Hello. This is BrownDust2 PD Jun-hee Lee.
In July, we sent out a Developer Update, but it feels like ages since our last communication. To keep up with our “100-Day Summer Festival” spirit, we’ve been busy preparing content as captivating as what was presented during the first update of our 2nd anniversary event. So, without any more delay, let’s delve right in and explore together!
New Seasonal Event: Beauty on Duty
At the 2024 Summer Event Pack, Beachside Angels, the annual event Beauty on Duty will take place. The beach bikini contest that was postponed due to disturbances from the Modesty Corps is coming back! This time, Schera and Teresse are eager to rejoin the competition and win the precious jewel prize they missed out on previously.
However, it’s not just Schera who’s vying for the win. Another Incognito assassin maid agent named Rubia is joining the fray, causing things to get even more intense. This seasonal event, where characters don their swimsuits, promises to bring a sparkle to the scene. Will Schera and Teresse manage to claim victory together? Who’s the new competitor making waves in the competition? We can’t wait for you to enjoy the Beauty on Duty season event and shower it with your support!
New Costumes Introduction
Bikini Agent Sylvia
Sylvia enters the swimsuit competition this year as a secretive yet mesmerizing participant, swiftly making her way to the front-runner position.
Instead of revealing all the details about her tale, let’s save it for you to discover. We highly recommend experiencing the seasonal event story to learn more about Bikini Agent Sylvia and her unique abilities. She specializes in inflicting widespread damage while simultaneously prolonging the duration of active buffs on herself.
Maid Bikini Rubia
Rubia, who is now disguised as a maid in a bikini, is an undercover agent from the Incognito organization, much like Schera. This time, she will be the focus of the story and play a significant role. So, keep an eye out for her unique combat style that involves inflicting Debilitating Effects (DoTs) and Vulnerability on enemies.
Skill Cutscene
Here are images of the skill cutscenes for the characters above.
Bikini Agent Sylvia
I’d love to join the ranks of villains, just like Sylvia did. I’m hoping for the chance to be apprehended!
Maid Bikini Rubia
Art team’s casual remark: Swallow, yum, murmur… We can’t disclose the location of our headquarters… swallow, need to put more effort in… gulp!
This paraphrase attempts to maintain the playful and informal tone while making the sentence clearer and easier to understand.
Fiend Hunter
In the first and second installments, we’ll encounter the malevolent spirit known as Crab Mother. For this round, Crab Mother will be imbued with the element of Fire and her combat scheme will involve dealing a consistent Damage Over Time (DoT) with each strike she makes.
In the third and fourth weeks, a fresh villain emerges, known as Bay Watcher. This antagonist belongs to the category of entities controlled by Wind and possesses a combat strategy revolving around the application of Damage Over Time (DoT) attacks.
Guild Raid
For the August raid in the guild, the boss is “Rucersingha the Water Ruler.” This boss amplifies its attacks to inflict heavy damage, but the more targets it strikes, the less harm each target endures. Interestingly, after an attack, it also gets a debuff that makes it vulnerable to higher damage in return.
New Fated Guest
As a devoted fan, I’m thrilled to share that the upcoming tale, “The Fated Guest,” promises an idyllic summer romance starring none other than Sylvia! This story finds our protagonist, the Master, teaming up with Sylvia to operate a beachside food truck. Enveloped in a series of intriguing events with Sylvia, our Master will find his affections for her intensifying as they navigate through challenging circumstances.
In contrast to past Fated Guest narratives, this captivating story is designed to leave you feeling wistful long after the final page. Mark your calendars and get ready to immerse yourself in this heartwarming adventure! I can’t wait for you to experience it and shower it with all the love it deserves.
In the current version, Sylvia won’t have any spoken dialogue during her interactions. We appreciate your patience as we navigate through these complex situations.
New Prestige Skin
The second Prestige Skin is themed after a cow-print summer bikini, fitting best for the character Teresse among all existing swimsuit costumes. Despite Justia being initially chosen, Teresse’s significance in the August storyline led to a rescheduling of the release to align with it.
SD Character Standby Motion / Dash Motion
Skill Cutscene
Art team finds themselves wanting to express numerous thoughts, however, it’s challenging to put everything into words. Kindly bear with us as we have valid reasons for our current situation.
*You can interact with this scene.
The art team expressed Teresse’s sincere emotions towards high-quality milk through their design, encapsulating it in one line.
Let’s discuss our upcoming changes for Fated Guests and Prestige Skins.
We recognize that some players appreciate the Prestige Skins, but we understand that as a new business model, there may be concerns about how often they will appear.
Additionally, we have noticed some apprehension that all interactive content, like Fated Guests, might eventually transition to paid content.
To address these concerns, we’d like to assure you that our Future Prestige Skin Policy is designed with a balanced approach in mind.
