exceptional status effects, and landing basic attacks can extend the duration of these debuffs, further magnifying the build's damage-over-time and crowd-control capabilities.\n\nThe Sorcerer wields a staff and can follow either the Elemental or Stardust path. The Elemental archetype triggers elemental reactions when skills hit targets. The reaction effects for Fire, Thunder, and Ice vary uniquely; these powerful elemental skills and reactions grant the Elemental Sorcerer substantial damage output and crowd-control capabilities. The Stardust archetype's Stardust Magic features massive damage and crowd-control effects, while its Stardust Arcana can completely bypass the chanting phase, allowing the Stardust Sorcerer to instantly unleash devastating Stardust spells, completely turning the tide of team fights.\n\nThe Shadowstrix utilizes Daggers and Dual Blades as their two weapon categories. Daggers split into the Burst and Shadow Veil playstyles. The Burst Build grants the Shadowstrix a powerful, short-term damage boost and energy recovery effect upon breaking stealth. This makes their invisibility an extreme threat, while their various crowd control and mobility skills allow them to seamlessly coordinate with teammates for sudden ambushes. The Shadow Veil Build relies on Frequency Shift and Shadow Veil to achieve cyclical stealth, allowing the player to slip back into hiding immediately after striking and weave through opponents with a highly elusive playstyle. Dual Blades offer two distinct approaches: Wound Burst and Damage Stacking. The Burst Build accumulates wound stacks through high-frequency attacks, triggering massive instantaneous burst damage upon detonation. This build relies on high mobility to flexibly enter the fray and clean up fights. The Damage Stacking Build gains a damage multiplier after landing multiple hits on enemies. Every attack in this state becomes increasingly threatening, making it highly proficient at sustained high-damage output.\n\nThe Seer wields the Catalyst and Mace as their two weapon categories. The Catalyst splits into offensive and supportive directions. The Offensive Build can consume Psionic Energy to charge up and unleash enhanced orbs, making the synergy between their crowd control and damage output incredibly threatening. The Support Build provides unique team utility through healing and shielding skills. Its diverse crowd control and buff effects perform exceptionally well in both target-focusing and peeling scenarios during team fights. The Mace utilizes Zeal skills to branch into Speed Boost and Super Armor paths. The Speed Boost Build continuously replenishes Psionic Energy while in a Zeal state, allowing the player to unleash high-frequency runic strikes to maintain relentless pressure. The Super Armor Build gains an extended duration of Super Armor and damage reduction through Zeal. This allows players to seize the initiative in close-quarters combat, even leveraging this extended duration to complete critical interactions and secure a mid-battle tactical advantage.\n\nThe Withered Knight wields a Greatsword in combat, splitting their playstyle into Consecutive Break and Delayed Detonation. The Consecutive Break Build prevents Wither stacks from disappearing upon being shattered. Breaking them consecutively inflicts multiple debuffs on enemies; as the number of breaks increases, the Withered Knight's threat to their foes grows exponentially stronger. The Delayed Detonation Build causes Wither stacks to explode after a delay. The Withered Knight can choose to let them detonate automatically, or manually break them to trigger an explosion that spreads the Wither state to surrounding targets. Regardless of the chosen detonation method, this mechanic grants the Withered Knight an incredible presence in team fights.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/ab05800a9c026e420a63372b14ad8da784bb23dd.png\"][/img]\n\nThere's still much more we'd like to share, but due to length constraints, we can't cover it all. This Developer Update is drawing to a close. To prepare for this Steam Next Fest playtest, the project team has spent a long time refining and adjusting the game. Specifically, we've implemented a comprehensive optimization for the looting experience, which was a major point of feedback in the past. Not only have we adjusted the loot drop rules and item drop rates, but we've also added new interactable containers. Loose loot will now also spawn directly throughout the wilderness maps, making the joy of exploration and gathering much more fulfilling.\n\nIn addition, we've completely rebuilt and optimized the team recruitment system, drastically improving the experience for team communication and matchmaking. From gameplay refinement to detailed optimizations, every single change is grounded in past feedback from our Gyldhunters. We're always putting our hearts into polishing the content, striving to present Mistfall Hunter to everyone with better quality and a more complete presentation.\n\nWe sincerely thank all Gyldhunters for your long-standing patience, companionship, and support. It's your continuous suggestions and feedback that drive the game to grow and improve step by step. The June Steam Next Fest playtest is about to begin. We warmly welcome all Gyldhunters to the world of Mistfall Hunter to experience the brand-new version firsthand and embark on a new, thrilling journey of treasure hunting and monster slaying!",
      "summary": "Greetings, Gyldhunters! Welcome to the sixth Developer Update. Thank you all for your patience. After a nine-month absence and continuous refinement, we'll be back on June 15 with our new playtest version. Right now, we're both excited and a bit nervous. The project team has entered full preparation mode to face the challenges of the upcoming Steam Next Fest playtest.\n\nBack in March, we revealed our development roadmap. As of now, the planned content is mostly complete. In this Developer Update, we'll report the…"
    },
    {
      "id": "1835236783566160",
      "title": "Mistfall Hunter：dev hangout",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/687508280057005941",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835236783566160",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-06-13T16:10:25.000Z",
      "publishedLabel": "13 June 2026",
      "category": "Developer note",
      "contents": "Welcome to the exclusive Mistfall Hunter developer livestream for Steam Next Fest! This stream serves as the core reveal showcase for the game’s final major playtest ahead of its official launch. Hosted by Community Manager Hugo and Game Producer HAO, the broadcast will give players an in-depth, firsthand breakdown of all new version content.\n\nFor the first time ever, our producer will walk viewers through the unique mechanics of the new Death Knight class, the design vision behind the new Divine Wood Forest map, and gameplay highlights of the new boss Qiyue. We’ll also run two live gameplay demos: a solo challenge run followed by a 3v3 team match, to clearly showcase all the latest version optimizations. During the stream, we’ll answer community questions live in real time, addressing players’ most pressing concerns face-to-face and letting you get a full preview of every key feature coming in the Steam Next Fest playtest.",
      "summary": "Welcome to the exclusive Mistfall Hunter developer livestream for Steam Next Fest! This stream serves as the core reveal showcase for the game’s final major playtest ahead of its official launch. Hosted by Community Manager Hugo and Game Producer HAO, the broadcast will give players an in-depth, firsthand breakdown of all new version content.\n\nFor the first time ever, our producer will walk viewers through the unique mechanics of the new Death Knight class, the design vision behind the new Divine Wood Forest map…"
    },
    {
      "id": "1835236783562315",
      "title": "Open Beta FAQ",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/687508280057004877",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1835236783562315",
      "author": "xuchen.729",
      "publishedAt": "2026-06-12T03:31:25.000Z",
      "publishedLabel": "12 June 2026",
      "category": "Event",
      "contents": "Hello, Gyldhunters! The open beta is almost here. Please see below for answers to some frequently asked questions about this test. If you have any other questions, feel free to join our official communities for more information.\n\nQ: When does the test take place?\n\nA: Start time: June 15, 2026 01:00 UTC+0;\n\n End time: June 22, 2026 10:00 UTC+0;\n\n Pre-download begins on June 14, 2026 03:00 UTC+0. Due to platform release restrictions, pre-download on Steam will begin later, on June 14, 2026 at 16:00 UTC+0.\n\nQ: What kind of test is this?\n\nA: This is an open beta. Once pre-download begins, Gyldhunters can download the test version from Steam, Xbox consoles and PC, or the PlayStation Store and join the test at any time.\n\n This is a data-wipe test. All in-game data will be deleted after the test ends.\n\n During this test, you can earn cosmetic rewards through special events that will carry over to the official release. Please note that you must use the same account to receive these rewards in the official release.\n\nQ: Which server regions will be available during this test?\n\nA: Battlefield servers will be deployed in 5 countries: China, the United States, Germany, Singapore, and Brazil.\n\nQ: What are the minimum system requirements for the test?\n\nA: OS: Windows 10 64-bit\n\n Memory: 12GB\n\n Processor: Intel Core i7-4770 / AMD Ryzen 5 1400\n\n Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580\n\n DirectX: Version 12\n\nQ: Are controllers supported?\n\nA: Controllers will be supported in this test. If you encounter any issues while using a controller, please report them through the in-game support system.\n\nQ: Can I livestream the test or use recorded gameplay to create videos?\n\nA: Yes. This test has no confidentiality restrictions. You are welcome to help more players discover Mistfall Hunter.\n\nQ: Which languages are supported in this test?\n\nA: This test supports Simplified Chinese, English, Spanish, Japanese, Korean, Traditional Chinese, Russian, Portuguese, German, and French.",
      "summary": "Hello, Gyldhunters! The open beta is almost here. Please see below for answers to some frequently asked questions about this test. If you have any other questions, feel free to join our official communities for more information.\n\nQ: When does the test take place?\n\nA: Start time: June 15, 2026 01:00 UTC+0;\n\n End time: June 22, 2026 10:00 UTC+0;\n\n Pre-download begins on June 14, 2026 03:00 UTC+0. Due to platform release restrictions, pre-download on Steam will begin later, on June 14, 2026 at 16:00 UTC+0.\n\nQ: What…"
    },
    {
      "id": "1833334318570935",
      "title": "Our artwork has been selected for The 2026 Game Maker’s Sketchbook",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/696513576839414313",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1833334318570935",
      "author": "yangyupeng.yeung",
      "publishedAt": "2026-05-22T07:43:20.000Z",
      "publishedLabel": "22 May 2026",
      "category": "Event",
      "contents": "Gyldhunters,\n\nWe are honored to announce that the artwork Enemy Design of Mistfall Hunter has been selected for The Game Maker’s Sketchbook, a game art exhibition held by AIAS, host of the DICE Awards. We extend our heartfelt thanks to the judges for this recognition.\n\nLastly, we also give our greatest love to all Gyldhunters for your endless support！\n\nEnemy Design\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/03f1d0c429140f68840f328224280f1846307830.jpg\"][/img]",
      "summary": "Gyldhunters,\n\nWe are honored to announce that the artwork Enemy Design of Mistfall Hunter has been selected for The Game Maker’s Sketchbook, a game art exhibition held by AIAS, host of the DICE Awards. We extend our heartfelt thanks to the judges for this recognition.\n\nLastly, we also give our greatest love to all Gyldhunters for your endless support！\n\nEnemy Design\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/03f1d0c429140f68840f328224280f1846307830.jpg\"][/img]"
    },
    {
      "id": "1832700592791449",
      "title": "DevNote #5",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/686379946799530175",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1832700592791449",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-05-15T10:22:41.000Z",
      "publishedLabel": "15 May 2026",
      "category": "Developer note",
      "contents": "Greetings, Gyldhunters! Welcome to the fifth Developer Update. Recently, we successfully completed a round of small-scale, invitation-only test and revealed more content for our new map, Hallowgrove. We appreciate your continued support for Mistfall Hunter, and in this update, we'll provide a detailed report on our recent development progress and future adjustments.\n\nIn mid-April, we conducted an invitation-only test to primarily validate three core areas: satisfaction with the new combat system, the overall gameplay experience with the \"No-Circle\" mode in Hallowgrove, and the combat performance of the Withered Knight's greatsword archetype.\n\nLet's start with the new combat system. Following extensive verification and tuning during the test, the new design has become mature and stable. We've completely removed the Exhaustion penalty caused by poor Energy management, making the overall combat rhythm much smoother. Additionally, dodge has been adjusted to an independent, charge-based mechanism that no longer consumes Energy. This effectively decouples offensive and defensive resources, significantly reducing the burden of Energy management. Whether you're a newcomer or a veteran Gyldhunter, you can now enjoy fluid combat and visceral action, making it easier to experience the \"heart-pounding\" thrill of battle without the fear of being Exhausted.\n\nOf course, we also received some negative feedback. After careful analysis, we found that some players accustomed to the old Energy system found the new mechanics harder to embrace. Combined with currently incomplete tutorials and mechanic explanations, these players haven't fully experienced the design intent and fun of the new system, leaving their combat experience stuck in old habits. However, many core players also reported that the new system significantly lowers the barrier to entry, cutting the learning curve for combat mechanics by more than half. Once mastered, the system still allows for deep tactical play revolving around skills, dodges, and Breakaway. We'll combine these two types of feedback to continue optimizing—improving mechanic guidance, fixing class balance, and ensuring the new combat system balances beginner-friendliness with high-level competitive depth.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/c563484581b685f7b3db3a5133865f1a977722fc.gif\"][/img]\n\n—————Energy and Dodge charges are now separate. Dodging no longer consumes Energy.——————\n\nNext, let's talk about the gameplay experience of our new map—Hallowgrove. During this invitation-only test, Hallowgrove received widespread acclaim for its artistic atmosphere, spectacular landmarks, map structure, exploration pacing, and its accessibility for new players. Unlike the cold, austere style of Brandrgarde, Hallowgrove centers around the Divine Anchor and sylvan ruins. With its lush vegetation and multi-layered terrain, the overall atmosphere is mysterious and \"alive,\" offering a deep sense of immersion as you venture into the unknown. Furthermore, the map-exclusive monsters interact more naturally with the environment, making the rhythm of combat and exploration feel smoother.\n\nHallowgrove features a \"No-Circle\" design, significantly reducing the tension from Gyldenmist contraction. Players no longer need to constantly watch the safe zone; instead, the gameplay focuses on free exploration and objective-driven play. The map is filled with side quests and hidden discovery points that encourage a slower-paced looting experience. Combined with unique forest-exclusive extraction mechanisms and environmental interactions, it offers a completely different experience from Brandrgarde. Consequently, we plan to designate Hallowgrove as the starting map to provide a more welcoming onboarding experience for new Gyldhunters.\n\nHowever, test feedback also revealed noticeable fluctuations in the PvP experience within Hallowgrove. Many players felt the PvP rhythm on Normal difficulty didn't quite meet expectations, while others suggested that the balance between match risk and extraction rewards needs further optimization.\n\nThese discrepancies were mainly due to the limitations of this specific test format and environment. Some players leaned heavily into a pure combat playstyle, which weakened the core experience of looting and extracting. This led to occasional instances of \"spawn camping\" or \"extraction blocking,\" causing spikes in PvP intensity. Conversely, other players felt the current PvP and extraction pressures were too low, leaning more toward a casual exploration style. These two distinct preferences have provided us with a clear direction for optimization. Moving forward, we'll continue to adjust based on all authentic player feedback to better balance Hallowgrove's combat rhythm, risk, and reward, ensuring it meets the expectations of the majority of our Gyldhunters.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/f5947ee742bbf4c64f23b455125d338251f5fdf2.png\"][/img]\n\nWe also noticed that during this invitation-only test, the Soulreaver Acolyte (female Velgr) drew significant attention. We'd like to share the design philosophy behind this creature.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/93c1b8e39e37260b99c2337729b820c197bbe981.gif\"][/img]\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/df4fa4710b456e7f9959c5c31c120a51c2c42d8e.gif\"][/img]\n\nThe inspiration for the Velgr stems from ancient American civilizations. For her visual identity, we drew on the raw, rugged vitality found in the works of Frank Frazetta; his tense anatomical lines and barbaric yet romantic epic atmosphere provided the wild foundation for the female Velgr. Meanwhile, the iconic golden decorations and intricate patterns of Gustav Klimt add a layer of mysterious opulence to this wildness. The jade stones and knots embedded between feathers and leather draw from the ornate, geometric, and totemic textures of his work, blending shamanic attire and patterns from various ancient civilizations to give every detail a sense of ritual.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/a3ab90ec5dd9af7e984bb04852f24e88fe785ca4.png\"][/img]\n\nIn terms of cultural symbolism, her design incorporates evocative elements such as Native American dreamcatchers, Incan quipu knots, Aztec jade, and symbols of fertility worship. Her feathers are not purely biological but integrate the weaving logic of a dreamcatcher. The knots on her body are more than mere decoration; they replicate the counting and communicative functions of Incan knot-recordings. The inlaid jade and bone ornaments also carry the shamanic meanings of protection and blessing. Even the seemingly casual bone arrangements and totems reference ancient fertility symbols, conveying the reverence ancient civilizations held for life and power.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/71ddba1618f9010c007729396f6b523121e75ff5.png\"][/img]\n\nFrom iterating through multiple concepts to the high-poly modeling of knots, ornaments, and totems, we've consistently sought to balance the expression of \"primitive wildness\" and \"traces of civilization.\" Moving forward, we'll continue optimizing her motion capture performance and environmental interactions, allowing this wild beauty born from ancient civilizations to fully bloom within the world of Mistfall Hunter.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/cde7313dae7f6d344ca6466237bdb5d3d4b48c6b.png\"][/img]——————————————————————— Conceptual Design—————————————————————\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/26555818af382734488e9bc506cd9b2ba3c97955.png\"][/img]————————————————High-poly character and asset detail renders———————————————\n\nSpeaking of the Velgr's motion capture, we had the honor of working with @曦曦鱼 for the performance. You can see the action demonstration in the image below:\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/0c7cc5c9ea201d595e9c85b8d15c0f860ce922fe.gif\"][/img]\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/efc45e36b65ba612d4eace9c814cddb00abbf46d.gif\"][/img]\n\nRegarding the Withered Knight's combat experience, the archetype not only features wide, sweeping attacks but also a unique cycle of applying Wither and performing Execution. Combined with the tactical synergy of Thorn Guide and Parry, the Withered Knight offers significant strategic depth.