Hello, this is Jun-hee Lee, project director of BrownDust2.
Hope you enjoyed today’s livestream! It was great being able to share what we’ve been working on and catch up with everyone – it’s been about six weeks since our last stream on September 8th. We’re already planning our next one in November, so stay tuned!
If you weren’t able to watch today’s stream, this Developer Note summarizes everything we went over.
The Halloween Night event is now live! This year, we’re bringing you a traditional and spooky Halloween experience.
Fairy Tale Village is buzzing with excitement as the pumpkin festival begins! Young Sonya comes to town hoping to sell pumpkins, but secretly, she’s wishing for a friend. Unfortunately, an imaginary friend named Tanya gets jealous and starts causing trouble. Can Sonya and her friends overcome Tanya’s interference and bring the joy back to the village so everyone can celebrate together? Also, don’t miss the sweet story of Sonya and Rou dressed up in their cute Halloween costumes! We think you’ll love it!
Next, let’s introduce the new costumes.
Little Pumpkin Girl Sonya
Sonya, a sweet little girl, was raised on a pumpkin farm right next to Fairy Tale Village. She’s excited about the festival and hopes to meet some new friends.
This new version of Sonya features a special fighting mechanic. She applies a debuff called Nightmare to opponents, causing them to receive extra damage with every hit they take.
Sonya now has a new skill called “Assemble,” making her the second character – after Refithea – to be able to use it.
Boo Ghost Granhildr
Boo Ghost Granhildr is a playful spirit that unexpectedly shows up in Fairy Tale Village. Surprisingly, people aren’t usually frightened by her—her expressionless face makes her seem more cute and pouty than scary.
In combat, her attacks become stronger based on how much Energy Guard she has stored, allowing her to deal additional damage to enemies.
Next, we have the skill cutscenes to showcase.
Little Pumpkin Girl Sonya
Art Team Comment: Tee-hee, squishy-soft Tanya jelly.
Boo Ghost Granhildr
Okay, so I just got this costume, and here’s the deal. It’s designed for someone around 176cm tall, and the weight isn’t really specified. The basic option comes in white, and thankfully it’s free! The size is adjustable because it ties, which is great. The white is super bright, almost glowing. Honestly? It gets a two-star rating from me. It’s not very scary – people just kind of *look* at you, which is a bit disappointing. But, I have to admit, the costume itself is really cute!
Pickup Info
Fiend Hunter
The Fiend appearing in Weeks 1 and 2 will be the Darkness Property Talos.
Talos features a unique concept where it continuously applies debuffs, but also grants itself powerful buffs in brief surges.
This season’s new Fiend is Pumpkin Ghost Tanya! She starts as a ghost and becomes incredibly powerful after absorbing an enchanted pumpkin toy from Fairy Tale Village. Tanya is a Light-type Magic Fiend with a unique ability: she can instantly reset the cooldowns of her allies’ skills.
Guild Raid
This week’s Guild Raid boss is Fire Arc Farlas. Unlike previous versions, this Farlas concentrates its attacks on a single enemy, dealing significant and consistent damage to that target.
New Fated Guest
Angelica, a character you may remember from a recent quest, is now available as a Fated Guest! She leads Arclight, a group trying to survive in a ruined world. As her people start leaving to find better resources, Angelica worries about keeping them together. She asks Master for help, and he begins cooking for everyone, hoping to rebuild their bonds. But Angelica also has a hidden passion – players who completed her previous quest might already know what it is! Discover it for yourself in this new story!
Voice Support Policy for Character Interaction
The ‘Interaction’ feature was initially added during a content update celebrating the game’s 1.5-year anniversary. When it launched, only Korean voiceovers were available, and Japanese dialogue couldn’t be included. Since then, all interactions have continued to use only Korean voices. However, the recent Bikini Sylvia update didn’t include any voice lines at all, which upset many players. The developers understand that voice acting is key to making interactions feel engaging, and they are actively working to fix this issue.
Going forward, all new Korean voiceovers will be done by actors who can also record lines for interactive gameplay. This means we’re updating the Korean voices for Neon Savior Angelica and Bikini Agent Sylvia with new actors. While existing Korean voice lines in older content will stay the same, all future costumes for these characters will use the new voices. We made this decision after carefully considering feedback from players who want full voice acting and those who prefer the original performances, and we appreciate your understanding.