The tales and encounters with your Destiny Characters will keep getting updated, all free for you to enjoy. On the other hand, interactions with Premium Character Skins will be available for purchase, but they won’t contain any storylines, only interactions. We aim to maintain a similar release pace for both premium and destiny character content.
The Fated Guest due next is expected to be introduced around October or November.
Regarding Prestige Skins, one will debut when we celebrate the 2.5-Year Anniversary in December, and another will follow in January.
Additionally, we aim to roll out at least three more Fated Guests during this timeframe.
New Minigame
Be sure to check out this unique, bouncy rhythm game in action!
The game, originally conceptualized as a fun little project centered around a rhythm-based action theme reminiscent of summer, is named Slap Slap Pop.
Slap Slap Pop is a lively rhythm action game set in a vibrant swimming pool atmosphere, ideal for capturing the upbeat spirit of summer. It features two adjacent note tracks.
In this game, you need to tap synchronously with the beat by tapping alternately on the left and right sides of a character who has comically found himself trapped between a water balloon toss panel and a wall.
Five distinct playable characters, more specifically, five sets of characters, will feature in the game: the swimsuit variations of Venaka, Zenith, Eclipse, Teresse, and Nebris. Each of these characters adds a unique appeal to this witty rhythm game as the main stars.
Upon clicking the “Start” button displayed on the primary interface, you’re redirected to the music selection page. Here, you have the freedom to pick your preferred track, modify the tempo of the notes, and set the level of challenge according to your skill level.
Kicking off, let’s talk about the song selection screen in this rhythm game. It offers an array of tunes, including three summer-themed vocal tracks from BrownDust2’s Summer Event Packs: Summer Knight, Beachside Angels, and Splash Queen.
But that’s not all! Two fresh original tracks exclusively designed for the rhythm game, titled Seaside Memories and Sunshine, will also join the lineup, making a total of five melodies to groove to. Each track offers its own distinct feel, so we suggest giving them all a listen.
Additionally, you can alter the pace at which the notes display on your screen without influencing the rhythm or scoring of the music. You’re welcome to set the speed that best suits your comfort level.
In conclusion, there are three levels of difficulty: Normal, Hard, and Challenge. The Normal mode offers fewer notes with larger timing windows, creating an enjoyable atmosphere for learning the rhythm, appreciating the music, and perhaps catching a glimpse of some interesting sights as well! It’s simply a more laid-back experience all around.
In Challenge mode, just like Hard mode, the song patterns remain the same. However, what sets Challenge apart is an intriguing twist: notes will momentarily appear and then vanish, requiring you to trust your instincts to maintain the rhythm and hit the right timing. If you’ve grown accustomed to Hard mode, consider testing your skills with Challenge when you feel prepared.
After choosing a song, you’ll advance to the subsequent screen where you pick a character for interaction. Go ahead and select your choice, then press the Play button, and the game will commence.
While playing, you’ll come across three types of notes: regular notes, extended notes, and glide notes.
Each person employs a distinct method for their input. You’ll press, maintain, or glide, based on the specific note. Just ensure you strike them in sync with the beat of the rhythm.
As a music enthusiast, I’ve discovered something quite intriguing! The character’s dance moves subtly vary based on the kind of note played. If you’re keen-eyed enough to catch these differences, I believe you’ll find delight in this charming detail.
Let’s discuss Fever Time now. In each tune, there’s a designated spot where the Fever Meter pops up. The better you match the notes while this meter is active, the fuller it becomes.
When the meter is completely filled up, you’ll activate Overheat Mode. In Overheat Mode, you can collect extra points by continuously tapping, regardless of the type of note that comes up.
The capacity for tapping is determined by the time you activate Fever Mode. These taps won’t increase your combo count, but each one will be considered Perfect but added to your final score instead.
Following that, you’ll find the leaderboard screen. Scores from Normal difficulty are excluded from this leaderboard. Only those achieved on Hard and Challenge levels will be counted. You’ll have the opportunity to challenge other players and compare your results.
As a gaming enthusiast, let me walk you through the perks that await you in our rhythm game! Unlike traditional games, you won’t be earning in-game currency here, but completing missions will net you some cool rewards instead. You’ll score yourself some snazzy furniture for your personal My Room, and even a unique rhythm game-themed character skin for the bottom half of your avatar.
For those of you who are up for a challenge, there are additional objectives to test your skills. While they don’t come with extra rewards, they’re a thrilling way to put yourself to the test without any added pressure. Have fun!
You can catch a glimpse of the minigame by checking out the replay from the Summer 2nd Live stream, where gameplay footage is available!
Moving forward, we’ll discuss some new system features and enhancements.
Tower of Pride Improvement
In response to your requests, we’ve made some significant enhancements to the Tower of Pride. Initially, we discovered that it wasn’t merely a matter of adjusting the season reset schedule. The system required more attention than anticipated, leading to delays.