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/21e6b0b30c4aa97cc52946876883ec54193ab945.gif\"][/img]\n\nAdditionally, during this invitation-only test, we received a wealth of authentic feedback from controller players covering button layouts, aim assist, interaction logic, UI navigation, camera, movement, and more. The issues raised were specific and constructive, providing invaluable reference for perfecting the cross-platform experience.\n\nWe have fully organized these optimization requirements and will focus on key adjustments, including swapping trigger and shoulder buttons, strengthening aim assist stickiness, unifying interface interaction logic, simplifying combo key inputs, improving looting/loadout/gem-socketing efficiency, and fixing camera and map controls. Our goal is to make controller gameplay feel more intuitive and natural for console players, ensuring the console version delivers the same smooth experience as the PC version.[img src=\"{STEAM_CLAN_IMAGE}/45259576/c567bf727c5e503dec67c30dcb1d1974b99398eb.png\"][/img]\n\nIn Developer Update #4, we stated that we would optimize all class archetypes and rework some of them. Following extensive combat simulations and invitation-only testing, we've reached some initial conclusions. While each class now has a clear identity, there are still discrepancies in actual combat. Our adjustments will focus on three core directions: class balance, beginner-friendliness, and unique identity.\n\nFirst, let's talk about melee classes. In the current version, melee classes excel at frontline pressure and flanking, but they still struggle against highly skilled ranged players; one misstep can lead to being \"kited.\" A common issue is that many ranged classes use jumping to dodge damage while maintaining mobility and attacking. To address this, we are experimenting with a new debuff that limits vertical displacement, which will be integrated into specific melee abilities.\n\nFor ranged classes, the main issue is a low floor for early-game experience. New players often feel helpless against melee rushes due to limited survival skills and a lack of guidance. We'll prioritize optimizing early-game skill sets to ensure ranged players have clear, easy-to-use defensive tools from the start.\n\nRegarding late-game scaling, ranged classes currently have dominant output due to incomplete class mechanics and equipment affixes. For class mechanics, we plan to moderate the burst and suppression capabilities of ranged classes to shift the focus toward skill and strategy rather than spamming a single skill. For equipment affixes, we'll rebalance stats and introduce ranged-damage resistance to provide melee classes with more survivability in late-game encounters. Furthermore, we'll implement reasonable limits on ranged evasion methods to prevent \"infinite kiting\" and ensure that the gap between melee and ranged remains fair and tactical.\n\nAs this update comes to a close, we want to let you know that we are moving at full speed to refine the combat system, Hallowgrove gameplay, controller support, and class balance based on recent test data. Our goal is to ensure the version for the June Steam Next Fest is content-rich and fun to play. We'll continue releasing Developer Updates to keep you synchronized with our progress, and our next update will detail specific class balance changes. Thank you again for your patience and support. We look forward to seeing you all at the June Steam Next Fest!",
      "summary": "Greetings, Gyldhunters! Welcome to the fifth Developer Update. Recently, we successfully completed a round of small-scale, invitation-only test and revealed more content for our new map, Hallowgrove. We appreciate your continued support for Mistfall Hunter, and in this update, we'll provide a detailed report on our recent development progress and future adjustments.\n\nIn mid-April, we conducted an invitation-only test to primarily validate three core areas: satisfaction with the new combat system, the overall gam…"
    },
    {
      "id": "1826362059919851",
      "title": "Dev Team FAQ #2",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/529873418368057572",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1826362059919851",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-03-05T03:00:49.000Z",
      "publishedLabel": "5 March 2026",
      "category": "Update",
      "contents": "Dear Gyldhunters,\n\nThe collection of player questions for this round of Mistfall Hunter Q&A has successfully concluded. We sincerely thank everyone for submitting your suggestions, questions, and feedback. Your input is the driving force behind our ongoing optimizations and improvements to the overall experience.\n\nWe have categorized and organized all the questions. Here, we provide unified responses to the most frequently asked questions regarding the class system, equipment system, combat mechanics, matchmaking, economic system, server performance, and more, for your easy reference.\n[hr][/hr]\nI. Class System\n\nQ1: The Knight's parry seems to overlap with the Sword and Shield Mercenary's role. Will there be further differentiation in their playstyles? Also, there are often strength differences between two archetypes of the same character. Will balance adjustments be made in the future?\n\nA: While the Knight's Parry Counter and the Mercenary's Deflect share similarities, their actual gameplay experiences differ significantly. You'll be able to experience this firsthand once the class goes live. (The Knight's Parry Counter is easier to execute and more stable, but it triggers less frequently.) From a design perspective, we aim to emphasize distinct gameplay identities between different archetypes. As such, completely eliminating strength differences between archetypes is neither realistic nor our goal. Our core objective is to ensure that all archetypes of the same character remain roughly balanced overall, while allowing each to excel in specific playstyles and scenarios. We want every archetype to have meaningful value and viable use cases.\n\nQ2: How will class balance be handled in the future? Can you share the development team's approach to balance adjustments?\n\nA: As an extraction game, Mistfall Hunter features a wide range of in-match variables, and securing kills in direct combat is not the only optimal path to success. We will strive to maintain combat balance across different class archetypes and avoid situations where some become overwhelmingly dominant. However, we are not aiming to achieve 100% balance in head-on combat for every archetype. Given the large number of class archetypes spanning PvE, PvP, trios, solos, and other diverse scenarios, achieving absolute balance in direct combat is nearly impossible. Our priority is to preserve class and playstyle diversity, making sure the gameplay experience for each class feels different. Some archetypes excel in direct duels, some specialize in team support, others focus on \"hit-and-run\" tactics, while some emphasize gathering intel. We will continue to make dynamic adjustments based on backend data to ensure that every class archetype has sufficient opportunities to shine.\n\nQ3: Are there plans to design a class centered around summoning mechanics?\n\nA: There are currently no plans for this. Since the game allows multiple players of the same class to team up, introducing summoning mechanics could result in an excessive number of summoned units on the battlefield, potentially leading to chaos and negatively impacting the overall combat experience.\n\nQ4: What are the plans for the Sorcerer's second weapon? Will it be a new class, or work more like the exclusive skill setups of the Shadowstrix and the Mercenary?\n\nA: We have already begun development on the Sorcerer's second weapon. It is closer in gameplay to the \"Blasphemer,\" featuring a playstyle that differs significantly from the Sorcerer's current weapon. We will share updates with all Gyldhunters as soon as complete information becomes available.\n\nQ5: Will the Mercenary gain more mobility? This class currently struggles to catch up to other players in combat.\n\nA: We have lowered the activation requirements for the Sword and Shield skill \"Impalement,\" allowing it to be used more frequently for movement. At the same time, we have optimized the Hammer's charge mechanic, enabling movement during more charging phases. These changes have improved the Mercenary's mobility to a certain extent.\n\nQ6: The current gameplay relies heavily on dodging, which benefits mobile classes. Is the development team going to address this and give something to less mobile classes in the future as well? Like a parry for all classes?\n\nA: We plan to gradually introduce more types of parry skills. However, to maintain meaningful differences between classes, we will not add a unified parry mechanic to all melee classes. Additionally, we will introduce a variety of gameplay mechanics to reduce reliance on dodge-based combat, such as enhancing crowd control abilities (including reducing enemy dodge effectiveness) and expanding movement options for both allies and enemies.\n[hr][/hr]\nII. Equipment System\n\nQ1: In the new equipment system, do items come with inherent affixes, or are they entirely dependent on gems?\n\nA: Equipment itself may carry affixes, but the number of inherent affixes will be limited. In mid to late-game, most equipment affixes will come from gems, which will make up a much larger portion of the affix system.\n\nQ2: Will upgrading a weapon or armor set unlock cosmetic skins? And will it unlock new special abilities?\n\nA: Weapons and armor currently do not have an upgrade system, so there is no corresponding mechanism for unlocking skins or special abilities. That said, this is an interesting idea, and we will seriously consider whether to include it in future seasonal content.\n\nQ3: How powerful will the free Equipment Vouchers be? Can they be used on all difficulties?\n\nA: Equipment Vouchers are divided into multiple tiers, corresponding to different equipment rarities. Players can gradually acquire higher-tier vouchers as they progress through the game. Vouchers of the initial tier are roughly as powerful as Common equipment. Equipment Vouchers can be used on all difficulties.\n[hr][/hr]\nIII. Combat Mechanics\n\nQ1: The Energy system adjustment is the change I'm most concerned about. I really admire the development team's courage to overhaul a relatively mature system. But I have two concerns: First, after removing Energy penalties, how will you balance class strengths and prevent ranged classes from dominating? Second, after the adjustment, how will you ensure that combat's strategic depth is not weakened?\n\nA: After removing the Exhaustion mechanic, dodging for each class will still be subject to differentiated limits. This remains one of our core methods for balancing classes with different ranges and mobility. The original Energy system offered a certain level of depth, but the Exhaustion mechanic mainly punished player errors rather than rewarding correct execution, which somewhat restricted combat enjoyment. By removing it, we have reinforced strategic depth through measures such as reconstructing each class's Energy cycle, introducing more diverse skills and abilities, and optimizing the \"Special Recovery\" mechanic. Overall, these changes should enhance both the sense of satisfaction and fun in combat while providing players with ample strategic options.\n\nQ2: As controller players join, how will you ensure a fair experience for both keyboard/mouse and controller users? For example, differences in Critical Hit mechanics and potential cross-platform advantages.\n\nA: We have optimized aim assist for controller inputs to lower the skill barrier, and in some scenarios, controller users may even have an advantage over keyboard and mouse players. However, we cannot guarantee perfect balance between controller and keyboard/mouse in every situation. Therefore, we will provide a matchmaking option that allows controller players to choose to match only with other controller users.\n\nQ3: In previous tests, some players engaged in malicious teaming. How does Mistfall Hunter plan to prevent this in the future? For example, by hiding player IDs during matches?\n\nA: In the last test, we implemented a complete process to detect, verify, penalize, and publicly report illegal teaming. We will continue to refine these measures to ensure a fair gaming environment for all Gyldhunters.\n\nQ4: Can the developers explain the purpose of the revival system in detail? Is it meant to make PvE more complex or deeper?\n\nA: In extraction games, penalties for death are often severe, which leads players to adopt overly cautious strategies and avoid challenging monsters. This can make the PvE experience feel flat and uninteresting. We want players to experience the joy of challenge, experimentation, and growth in PvE, so we designed the in-match PvE revival system, where players can revive by retrieving their souls. This gives players a larger margin for error when facing monsters and encourages them to take on more powerful foes.\n\nQ5: Have you considered adding a PvP endgame revival mechanic for downed teammates, allowing players to revive allies by consuming items (e.g., bells)?\n\nA: This mechanic is part of our long-term planning, but development has not yet begun. It may be introduced in a future seasonal update.\n\nQ6: The soul retrieval mechanic itself is an interesting design, but its rationale within the story world is unclear. Could you provide more background lore?\n\nA: When the body woven by Dew for Gyldhunters suffers severe damage, it causes the soul to become separated. The soul wanders away, lost in the Mist—usually manifesting as locations from their memories. Soul separation does not mean death; once the Gyldhunter regains consciousness, they can actively return to their body, ending the wandering soul state. This opportunity is limited. Souls that stay outside the body for too long or too often become damaged, causing the body to lose vitality and turn into a corpse, eventually leading to true death. It's important to note that Gyldhunters' attacks directly affect the soul—therefore if a Gyldhunter is killed by another player, they die immediately rather than entering soul separation.\n[hr][/hr]\nIV. Matchmaking System\n\nQ1: As a long-TTK game, skilled players can use positioning, skills, and equipment advantages to consistently avoid or negate damage, leaving new players with almost no chance of turning the tables. How will the development team give beginners or low-skill players opportunities to fight back, and preserve meaningful combat and strategic depth for players with low-rarity (Common/Refined) equipment?\n\nA: In the new version, we are providing more diverse non-direct-combat abilities, including information gathering, information hiding, and various debuffs. Players can use these abilities to find the right moment to ambush skilled opponents, which can yield very effective results. We have also slightly strengthened the matchmaking system's restrictions on equipment rarities, making it harder for players to encounter opponents whose equipment is vastly superior.\n\nQ2: Will duo mode and duo matchmaking be added?\n\nA: We're very sorry, but we currently have no plans for this. Duo mode is a highly requested feature, but it would greatly increase the complexity of the matchmaking system and could even reduce overall matchmaking efficiency. More importantly, it would exacerbate balance issues. It is difficult to ensure balanced gameplay for duos while also maintaining balance for trio and solo modes. For now, we are prioritizing other areas of development. We have planned a Quick Recruit system, which will help players find suitable teammates more easily.\n\nQ3: Will PvP and PvE maps be regularly added or rotated in the future? Will PvE be explicitly positioned as content for players to accumulate experience and familiarize themselves with gameplay in the early stages?\n\nA: In the new version, we will dynamically adjust the number of players in a match based on each player's performance. This means that new or inexperienced players will face fewer PvP opponents early on, allowing them to focus more on PvE content and learning the maps. Additionally, every time a player enters a new map or difficulty, this dynamic process will be applied. Dedicated PvE modes are also being considered, but they will not launch alongside the open beta; instead, they will be introduced in a future seasonal update.\n[hr][/hr]\nV. Economic System\n\nQ1: In the previous test, some Excellent equipment was instantly purchased even when listed at the maximum price. Can the pricing range in the Auction House be expanded to better reflect the true value of top-tier Excellent equipment?\n\nA: After the Gem Socketing system goes live, the equipment valuation framework will be restructured. We will continue monitoring this issue and make adjustments as appropriate.\n\nQ2: Can you add pricing references for equipment affixes, or display real-time prices and market trends in the Auction House?\n\nA: After the Gem Socketing system goes live, the number of equipment affixes will be reduced. We will evaluate whether to add a pricing reference feature based on actual operational data. As for real-time price information, the equipment details page already displays the average sale price, and the Auction House allows players to view the price and quantity distribution of listed items.\n\nQ3: Can a shared storage system be introduced (possibly as DLC)?\n\nA: Currently, all characters under the same account already share the same storage.\n[hr][/hr]\nVI. Server Performance\n\nQ1: Which regions will have servers in the next test and at official launch? I hope to see servers in South America.\n\nA: For BETA 4 and official launch, we plan to deploy servers in North America (United States), Europe (Germany), Asia-Pacific (Singapore), and South America (Brazil).\n\nQ2: In previous tests, there were performance issues such as high latency, stuttering, and hit registration problems (e.g., kills not registering). Are there focused plans to address these issues in future versions?\n\nA: We take these performance issues very seriously and have established a dedicated team to address them on an ongoing basis. However, game performance involves many complex technical factors and cannot be resolved overnight. It requires sustained optimization and long-term refinement.\n\nQ3: Will the game support cross-platform play (PS5, Xbox, and PC)?\n\nA: Yes. Cross-platform play will be supported across all platforms.\n[hr][/hr]\nVII. Other Questions\n\nQ1: How will you address RMT (Real Money Trading) issues?\n\nA: In past tests, equipment has been the primary target for RMT. During BETA 4, we will officially launch the Gem Socketing system, increasing build flexibility. At the same time, we will adjust Auction House rules to require equipment and gems to be listed separately, standardizing auction items and reducing opportunities for RMT through system design. We will continue to monitor RMT behavior to maintain a healthy and stable in-game economy.\n\nQ2: Currently, when creating a new character or switching classes, we'll have to add our friends again. Will you make it so that all characters share a single friends list?\n\nA: This feature is under development and will be available to players in a future update.\n\nQ3: Making the Ring a permanent mode can be a double-edged sword, as players may progress through the game faster, potentially reducing its lifespan. How does the development team plan to address this?\n\nAt present, the Ring serves only as a tool for internal balance testing and is occasionally available as an event. We currently have no plans to make it a permanent mode. Although Ring battles have a faster pace, we believe the core \"loot-and-extract\" gameplay offers greater depth and long-term enjoyment.\n\nOnce again, we sincerely thank all Gyldhunters for your enthusiastic participation! Every piece of feedback has been carefully recorded and thoroughly considered. We hope everyone can work together with us to polish Mistfall Hunter to perfection.\n\nWe also plan to hold a small-scale, invitation-only test in April. Details on invitations and testing rules will be announced as soon as they are finalized. In the meantime, we welcome suggestions through official Discord channels: https://discord.gg/mistfallhunter. Wishing all Gyldhunters success in the Mist and a bountiful return!",