We’re working on a new feature that will let players combine Japanese voice settings with Korean voice lines for a unique experience. However, this is a complex change that requires significant work on our game files, so it won’t be ready for this update. We’re very sorry we can’t offer full support for both languages right now, and we apologize for any confusion caused by recent voice actor changes. We take full responsibility and are committed to making things right with even better content in the future.
Next, we’ll go over the improvements to the Tower of Salvation.
Tower of Salvation Update (Oct 23)
A new Wildcard Costume Selection system has been added.
In the past, costumes were assigned randomly at the beginning of each challenge. Now, you’ll get a random set of five, but you can swap out four of them and choose your fifth costume from your full collection. Keep in mind that costumes obtained through collaborations or currently featured pickups will only be available if you already own them.
We’ve added the Crystal Battle on the 31st floor! You can unlock it after completing the 30th floor at Level 10. In this battle, your allies won’t take any damage, and you’ll earn bonus points based on how much damage you inflict on the crystal within a limited number of turns.
In the past, a high score was based on earning lots of achievements. However, because many players ended up with the same score, we’ve added a new system to create clearer rankings.
We’ve added this feature to give players striving for the highest ranks more strategic options when managing their costumes and relics to defeat the crystal on floor 30. But it’s also a fun way for all players to track their progress as they climb the tower!
As shown on-screen, the damage dealt to the crystal will appear next to your ranking score.
Next, your highest cleared level will now carry over to the next season.
Previously, you had to start a level behind your best score, but now you can begin at the highest level you finished last season.
A new checkbox has also been added to use only the daily free keys during Quick Battle.
We’ve added a Retry feature so you can immediately jump back into battle after being defeated. Previously, even a quick glance away could end your attempt unexpectedly. We understand this has been a long-standing issue, and we’re happy to have resolved it.
We’re truly sorry it took us so long to fix these issues and other problems you’ve been experiencing. We hope these changes make playing Tower of Salvation much more fun and easier!
Next, let’s talk about the improvements to the recently updated ID Card.
ID Card Update (Oct 23)
First, we’ve improved the overall controls and handling.
We’ve improved how rotation and zoom work to make them feel more natural. Zooming functions as it did previously, but we’ve added a separate icon for rotating, so you won’t accidentally perform both actions at the same time.
We’ve added a Precision Mode to make it easier to interact with items that are close together. When you turn it on, it slightly shrinks the area you need to tap, so you can more easily select the item you intend to.
We’ve added a Reset button that lets you easily return an item’s rotation and size to their original, default state.
You can now preview and buy multiple items at the same time, which wasn’t possible before. We’re starting with the ability to preview up to 30 stickers and character illustrations. Plus, a new, easier-to-use interface lets you purchase everything you’ve previewed with just one click.
Previously, cards would automatically rotate to match your device. We heard your feedback that this could be frustrating, so now you can choose whether your card appears horizontally or vertically. This way, you can customize how your card looks, and everyone else will see it the same way!
As a huge fan, I was really excited about the last ID Card update and those cool, exclusive stickers! I’ve noticed the really tough challenges, and the team is adding a new, easier-to-get sticker – it’ll be gray – to help us all make progress. You can earn it by getting SS Rank in Fiend Hunter, cracking the top 5-10% in Guild Raid, or hitting Master I to Diamond II in Mirror Wars. It’s awesome that they’re making things a bit more achievable for everyone!
We’ve added a couple of useful new features! Now you can capture just the ID card portion of an image, and you can also create shareable versions of cards with silhouette mode. You’re no longer limited to just one costume per card – if you own multiple, you can add up to 30! We’ve also included new backgrounds and stickers. You can purchase backgrounds by completing specific Packs or reaching maximum Affinity with Fated Guests, and earn stickers as achievement rewards.
Minigame Slap! Slap! Pop! Rerun (Oct 23)
Players really enjoyed the Slap! Slap! Pop! minigame, so we’ve updated it with a few improvements to make it even more enjoyable.