First off, we’d like to extend our apologies for any inconvenience caused. Previously, Tower of Pride was a mode you could complete once every four weeks. Although you could play every two weeks, the rewards were only updated every four. Moving forward, it will be restructured to resemble Last Night, allowing you to clear it once and earn rewards continuously.
The rankings and podium will be removed, but past ranking records will be preserved. Achievements associated with Tower of Pride will also be revised and distributed accordingly.
Instead of accumulating Ancient Crystals and Devil Coins over a two-week span, these rewards will now be portioned out daily for a 14-day period. A friendly character NPC will distribute them to you every time you log in.
Support Character
The upcoming update includes a similar functionality as the Support Characters system in current Guild Raids, which we’re calling a new feature.
As a fan, I’m thrilled to share that starting now, you can temporarily borrow a friend’s support character for use in PvE content that doesn’t affect rankings! This includes Normal and Challenge Battles during Seasonal Events, Story Packs, Main Quests within Character Packs, NPC Quests, and Hunting Grounds.
However, please note that this feature is not applicable to the Very Hard difficulty in main quests. Also, support characters cannot be utilized in other battle modes like Fiend Hunter, Mirror Wars, Evil Castle, Last Night, or Guild Raids. Enjoy this new feature and happy gaming!
In combat, you can bring in a Support Character by clicking on the Swap button. Friendly or recommended characters will appear beneath your own characters. Remember, only one Support Character is allowed per team and no duplicates are acceptable. Additionally, you can borrow a character from the same friend up to three times daily, regardless of which specific character it is.
Whenever someone employs your character (either a friend or a fellow guild member), you’ll get awarded with two Deco Coins as a token of support. You stand a chance to collect this reward as many as ten times every day.
Introducing a new Feature: Suggested Help Characters System! In the heat of battle, you’ll receive helpful character suggestions, which you can utilize up to three times daily.
Also, the friend list limit will be increased from 20 to 30.
UI Improvement for Pack Shortcuts
Previously, changing packs on the game screen was a bit cumbersome for me. I’d have to navigate my way to the home screen, open the Pack Collection, then scroll and swipe to find the one I needed. But with this update, you can now switch packs effortlessly from the game screen by just tapping once! Plus, you can quickly access your recently used or favorite packs, making the entire process more streamlined and convenient for me as a player.
Hunting Ground Instant Movement and Field UI Adjustment
In the past, when you activated Auto-hunting on the battlefield, your character would run to the Hunting Ground. Now, we’re making it so that you’ll teleport there instantly instead. Additionally, the Field Character Setting, which was hidden within the Ability Skill user interface, will be moved to a more accessible location. Furthermore, the button for automatically feeding food has been shifted to the character Health User Interface section.
Costume Recommendation Settings Improvement
Once you’ve acquired a costume, a message will pop up encouraging you to make it your home screen image and selected character representation. To enhance your experience, we’ll also introduce new features that allow you to increase your character’s level and have equipment automatically applied.
Home Screen > Quick Hunt & Return to Field
The “Quick Hunt” button, previously accessible only on the field screen, is now moving to the home screen as well. This means that players won’t have to switch packs like Glupy Diner in order to use it, which was a previous inconvenience. Instead, they can start a Quick Hunt directly from the home screen without entering the field.
After this, we’ll include a “Go Back to Field” button. This is especially beneficial in games with a subculture aesthetic as they often position their content access UIs at the bottom-right corner. However, since BrownDust2 considers the field as its home screen and layers the home UI on top of it, newcomers may find it perplexing to navigate back to the field. To make this process more straightforward for beginners, we will add a clearly labeled “Go Back to Field” button in the bottom-right corner of the home screen. At the same time, experienced players who are accustomed to the current “Back” button can continue using it without any changes.
Auto Revival in Character Pack
After proceeding through Character Packs or Event Packs, players might overlook that a temporary ally has grown weary, making it tougher to finish the content. To address this issue, visual indicators like ghost icons were implemented to signal when an ally had perished. However, a more significant resolution was needed to prevent them from dying in the first place. Consequently, all temporary allies will now automatically resurrect and return to full health.
Shop UI Improvement
On the main screen, you’ll notice that the Package menu is being transformed into the Paid Shop. Previously, all packages were conveniently arranged in one place, but they will now be organized by type for a more streamlined browsing experience. The Dia charge store, currently located in the Shop, will also relocate to the new Paid Shop for easier access.
Stat Icon Display Improvement
In the updated version, the icons for current statistics will now indicate differences between stats that are boosted as total amounts instead of percentage-based ones. To clarify, we’ll use a ‘+’ symbol to denote stats like HP, ATK, and Magic ATK that are enhanced as flat values, whereas statistics such as Crit Rate, Crit DMG, DEF, and Magic Resist remain percentage-based and will not have the ‘+’ icon.