      "summary": "Dear Gyldhunters,\n\nThe collection of player questions for this round of Mistfall Hunter Q&A has successfully concluded. We sincerely thank everyone for submitting your suggestions, questions, and feedback. Your input is the driving force behind our ongoing optimizations and improvements to the overall experience.\n\nWe have categorized and organized all the questions. Here, we provide unified responses to the most frequently asked questions regarding the class system, equipment system, combat mechanics, matchmaking, economic system, server performance, and more, for your easy reference.\n[hr][/hr]\nI. Class System\n\nQ1: The Knight's parry seems to overlap with the Sword and Shield Mercenary's role. Will there be further differentiation in their playstyles? Also, there are often strength differences between two archetypes of the same character. Will balance adjustments be made in the future?\n\nA: While the Knight's Parry Counter and the Mercenary's Deflect share similarities, their actual gameplay experiences differ significantly. You'll be able to experience this firsthand once the class goes live. (The Knight's Parry Counter is easier to execute and more stable, but it triggers less frequently.) From a design perspective, we aim to emphasize distinct gameplay identities between different archetypes. As such, completely eliminating strength differences between archetypes is neither realistic nor our goal. Our core objective is to ensure that all archetypes of the same character remain roughly balanced overall, while allowing each to excel in specific playstyles and scenarios.…"
    },
    {
      "id": "1824644522837875",
      "title": "DevNote #4",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/541130614987817272",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1824644522837875",
      "author": "Mistfall Hunter",
      "publishedAt": "2026-02-13T03:30:00.000Z",
      "publishedLabel": "13 February 2026",
      "category": "Developer note",
      "contents": "Greetings, Gyldhunters!\n\nWelcome to the fourth Developer Update. Since announcing our release schedule adjustments, we've received tremendous feedback from the player community. We're thrilled to see so many Gyldhunters following Mistfall Hunter, and we're carefully reviewing every piece of feedback you've shared.\n\nBased on feedback and suggestions from Gyldhunters during our previous tests, we've spent the past few months developing new gameplay features and refining the game, including a brand-new map, the development of a new class, addition of new stage mechanics, and Legendary equipment for all classes. Let us walk you through each of these: Let's begin with our new map, the Solemn Needles. We are currently hard at work bringing the Solemn Needles and its exclusive monsters to life. We want this map to feel significantly different from Brandrgarde in map design, lighting effects, and almost every other aspect. Our goal is to create a new map with its own unique atmospheric experience while providing a more open exploration experience. We're also planning to add a plethora of new gameplay mechanics unique to the Solemn Needles, such as map-specific events and tasks, unique escape methods, and more. We are still experimenting with these concepts, and we'll share more specific details once we think it's ready.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/5c3eb5a0941f7271af6d034f83a3e577101d4a16.png\"][/img]Next up, let's talk about the major content that we have completed: the new class \"Withered Knight\". Once glorious Rose Knights of the Kingdom of Gaenaria, these warriors have fallen from grace. Now, they brand themselves \"Withered Knights\" as they endure their exile to the North.Shattered, their honor may be, but their faith remains unwavering. Even in face of the Gyldenmist, the Withered Knights still uphold their chivalric code underneath their worn armor. With their two-handed greatswords in hand, they fulfill their secret duties as they strive to reclaim their former glory by slaying the corroded and other unfamiliar Gyldhunters in their path. The Withered Knight's two-handed sword has an extended reach, and in combat, Withered Knights mark enemies with Withering Sigils to create strategic advantages, then detonate these sigils via Reckoning at the opportune moment. The tactical skill \"Parry\" requires precise timing—in the hands of skilled players, this skill will prove very effective in balancing offense and defense. On the other hand, \"Thorn Guide\" is a skill that grapples and drags enemies, giving the Withered Knight a crucial tactical role in the team. The class's core mechanic, the \"Withering\" Talent determines the Knight's combat style—will you suppress and eliminate enemies with Withering Sigils, or be the one to break the enemy formation at the perfect strategic timing? We look forward to the plays and tactics you'll deploy with this new class!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/b8d2dcca40051f119533c8b9d8bdbe65b5be9a02.jpg\"][/img]With the addition of the new class, combined with feedback from Gyldhunters regarding class balance during previous tests and in-depth analysis of related data, we've decided to conduct a comprehensive optimization of all class builds, with some receiving complete reworks to address fundamental pain points in class balance. Moving forward, we'll decide on class optimization plans through extensive combat simulations and small-scale closed-beta tests. Our goal is to make each class as close as possible in strength, while making sure they retain their class identity.\n\nIn previous tests, it has come to our attention that corroded monsters often posed significant challenges to Gyldhunters—especially new ones who had just stepped into the fray. To address this, we've introduced an \"in-match PVE revival\" mechanism. When a Gyldhunter dies without taking damage from hostile Gyldhunters (such as being killed by monsters or falling to their death), they will enter \"Soul Form\" and respawn at the nearest revival point. As long as they return to their body before it decays, they can revive and pick up where they left off. The purpose of this system is to provide players with more room for error in PVE, encouraging them to challenge stronger monsters. However, since revival is not possible after being killed by other players, the intense and thrilling PVP experience of extraction looters will remain there.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/3c6fb341d0d9cdae8902a5987d6ed0dab6594e32.gif\"][/img]\n\nFinally, let's talk about equipment. We are glad to announce that Legendary equipment for all classes are now out and ready. These pieces feature more spectacular appearances and provide outstanding stats—at an equally superior cost.\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/c2d19072ff7ce83cfccfedaf91f95251dfd48c91.gif\"][/img][img src=\"{STEAM_CLAN_IMAGE}/45259576/7e2b886bc366f901a6f2643e11f8b5238599fb12.gif\"][/img]\n\nNow that we've covered the new content, let's dive into the game adjustments and optimization plans. Our current plan is to focus on the following key areas:\n\nFirst is a complete overhaul of the Energy system. With the old Energy mechanics, all of the player's offensive and defensive actions shared the same resource pool, and failure to manage Energy resources resulted in significant penalties. This meant players had to constantly pay attention to their resource management, which somewhat limited their ability to engage in sustained combat or burst down enemies, subsequently lowering players' skill expression. We hope that the overhauled combat system will give players more freedom while preserving strategic depth in combat. Our current plan to improve freedom in combat is to significantly reduce the burden of Energy management by removing the Exhausted mechanic caused by poor Energy management.\n\nAdditionally, to \"decouple\" offensive and defensive resources, dodging will no longer consume Energy. Instead, dodges will now be a charge-based action with limited uses. However, to prevent combat from becoming mindless and dull, we have individually optimized the Energy cycles for each class archetype to add more depth to their gameplay. We've also designed a series of richer mechanics for the Special Recovery system. Our hopes are to enhance the strategic depth of utilizing Special Recovery in combat, instead of making it a spammable ability that often led to repetitive and uninteresting combat exchanges.\n\nWe've also addressed the widely reported input lag issues, such as throwable item switching delays and unresponsive controls when using throwables. The root causes of input lag are numerous and complex, often involving programming logic, skill mechanics, network conditions, and more. We'll continue to refine these issues, and we welcome all players to keep reporting similar issues to bring them to our attention.\n\nFinally, controller adaptation work is now preliminarily complete. We've focused our development and optimization efforts in the following areas: customized control schemes tailored to each class's combat characteristics and controls; Optimized and improved the UI navigation and controls on controllers; specialized optimization of camera control and aim assist, with differentiated tuning for melee and ranged combat to make melee more agile and ranged aiming more precise. We are also delighted to announce that we will be releasing the PS5 version alongside the Xbox and PC versions!\n\nWe will spare no effort in polishing the product to its optimal state, delivering a high-quality gaming experience for all Gyldhunters. We plan to launch the BETA4 test during Steam's Next Fest on June 15 this year. We expect to wrap up development and launch the game in July this year!\n\nAMA Event Announcement & Question Collection\n\nWe believe you all will have a lot to say after going through all the changes mentioned above. Let your voices be heard via the AMA(Ask Me Anything) event in the Mistfall Hunter community! To participate, simply join the Mistfall Hunter Discord, press the link in the channel, and leave your questions there! We'll go over them and respond to the most frequently raised questions and concerns in February! Once again, thank you for your love and support for Mistfall Hunter! We wish you a fruitful and happy new year!",
      "summary": "Greetings, Gyldhunters!\n\nWelcome to the fourth Developer Update. Since announcing our release schedule adjustments, we've received tremendous feedback from the player community. We're thrilled to see so many Gyldhunters following Mistfall Hunter, and we're carefully reviewing every piece of feedback you've shared.\n\nBased on feedback and suggestions from Gyldhunters during our previous tests, we've spent the past few months developing new gameplay features and refining the game, including a brand-new map, the dev…"
    },
    {
      "id": "1824459501602507",
      "title": "Testing and Launch Schedule Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496093884585084943",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1824459501602507",
      "author": "Enzo",
      "publishedAt": "2026-02-11T02:00:29.000Z",
      "publishedLabel": "11 February 2026",
      "category": "Update",
      "contents": "Greetings, Gyldhunters! Thank you all for your continued support. First of all, we would like wish you a wonderful year ahead filled with happiness and success!\n\nOver the past few months, we have completed development on the new class Withered Knight, a variety of new gameplay mechanics and system features, as well as several targeted optimizations based on feedback from the previous test. For details, please refer to the Roadmap below and the upcoming development logs.\n\nThat said, beyond our regular content creation, we want to take some bold steps and introduce meaningful innovations to make the game even more fun. For example, we are planning a complete overhaul of the core combat mechanics, moving away from the previous energy-exhaustion-focused design toward combat that feels freer and more fluid. We are also experimenting with new mechanics that fundamentally reduce stage pressure while preserving the fun and tension of each match. However, when factoring in PvP and PvE coexistence, class balance, solo and team play, and long-term economic cycles, the actual design and production complexity of these improvements has far exceeded our expectations. As a result, we need additional time to properly polish and refine the game.\n\nWe firmly believe these changes will significantly enhance the overall experience, and we want Mistfall Hunter to launch in its best possible state. As such, we regret to inform you that the testing and release schedule will be postponed. Our updated plan is to hold the BETA 4 test during Steam Next Fest on June 15, 2026, followed by a simultaneous global launch in July.\n\nRecently, we have received many inquiries regarding a PS5 version. We are pleased to officially announce that the team is actively working on porting the game to PS5. The PS5 version will launch alongside the Xbox and PC versions in July. In addition, to continue gathering feedback from our Gyldhunters, we are planning a small-scale, invitation-only test in April 2026.\n\nMore details will be announced as soon as the format is finalized.\n\nPlease refer to the image below for the complete Roadmap:\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/74c19f0fd29de79f610fd356c77e970f8bc3b40e.png\"][/img]\n\nThank you once again for your support, and please stay tuned for our upcoming development logs!",
      "summary": "Greetings, Gyldhunters! Thank you all for your continued support. First of all, we would like wish you a wonderful year ahead filled with happiness and success!\n\nOver the past few months, we have completed development on the new class Withered Knight, a variety of new gameplay mechanics and system features, as well as several targeted optimizations based on feedback from the previous test. For details, please refer to the Roadmap below and the upcoming development logs.\n\nThat said, beyond our regular content creation, we want to take some bold steps and introduce meaningful innovations to make the game even more fun. For example, we are planning a complete overhaul of the core combat mechanics, moving away from the previous energy-exhaustion-focused design toward combat that feels freer and more fluid. We are also experimenting with new mechanics that fundamentally reduce stage pressure while preserving the fun and tension of each match. However, when factoring in PvP and PvE coexistence, class balance, solo and team play, and long-term economic cycles, the actual design and production complexity of these improvements has far exceeded our expectations. As a result, we need additional time to properly polish and refine the game.\n\nWe firmly believe these changes will significantly enhance the overall experience, and we want Mistfall Hunter to launch in its best possible state. As such, we regret to inform you that the testing and release schedule will be postponed. Our updated plan is to hold the BETA 4 test during Steam Next Fest on June 15, 2026, followed by a simultaneo…"
    },
    {
      "id": "1819386365108957",
      "title": "DevNote #3",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/509600244355304013",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1819386365108957",
      "author": "DAVID",
      "publishedAt": "2025-12-26T09:50:34.000Z",
      "publishedLabel": "26 December 2025",
      "category": "Developer note",
      "contents": "Developer Update—Equipment Optimization and Upgrades\nGreetings, Gyldhunters! This is our third Developer Update, and this time, we'll be focusing primarily on equipment-related optimizations, adjustments, and development progress. Before we dive into the main content, we have an announcement: future Developer Updates will focus on specific major content areas, while smaller updates and optimizations will be shared through more efficient, bite-sized videos and posts within the community. Do let us know what you think about this new approach!\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/dfc98b825a16d069d248d0b3f50e3303fea8bda4.jpg\"][/img]Regarding equipment system adjustments, the first major optimization focus is on separating equipment and affixes, which used to be bound together. You can now freely and flexibly adjust equipment affixes by socketing \"Affix Gems\" into your gear, allowing you to build your own custom builds.\nAffix Gems can currently hold up to 2 affixes and have both levels and types, both of which determine whether the gem can be installed into an equipment socket. On one hand, the equipment socket level must be greater than or equal to the Affix Gem level. On the other hand, the gem and equipment socket must be of the same type. Both conditions must be met for socketing to be possible. However, there is one special socket type that ignores type restrictions and can accommodate any type of Affix Gem.\nCurrently, Affix Gems can appear as drops for players to find and loot from defeated enemies; they can drop alongside weapons and equipment, or appear with any forged equipment. Affix Gems themselves have no durability, but when the equipment they're socketed into reaches zero durability, the Affix Gem's effects will also be disabled.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/40e87c404ea596d641bf620cfdbf65a1d59ee3cf.png\"][/img]\nThe second optimization focus is on the in-game forging system. Our optimization direction this time aims to repurpose the forging system into a welfare system for players. From now on, forging will no longer consume Gyldenblod. Instead, equipment can be forged by spending materials and time—IRL time. This means the forge continues working even when you're offline! This change is aimed to satisfy hardcore players' progression needs while keeping equipment production frequency through extended forging times. This is to avoid the situation from the last test where the forging system led to major dysfunctions in the equipment trade market.\nAdditionally, the forging system's equipment output levels, time consumption, and other settings will be better fleshed-out and will be affected by Camp building levels. We've also made the Spirit Blacksmith the NPC for the forging system and given him more interaction options, including the ability to socket and unsocket Affix Gems (rest assured, you can still perform gem socketing in the Inventory/Warehouse!), further improving game immersion.\n\nThe third optimization is the addition of Equipment Standard Vouchers. This feature is aimed to make comebacks less excruciating for players who have to restart from zero, and to help players who don't want to bother with build optimization to quickly jump into battle. Equipment Standard Vouchers can be directly exchanged for a complete set of equipment and items. Currently, there are, tentatively, 4 basic types of Standard Voucher—Common, Refined, Excellent, and Epic—which correspond to different quality levels of equipment and items. Apart from the standard ones, there is 1 special type of voucher: Custom Vouchers, which will be distributed when we're promoting specific game modes or maps.\nThe Equipment Standard Voucher system creates a playstyle variation: After using a Standard Voucher, you can spend Gyldenblod to refresh the build style of the equipment set. As you switch between equipment builds, the system will give different recommendations for your skill/talent loadouts to maximize the efficiency of your build. Of course, you can also choose to ignore the suggestions and adjust your loadout according to your own knowledge. In the future, Standard Vouchers will become available through missions or from new buildings added to the Camp.\nNote that after using an Equipment Standard Voucher, you will first need to complete a game and successfully extract using the set before the equipment set truly belongs to you. Then you can begin customizing your build. Before then, all customization options will be locked.\n\nThat concludes the major equipment-related optimizations we're currently going for. We will also be making balance adjustments to individual equipment stats based on overall combat performance in the future. Additionally, we've taken community feedback to heart and implemented an equipment return feature between friends. If you extract equipment dropped by a friend during a game, it will automatically be returned to your teammate via mail. This is a huge win for groups of friends playing together! Of course, if your teammates' equipment durability drops because of your actions, they will be receiving the worn equipment by the time you extract, so beware! (We do not recommend giving your friends unnecessary surprises with this feature!)\n\nRegarding new equipment, we will be adding Legendary sets for all classes in the next test. Each class's Legendary set has its corresponding lore and set name: the Mercenary's Champion Set, the Sorcerer's Sacred Chamber Set, the Blackarrow's Scaled Claw Set, the Shadowstrix's Deathbringer Set, and the Seer's Holy Saint Set. We'll gradually release the related lore in the community.\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/eae78696f42e04f48113d74cd3d561e54397d2e4.jpg\"][/img]\n(Mercenary - Bond of Rivalry, Mercenary - Skullcrusher, Sorcerer - Blind Eye Staff, Shadowstrix - Serpent's Whisper, Shadowstrix - Venomfang, Blackarrow - Deathclaw Hunter, Seer - Byrnes's Ash Urn, Seer - Absolution)\nPlease note: All names are tentative and are subject to change!\n\nWe also have even higher-tier equipment in development. These pieces not only possess powerful abilities, but are also strongly connected to bosses, such as the following sets (Please note: These are conceptual designs only, not final products. Subject to change! ):\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/299d2ddb24b9cf56776346138657b6d331008a39.jpg\"][/img]\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/879faeaa2be48158702fe95925c99a01e1cd279c.jpg\"][/img]\nThat's all we have today for the developer update on in-game equipment! Let us know what you think in the comments section, or raise out any questions you may have! We'll respond to hot topics!",