We’ve added a new Training Mode! Many players told us they enjoyed the game but found it tough, so now you can practice as much as you like without the pressure of losing. You can still play the original game, or use Training Mode just for fun. Keep in mind that you won’t earn mission rewards or progress the story in Training Mode.
We’ve improved how you adjust playback speed. You used to be limited to 1x, 2x, and 4x, but now you can choose any speed between 1x and 8x, increasing in small steps of 0.5x.
We’ve made a couple of small improvements: we’ve tightened the spacing between notes and raised the area where you hit the notes slightly, making it easier to see and interact with.
Hey, just wanted to let you know they finally added D and K keys to the PC version, which is awesome! Plus, now the game actually *shows* you what each key does on the screen while you’re playing, so you don’t have to constantly look up the controls. Super helpful!
We received a lot of feedback asking for more characters in this mode, but unfortunately, we weren’t able to add them right now due to time limitations. We plan to look into further improvements to the controls in a future update.
Next, let’s go over the new system additions and improvements.
Game Start Screen Update (Oct 23)
First, we’ve added a new Game Start Screen Customization feature.
In most mobile games, players start from a home screen that connects to other content.
In BrownDust2, however, the game begins directly in the field before moving to the home screen.
To reduce confusion, we’re adding an option to start the game directly from the home screen instead.
After the update, new players will start from the home screen by default, while existing players can continue to start from the field, just as before.
Now you can easily skip intro videos, like opening cutscenes, with a single tap. Plus, message notifications won’t pop up over those intros anymore.
Quick Dismantle Added (Nov 6)
We’re excited to announce a new Quick Dismantle feature! Players have been requesting a way to easily turn unwanted gear into Refining Powder, and while we previously suggested using Auto Dismantle, this new feature offers a more direct solution.
We noticed that making it faster to upgrade and break down equipment would save players a lot of time, so we decided to rework that system.
It was hard to directly convert the predicted worth of each material into Refining Powder because their values all varied.
Instead, we focused on the most time-consuming step in the process: gear upgrades.
As a long-time player, I’ve noticed the gear upgrade system was taking a while to process, and the developers have made a really smart change! They’ve moved away from actually *trying* each upgrade in real-time – which was slowing things down – and are now using predicted success rates instead. This means upgrades happen instantly! To make it even better, they’ve added a ‘Quick Dismantle’ feature where gold costs are fixed based on those predicted rates, so it’s way more predictable and less stressful on my wallet. It’s a great quality-of-life improvement!
As a long-time player, I’ve noticed things are changing! Since they aren’t doing traditional upgrades anymore, ships are getting taken out of commission much faster after their auto-upgrades finish. Good news though – they’re adding a “Quick Dismantle” feature in the update on November 6th, which should make dealing with that a lot easier!
Ability Skill Uses Increased (Oct 23)
We’re making it easier to use Absorb and Assemble abilities in battles by letting players use them more often and introducing new characters who can utilize these skills.
Tyr will learn the ability to absorb, and Sonya will gain the ability to assemble.
Celia and Liberta will be able to use their absorption ability more often, increasing the maximum uses from 5 to 7. Refithea’s assemble ability will also have its maximum uses increased from 5 to 7.
Lastly, we’d like to share an early look at two key updates scheduled for release after November.
Story Pack 19 (Nov 20)
Let’s start with an update on Story Pack 19: Forgotten War. We had originally aimed to release this in September, but we delayed it until November to make sure it was as good as it could be. This pack is important because it sets the stage for the new world we’ll be introducing in Story Pack 20. We’ll share more details soon in our next livestream and developer note.
Story Packs 15 to 18 are getting updated to improve the storytelling. We’re keeping the heart of the original stories and how they feel, but we’re making some changes to ensure everything flows together more smoothly, based on what players have told us.
Golden Colosseum (Dec 4)
Next up is the Golden Colosseum. This is the new player-versus-player (PvP) content we previously hinted at with the phrase “Your turn, my turn.”
We’ve had to make significant changes during development, which has unfortunately pushed back our release date. We’re sorry for the lack of specific details right now. We’re taking the time to polish the game and ensure it provides a lasting and enjoyable experience.
Some players thought “Your turn, my turn” meant battles would happen live, but the PvP system will actually work like Mirror Wars – you’ll take turns, not fight in real-time. We’ll share more details soon in a livestream or developer update.