Custom Mark Improvement
Earlier, it was troublesome when setting a custom mark since additional details about the equipment weren’t shown. Now, all gear information will be visible, and the mark will solely apply to the gear you specifically choose.
My Info Improvement and ID Card Addition (August 28th)
The user interface for My Info is going to undergo an update. Instead of its current arrangement, it will now adopt a layout similar to cards. Alongside the existing data, there will be added features showing content rankings. Moreover, you’ll have the option to arrange these rankings so that your preferred content appears first.
Hey there, fellow gamer! Exciting news ahead – we’re introducing a fresh new customization feature called the “Personal ID Card” that’s going straight into My Info. Picture this: your very own collection of cards, now more personalized than ever before!
The cool part is you can now go wild with customizing these cards to express yourself in any style you fancy. From tweaking the backgrounds to slapping on a bunch of fun stickers and illustrations, the possibilities are endless!
And 🌟
Individuals who achieve elite status across multiple game modes will be rewarded with exclusive, newly designed stickers for their profile in this latest My Info update. Here’s a sneak peek at the new content and balance adjustments we have in store for you.
Evil Castle Expansion
As a passionate player, I’m thrilled to announce an exciting update! In the world of our favorite game, we’ll see the Tower of Desire, Tower of Wrath, and Tower of Jealousy all growing taller. Each tower will gain an additional 50 floors, promising more challenges and rewards for us to conquer!
[Rerun] Fiend Hunter: Edge of Fury
Fiend Hunter: Edge of Fury, which was added in June, will now be available permanently.
The pace at which characters move and attack is going to be sped up significantly, making them feel faster in comparison to enemies. Furthermore, the inconveniences associated with using skills are also being addressed for a smoother gaming experience.
Specifically, all characters will now move quicker, and their stamina recovery will be improved, reducing the limitations felt when using skills. Additionally, Just Evade and Just Guard will have their activation timings made more lenient.
Characters like Teresse and Granhildr will also be adjusted to allow them to cancel other actions for the use of their Special Skills, thereby offering a wider range of combo possibilities during battles. Similar to Blade, they’ll now have that capability.
Character Balance Adjustments:
Characters with low usage rates, such as Blade and Teresse, will receive enhancements in their balance adjustments, while Granhildr, who is popular but has some issues, will have changes to her animations.
Blade, a character with low HP but high speed and attack power, is not performing as well as expected in terms of actual damage output. To improve this, both Blade’s damage and HP will be boosted, while the speed of her basic attack animation and evasion actions will also be increased for faster response times.
Teresse was designed to be slower but deal powerful damage, but her current speed and damage output are underperforming. To address this, Teresse’s damage and Groggy damage will be increased, along with reducing the charge time and movement slowdown effect while charging. Additionally, Teresse’s Special Skill spin speed will be increased, and a Super Armor effect will be added to improve her stability and usefulness in combat.
Lastly, Granhildr’s final strike in her basic attack chain is causing some problems due to slow hit timing, resulting in clunky controls. To rectify this, the animation for that part of the attack will be sped up, providing smoother gameplay for players.
Adjustments to Fiend Difficulty Levels – Berserker and Fiery Tiger:
On challenging and very challenging modes, the power of enemies known as “Berserker” and “Fiery Tiger” will be toned down a bit. The damage they deal on these levels will decrease, and their lethal attacks won’t result in an instant game over. Particularly problematic for players, Fiery Tiger’s rapid strikes and intense burn damage will also see a reduction in the severity of its burn damage. This adjustment is designed to create a more balanced and fair gaming experience overall.
From now on, the mode will remain permanently available, so we hope you’ll enjoy playing it.
We’ve decided to delay the adjustments and improvements to the attributes of Exclusive Gear.
To keep you informed about our plans, here’s an overview of the review process for Exclusive Gear attribute refinement.
We understand that many players have been eagerly anticipating updates on this subject, so we wanted to give you a clear picture of what’s happening behind the scenes.
Initially, the gap between Critical Damage (Crit DMG) and Critical Rate wasn’t as pronounced in the game. To alleviate the frustration of constantly retrying for critical hits in “Fiend Hunter,” a system where every Critical Hit is guaranteed was implemented. This shift led to a diminished importance of the Critical Rate stat.
As participation in Mirror War, the sole PvP content, waned, the significance of Critical Rate dropped further. As a result, certain Exclusive Gears with Critical Rate now appear less potent compared to others.
To address this problem, our original strategy was to only permit refining Exclusive Attributes.
But situations like Celia, where Crit Rate is the first Basic Attribute, would still leave players unhappy with this setup.
Consequently, we started reconsidering a system that could also enable refinement of the primary Basic Attribute.
This proposal eventually suggested a flexible system where all features and settings could be adjusted at will. However, some apprehensions were voiced regarding such an approach: For top-tier users, this might result in persistent pressure to continually adjust DEF/Magic Resist for every “Fiend Hunter” confrontation.