      "summary": "Developer Update—Equipment Optimization and Upgrades\nGreetings, Gyldhunters! This is our third Developer Update, and this time, we'll be focusing primarily on equipment-related optimizations, adjustments, and development progress. Before we dive into the main content, we have an announcement: future Developer Updates will focus on specific major content areas, while smaller updates and optimizations will be shared through more efficient, bite-sized videos and posts within the community. Do let us know what you t…"
    },
    {
      "id": "1815034432862135",
      "title": "BETA 3 Summary & Launch Plan",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/509595167628463474",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1815034432862135",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-10-30T06:45:51.000Z",
      "publishedLabel": "30 October 2025",
      "category": "Update",
      "contents": "Gyldhunters, thank you all once again for your enthusiastic participation in BETA 3! In BETA 3, we implemented numerous optimizations and developed a range of new content. From the data we've gathered, BETA 3 has shown significant improvement over the previous test. While the game still has room for improvement, it's clear that we're moving in the right direction. Your passion and constructive feedback during this test have been a tremendous source of motivation for us. Our sincere thanks to all Gyldhunters around the world!\n\nDue to time constraints, many aspects of the BETA 3 experience have yet to be fully polished, and several planned features remain under development. We've received a great deal of feedback, critiques, and suggestions through various channels. After thorough discussion and review, we've now outlined our future development plans and launch schedule. Thank you for your patience!\n\nI. Key Issues Raised by Players:\n[olist]•\nCombat Experience & Class Balance:\n[olist]•\nAs a multiplayer online action game, we face many design and technical challenges in areas such as control responsiveness and overall fluidity compared to shooters or single-player action games. We acknowledge that the current combat experience still has plenty of room for improvement, but rest assured, this is an ongoing effort. We'll continue optimizing it in future versions to ensure the experience only gets better over time.\n•\n Balance has always been a major concern for everyone, and it's a huge challenge for us as well. While escape rate doesn't fully reflect overall class balance, it remains one of the key metrics for an extraction game like ours. Compared to the previous test, the variance in escape rates among classes in trio mode has become noticeably narrower. However, the improvement in solo mode has been limited, so we'll keep working on it.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/8da359f907a98fb9ecff654f204bf8d4ab03419e.png\"][/img]\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/31704512dc1d220c894ef53d4a886e640f9b61b0.png\"][/img]\n•\nOur team is relatively small, and internal testing alone isn't enough to ensure proper balance. We need online testing to gather more data and feedback so we can continuously fine-tune the game. This test period was brief, and we apologize that the balance hasn't yet reached a level everyone is satisfied with. However, the data shows that our several rounds of online balance adjustments have produced positive results. We believe that after the official launch, with ongoing optimization, we'll be able to refine the balance to a level that satisfies everyone.\n•\nAdditionally, we plan to introduce PvP Practice & Brawl mode in the next update to help players get comfortable with combat mechanics, and to allow practice and experimentation with different playstyles and builds at a minimal cost. This mode will also let us collect more representative PvP balance data, and we hope all Gyldhunters can provide us with additional balance feedback through this new mode.\n[/olist]•\nSteep Learning Curve and Overwhelming Early-Game Pressure\n[olist]•\nWith many new Gyldhunters joining us in BETA 3, we once again received a large volume of feedback regarding the difficulty of getting started in the game. For new Gyldhunters, early matches—whether PvE or PvP—indeed have a steep learning curve.\n•\nTherefore, during the BETA 3 test, we repeatedly optimized match mechanics based on player feedback, including loot value, PvP intensity, PvE difficulty, and escape difficulty. This approach will continue in future versions. By introducing more gameplay content and more refined algorithms, we aim to ensure that the overall experience is lootable, beatable, and extractable—without creating a sense of constant frustration or feeling stuck at every turn. After the official launch, we plan to implement a seasonal reset of certain progression elements and resources. This is intended to prevent unchecked inflation of macro resources over time and to maintain a balanced economy where effort and reward remain proportional. The specific details of the reset will be shared in the development log once finalized. We also welcome valuable suggestions through the upcoming Developer FAQs and other feedback channels.\n•\nFinally, after further consolidating feedback and detailed discussions, we plan to implement a series of optimizations in three main areas: gameplay tutorials, resource distribution, and early-game PvP pressure. Due to time constraints, crucial combat techniques like \"Special Recovery\" were only covered in training tasks, and many new Gyldhunters may not have noticed them. There are many similar issues, and we will systematically review and improve gameplay tutorials to ensure both new and veteran Gyldhunters can better familiarize themselves with the game. For resource distribution, the main direction we're going with is to provide more starting Gyldenblod through task rewards, and to introduce features similar to the \"equipment set vouchers\" found in other games, allowing players to enter matches at a lower cost and with relative ease. We will also continue to reduce early-game PvP pressure to prevent new Gyldhunters from facing overwhelming challenges at the start of their journey.\n[/olist]•\nUnfair Matchmaking\n[olist]•\nIn BETA 3, we incorporated skill-related parameters into matchmaking ratings (MMR), but there are still many matches that weren't well balanced, especially in Chaos mode where player counts are lower. Our current plan for tackling this issue is to tighten the equipment and skill restrictions per match to reduce the gap between Gyldhunters in the same match. We will also further refine the matchmaking algorithm to improve the accuracy and effectiveness of MMR.\n•\nAt the same time, we will implement a \"broaden search to fill teammates\" feature to help players find teammates more quickly. As more Gyldhunters join the game in the future, matchmaking fairness and efficiency will continue to improve.\n[/olist]•\nInsufficient Content Variety\n[olist]•\nDue to tight schedules, many of the features we envisioned were not completed in BETA 3. These include more engaging in-match tasks and unique gameplay features, a greater variety of extraction methods, richer tactical items, and entirely new stage mechanics. With these features and other new content added in future versions, the game's playability will continue to expand!\n[/olist]•\nPip's Pocket Issues\n[olist]•\nRestricting high-value items to premium storage is common in extraction games, but our current limitations are indeed too strict. In future updates, we will relax some of these restrictions to make Pip's Pocket more practical. We're also considering whether equipment obtained during matches should be allowed in Pip's Pocket, or if we should implement other alternative solutions. Our ultimate goal is to ensure that the vast majority of in-match loot can be safely secured!\n[/olist][/olist]\nII. Upcoming content that will become available on release:\n[olist]•\nNew Classes\n•\nNew Maps\n•\nNew Bosses\n•\nHoly Weapons and Legendary Equipment for All Classes\n•\nPvP Practice & Brawl Mode: This mode allows players to practice and get familiar with PvP mechanics at no cost, quickly understand the game's PvP systems, and enjoy the pure fun of combat.\n•\nNew Equipment Affix System: We believe the current equipment affix system isn't engaging enough and makes it difficult to evaluate equipment value or conduct trades effectively. The new affix system will make build customization far more enjoyable.\n•\nExpanded Camp Development: The camp system in BETA 3 was still quite basic. In future versions, more NPCs will join the camp, and camp building will feature richer and more interesting content.\n[/olist]\nHigher-difficulty match modes will also launch alongside the new maps, offering greater rewards but with deadlier enemies. Additionally, new features such as controller support, a skin system, and other exciting content are on the way. For detailed previews of these upcoming additions, please stay tuned to our community announcements!\n\nIII. Future Plans:\n\nAs mentioned above, we still have a great deal of new content and optimizations we want to complete. Our goal is for Mistfall Hunter to launch in a more complete and polished state when it officially releases. Therefore, we've decided to postpone the original release schedule. Instead, we will participate in the Steam Next Fest on February 23, 2026, and officially launch the game in March 2026. The exact release date and pricing are still being discussed and finalized. We sincerely apologize for not being able to release the game as originally planned, but we believe that these additional three months will allow us to accomplish much more and deliver a significantly better experience at launch.\n\nFinally, thank you all once again for your love and support for Mistfall Hunter! We'll continue working even harder!",
      "summary": "Gyldhunters, thank you all once again for your enthusiastic participation in BETA 3! In BETA 3, we implemented numerous optimizations and developed a range of new content. From the data we've gathered, BETA 3 has shown significant improvement over the previous test. While the game still has room for improvement, it's clear that we're moving in the right direction. Your passion and constructive feedback during this test have been a tremendous source of motivation for us. Our sincere thanks to all Gyldhunters around the world!\n\nDue to time constraints, many aspects of the BETA 3 experience have yet to be fully polished, and several planned features remain under development. We've received a great deal of feedback, critiques, and suggestions through various channels. After thorough discussion and review, we've now outlined our future development plans and launch schedule. Thank you for your patience!\n\nI. Key Issues Raised by Players:\n[olist]•\nCombat Experience & Class Balance:\n[olist]•\nAs a multiplayer online action game, we face many design and technical challenges in areas such as control responsiveness and overall fluidity compared to shooters or single-player action games. We acknowledge that the current combat experience still has plenty of room for improvement, but rest assured, this is an ongoing effort. We'll continue optimizing it in future versions to ensure the experience only gets better over time.\n•\n Balance has always been a major concern for everyone, and it's a huge challenge for us as well. While escape rate doesn't fully reflect overall class balance, it r…"
    },
    {
      "id": "1811772772204198",
      "title": "Harald Boss Hunt Speedrun Final Leaderboard Public Notice",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/518599830010855576",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1811772772204198",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-09-24T08:10:49.000Z",
      "publishedLabel": "24 September 2025",
      "category": "Event",
      "contents": "Dear Gyldhunters,\n\nThe thrill of the hunt reaches its finale—our Harald Boss Hunt Speedrun has officially concluded! 🎉\n\nThe full ranking list for the Top 50 is now live. Head to the attached ranking image to check your final standing and see where you landed in the competition!\n\nA special congratulations to the Top 10 teams on your well-deserved wins—you’ve earned the following rewards:\n\n•\n1st Place (Team rewards): $125 Steam Gift Card * 3\n•\n2nd Place (Team rewards): $75 Steam Gift Card * 3\n•\n3rd Place (Team rewards): $50 Steam Gift Card * 3\n•\n4th to 10th Places (Team rewards): $10 Steam Gift Card * 3\n\nTo claim your reward, please check your in-game mail—all instructions for completing the reward redemption process will be provided there.\n\nImportant Reminder: The Award Code sent to you via in-game mail is unique to your account. It is directly linked to your reward amount and eligibility, so please do not share or disclose it to others.\n\nCongratulations again to every Gyldhunter for bringing your skill and passion to the hunt! We’re excited to see more of your greatness in future Mistfall Hunter events.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/d5867e3a21a03f89c257af33dfd50e69d627f40e.jpg\"][/img]\n\nBellring Games",
      "summary": "Dear Gyldhunters,\n\nThe thrill of the hunt reaches its finale—our Harald Boss Hunt Speedrun has officially concluded! 🎉\n\nThe full ranking list for the Top 50 is now live. Head to the attached ranking image to check your final standing and see where you landed in the competition!\n\nA special congratulations to the Top 10 teams on your well-deserved wins—you’ve earned the following rewards:\n\n•\n1st Place (Team rewards): $125 Steam Gift Card * 3\n•\n2nd Place (Team rewards): $75 Steam Gift Card * 3\n•\n3rd Place (Team re…"
    },
    {
      "id": "1811138915552211",
      "title": "End of Test Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/518599196165540198",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1811138915552211",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-09-23T11:07:09.000Z",
      "publishedLabel": "23 September 2025",
      "category": "Event",
      "contents": "Dear Gyldhunters, we will be concluding this test on September 26, 2025 at 10:00 (UTC+0), where the servers will close and all test data will be wiped.\n\nDuring this testing period, we have received valuable feedback and suggestions from all of you. Every single one of your opinions is essential in helping us optimize the game's experience and content. We'll release a test summary review and future development plans as soon as possible after testing concludes, along with our launch schedule! Stay tuned!\n\nThanks to your valuable feedback and support during the beta, we're excited to bring you an even better gameplay experience when we return! We look forward to our next reunion!\n\nFollow our official Discord for the latest updates!",
      "summary": "Dear Gyldhunters, we will be concluding this test on September 26, 2025 at 10:00 (UTC+0), where the servers will close and all test data will be wiped.\n\nDuring this testing period, we have received valuable feedback and suggestions from all of you. Every single one of your opinions is essential in helping us optimize the game's experience and content. We'll release a test summary review and future development plans as soon as possible after testing concludes, along with our launch schedule! Stay tuned!\n\nThanks t…"
    },
    {
      "id": "1811138915416882",
      "title": "Steam Playtest Player Limit Removal Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/518599196165538992",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1811138915416882",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-09-19T07:14:45.000Z",
      "publishedLabel": "19 September 2025",
      "category": "Event",
      "contents": "Dear Gyldhunters:\n\nThree days of testing have proven our servers can handle the load. We appreciate everyone who's joined us in the test so far! Your enthusiasm has been incredible! To allow more Gyldhunters to experience the game, we've lifted all Steam Playtest restrictions on player limits. All players will now receive immediate access upon requesting to join! Have fun!\n\nBellring Games",
      "summary": "Dear Gyldhunters:\n\nThree days of testing have proven our servers can handle the load. We appreciate everyone who's joined us in the test so far! Your enthusiasm has been incredible! To allow more Gyldhunters to experience the game, we've lifted all Steam Playtest restrictions on player limits. All players will now receive immediate access upon requesting to join! Have fun!\n\nBellring Games"
    },
    {
      "id": "1811138915412825",
      "title": "Harald Boss Speedrun Challenge",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/518599196165537839",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1811138915412825",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-09-19T04:12:28.000Z",
      "publishedLabel": "19 September 2025",
      "category": "Event",
      "contents": "Gyldhunters:\n\nTrio Einherjar Harald Hunt Speedrun is coming: Participate in Chaos - Trio Mode with your teammates, defeat Harald in Einherjar Mode, and compete for high rewards based on the time taken to defeat him!\n\nDuring the event, we will announce the real-time leaderboard on Discord every day.\n\nEvent time: September 19th 20:00 ~ September 22nd 12:00 ET\n\nEvent rewards:\n\n•\n1st Place (Team rewards): $125 Steam Gift Card * 3\n•\n2nd Place (Team rewards): $75 Steam Gift Card * 3\n•\n3rd Place (Team rewards): $50 Steam Gift Card * 3\n•\n4th to 10th Places (Team rewards): $10 Steam Gift Card * 3\n\nEvent rules:\n[olist]•\nDuring the event period, the time taken by any parties participating in Chaos - Trio Mode to activate Einherjar Mode and successfully defeat Harald. The time taken will be counted and ranked. Trios with the shortest time to defeat Harald will receive rewards.\n[olist]•\nThe timing starts when the Dried Flower Knot is used to activate Einherjar Mode and ends when Harald is defeated. The time will be recorded via official in-game trackers, accurate to the second. If multiple teams have the same time, the team that secures the time first will be ranked higher.\n•\nThe entire battle with Harald must be completed by a single team under Einherjar Mode.\n[olist]•\nSpecifically, during the defeat process, Harald can only be attacked by one team.\n•\nIf Harald is attacked by players from other teams, the team’s result will be automatically deemed invalid.\n[/olist]•\nThe entire process from activating Einherjar Mode to defeating Harald must fall within the event period.\n[/olist]•\nTime leaderboard: All Trio server rankings are separate. If teams have exactly the same time, the trio that defeated Harald first (based on date and time) will be ranked higher.\n•\nEach player is eligible to receive only one reward. If the same player will be ranked on the leaderboard with multiple teams, they will receive the reward corresponding to the highest ranking among those results.\n•\nDuring the event, we will post the challenge leaderboard on Discord and Steam. After the event ends, a reward confirmation email will be sent to winners via in-game mail to collect their contact information and contact for reward distribution.\n•\nObviously, any cheats/hacks/external software are strictly prohibited. We reserve the right to identify fraudulent activities in the event and revoke the event eligibility and reward entitlement of participants who violate the rules.\n•\nBellring Games reserves the final right of interpretation regarding all event rules, reward settings, and time schedules for this event.\n•\nIf unforeseen circumstances (such as server failures, policy adjustments, etc.) prevent the event from running normally during the event period, the organizer reserves the right to adjust the event rules, suspend or terminate the event based on actual situations. Relevant adjustments will be announced via official channels.\n[/olist]\nGyldhunters, it is showtime!\n\nBellring Games",
      "summary": "Gyldhunters:\n\nTrio Einherjar Harald Hunt Speedrun is coming: Participate in Chaos - Trio Mode with your teammates, defeat Harald in Einherjar Mode, and compete for high rewards based on the time taken to defeat him!\n\nDuring the event, we will announce the real-time leaderboard on Discord every day.\n\nEvent time: September 19th 20:00 ~ September 22nd 12:00 ET\n\nEvent rewards:\n\n•\n1st Place (Team rewards): $125 Steam Gift Card * 3\n•\n2nd Place (Team rewards): $75 Steam Gift Card * 3\n•\n3rd Place (Team rewards): $50 Ste…"
    },
    {
      "id": "1810503566563823",
      "title": "BETA 3 Launch",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/508465461659173028",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1810503566563823",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-09-16T01:40:26.000Z",
      "publishedLabel": "16 September 2025",
      "category": "Event",
      "contents": "Gyldhunters,\n\nWelcome to the BETA 3 test! The test will officially begin on September 16, 2025 at 01:00 (UTC+0), with servers deployed in China, the US, Germany, and Japan.\n\nPlease join our official Discord to get the latest news, share feedback, and report bugs! We're eager to hear your thoughts! You can also provide feedback directly through our Suggestions & Bug Report Form.\n\nFor more detailed information about this test, check out our BETA 3 FAQ and BETA 3 Gameplay Demo.\n\nCountless secrets and treasures lie sealed and hidden within the ruins. Good luck, Gyldhunter.\n\nBellring Games",
      "summary": "Gyldhunters,\n\nWelcome to the BETA 3 test! The test will officially begin on September 16, 2025 at 01:00 (UTC+0), with servers deployed in China, the US, Germany, and Japan.\n\nPlease join our official Discord to get the latest news, share feedback, and report bugs! We're eager to hear your thoughts! You can also provide feedback directly through our Suggestions & Bug Report Form.\n\nFor more detailed information about this test, check out our BETA 3 FAQ and BETA 3 Gameplay Demo.\n\nCountless secrets and treasures lie…"
    },
    {
      "id": "1809869180190408",
      "title": "Beta3 FAQ",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496079928281794924",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1809869180190408",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-09-09T08:40:15.000Z",
      "publishedLabel": "9 September 2025",
      "category": "Event",
      "contents": "Greetings, Gyldhunters. Our BETA 3 is about to begin. Before that, we would like to address a few frequently asked questions about this beta. If you have other questions that haven't been answered below, feel free to join our official Discord server for more information.\n\nQ: When does BETA 3 begin ?\n\nA: BETA 3 will begin on September 16 at 09:00 (UTC+8).\n\n Pre-download will be available starting September 15 at 11:00 (UTC+8).\n\nAll in-game data will be deleted after the beta concludes. Beta eligibility carries over on the same Steam account for future betas.\n\nQ: Will there be a limit to the number of participants in this beta?\n\nA: We've decided to make this a limited-access test.\n\nOnce pre-download begins, we will approve a portion of access requests. Additional test slots may be granted later depending on server capacity and stability.\n\nQ: Which server regions will be available for this beta?\n\nA: This beta will feature servers in four regions: Japan, US East, Mainland China (New), and Germany (New).\n\nQ: What are the minimum system requirements for this beta?\n\nA: OS: Windows 10 64-bit\n\nMemory: 16GB\n\nGraphics Card: NVIDIA GTX 1660 or AMD Radeon RX 6500 XT\n\nDirectX: Version 12\n\nDevices that do not meet the minimum requirements will not be able to participate in this beta. We will continue to optimize the game in the future and make it more accessible to more players. We apologize for any inconvenience this may cause.\n\nQ: Is there controller support?\n\nA: Controllers are not supported in this beta. Controller compatibility is still under development. Rest assured, full controller functionality will become available in future versions.\n\nQ: Can I livestream or record gameplay footage for video content during the beta?\n\nA: Yes. There are no confidentiality requirements for this beta. Feel free to share your game footage and help us spread the word about Mistfall Hunter!\n\nQ: What languages are supported in this beta?\n\nA: Languages supported in this beta include Simplified Chinese, English, Spanish, Japanese, Korean, Traditional Chinese, Russian, Portuguese (New), German (New), and French (New).\n\nQ: Are there any changes to Solo and Trio modes?\n\nA: This beta still features both Solo and Trio modes, but each mode now includes two difficulty levels: Normal and Chaos.\n\nQ: How can I provide feedback and report issues?\n\nA: Gyldhunters can join our official Discord server. There, feel free to provide your suggestions and report issues in the relevant channels! https://discord.gg/mistfallhunter",
      "summary": "Greetings, Gyldhunters. Our BETA 3 is about to begin. Before that, we would like to address a few frequently asked questions about this beta. If you have other questions that haven't been answered below, feel free to join our official Discord server for more information.\n\nQ: When does BETA 3 begin ?\n\nA: BETA 3 will begin on September 16 at 09:00 (UTC+8).\n\n Pre-download will be available starting September 15 at 11:00 (UTC+8).\n\nAll in-game data will be deleted after the beta concludes. Beta eligibility carries ov…"
    },
    {
      "id": "1809235871606770",
      "title": "BETA 3 Release Date Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496079294980686489",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1809235871606770",
      "author": "mistfallhunter",
      "publishedAt": "2025-08-29T04:00:04.000Z",
      "publishedLabel": "29 August 2025",
      "category": "Event",
      "contents": "Gyldhunters, we are putting the final touches on BETA 3 and can now share the official playtest timing, so you can better plan your return to Mistfall Hunter.\n\nThe adventure begins on September 16 at 01:00 UTC. Mark your calendars and prepare to be among the first to explore our latest build, check the new energy system and test your skills against General Harald.\n\nJust as before, our playtest will be conducted entirely through Steam. If you joined us during previous tests, no further action is required on your side, your playtest access will be granted automatically. New participants will need to request access through our official Steam page before September 15th.\n\nAfter this date, new access requests may require additional time to process, so we strongly recommend signing up for the playtest in advance. Pre-downloads will be available approximately within 24 hours before launch.\n\nMore details about the playtest will be available in the dedicated FAQ, which will be released soon in our official Discord.\n\nAlso, additional details on updates and new features will be shared through our official channels.\nStay connected with us on Discord, X, YouTube, and Facebook so keep an eye on our newest posts to not miss any important announcements.\n\nPrepare yourselves, fresh hunts await!",
      "summary": "Gyldhunters, we are putting the final touches on BETA 3 and can now share the official playtest timing, so you can better plan your return to Mistfall Hunter.\n\nThe adventure begins on September 16 at 01:00 UTC. Mark your calendars and prepare to be among the first to explore our latest build, check the new energy system and test your skills against General Harald.\n\nJust as before, our playtest will be conducted entirely through Steam. If you joined us during previous tests, no further action is required on your…"
    },
    {
      "id": "1807332909556890",
      "title": "Mistchaser's Journal #2",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496077392009232790",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1807332909556890",
      "author": "suzheng.92",
      "publishedAt": "2025-08-07T02:58:43.000Z",
      "publishedLabel": "7 August 2025",
      "category": "Announcement",
      "contents": "I have been observing the anomalies at Brandrgarde for some time now, and I firmly believe they warrant an investigation. Feiss's arrival has given me the confidence I needed.\n\nWe initially planned to travel with Gyldhunters, but they only appear when Gyldenmist gathers—when the Corroded are most active and Gyldenblod flows free. That is far beyond the risk Feiss and I are willing to take. We kept watch over the bug jar, waiting until the signal insects went completely still before daring to approach the fortress. With enough caution, we shouldn't disturb any Corroded that Feiss can't handle.\n\nDespite having rehearsed this scene countless times in my head, I couldn't help but vomit the moment I entered the fortress. Bodies scattered everywhere, some mutilated beyond recognition. Dark, thick blood pooled across the ground, and every step felt sickeningly sticky. Not a trace of life remained, yet I could hear whispered ravings from behind the trembling doors. I quickly motioned for Feiss to avoid them—we both knew what lurked beyond.\n\nBrandrgarde was once the first line of defense against abyssal monsters in the Northern Realms. For a warrior, there is no higher honor than to serve and fight on this battlefield. In my youth, I came here with my kinsman brother, though neither of us was chosen by that Wulfen general. We could only stand aside as we watched new recruits take their oath on the Blue Bridge before we returned home. For some reason, upon seeing these sights again, that general's voice began to echo in my ears—his speech about valuing honor above life.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/e3dfe191033549de2a16ddd0cfc7ae9b650c0395.png\"][/img]\n\nNo, those were no mere memories. Because Feiss heard them too. As we ventured deeper into the fortress, the general's commands grew clearer, echoing through the empty hallways as if we were walking into an ambush. Every corner we turned filled us with dread.\n\nWhile Feiss and I disagreed on how we should proceed from there, we unanimously agreed to avoid this area cursed with the general's voice.\n\nApart from what happened in the fortress, something else troubles me. Feiss found silver scales beneath the Blue Bridge. They were hard as steel, with razor-sharp edges and spiral patterns on the inner surface, exactly like freshly molted Lizardfolk scales. The claw marks in the dirt further confirmed my suspicions. Why would silver-scaled Lizardfolk from the Slumbering Scales be here? Certainly not to connect with their black-scaled kin from the abyss. No, they'd never. Could the fortress's fall be connected to the Slumbering Scales too? Was it not just the Gyldenmist outbreak? What are they planning among these ruins?\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/56414292496b6b2eb3e7f63515d797551e923782.png\"][/img]\n\nThe Gyldening does not affect the Lizardfolk as much as it does us, who have our souls intact. We are at an absolute disadvantage here. Our chances of making it out in one piece are... sub-optimal. We may have been gifted with the ability to resurrect, but that does not spare us the agony of dying. Nonetheless, Feiss and I both agreed that the risk is worth taking. We shall keep following the Lizardfolk's trail. If the Slumbering Scales truly conspire, we must gather more intelligence before this life reaches its end.",
      "summary": "I have been observing the anomalies at Brandrgarde for some time now, and I firmly believe they warrant an investigation. Feiss's arrival has given me the confidence I needed.\n\nWe initially planned to travel with Gyldhunters, but they only appear when Gyldenmist gathers—when the Corroded are most active and Gyldenblod flows free. That is far beyond the risk Feiss and I are willing to take. We kept watch over the bug jar, waiting until the signal insects went completely still before daring to approach the fortres…"
    },
    {
      "id": "1806064758729297",
      "title": "Dev Team FAQ #1",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496076123863515834",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1806064758729297",
      "author": "suzheng.92",
      "publishedAt": "2025-07-28T06:25:15.000Z",
      "publishedLabel": "28 July 2025",
      "category": "Developer note",
      "contents": "We are truly grateful for your profound interest in our first Developer Update! Here is a quick rundown of the most frequently asked questions and their answers!\n\nQ: When will the next Mistfall Hunter playtest begin, or when will the dates be announced?\n\nA: We’re taking the necessary time to implement meaningful improvements. As always, we truly appreciate your passion and patience as we work toward the next stage. We’ll share all relevant information through our official communities once the time is right.\n\nQ: Sorcerers felt overwhelmingly strong in the recent playtest. Will this be addressed?\n\nA: The Sorcerer has always been intended to be a \"glass cannon.\" However, due to some class design elements not being fully adjusted, there were moments where Sorcerers somewhat dominated the battlefield. Sorcerer's abilities are on the list for tuning to bring them more in line with overall class balance. While their burst damage will remain a defining trait, they’ll no longer be able to \"delete\" enemies in mere seconds. At the same time, we’re introducing a few basic tools to help Sorcerers survive various situations with low stamina.\n\nQ: Mercenary's movement feels a fit stiff. Will this be improved?\n\nA: Each class is designed to have a distinct playstyle and role, and the Mercenary is intended to excel in head-on combat rather than stealth-based approaches. That said, some adjustments are planned to improve their mobility, though don't expect Mercenaries to be as agile as Shadowstrixes. Additionally, Sword and Shield mercenaries damage will be enhanced to support a more aggressive frontline role, giving them more agency in battle as opposed to the block-spamming gameplay they are currently best known for.\n\nQ: What does the shooting mechanic rework for Blackarrow mentioned in the Developer Update actually mean?\n\nA: This refers to a few technical adjustments aimed at preventing certain forms of unintended exploitation. These changes are purely backend and will not affect normal gameplay or how the class feels.\n\nQ: Have you considered adding dynamic events and new features to runs?\n\nA: New features aimed at making exploration more dynamic are actively being considered. While specifics can’t be revealed yet, several fresh mechanics beyond those seen in previous playtests are in development and will be available in the next playtest.\n\nQ: Will new classes be introduced in the next playtest?\n\nA: There are long-term plans to gradually introduce new classes to Mistfall Hunter. However, that will not happen in the next test. But we can tell you this: The class has a unique concept and is very cool in-game.\n\nQ: Optimization issues, such as lagging, have left quite a negative impact on the experience in the last playtest. What’s being done to address this moving forward?\n\nA: Some optimization issues couldn’t be fully addressed ahead of the last playtest due to time constraints. With a longer development window now in place, the team is focusing on refining performance and running more thorough tests. You may expect a more stable and consistent experience in the next playtest!\n\nQ: Will a ranked mode be introduced in the future?\n\nA: Ranked mode is part of the long-term vision for Mistfall Hunter. However, it won't be coming out in the next playtest.\n\nQ: A character named Dew appeared in some promotional materials. Will her story and more Mistfall Hunter lore be revealed?\n\nA: Certainly! A lot of important NPCs will be reintroducing themselves with different roles in the game! You might be surprised how different things have become!\n\nQ: How will Mistfall Hunter be distributed at launch?\n\nA: Mistfall Hunter will launch as a buy-to-play title.\n\nQ: What is your stance on teaming, and how will it be handled?\n\nA: Deliberate teaming in Solo mode goes against the intended competitive experience. Detection systems are currently being improved to better identify such behavior. Players found teaming will receive warnings, and repeated violations may result in escalating penalties, ranging from temporary suspensions to permanent bans from future playtests and even access to Mistfall Hunter at launch, depending on the severity of the offense.\n\nQ: What is the approach if an update is not well received by the community?\n\nA: If the majority of the community doesn't agree with a decision we make, the decision will be held back as we review our choices to identify the source of disagreement and figure out a better course.",
      "summary": "We are truly grateful for your profound interest in our first Developer Update! Here is a quick rundown of the most frequently asked questions and their answers!\n\nQ: When will the next Mistfall Hunter playtest begin, or when will the dates be announced?\n\nA: We’re taking the necessary time to implement meaningful improvements. As always, we truly appreciate your passion and patience as we work toward the next stage. We’ll share all relevant information through our official communities once the time is right.\n\nQ:…"
    },
    {
      "id": "1805431065368138",
      "title": "Mistchaser's Journal #1",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496075579952464144",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1805431065368138",
      "author": "suzheng.92",
      "publishedAt": "2025-07-18T11:50:52.000Z",
      "publishedLabel": "18 July 2025",
      "category": "Announcement",
      "contents": "Hello, Gyldhunters! Recently, we've received a lot of feedback from players hoping to learn more about the world of Mistfall Hunter. To meet that demand, we've created a new series: Mistchaser's Journal. This series features excerpts from the journals of members of the in-game organization, the \"Mistchasers,\" offering a unique perspective to help you explore and better understand the lore of Mistfall Hunter.\n\nIf there's anything about the game's world you'd like to know more about, feel free to leave a comment!\n\nMistchaser Communication Frode to Eric\n\nDear Eric,\n\nHow are you? I haven't received any news from the south in a long time, so I can only hope those boastful Woodlings really managed to find you.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/ff2f4ff28057e602397acb21cd32b0c30be6f553.png\"][/img]\n\nThe situation in the north shows no signs of improvement. The Mistfall rages on, safe havens grow scarcer, and survivors are driven to flee in all directions. The strong are still exhausted from fleeing, while the feeble can do nothing but wait for death to arrive... Though, death might perhaps be a form of relief—one that those poor Gyldenized souls will never obtain. I've seen hordes of the Corroded emerge from the Gyldenmist, attacking the villages where they once lived. Their harrowing screams could chill even the bravest warriors. I have no strength to resist and can only flee miserably from one shelter to another.\n\nIn moments like these, I can't help but envy your healthy body. When I died for the first time, I was already old and frail. Although I was fortunate enough to be resurrected by the priestess, I could no longer fight like I did in my youth, much less become a Gyldhunter. Thanks to your recommendation back then, after joining the Mistchasers, my old pen has been able to serve a small purpose in this apocalyptic world. Even if I can't venture out like you to chase the Gyldenmist and explore, I can write and record. As long as I have the strength, I'll keep writing, documenting the stories of this world, the experiences of the Mistchasers, and the deeds of Gyldhunters.\n\nRecently, Gyldenmist outbreaks at Brandrgarde have become increasingly frequent, with large numbers of Gyldhunters appearing nearby. Old friend, sometimes I can't help but wonder: does the Gyldenmist attract Gyldhunters, or do the Gyldhunters draw the Gyldenmist? I must warn you, these Gyldhunters can fill manpower gaps, but they don't like to operate collectively like we do, and sometimes even end up fighting among themselves. It's best to reach out to them individually. Regardless, we've finally gathered enough people to launch an investigation. A Mistchaser team is heading there, and my apprentice is among them.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/3f45913e6c129894897803f4956c11e7f80dc8be.png\"][/img]\n\nAllow me to introduce my apprentice, Stinger. He is truly the bravest young man I've ever met. Years ago, I discovered him while staying with a small tribe. Stinger lost his parents to the Gyldenmist and grew up running through the woods, his curiosity and energy as boundless as a pine marten. The North values martial prowess, and few children show no interest in combat training. Stinger, however, was an exception. He had a sharp mind, quickly grasped arithmetic, and peppered everyone with endless questions about everything he saw—sometimes even I couldn't keep up. Unlike us, Stinger is not immortal. When I took him on as my apprentice, I never intended for him to join any exploration teams. But the boy couldn't sit still; he refused to be content with just doing paperwork at my side, so I had no choice but to let him go. I can feel that he has no fear of death—only curiosity about the Gyldenmist and a thirst for the unknown. He was born to be a Mistchaser. That said... his reckless nature still worries me. I pray to Kjernnos to protect this young man and keep him safe.\n\nAh, I can't help rambling when it comes to him. I'll stop here for now. The Gyldenmist is approaching, and I need to move to the next shelter. Wishing you success in your operations down south.\n\nYour friend, Frode",