Players may find it disappointing, even frustrating, when they learn that some individuals might construct distinct sets of Exclusive Gear – one tailored for physical abilities and another for magical ones. This revelation could be particularly disheartening for those who have previously broken down their equipment.
Because of these problems, we opted against enhancing the refinement of attributes specifically for exclusive and fundamental ones, since they’re seen as inherent aspects that make up each character’s distinct personality.
Rather than making adjustments, we aim to enhance performance by implementing balanced updates on the Exclusive Gear, which is underperforming relative to other equipment at present.
Five exclusive gear items will be adjusted for balance in the August 28 update.
In our effort to avoid any future misunderstandings about enhancing unique features in our game, we want to make things clearer. To express our regret for any confusion, we’d like to offer you a token of appreciation: 2,000 Refining Crystals and 2,000,000 Gold as compensation, due to the upcoming alterations in the gameplay environment following balance modifications.
We want to address any confusion about improving exclusive aspects within our game. To make amends for any potential misunderstandings, we’re pleased to offer you 2,000 Refining Crystals and 2,000,000 Gold as a goodwill gesture, in response to the anticipated changes in the gameplay environment following balance tweaks.
Titles / Achievements Added & Max Level Increased to 59 (August 28th)
The ceiling for earning achievements is being raised from level 49 up to level 59, and current achievements will also receive additional content.
New achievements focusing on My Room and Glupy Diner are planned, along with new titles linked to minigames and characters.
Sticker prizes will now be given out for achievements and titles as well.
You can apply these labels onto your ID Card within the My Info section, and they will automatically get updated when we make improvements to My Info on August 28.
Upcoming Plans for Story Pack Updates in the Future
Following the launch of Story Pack 18, we’ve gathered valuable insights from various communities worldwide about the storyline.
Our team is diligently reviewing feedback and responses to ensure our future updates meet your expectations.
In a favorable light, players appreciated that the foreshadowing in Story Packs 16 and 17 was well executed and paid off effectively. They found the world-creation engaging and convincing. Moreover, many believed the narrative successfully delivered fan-pleasing elements without compromising on quality.
Currently, we are taking in valuable insights from various sources, including the Korean community and beyond, to help us enhance the narrative even further. Today, let’s discuss the outcomes of our recent survey about the story, along with our proposed improvements based on current community preferences.
First, here are the results from the open-ended survey:
The narrative lacks originality; it’s predictable and often repeats itself.
The use of the dimensional gate seems excessive.
A dash of unpredictability and deeper themes would enhance its appeal.
2. Unexpected Swings in Character Traits
Unforeseen and inconsistent transformations exhibited by primary characters such as Lathel.
The evolution of relationships or character development appears contrived or unnatural.
3. Unengaging Start
Slow, uninteresting opening.
Needs a stronger hook/intro.
Improvement Suggestion: Enhance Narrative Delivery
Suggestion for additions: Incorporate more story scenes/visuals.
Aim to convey emotions and tension more effectively.
As a dedicated gamer, I’ve got to say one of the main complaints I’ve noticed is that the game’s narrative logic could use some beefing up. Furthermore, I’ve found that the interactions between key characters felt rather shallow, and the opening chapters didn’t quite grab my attention like they should have. Lastly, I believe the way the story was presented could have been more compelling.
After examining the patterns within other communities, a common concern about consistency is that events develop too rapidly without sufficient precursor development, or that plotlines and conclusions feel unsatisfying and restrictive. For instance, certain actions by characters like Olivier, Liberta, Azir, Hansen, and Schera were criticized for appearing suddenly with little to no buildup, and their final outcomes seemed equally abrupt.
The problems with the story are primarily due to its poor execution, disregarding whether it’s a JRPG or told from a third-person viewpoint. As the director, I take full responsibility for the less-than-satisfactory outcome and genuinely apologize for not meeting your expectations. I deeply regret that the story didn’t live up to its potential in terms of quality and entertainment value.
Following is a comment about our plan of action. We’ve received mixed feedback concerning the addition of a male character in our storyline. In this Seasonal Event, we chose to include him because he was essential for telling Olivier’s tale. However, we now understand that the narrative could have been handled with more finesse or delicacy. Unfortunately, we missed the mark in anticipating potential discomfort and did not adjust our approach accordingly. We sincerely apologize for any unease caused.
Moving forward, let’s discuss the policy on introducing new characters as Fated Guests. In the past, we explained that it can be challenging to include characters who are central to the story or have established pairings due to concerns about the portrayal of romantic elements with characters who are already in canonical relationships. This adjustment was made based on feedback indicating discomfort with such scenarios.
There’s been a lot of discussion about whether Olivier, who recently appeared, would still be ineligible to appear again as a Fated Guest. We’re carefully considering changes to the current pairing elements for future updates, and if these changes are made, we anticipate that the criteria for releasing Fated Guests may become more lenient. In our next survey, we plan to gather your thoughts directly on this topic.