      "summary": "Hello, Gyldhunters! Recently, we've received a lot of feedback from players hoping to learn more about the world of Mistfall Hunter. To meet that demand, we've created a new series: Mistchaser's Journal. This series features excerpts from the journals of members of the in-game organization, the \"Mistchasers,\" offering a unique perspective to help you explore and better understand the lore of Mistfall Hunter.\n\nIf there's anything about the game's world you'd like to know more about, feel free to leave a comment!…"
    },
    {
      "id": "1805431065323403",
      "title": "DevNote #1",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496075579952463878",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1805431065323403",
      "author": "suzheng.92",
      "publishedAt": "2025-07-17T03:34:19.000Z",
      "publishedLabel": "17 July 2025",
      "category": "Developer note",
      "contents": "Greetings, Gylden Hunters!\n\nOver the past month, we’ve received many questions about the future of Mistfall Hunter and what to expect in the next playtest. To improve transparency and communication, we’ll begin sharing development updates more regularly through our official community channels. These updates will offer a closer look at our current priorities and design philosophy.\n\nPlease note that the information shared in these updates reflects our current direction and thinking. While we strive to be open, the content discussed is not final. Certain features and systems may continue to evolve before the next test or official release. Given the scale of development, each update will focus on the most relevant or noteworthy topics rather than provide a full breakdown of all features in progress.\n\nImportant:\n\nThe official dates for the next Mistfall Hunter playtest will be announced in advance through our community channels. In the meantime, we kindly ask everyone to refrain from sharing unconfirmed or deliberately false information about test timing, as it can create unnecessary confusion for those genuinely looking forward to participating.\n\nThank you for helping us maintain a respectful and well-informed community! Without further ado, let's start with ongoing optimizations.\n\n1. Energy Mechanics\n\nEnergy system is a core element of Mistfall Hunter’s combat design. By avoiding rigid cooldowns on most skills, it enables fast-paced, visually dynamic combos and still requires Hunters to make thoughtful decisions to avoid mindless button-spamming.\n\nHowever, feedback from the last playtest revealed that energy management could be too demanding, with the Exhausted state feeling overly punishing, particularly during key moments. This left some players frustrated and limited their ability to fully express their combat potential.\n\nIn response, we explored several iterations to improve the system. One test involved removing the Exhausted state entirely. While this made combat feel more fluid and exciting at first, our internal playtests exposed a key drawback: without meaningful consequences for poor energy management, battles lost much of their tension and strategic depth. The action was fast, but ultimately felt hollow.\n\nThis reinforced our belief that the right path is not to simplify the system, but to refine it. Through multiple rounds of adjustments, we’ve reduced certain penalties and fine-tuned energy behavior across classes and scenarios.\n\nWe believe the current version strikes a much better balance. It keeps the strategic layer intact while easing frustration and we’re excited to bring it to you in the next playtest.\n\n2. Class Balance\n\n While escape success rates across classes have remained relatively even, the upcoming changes to the Energy system prompted a thorough review of class performance. Our goal is to ensure that every class continues to offer a fair, rewarding, and engaging combat experience. Reverent Seer Originally designed as a support class with some independent survivability, the Seer is undergoing a major rework. A new skill slot now allows players to equip three active skills and three rune pillars simultaneously, opening up deeper build paths and greater flexibility. Both support and damage-focused playstyles have been expanded through new and reworked talents. In the upcoming playtest, the Seer will play a more decisive role in team combat and pose a reasonable threat in solo mode. We hope that will enable more Seers to climb leaderboards. Mercenary: Feedback highlighted that Deflect felt underwhelming in group fights and that overall talent variety was limited. We've improved the effectiveness of Deflect, restructured the talent tree, and introduced additional talents to offer more meaningful build choices and greater impact in battle. Black Arrow: In response to fairness concerns, we've rebuilt Blackarrow’s shooting mechanics from the ground up to prevent abuse and create a more balanced competitive environment. You can also look forward to new skills and talents for this class. What about others? We haven’t forgotten about Sorcerers and Shadowstrixes, both classes will receive new skills and upgraded talents in the upcoming playtest.\n\nIn addition, existing abilities across all classes are being adjusted to better align with the redesigned Energy system and maintain overall combat integrity.\n\n3. Improved Enemy Behavior\n\nMany hunters, especially newcomers, have likely experienced moments when a well-planned PvP encounter is suddenly disrupted by a nearby monster. We understand how frustrating and at times, overwhelming this can be.\n\nTo improve this experience, we’ve introduced several key changes. Some of the more dangerous Corroded, such as the Frenzied Wizard, now cast certain skills less frequently, reducing the chances of unexpected and overwhelming attacks. We've also implemented a smarter behavior system that makes monsters more aware of their surroundings. When hunters are actively engaged in PvP combat, nearby monsters are now less likely to interfere.\n\nAdditionally, a new alert feature has been added to notify you when off-screen enemies are preparing to attack. This provides a short window to react and helps prevent unfair interruptions.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/c1aee64d456ef11a694cb563b4f6a7ecc77f9a01.jpg\"][/img]\n\nNew Content Highlights We’re not quite ready to reveal everything just yet, but here’s a look at what’s currently in the pipeline:\n\n•\nNew Seer Build: Core skills, talents, visual effects, and animations are complete. The next phase will focus on testing and refinement.\n•\nFemale Characters: Models and concept art for all classes and equipment types are finalized. Motion capture and polish are now in progress.\n•\nNew Monsters & Bosses: Design is complete, and art and programming are underway. Overall progress is over 70%, with voiceovers and skill mechanics already finalized.\n•\nEscape Experience: Enhancements to escape options are ready, with both coding and visuals finalized. Expect more varied and immersive escape scenarios in the next test.\n•\nLore & Storytelling: Main story arcs and expanded narrative content are complete and currently in localization. We’re also working on character voicing to further enhance the storytelling experience.\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/da0226b9ac79599be004368cc538d9d5bca651d6.jpg\"][/img]\n\nEchoes of the Past: The Story of Absolution\n\n“The closer to the light source, the darker the shadow.”\n\nThe legendary weapon \"Absolution\" was once nothing more than a candelabrum in the Sacred Chamber. It became a weapon when the blasphemer Yorol seized it and razed the very sanctuary that had taken everything from him, seeking vengeance against the goddess who never answered his prayers.\n\nYorol was once a Reverent Seer and devout follower of Mysti, adhering strictly to the high priest's commandments. But one tragic mistake during his rigid observance led to the deaths of his parents, wife, and children. In his grief, he crawled to the Sacred Chamber seeking release. There, the cold, rigid priest scorned his despair, rebuking his suicidal thoughts as weakness as he failed to \"see\" that all suffering was merely the goddess's test. Wrath consumed Yorol. He grabbed the nearest candelabrum and bludgeoned the priest to death, then set the Sacred Chamber ablaze with those flames. As the inferno raged, he fought the guards and anyone who dared stop him. An eerie, unknown power seemed to have taken hold of his body, fueling his slaughter and keeping him alive through the night.\n\nWhen morning came, Yorol stood amid the smoldering ruins and charred corpses. Memories of the Blasphemers who had once passed through this place came to him, and he realized he now walked the same path they had trodden—yet he felt no regret.\n\nThe candelabrum, melted in the fire, cooled into a grotesque, mace-like weapon. Yorol named it \"Absolution\" walked away from his faith, leaving behind only ruin.\n\nThe barbed edges of \"Absolution\" still hold traces of flame, as if the embers of that fateful night were sealed within. Trapped in the hammerhead are tortured souls—the anguished echoes of those Yorol struck down.\n\nOnly through slaughter may there be absolution. And one last thing, please take a moment to add Mistfall Hunter to your wishlist. Thank you for your support!\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/97d04651cd9aeacc65a61ee350863e1933380fb9.jpg\"][/img]",
      "summary": "Greetings, Gylden Hunters!\n\nOver the past month, we’ve received many questions about the future of Mistfall Hunter and what to expect in the next playtest. To improve transparency and communication, we’ll begin sharing development updates more regularly through our official community channels. These updates will offer a closer look at our current priorities and design philosophy.\n\nPlease note that the information shared in these updates reflects our current direction and thinking. While we strive to be open, the…"
    },
    {
      "id": "1802261838705170",
      "title": "BETA 2 Summary",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496071676302199539",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1802261838705170",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-06-11T06:17:14.000Z",
      "publishedLabel": "11 June 2025",
      "category": "Update",
      "contents": "Gylden Hunters, we want to start by thanking you all once again for your enthusiastic participation in BETA 2! Over 200,000 Gylden Hunters joined this test and provided us with invaluable feedback. BETA 2 was an unforgettable experience for us. We faced the sweet challenge of scaling up servers to accommodate a steadily growing number of online players, as well as the unexpected chaos caused by a large-scale influx of cheaters. More importantly, we had the chance to play Mistfall Hunter alongside you in a real gaming environment and better understand your experiences. These invaluable insights will help us refine our development process and deliver a more stable and exceptional gaming experience for everyone.\n\nDuring BETA 2, we gathered thousands of pieces of feedback through various channels, including surveys, community feedback forums, and feedback bots. After intensive internal discussions, we have now roughly outlined our plans for future optimizations and development. Thank you for your patience!\n\nI. Key Issues Raised by Players:\n[olist]•\nClass Balance:\n\nWe aim for every class and build to have distinct characteristics, which is why we've designed a wide variety of class skills, talents, and equipment affixes. However, this has made achieving balance a significant challenge.\n\nAs many of you noted in your feedback, our current class balance has notable issues, such as certain classes having overpowered one-shot capabilities with specific builds (e.g., Elemental Sorcerer), some classes possessing skills that cannot be countered, and others lacking sufficient gameplay depth and variety.\n\nAs an extraction RPG, our top priority is to ensure balanced escape rates across all classes. To that end, we're sharing a summary of class escape rates in different modes following the balance adjustments on April 30:\n\n[img src=\"{STEAM_CLAN_IMAGE}/45259576/baf28689bb107a47959f95a370c34d973752fc72.jpg\"][/img]\n\nFrom this perspective, there are indeed some imbalances in class performance, but the overall situation remains acceptable. Adjusting balance is highly complex, as even small changes can have far-reaching impacts. Therefore, we do not plan to implement sweeping changes. Instead, we will address the issues identified using relevant statistical data to make a series of targeted adjustments, including but not limited to modifying and adding new skills and talents for each class. These adjustments are not just aimed at resolving balance issues but also at continuously enriching the combat experience. Detailed changes will be announced gradually in the future.\n•\nEnergy limitations make combat feel less satisfying: As a game with rich PvP elements, we want players to make thoughtful decisions during combat and achieve victory through strategic planning and skillful execution. To support this goal, we designed a stringent Energy penalty system. However, based on current feedback, these penalties may be too harsh, making combat less enjoyable. We will make a series of adjustments to the Energy system, aiming to improve the fluidity and excitement of combat while maintaining the strategic depth.\n•\nUnfair Matchmaking: We will comprehensively optimize the matchmaking system, prioritizing combat ability as the primary criterion and equipment quality as a secondary criterion. Matchmaking rules are one of the most important components of the game, and we welcome feedback from all perspectives as we continue to optimize and adjust the system.\n•\nCheating and Teaming Before the next test, we will conduct more thorough anti-cheat testing. Additionally, we are developing features to reduce the success rate of teaming at its source and implementing automatic detection mechanisms. We are also working on a reporting system that will improve the feedback and processing workflow for related issues during the next test. While our preparation for these issues in this test was insufficient, we are confident in delivering a fairer gaming environment in the next test!\n•\nLatency and lag issues: For the next test, we will add European servers and relocate the Asian servers to Singapore to better accommodate a broader range of players.\n\n Before this test began, our internal testing had already identified some causes of lag. However, due to time constraints and the complexity of these issues, we were unable to resolve them entirely. For the next test, we will allocate more time to performance optimization and explore the possibility of further lowering the minimum system requirements.\n•\nInventory Overhaul: We will redesign the Inventory system by introducing new mechanics and optimizing restriction rules to make the looting process more flexible.\n[/olist]\nII. New Content for the Next Test:\n[olist]•\nA new build for the Seer class, along with female characters for all classes, will be introduced in the next test.\n•\nNew Stage Modes: Through the new stage modes, we aim to achieve the following: simpler modes will provide low-risk, stable rewards, while more challenging modes will offer high-risk, high-reward gameplay, giving players more options and a more thrilling gaming experience. The new modes are planned to include solo and trio matchmaking. However, we currently do not plan to enable duo matchmaking due to concerns about player numbers during the testing phase and the complexity of balancing classes. We hope for your understanding.\n•\nNew Escape Methods: While we find the current escape system featuring Returner Woodlings, Souls of Return, and Gyldenmist engaging, relying solely on this single escape method feels somewhat limiting and overly dependent on randomness. Therefore, we will introduce additional escape methods to provide players with more options. Additionally, we plan to implement mechanisms to prevent situations where the final showdown ends in mutual destruction or leaves no time for looting.\n[/olist]\nThe next test will also introduce new bosses, equipment, systems, and more. We'll keep you updated—stay tuned!\n\nIII. Next Test Schedule:\n\nFor the next test, all Steam accounts that participated in previous tests will automatically retain their test eligibility. We will announce the specific schedule for the next test at a later time, so please stay tuned!\n\nFinally, thank you all once again for your love and support for Mistfall Hunter! We look forward to starting the next test soon!",
      "summary": "Gylden Hunters, we want to start by thanking you all once again for your enthusiastic participation in BETA 2! Over 200,000 Gylden Hunters joined this test and provided us with invaluable feedback. BETA 2 was an unforgettable experience for us. We faced the sweet challenge of scaling up servers to accommodate a steadily growing number of online players, as well as the unexpected chaos caused by a large-scale influx of cheaters. More importantly, we had the chance to play Mistfall Hunter alongside you in a real gaming environment and better understand your experiences. These invaluable insights will help us refine our development process and deliver a more stable and exceptional gaming experience for everyone.\n\nDuring BETA 2, we gathered thousands of pieces of feedback through various channels, including surveys, community feedback forums, and feedback bots. After intensive internal discussions, we have now roughly outlined our plans for future optimizations and development. Thank you for your patience!\n\nI. Key Issues Raised by Players:\n[olist]•\nClass Balance:\n\nWe aim for every class and build to have distinct characteristics, which is why we've designed a wide variety of class skills, talents, and equipment affixes. However, this has made achieving balance a significant challenge.\n\nAs many of you noted in your feedback, our current class balance has notable issues, such as certain classes having overpowered one-shot capabilities with specific builds (e.g., Elemental Sorcerer), some classes possessing skills that cannot be countered, and others lacking sufficient gameplay…"
    },
    {
      "id": "1797820624619031",
      "title": "BETA 2 Status Update",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496067889988633271",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1797820624619031",
      "author": "PROJECT_MistGold",
      "publishedAt": "2025-04-29T10:45:53.000Z",
      "publishedLabel": "29 April 2025",
      "category": "Update",
      "contents": "First of all, thank you to all Gylden Hunters for your love of \"Mistfall Hunter.\" Currently, over 100,000 Gylden Hunters have joined BETA 2, and your enthusiasm has far exceeded our expectations. We are extremely grateful for your support! We'd like to report and update you on some key issues that many of you have been concerned about:\n\n1. Cheating Issues\n\nThe recently discovered Blackarrow Speed Boost Attack cheat has been blocked through an update on April 28. Based on our security systems and your reports, we have banned 275 devices and accounts using this cheat (bringing the total to 779 devices and accounts banned for cheating). We will continue to take severe action against cheating, and all cheaters' devices and accounts will be permanently banned (including future tests and the open beta). We sincerely apologize for our unpreparedness regarding these issues, which has significantly and negatively impacted your gaming experience. If you come across any cheating behavior that has yet to be punished, please report it through the Cheat Report Form. In-game reporting features will be added in the next test for your convenience. Teaming reports and ban appeals can also be submitted through this form, and we will process them as quickly as possible. However, please understand that we are currently facing severe staff shortages, so it may take some time for us to process your reports and requests.\n\n2. Class Balance and Gameplay Experience Issues\n\nThank you for all your feedback. We plan to implement an update this week that will include the following:\n- Overall class balance adjustments.\n- The spawn rate of Returner Woodlings in solo and trio matches will be increased slightly.\n- Monster difficulty in trio matches will be reduced slightly.\n- Some ranged attacks from monsters will no longer stagger.\n- Stack limit for Common and Refined materials will be increased.\nPlease refer to the official update announcement for specific details. We will implement these adjustments and push the update as soon as possible.\n\n3. High Server Latency\n\nWe sincerely apologize for the inconvenience caused. The only reason we are not opening servers in more regions is due to our concern about player distribution. If a server has too few players, it leads to a series of problems, such as extended queue times and unfair matchmaking. As the matchmaking rating system is still in development, players are currently matched based on the quality of their equipment. We're very concerned that low player counts could result in Gylden Hunters with vastly different equipment levels being matched together. However, your enthusiastic participation in this test has given us more confidence, and we promise we will add servers in more regions for the next test.\n\n4. Poor Performance Optimization\n\nWe will continue to optimize the game and address the various issues found in this test, such as framerate drops and game crashes. Minimum device requirements will also be lowered for our upcoming tests. We appreciate your patience as we work on these improvements.\n\nThanks to the incredible response we've received and with new Gylden Hunters still joining every day, we've decided to extend the testing period. We will notify everyone at least 1 week before the test concludes. Please do not hesitate to give us your feedback through our Suggestions & Bug Report Form or by joining our official Discord!\nGood luck, Gylden Hunters!\nBellring Games",
      "summary": "First of all, thank you to all Gylden Hunters for your love of \"Mistfall Hunter.\" Currently, over 100,000 Gylden Hunters have joined BETA 2, and your enthusiasm has far exceeded our expectations. We are extremely grateful for your support! We'd like to report and update you on some key issues that many of you have been concerned about:\n\n1. Cheating Issues\n\nThe recently discovered Blackarrow Speed Boost Attack cheat has been blocked through an update on April 28. Based on our security systems and your reports, we have banned 275 devices and accounts using this cheat (bringing the total to 779 devices and accounts banned for cheating). We will continue to take severe action against cheating, and all cheaters' devices and accounts will be permanently banned (including future tests and the open beta). We sincerely apologize for our unpreparedness regarding these issues, which has significantly and negatively impacted your gaming experience. If you come across any cheating behavior that has yet to be punished, please report it through the Cheat Report Form. In-game reporting features will be added in the next test for your convenience. Teaming reports and ban appeals can also be submitted through this form, and we will process them as quickly as possible. However, please understand that we are currently facing severe staff shortages, so it may take some time for us to process your reports and requests.\n\n2. Class Balance and Gameplay Experience Issues\n\nThank you for all your feedback. We plan to implement an update this week that will include the following:\n- Overall class bal…"
    },
    {
      "id": "1797185861782740",
      "title": "BETA 2 Launch Announcement",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/532095487298242097",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1797185861782740",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-04-22T01:16:55.000Z",
      "publishedLabel": "22 April 2025",
      "category": "Update",
      "contents": "Gylden Hunter,\n\nWelcome to BETA 2. The test will officially begin on April 22, 2025 at 01:00 (UTC) and will last for over 2 weeks. Servers are deployed in Korea and US East.\nPlease join our official Discord for the latest updates or to share feedback and report issues! We're eager to hear your thoughts!\n\nHere are a few tips to share with everyone:\n1. Brandrgarde is fraught with danger, and combat can be exceptionally challenging. We believe that incorporating aiming mechanics into action combat brings more skill-based enjoyment, though this does increase the learning curve and may take some time to adapt to. Additionally, the PvPvE gameplay involving combat with other Hunters and the Corroded will require you to adapt to complex situations and remain vigilant at all times. Before entering actual matches, you can practice your combat techniques through the tutorial (accessed via Journey), or familiarize yourself with monster moves and your own skill kit in the Training Ground.\n\n2. This test has no confidentiality requirements. You may livestream or create and publish videos using game recordings. You are welcome to join our Creator Program on Discord! Please do share your content and help the game reach more players around the world!\n3. 3. For Gylden Hunters who participated in the first test, you might be interested in: BETA 2 Development Log, BETA 2 Class Balance Adjustments.\n\nCountless secrets and treasures lie sealed and hidden within the ruins. Good luck, Gylden Hunter.\nBellring Games",
      "summary": "Gylden Hunter,\n\nWelcome to BETA 2. The test will officially begin on April 22, 2025 at 01:00 (UTC) and will last for over 2 weeks. Servers are deployed in Korea and US East.\nPlease join our official Discord for the latest updates or to share feedback and report issues! We're eager to hear your thoughts!\n\nHere are a few tips to share with everyone:\n1. Brandrgarde is fraught with danger, and combat can be exceptionally challenging. We believe that incorporating aiming mechanics into action combat brings more skill-based enjoyment, though this does increase the learning curve and may take some time to adapt to. Additionally, the PvPvE gameplay involving combat with other Hunters and the Corroded will require you to adapt to complex situations and remain vigilant at all times. Before entering actual matches, you can practice your combat techniques through the tutorial (accessed via Journey), or familiarize yourself with monster moves and your own skill kit in the Training Ground.\n\n2. This test has no confidentiality requirements. You may livestream or create and publish videos using game recordings. You are welcome to join our Creator Program on Discord! Please do share your content and help the game reach more players around the world!\n3. 3. For Gylden Hunters who participated in the first test, you might be interested in: BETA 2 Development Log, BETA 2 Class Balance Adjustments.\n\nCountless secrets and treasures lie sealed and hidden within the ruins. Good luck, Gylden Hunter.\nBellring Games"
    },
    {
      "id": "1797185861752060",
      "title": "BETA 2 Class Balance Adjustments",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/532095487298240555",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1797185861752060",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-04-21T02:13:31.000Z",
      "publishedLabel": "21 April 2025",
      "category": "Update",
      "contents": "GENERAL CHANGES\n\n•  Improved basic walking and running animations.\n•  Overall improvements to dodge performance, reducing the performance discrepancies caused by variations in dodge animations across classes.\n•  Added support for multi-directional dodging.\n•  Dodge direction is now determined based on the camera's orientation (to prevent actual dodge directions from mismatching expectations).\n•  Special Recovery now supports multiple directions, with increased movement distance and additional animations.\n•  When certain skills are interrupted during their wind-up phase, they will no longer consume Energy or enter cooldown.\n•  Added distinct visual effects to differentiate between ally and enemy skills.\n•  Cooldown recovery speed for stowed weapon skills changed from 0% to 50%.\n•  Added purple damage number display when reducing enemy Energy.\n•  Overall improvements to input responsiveness.\n•  Reduced Critical Damage for Mercenary, Shadowstrix, and Sorcerer classes.\n•  Increased recovery animation duration after jump attacks for all weapons.\n•  Traps now have a maximum duration and can be attacked and destroyed.\n\nMercenary\n\nSword and Shield\n\n•  After hitting enemies 5 times, gain the Blade Edge status, which allows you to hold the Light Strike button while on the ground to release Impalement: a powerful forward thrust with your sword that deals damage.\n•  New Talent - Blocking Edge: Successful blocks add one stack of Blade Edge.\n•  Perfect Block timing window moved earlier; after unlocking the Perfect Block talent, it's harder to be staggered while holding up your shield; successful Perfect Blocks immediately grant the Blade Edge status.\n•  After perfectly blocking ranged damage, a shockwave is generated that can stagger the source of the ranged attack upon impact.\n•  New Talent - Offense-Defense Shift: A special Block skill can be cast during the Special Recovery window. This skill can only be used to trigger Perfect Block and cannot maintain the shield for long. When a Perfect Block successfully staggers the attacker, it recovers Energy for all allied players in a larger area.\n•  Increased Movement Speed during Blocking; after talent enhancement, Blocking no longer reduces Movement Speed.\n•  Shield Slam's cooldown increased.\n•  Shield Dash's cooldown increased; talent effect now reduces more cooldown when hitting enemies.\n•  The talent-unlocked Whirling Cut (Dash) improves dash performance.\n•  After talent enhancement, the second attack of Whirling Cut (Block) triggers Super Armor and increases damage following a successful deflection.\n•  Whirling Cut (Dash) and Whirling Cut (Block) changed to two-stage skills.\n•  Perfect Block can be triggered while the shield is raised after Stonebreaker Slash's initial animation.\n•  New Talent - Stonebreaker Counter: After Stonebreaker Slash successfully performs a Perfect Block that staggers an enemy, grants Super Armor during the skill and increases the damage dealt by the skill.\n\nHammer\n\n•  Earthshaker or Skullcrusher now enters cooldown if you dodge while charging up the skill.\n•  Slightly increased the interval between consecutive charged dodges.\n•  New Talent - Titan Hammer Strike: After hitting any non-dazed enemy 3 times with Hammer attacks, your next Hammer attack will briefly daze the target.\n•  Improved Hammer Spin's base turning speed; increased Super Armor duration from talent enhancement.\n•  After talent enhancement, Warhammer Sling throws three stones, but with reduced damage, explosion radius, and impact.\n\nOthers\n\n•  Removed Talent: Increased Springhorn Healing when Health falls below a certain threshold.\n\nSorcerer\n\nElemental Magic\n\n•  Flameblade is now an instant skill with no chanting time but features a longer wind-up animation.\n•  The talent enhancement for Flameblade changed to: Triggers an explosion upon casting, dealing additional Magic Damage.\n•  Improved the visual effects of the Elemental Arcana talent for better clarity.\n•  Reduced the Energy Cost of Thunder Call.\n\nStardust Magic\n\n•  Star Shock is now an instant skill with no chanting time.\n•  Rockblast now has increased preparation time (damage delay), with improved visual effects to display its damage area.\n•  The talent enhancement for Rockblast changed to: During preparation, reduce the Movement Speed of all enemies within range.\n\nCommon Magic\n\n•  The Forbidden Gate can now be shattered.\n•  Eye of Insight uses are now shared across the entire team.\n•  Eye of Insight now instantly detects enemies within a fixed range, with redesigned visual effects for detected enemies.\n•  Successful blocks with Cryptic Ward will daze enemies, and the talent enhancement increases the Dazed duration.\n•  Removed the Cryptic Trap skill.\n•  New Skill - Cryptic Cyclone: Cast Windcraft forward to knock back enemies.\n•  New talent enhancement for Cryptic Cyclone: The cyclone's knockback distance is greatly increased.\n\nOthers\n\n•  A brief stagger occurs after 2 consecutive dodges.\n•  Talent - Vitality Chant changed to: Dodging does not interrupt chanting. Cooldown: 10s.\n\nBlackarrow\n\n•  Jump shooting no longer requires a talent unlock.\n•  Talent - Dodge Rapid Shot: Change roll into dodge and unlock Dodge Rapid Shot: Shoot immediately after dodging with aim assist, quickly firing the currently loaded arrow.\n•  Talent - Dodge Power Shot: Change roll into dodge and unlock Dodge Power Shot: Shoot immediately after dodging with aim assist, consuming additional Energy to quickly fire the currently loaded, fully drawn arrow. This skill has a cooldown.\n•  Archer Ultimate Talent - Marksman: When fully drawing the bow, aim assist activates, causing arrows to automatically fly toward enemies near the crosshairs.\n•  Hunter Talent - Hunter's Focus: When carrying at least two Hunter's Arrows, enemies hit by normal arrows have reduced Movement Speed for a period of time.\n•  Hunter Ultimate Talent - Lasting Pain: After hitting an enemy with a shot, increase the duration of all active debuffs on that enemy.\n•  When Lightning Arrow scores a Critical Hit, other enemies connected by the lightning will not be staggered.\n•  Steel Arrow's ability to pierce through one unit no longer requires a talent unlock. Talent enhancement now increases its effective range instead.\n•  The duration of blood flies has increased from 6s to 10s. They now detonate and deal damage immediately once the accumulated damage reaches the threshold.\n•  Talent enhancement for Bloodfly Arrow: Fully drawn Bloodfly Arrows require less accumulated damage to trigger the explosion.\n•  Talent enhancement for Sonic Arrow: Sonic Arrow can now destroy traps placed by players.\n•  Spore Arrow no longer produces poison mist when destroyed by attacks, and its maximum charges are reduced to 2. Enhanced Talent - Lingering: The poison mist produced after the mushroom explosion persists in the scene for a reduced duration.\n•  Reduced base damage of Concussive Arrow.\n•  Rapid Arrows can now be used while in the air, with improved overall animation performance.\n•  Sky Piercer's ability to pierce through 5 units no longer requires a talent unlock. New talent enhancement: A portion of the damage dealt is converted to True Damage with a reduced Damage Multiplier.\n•  Scattershot's wind-up animation is shortened, while the recovery animation is increased.\n•  Shadow Step's wind-up animation is shortened.\n•  Talent - Piercing Ambush: Interrupting Shadow Step's Stealth delays visibility and increases Defense Penetration for a period of time.\n•  Impact Grenade's ability to attach to enemy units no longer requires a talent unlock. New talent enhancement: Enemies damaged by Impact Grenade have reduced Movement Speed for a period of time.\n•  Reduced the detection frequency and duration of Predator's Senses, and added debuff and visual effect indicators when detected. Talent enhancement increases detection frequency.\n\nShadowstrix\n\nDual Blades\n\n•  New Basic Ability - Fang Rush: Shortly after dodging, press LMB to dash forward and deal Physical Damage.\n•  Directional control now supported during Bloody Blade Dance, with increased movement distance while casting.\n•  New Skill - Inspiring Impale: Thrust forward, dealing Physical Damage to enemies hit and recovering Energy for yourself. Enhanced Talent - Breath Control: Inspiring Impale no longer consumes Energy. Enhanced Talent - Laceration: Hits prevent healing for a period of time.\n•  Talent - Wound Buildup: When hitting enemies with Dual Blades attacks, stack Wound that lasts for a short duration. When Wound accumulates to 10 stacks, it detonates and deals True Physical Damage to the target.\n•  Talent - Lightweight: When performing Light Strikes, Heavy Strikes, and casting skills with dual blades equipped, one dodge can be performed. This dodge still costs Energy but allows for earlier recovery cancellation. Removed invincibility frames and reduced Energy Cost by 10.\n\nDagger\n\n•  Flash Stride's cooldown increased. Enhanced Talent - Excitement: You recover a small amount of Energy for each enemy hit.\n•  Smoke Bomb's Enhanced Talent - Forbidden Miasma: Within the Smoke Bomb area, enemy interactions are prohibited, and your Smoke Bombs can now be thrown to target areas.\n•  Smoke Bomb's Enhanced Talent - Wound Infection: Within the Smoke Bomb area, reduce the Healing received by enemies.\n•  Increased the range of Poison Crow Mark and reduced the likelihood of hitting unintended targets. The effect that prevents enemies from recovering Energy for a short time after being hit no longer requires a talent unlock.\n•  Poison Crow Mark's Enhanced Talent - Depletion: Hits prevent healing for a period of time.\n•  Talent - Tactical Concealment: Gain a brief instance of Stealth when using Special Recovery. Reduced the Stealth duration.\n•  Talent - Lurking Blow: When exiting Stealth without being hit, significantly increase your Physical Damage for a short time.\n•  Talent - Element of Surprise: Each time you exit Stealth without being hit, slightly increase your Physical Damage for a long period of time. Element of Surprise can stack up to 3 times.",
      "summary": "GENERAL CHANGES\n\n•  Improved basic walking and running animations.\n•  Overall improvements to dodge performance, reducing the performance discrepancies caused by variations in dodge animations across classes.\n•  Added support for multi-directional dodging.\n•  Dodge direction is now determined based on the camera's orientation (to prevent actual dodge directions from mismatching expectations).\n•  Special Recovery now supports multiple directions, with increased movement distance and additional animations.\n•  When certain skills are interrupted during their wind-up phase, they will no longer consume Energy or enter cooldown.\n•  Added distinct visual effects to differentiate between ally and enemy skills.\n•  Cooldown recovery speed for stowed weapon skills changed from 0% to 50%.\n•  Added purple damage number display when reducing enemy Energy.\n•  Overall improvements to input responsiveness.\n•  Reduced Critical Damage for Mercenary, Shadowstrix, and Sorcerer classes.\n•  Increased recovery animation duration after jump attacks for all weapons.\n•  Traps now have a maximum duration and can be attacked and destroyed.\n\nMercenary\n\nSword and Shield\n\n•  After hitting enemies 5 times, gain the Blade Edge status, which allows you to hold the Light Strike button while on the ground to release Impalement: a powerful forward thrust with your sword that deals damage.\n•  New Talent - Blocking Edge: Successful blocks add one stack of Blade Edge.\n•  Perfect Block timing window moved earlier; after unlocking the Perfect Block talent, it's harder to be staggered while holding up your shield;…"
    },
    {
      "id": "1797185861638833",
      "title": "BETA2 FAQ",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/526465908135165995",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1797185861638833",
      "author": "zhangweixuan.rtft",
      "publishedAt": "2025-04-17T13:04:01.000Z",
      "publishedLabel": "17 April 2025",
      "category": "Event",