Next, we will talk about our future plans.
In Story Pack 19, we’re moving on from the previous season with a fresh backdrop, marking a transition for our established main characters and welcoming new faces into the storyline. This pack serves as a connecting link to facilitate this generational change.
Originally planned for an update in September, the dubbing process had already begun. However, upon reconsidering its compatibility with our recent discussions about enhancing the story, we’ve chosen to pause production and delay the update to ensure a higher quality. Our goal is now to release it by the end of Q4, addressing the feedback and concerns as accurately as possible. Please be aware that dubbing usually requires more than half a year, so you may receive an updated version at a later time. We appreciate your patience during this process.
Revision Strategy
We’re looking at making some changes to address past concerns and improve certain aspects.
Enhancing early involvement and providing clearer guidance.
Improving the narrative flow in the latter part for a more fulfilling, hassle-free conclusion.
Reducing instances of gender-based relationships, among other modifications.
In light of feedback received, we aim to revise contentious sections.
During this process, additional dubbing may be necessary, which could extend the completion date beyond 2025.
Beginning with Season 20, known as Story Pack 20, Yoo-il Um will assume the role of the main storywriter. Previously, Um has penned narratives like the Splash Queen Summer Event Pack 2025 and the GluTalk for Medical Club Teresse. We’re excited to see how his stories align with current trends.
However, don’t worry about H.Lathel Jong-won leaving-he’ll still be around! As a team lead, he will continue to oversee the worldbuilding and lore of BrownDust2 due to his deep understanding of it. Moreover, the script written by Jong-won up until Story Pack 19 will undergo improvements and updates.
Outcomes from our 2nd Anniversary Customer Satisfaction Questionnaire
or
Insights from the 2-Year Celebration Customer Contentment Poll
or
Highlights from the 2nd Year Anniversary Happiness Feedback Form
These variations aim to maintain the original message’s intent while using more approachable and conversational language.
What did you enjoy the most in the 2nd anniversary update?
1st place went to Wilhelmina’s Fated Guest story and interaction.
The new characters’ skill cutscenes came in 2nd, closely followed by Splash Queen from the Event Pack in 3rd.
Even with all the fresh content added, it seems that the established favorites remained on top of the rankings.
How satisfied are you with the 2nd anniversary broadcast?
Within our team, there were some reservations about Part 1 potentially becoming too lengthy, but surprisingly, it received the most enthusiastic responses. If it’s the dramatic tension that’s captivating viewers, we might need to amp up the breakdown scenes a bit more…
On the contrary, Part 3 had the least favorable ratings, which could be because Parts 1 and 2 ran long, potentially reducing the time usually allocated for live Q&A sessions.
How enjoyable was the 2nd anniversary story content?
In June, Wilhelmina’s GluTalk story was undeniably the audience favorite, garnering close to 70% of the votes. The Event Pack “Splash Queen” came in a distant second, while the Seasonal Event “Midsummer Dream” rounded out the top three. This high rating might be due to the fact that it’s a romantic story featuring Wilhelmina, who also claimed the top spot in the popularity polls.
How satisfied are you with the interaction?
Among the two new interactions launched in June, player satisfaction for Wilhelmina’s interaction was slightly higher compared to Justia’s. Initially, on the day of the update, Wilhelmina’s interaction wasn’t accessible, causing players to engage with Justia first. However, once Wilhelmina’s interaction became available three days later, we noticed a significant increase in players becoming fully engrossed in the queen’s captivating scenes.
Which minigame do you want to see more content for?
The survey we conducted focused on finding out which minigame was considered the most enjoyable and desired more updates. I was personally intrigued by the results, and here they are:
1. The top spot went to “Pandora Escape.”
2. In second place, we found “Apostle Random Defense.”
3. Closely following behind in third was “Fiend Hunter.”
We further analyzed the results based on language, and it turned out that in Korea, “Apostle Random Defense” garnered the most votes. However, in other regions, “Pandora Escape” took the lead, with “Fiend Hunter” coming in second place.
Which system or Quality of Life update satisfied you most?
As a devoted fan, I’m thrilled to share that this latest update has truly elevated the gaming experience. The feature that garnered the most appreciation from our community is what we call the “Renewed Newbie Pass,” or as you might say, the Guide Pass. It was warmly welcomed by both seasoned players and fresh recruits, and the feedback within our team has been overwhelmingly positive.
Coming in a close second, we’ve expanded the repeat limit for gear upgrade and refinement, which has been met with great enthusiasm. Last but not least, the “Special Interaction Improvements” have ranked third among the most satisfying updates for our players.
Initially, it was a bit disheartening to find out that “My Room,” which we put in a considerable amount of time and effort to upgrade this time around, didn’t rank higher.
In the future, our plans include adding more visually appealing furniture and continuing to improve the system’s user-friendliness. This way, we hope to boost users’ satisfaction with My Room.
Survey on enjoyment and renewal of each Story Pack.
The evaluation results show which Story Packs were enjoyed the most and least by individuals. The pack that received the highest enjoyment rating was “Story Pack 13: Song of Snow,” while “Story Pack 3: Mist Man” was rated as the least enjoyable. “Story Pack 1: Knight of Blood” is the one that people would like to see renewed the most.
It’s interesting to note that both “Story Pack 1” and “Story Pack 9” appeared in the top 5 of both the “most enjoyable” and “least enjoyable” categories, suggesting that opinions on these packs are quite split among people.
Examining the general feedback, Story Packs 13 to 15 were highly appreciated for their enjoyment factor, while the initial Story Packs seemed less captivating to users, with several suggesting they be refreshed. In our upcoming plans, we will be revising parts of the early packs from Story Pack 1 and also improving the later packs, including those numbered 15 to 18, so do take note of this.
Have you played BraveNine (BrownDust1)?
Recently, there’s been an increase in requests for us to introduce characters from the first version of Brown Dust. While these characters or elements might excite those who played the original game, they may not hold much significance for newcomers. To gain insights into this matter, we recently carried out a survey to determine how many current players of Brown Dust 2 have prior experience with the initial game. From the survey results, it appears that approximately one-third (33%) of our player base has actually played Brown Dust 1. Consequently, moving forward, we intend to add characters and build worlds for Brown Dust 2 that are compatible with the narrative and setting of the current version.
In simpler terms, we’ll draw elements from Brown Dust 1 that seamlessly fit and engage Brown Dust 2 players, treating these two games as separate universes.
Earlier, during past Q&A sessions and events, there were some questions for which we could only say “We’ll look into it when the time is right,” without providing a specific answer at the moment. In this new focus, we will be addressing questions that need further review, excluding those that have already been addressed or have previously announced update plans.
Will previous collaboration events be rerun?
Yes, they will.
We’re planning to rerun one in early October. Unfortunately, we won’t be able to reveal it in today’s Q&A as the disclosure timing is still under discussion with our partner.
Once the details are finalized, we’ll announce which title is returning and what kind of specs it’ll include, at the right time and through the proper channels.
Stay tuned!
Are there any plans to release the game on Steam?
It had been slightly pushed down the priority list until now.
Recently, we’ve begun more concrete discussions about launching on Steam. While the update date hasn’t been finalized yet, we believe we’ll be able to share good news with you soon.
I miss the tactical battle system from the previous game.
We wanted to update you about the PvP mode we’re developing with the “You once, Me once” combat format. Although progress has taken longer than expected, we don’t want to keep you in the dark. Instead of just saying it’s delayed, which might not be very exciting, we thought it would be better to share a prototype video we’ve been working on with you. Enjoy!
On-screen demonstration reveals our ongoing tests of a novel combat system, dubbed “Alternate Turns,” which enlarges the play area to 16 squares and accommodates up to nine active characters per player. In this setup, players alternately execute actions.
We’re currently trying out two distinct formats: one is the Mirror Wars, where combatants face off without knowledge of each other’s moves, and another that conceals partial opponent information. Please note that this isn’t intended as a serious PvP mode but rather as a casual, entertaining feature focusing more on fun than competition.
As previously stated, there won’t be substantial differences in rewards between top-tier and lower-ranking players; instead, we plan to award honorary recognition. Furthermore, we’re brainstorming additional features to create an innovative gaming experience for you, which may cause slight delays in the development process. We appreciate your patience and understanding.
Don’t reset to ★3 or ★4 UR at 100 gear draws.
Previously, we had stated that we wouldn’t implement this out of consideration for players who had already drawn gear.
However, as feedback on this issue continued to come in, the development and business teams held in-depth discussions on the matter.
As a result, we reached a consensus to improve the system, even if it means providing a certain level of payback to those who had previously used the Draw Gear feature.
Accordingly, going forward, Draw Gear will be adjusted so that a ★5 UR gear is guaranteed at the 100-pull (Pity).
This improvement is scheduled to be implemented in the September update.
Until then, we will provide 1 UR Exclusive Gear Draw Exchange Ticket (Guaranteed ★3~★5 UR Exclusive Gears) for every 100 gear draws already performed.
Through the UR Exclusive Gear Draw Exchange Ticket, you’ll be able to secure UR exclusive equipment that was introduced prior to this recent update.
(Collaboration and other limited-time gear are not included.)
Please add a Gear Selective Draw as well.
To celebrate the 2nd anniversary, the Costume Selective Draw was improved, and although it wasn’t included in the above survey questions, it ranked third in the recent monetization satisfaction poll, showing just how positively many players responded to it.