      "contents": "Greetings, Gylden Hunters.\n\nOur BETA 2 is about to begin. Before that, we would like to address a few frequently asked questions about this beta. If you have other questions that haven't been answered below, feel free to join our official Discord server for more information.\n\nQ: When does BETA 2 begin and end?\n\nA: BETA 2 will begin on April 22 at 1:00 (UTC) and is expected to last for more than two weeks. Pre-download will be available starting April 21 at 3:00 (UTC).\nThis beta will only be conducted on Steam. All in-game data will be deleted after the beta concludes. Eligibility to participate in the first beta and BETA 2 will be carried over. That means you'll be able to join all future Steam betas without reapplying.\n\nQ: Will there be a limit to the number of participants in this beta?\n\nA: Thanks to the overwhelming enthusiasm from all you Gylden Hunters, we've decided to make this an open beta—no access code required!\nOnce pre-download begins, all pending beta access requests will be approved, and the beta will officially shift to an open beta. In the event of unexpected issues—such as performance drops due to server overload—we may temporarily close new registrations. Please stay tuned for further announcements.\n\nQ: Which server regions will be available for this beta?\n\nA: This beta will feature servers in two regions: Korea and US East.\n\nQ: What are the minimum system requirements for this beta?\n\nA: OS: Windows 10 64-bit\nMemory: 16GB\nGraphics Card: NVIDIA GTX 1660 or AMD Radeon RX 6500 XT\nDirectX: Version 12\nDevices that do not meet the minimum requirements will not be able to participate in this beta. We will continue to optimize the game in the future and make it more accessible to more players. We apologize for any inconvenience this may cause.\n\nQ: Is there controller support in this BETA test?\n\nA: Controllers are not supported in this beta. Controller compatibility is still under development. Rest assured, full controller functionality will become available in future versions.\n\nQ: Can I livestream or record gameplay footage for video content during the beta?\n\nA: Yes. There are no confidentiality requirements for this beta. Feel free to share your game footage and help us spread the word about Mistfall Hunter!\n\nQ: Can I play the game with a team? Is there a Solo Mode?\n\nA: Absolutely. The game has a team-up system that allows up to 3 players per team. You can team up with other Hunters to explore and hunt for treasures together. This beta has also updated the single-player mode (Solo Mode), with monster placement on maps being completely rearranged for solo play.\n\nQ: What languages are supported in this beta?\n\nA: Languages supported in this beta include English, Spanish, Russian, Japanese, Korean, Simplified Chinese, and Traditional Chinese. Additional languages will be gradually added in the future.\n\nQ: How can I provide feedback and report issues?\n\nA: Gylden Hunters can join our official Discord server. There, feel free to provide your suggestions and report issues in the relevant channels! https://discord.gg/mistfallhunter\n\nFollow our social media channels for the latest updates!\nX: https://x.com/MistfallHunter\n\nYoutube: https://www.youtube.com/@MistfallHunter\n\nFacebook: https://www.facebook.com/mistfallhunter\n\nOfficial Website: https://mistfallhunter.com/",
      "summary": "Greetings, Gylden Hunters.\n\nOur BETA 2 is about to begin. Before that, we would like to address a few frequently asked questions about this beta. If you have other questions that haven't been answered below, feel free to join our official Discord server for more information.\n\nQ: When does BETA 2 begin and end?\n\nA: BETA 2 will begin on April 22 at 1:00 (UTC) and is expected to last for more than two weeks. Pre-download will be available starting April 21 at 3:00 (UTC).\nThis beta will only be conducted on Steam. A…"
    },
    {
      "id": "1795917897471938",
      "title": "BETA 2 Release Date Announcement and Development Log",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496065342750066731",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1795917897471938",
      "author": "PROJECT_MistGold",
      "publishedAt": "2025-04-08T03:00:05.000Z",
      "publishedLabel": "8 April 2025",
      "category": "Update",
      "contents": "Greetings, Gylden Hunters!\nThe start time of this test has been confirmed as April 22, 2025, at 01:00 UTC. Thank you for your patience. In preparation for this, we have been hard at work on development and optimization to deliver a more engaging Mistfall Hunter experience in this beta test. Details are as follows:\n\nNEW CONTENT\n\n1. New Class: Seer—Reverent Build\n\nThe Reverent Seer build will be available in this test. Reverent Seers use Catalysts to attack or cast spells, making them the first class with support capabilities. Rune Pillars are their signature mechanic. They can summon supportive runes for healing, shielding, and stealth. They also have offensive runes that continuously attack, blind, or bind enemies, shifting the course of battle. A well-timed death prevention spell can turn the tide in an instant.\nFor more details on the Reverent Seer, refer to our previous content. We look forward to seeing the creative class combinations and tactics you come up with!\n\n2. New Scenes & Areas\n\n- Thanks to the tireless efforts of the Mistchasers, a vast new region north of Brandrgarde has been uncovered. The Ember Iris, which flourishes in abundance, is the signature feature of Lake Iris. However, the mysterious ancient arrays and seal gates are what truly capture the Gylden Hunters' attention. The Forge, where Master Smith Vronn once toiled tirelessly, is now home only to artisans and laborers who have become the Corroded, alongside its eternally burning furnace fires. Here are two screenshots—discover more details and explore other new scenes during the test.\n\n- With the addition of new areas, Brandrgarde has become too large, so we've split the entire fortress into two maps. Each time you explore, you'll be placed in one of these maps at random.\n\n3. Solo Mode\n\nSolo mode shares the same maps as trio mode, but we've redesigned monster placement for a smoother experience. Balancing classes for solo play is particularly challenging, and we welcome your feedback during testing.\n\n4. New Monsters\n\nThis test introduces several new monsters, including the Warden, Prison Guard, Nightwatcher, and Penitent. We've also completed the second phase of Otto, the Flesheater. Good luck taking them on! Additionally, if you're lucky enough to find a Dried Flower Knot while exploring the fortress, you can unlock the Einherjar mode challenge against Otto, the Flesheater. This mode offers better rewards, but we strongly advise Gylden Hunters to prepare well in advance.\n\n5. Camp\n\nAlthough the camp scene and its NPCs are not yet complete, we are moving forward with testing the camp system first. Using various resources gathered during your Brandrgarde explorations, you can upgrade different features in your camp to gain benefits such as increased healing from the Springhorn, expanded Warehouse capacity, a higher Gylden Jar limit, and more. Additionally, the Warehouse has been upgraded to an account-shared storage, making it easier for Gylden Hunters to experience multiple classes.\n\nOPTIMIZATIONS & ADJUSTMENTS\n\n1. Class Balance\n\n- To address the disadvantages of melee classes in PvE, we've added extra PvE damage bonus/damage reduction attributes for melee classes. We've also improved overall dodge performance and reduced performance differences caused by dodge animation variations across classes.\n- Next week, we'll publish a separate detailed announcement regarding class balance changes for PvP. Some classes and builds will be buffed with new abilities, while certain overpowered skills and traits will be specifically nerfed. As always, we'll continue making swift balance adjustments based on your feedback throughout this test.\n\n2. Progression Adjustments\n\n- This test will introduce legendary accessories, providing higher equipment progression goals. As we're currently developing female character models for all classes, the tight 3D pipeline schedule has delayed the completion of the other legendary equipment. We'll complete the female character models and remaining legendary equipment as soon as possible.\n- We've removed fixed affixes from some equipment and expanded the variety of available randomly generated affixes. Equipment now has a chance to spawn with affixes higher than Lv. 1, offering more powerful rare equipment and allowing for more complex build customization.\n- We've also removed attribute growth from level progression to reduce the imbalance created by large attribute gaps between new and veteran players.\n\n3. Core Quality Improvements\n\nWe've optimized input buffering overall, added support for multi-directional dodging, and fixed issues that led to damage loss and animation hitching. We've also enhanced basic character models, improved basic animations, such as walking and running, optimized lighting effects in certain scenes, and increased texture resolution in some areas.\n\n4. Performance Optimizations\n\nThe minimum supported graphics card requirements have been lowered to: NVIDIA GTX 1660 or AMD Radeon RX 6500 XT, with plans to expand device support for additional devices in the future. We've also focused on optimizing issues like crashes from memory leaks and frame rate instability under certain conditions. This test will introduce FSR functionality (FSR Super Resolution is available only for graphics cards that don't support DLSS Super Resolution, while FSR Frame Generation can be enabled on any graphics card).\n\n5. Team Experience Improvements\n\n- Added a Friends system and completed the formal team-up feature. You can now invite friends to explore Brandrgarde together at any time.\n- Added the Fill Team feature—when challenging trio mode with this option enabled, the system will first assemble a full three-player team for you before entering combat.\n- Added real-time voice chat for teams, allowing Gylden Hunters to communicate during gameplay.\n\n6. Localization Support\n\nThis test will add localization support for Spanish, Russian, Japanese, Korean, and Traditional Chinese. Additional languages will be added gradually in the future.\n\n7. Others\n\n- Added an execution mechanic in trio mode, allowing players to quickly finish off downed enemies.\n- Added an in-game emote system, with 8 emotes currently available.\n- Added the Journey system—complete challenges to earn rewards that will aid in your Gylden Hunt.",
      "summary": "Greetings, Gylden Hunters!\nThe start time of this test has been confirmed as April 22, 2025, at 01:00 UTC. Thank you for your patience. In preparation for this, we have been hard at work on development and optimization to deliver a more engaging Mistfall Hunter experience in this beta test. Details are as follows:\n\nNEW CONTENT\n\n1. New Class: Seer—Reverent Build\n\nThe Reverent Seer build will be available in this test. Reverent Seers use Catalysts to attack or cast spells, making them the first class with support capabilities. Rune Pillars are their signature mechanic. They can summon supportive runes for healing, shielding, and stealth. They also have offensive runes that continuously attack, blind, or bind enemies, shifting the course of battle. A well-timed death prevention spell can turn the tide in an instant.\nFor more details on the Reverent Seer, refer to our previous content. We look forward to seeing the creative class combinations and tactics you come up with!\n\n2. New Scenes & Areas\n\n- Thanks to the tireless efforts of the Mistchasers, a vast new region north of Brandrgarde has been uncovered. The Ember Iris, which flourishes in abundance, is the signature feature of Lake Iris. However, the mysterious ancient arrays and seal gates are what truly capture the Gylden Hunters' attention. The Forge, where Master Smith Vronn once toiled tirelessly, is now home only to artisans and laborers who have become the Corroded, alongside its eternally burning furnace fires. Here are two screenshots—discover more details and explore other new scenes during the test.\n\n- With the…"
    },
    {
      "id": "1794830910986341",
      "title": "Class Introduction - Seer",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496064890018988422",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1794830910986341",
      "author": "mistfallhunter",
      "publishedAt": "2025-03-24T03:00:54.000Z",
      "publishedLabel": "24 March 2025",
      "category": "Event",
      "contents": "After the gods were declared dead, only a few still held onto the belief in their return. This unwavering faith helped them endure the calamities that reshaped the world. Seers have learned to harness this energy, sharing their strength with fellow hunters and unleashing their wrath upon the creatures that are still roaming among the devastated ruins.\n\nWhat sets Seers apart from other hunters is that they consume energy charges with each attack. Empowered attacks expend multiple charges at once for greater battle impact. In addition, Seers can conjure different runes that temporarily enhance their abilities, support allies, or hinder enemy movements.\n\nThough their regular attacks may not be as swift as those of close-combat specialists, seers skillcasting is faster than most, making them quite versatile in battle.\n\nAnother particular thing that makes Seers special is that they execute different ways to make themselves useful in battle. They can uphold protective means, shielding allies, concealing them from sight, and even preventing fatal injuries or, when required, take a more aggressive approach, binding enemies to the ground and blinding them with flashes of light. Unlike other Gylden Hunters, Seers are able to masterfully control both the forces of light and wind to dominate on the battlefield.\n\nExperienced Seers grow even stronger, extending the duration of their effects, amplifying their healing and damage potential, offering greater support to their allies.\n\nHowever, Seer's greatest weakness is being overwhelmed by concentrated enemy attacks or powerful disablers that restrict their movement and vision, as they lack the means to escape intense battles quickly.",
      "summary": "After the gods were declared dead, only a few still held onto the belief in their return. This unwavering faith helped them endure the calamities that reshaped the world. Seers have learned to harness this energy, sharing their strength with fellow hunters and unleashing their wrath upon the creatures that are still roaming among the devastated ruins.\n\nWhat sets Seers apart from other hunters is that they consume energy charges with each attack. Empowered attacks expend multiple charges at once for greater battl…"
    },
    {
      "id": "1794830910890850",
      "title": "BETA 2 Open For Registrations!",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/496064890018988050",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1794830910890850",
      "author": "PROJECT_MistGold",
      "publishedAt": "2025-03-21T03:00:54.000Z",
      "publishedLabel": "21 March 2025",
      "category": "Event",
      "contents": "Dear Gylden Hunters, long time no see! We are about to launch the BETA 2 test, and we look forward to seeing you again!\nWe will be introducing the new class Seer, new map areas, new enemies, and Solo mode in this beta, as well as numerous optimizations based on the feedback from the previous beta. Join our official Discord for more information!\n\nFAQ:\n\n1. Beta test details:\n- Test period: Expected to begin in mid-April, lasting at least 14 days. We will notify you as soon as the specific dates are confirmed.\n- Server regions: Korea, US East.\n\n2. How do I sign up for the beta?\n- Go to our Steam page and click [Request Access] in the Playtest section to sign up.\n- This test will only be available on Steam.\n\n3. Will there be a limit on the number of participants?\n- We will decide on specific participant limits based on the number of sign-ups.\n\n4. What are the minimum system and hardware requirements for this beta?\n- OS: Windows 10 64-bit\n- Memory: 16GB\n- Graphics Card: NVIDIA GTX 1660 or AMD Radeon RX 6500 XT\n- DirectX: Version 12\nDevices that do not meet the minimum requirements will not be able to participate in this beta. We will continue to optimize the game in the future and make it more accessible to more players. We apologize for any inconvenience this may cause.\n\n5. Can I livestream or record gameplay footage for video content during the beta?\n- Yes. There are no confidentiality requirements for this beta. Feel free to share your game footage and help us spread the word about Mistfall Hunter!\n\n6. I participated in the previous beta test. Will I be granted access automatically this time?\n- Yes! We will not revoke the access qualifications activated through the Steam Keys registered in the first test. After the test begins, you can update (or re-download) the game and participate using the Steam account from the first test.",
      "summary": "Dear Gylden Hunters, long time no see! We are about to launch the BETA 2 test, and we look forward to seeing you again!\nWe will be introducing the new class Seer, new map areas, new enemies, and Solo mode in this beta, as well as numerous optimizations based on the feedback from the previous beta. Join our official Discord for more information!\n\nFAQ:\n\n1. Beta test details:\n- Test period: Expected to begin in mid-April, lasting at least 14 days. We will notify you as soon as the specific dates are confirmed.\n- Se…"
    },
    {
      "id": "6212245217911818618",
      "title": "Announcement | Opt-in for the Coming Closed Beta!",
      "url": "https://steamcommunity.com/games/3282300/announcements/detail/4508758658863071372",
      "feedUrl": "https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/6212245217911818618",
      "author": "Yuzuji",
      "publishedAt": "2024-10-24T10:44:25.000Z",
      "publishedLabel": "24 October 2024",
      "category": "Event",
      "contents": "Welcome, Gylden hunters!\n\nMistfall Hunter will soon be welcoming its first arrivals in the Closed Beta Test. We will begin to work with valuable player feedback to guide us improve the game when entering the next phase of the development, so THANK YOU for being willing to help us!\n\nCBT will start on Steam this year. As we can't accelerate your time, we suggest you join our Discord for the upcoming arrangements of the test. Servers this time are deployed in Singapore and the Eastern United States.\n\nIf you are ready to enter the Land of Mistfall, please fill out the following survey below. It should take about 7 minutes to complete.\nhttps://survey.isnssdk.com/q/66593/65312fF1/0308/#/\n\nPlease note that completing this survey does not guarantee selection. Selected participants will be granted access via email afterward.\n\nWe look forward to seeing you in the Land of Mistfall to fight, loot, and extract!\n\nFAQ：\nQ1. What is the expected timing for the upcoming Mistfall Hunter playtest?\n- We plan to launch the playtest before the end of 2024. However, we cannot provide a specific date at this time. Once the timing is confirmed, we will share the details in our official communities.\n\nQ2. What format will the playtest take?\n- You will need a Steam account to participate in the playtest. We intend to distribute more than 5,000 invites, though the final number may vary based on the total applications received. Please note that our main servers are located in the US and Singapore, so players in remote regions may experience slight delays. All account data will be deleted after the test.\n\nQ3. What are the minimum requirements for the current Mistfall Hunter playtest?\n- Operating System: Windows 10 64-bit\n- RAM: 16GB\n- Graphics: NVIDIA RTX 2060 or AMD Radeon RX 5600 XT\n- DirectX: Version 12\nAs the current game version is not final, please stay tuned for our updates. We will promptly announce any changes as they occur. If your current setup does not meet the minimum requirements, unfortunately, you will be unable to participate in the playtest.  Thank you for your understanding!\n\nQ4. Does Mistfall Hunter support controllers?\n- The playtest version does not currently support controllers, but they will be supported in the final version of the game.\n\nQ5. Do we need an NDA to join the CBT?\n- This CBT has no confidentiality requirements, and you can feel free to stream or use gameplay recordings to create videos during the test.",
      "summary": "Welcome, Gylden hunters!\n\nMistfall Hunter will soon be welcoming its first arrivals in the Closed Beta Test. We will begin to work with valuable player feedback to guide us improve the game when entering the next phase of the development, so THANK YOU for being willing to help us!\n\nCBT will start on Steam this year. As we can't accelerate your time, we suggest you join our Discord for the upcoming arrangements of the test. Servers this time are deployed in Singapore and the Eastern United States.\n\nIf you are rea…"
    }
  ]
}