Naturally, this led to a rise in feedback regarding a “Gear Selective Draw.”
In particular, many fans who have already fully upgraded all existing costumes have expressed that there isn’t much use for their Selective Draw Tickets,
which is why there’s been a growing interest and anticipation for the introduction of a Gear Selective Draw system.
The development and business teams conducted extensive discussions about the situation.
Because Exclusive Gear does not have a need for duplicates once it has been acquired, the teams concluded that creating a permanent selective gear draw, like the one used for costumes, would be difficult to implement.
Instead, we’ve decided to offer it only as a limited-time event in the form of a 12-Type Selective Pickup during major events such as anniversaries.
We ask for your understanding, and thank those who have been patiently waiting for a Gear Selective Draw.
Please make it so that all characters recover HP at the inn.
I believe this was asked previously.
Currently, only deployed characters recover HP when using the inn.
This system was originally implemented because, at launch, the inn cost was relatively high, and recovering all standby characters would have resulted in excessive gold consumption.
However, now that the inn cost has been significantly reduced, there’s no longer a major burden even if all standby characters are also healed.
Accordingly, we plan to improve the system by offering a “Full Recovery” option that restores the HP of all characters, including those on standby, when using the inn.
This update is scheduled to be applied in September.
Please add a 120 FPS setting to the PC client.
This feature is actually already supported, though the explanation may have been lacking.
On mobile devices, we provide options to select between 30 FPS and 60 FPS.
However, on the PC client, there is currently no separate setting for screen refresh rate.
On PC, a variable refresh rate is applied based on the specifications of your graphics card and monitor, and the game is rendered at the highest possible refresh rate.
Therefore, in high-spec environments, frame rates of 120 FPS or higher are already being achieved.
Moving forward, we aim to offer players the choice between different frame rates, including 30 FPS, 60 FPS, and the highest available. Additionally, we want to make sure everyone has clear information about the current refresh rate, so we’re enhancing the settings menu for better clarity.
2nd Anniversary Milestones
Monthly Active Users
Daily Active Users
Monthly Sales
During our 2nd anniversary celebration broadcast, we shared information about our monthly active users. Now, let’s take a look at the graph illustrating the general trend without revealing specific figures.
Initially, I must admit that our monthly user count didn’t quite manage to outshine the numbers we saw in the first month post-launch. But
Regarding earnings, we achieved a record-breaking peak, symbolizing an unprecedented triumph in the annals of our services’ history.
As a devoted fan, I want to express my heartfelt gratitude for the immense backing you’ve provided us. Rest assured, the future of this service is secure, allowing you to immerse yourself in the game without any worries. We promise to keep pushing forward with engaging updates and an array of online and offline events as a token of our appreciation for your unwavering support. Enjoy the game, knowing that we’re working tirelessly behind the scenes!
Offline Event Announcement
We’re looking forward to hosting several offline gatherings as a token of gratitude for your remarkable support during our second anniversary, and also to reach out to more of our devoted fans.
For the period August 9-10, it’s the Busan Illustar Fes 8.
From August 16-17, we have the Tokyo Comic Market 106.
August 21-24 is marked for Anime NYC in New York.
Taipei Fancy Frontier 45 takes place on August 22-24.
The Kyoto International Manga Anime Fair (KYOMAF) happens on September 20-21.
Lastly, Tokyo Game Show is scheduled for September 25-28.
We ask for your interest in the various events being held under the 2nd anniversary swimsuit theme.
Additionally, we’re actively seeking opportunities to organize events in areas where we haven’t managed to stage offline activities before.
Although it’s unfortunate that there aren’t any local offline events, we appreciate your patience and understanding in this situation.
Showcased during our 2nd anniversary, we managed remarkable success side by side with our supporters! Let’s continue this journey of triumph in the future.
Consequently, to delight our fans even more and strengthen the unique character of our game, we’re reaffirming our dedication and unveiling a fresh tagline.
Moving ahead, we’ll deliver captivating content and exciting events that leave you breathless with delight. We appreciate your ongoing attention and encouragement.
That’s all we’ve prepared for today.
We’ve been overjoyed by the outpouring of love from our fans following the 2nd anniversary update. Yet, we find ourselves concerned about maintaining such strong support for our upcoming 2.5-year milestone. As always, we’re hard at work.
On behalf of our team, we genuinely appreciate every one of you who stays connected with BrownDust2, as well as our newest supporters. We’re committed to continuously improving your gaming experience!
Now then, we’ll wrap things up with a gift today as well.
As a loyal fan, I’m excited to share that I’ve received some amazing gifts as part of the Developer Notes! Here’s what I got:
1. Six hundred Dias!
2. Four hundred servings of Cooked Rice!
Don’t forget to check your Mailbox before August 11, 2025, to claim these fantastic goodies! Enjoy!
Thank you.
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2025-08-07 18:01