Next, I’d like to share a few topics the dev team has been carefully reviewing.
Let’s discuss how we balance new characters and their costumes. Currently, we balance existing characters by offering multiple costumes, but new characters start with only one. This makes it tricky to get them ready for action right away. We worried that if a new character is initially weak, players might lose interest in buying their future costumes, and we’ve had many discussions about this. We also didn’t want to make costumes feel pointless by releasing them too frequently. So, we focused on making each costume desirable on its own. Because Tyr and Darian are established as strong characters in the game’s story, we gave their costumes slightly better stats to match their power.
We realize some players are concerned about recent changes, especially the higher stats, and whether this signals a trend towards making the game too easy. We apologize for not explaining our internal policy about these adjustments beforehand. Even if we had, we agree that introducing such high stats wasn’t handled as well as it should have been. Moving forward, we’ll regularly review and fine-tune the game’s balance – considering both new and existing costumes, as well as physical and magical attacks – with each major update. We’re sorry for any worry this caused and are committed to maintaining a stable and fair combat experience.
I’m so excited they brought back the collaboration event! I heard it was a bit tricky to get it running again – apparently, to make it happen, they had to keep everything exactly the same as the first time, which is why it’s only lasting for two weeks. It’s a little shorter than some events, but I totally understand why, and I’m just glad we’re getting another chance!
Honestly, it’s a bit frustrating that getting the SR gear is still as tough as it was before. We looked into giving everyone back the currency they spent during the first event and just handing out the SR gear this time around, but it would have meant a *huge* amount of refunds. Plus, figuring out exactly who deserved a refund and how much could have caused even more problems and arguments down the line, so it just wasn’t feasible.
This rerun will work just like the original event, including how rewards are given out. We’re truly sorry for not explaining this sooner and for the lack of communication about this important change.
Okay, so let’s talk about how event stuff works from now on. Before, if I earned special currency during an event – like Dice, Bingo cards, or Marbles – I had to use it *during* that event. Once it was over, it just sat in my inventory until the next time that event came around, and then it would get replaced. Basically, I couldn’t save it up for later! But things are changing, so I wanted to explain how it used to be.
We noticed players were treating event currencies more like collectibles than items meant to be used, and we understand that explaining they were intentionally temporary felt insensitive. To address this, starting with the next season, we’ll be introducing new, unique currencies for each event, even if it’s a repeat. We’re sorry for any confusion or frustration this caused.
Finally, let’s address the lack of new content. We’ve heard your feedback that there haven’t been enough updates since the summer. We originally aimed to release Story Pack 19 in September and the Golden Colosseum PvP content by October, but both were unfortunately delayed due to issues on our end. I take full responsibility for not managing the timeline effectively, and we sincerely apologize for the inconvenience.
Our team is working on some great updates leading up to our 2.5-year anniversary in December, starting with this Halloween event! In December, we’ll also be releasing the Golden Colosseum and a brand new Pack filled with fun, lifestyle-themed items. Stay tuned – it’ll be worth the wait!
October Satisfaction Survey
Here are some highlights from the October satisfaction survey.
Did you enjoy the story?
This survey asks for feedback on the stories released in our recent updates. The most popular story was “Bikini Agent Sylvia’s Fated Story,” with 52% of respondents saying they really enjoyed it and 30% saying they enjoyed it somewhat. “Beauty on Duty” from the 2nd Summer Season Event came in second, followed by “Stigma of Dreams” featuring Sonya and Darian.
What was the reason you didn’t view the story?
We also surveyed players who didn’t watch the story to understand why. The most common responses were that they intended to watch it later (44%) or that they generally skip stories (31%). Other reasons included a lack of interest in the story (12%) and various other factors (11%). These results were consistent across all three stories and are presented as combined data.
What was the reason you didn’t view the story? (Open-ended)
When asked why they didn’t respond further, many people mentioned being too busy, waiting until the event was over, or needing language translation. Some also explained they tend to focus only on the main storyline and prefer cutscenes over dialogue presented as still images.
How satisfied are you with the special interactions?
This survey focused on Special Interaction.
Sylvia’s interaction received 52% “Very satisfied” and 35% “Mostly satisfied,” totaling 88% positive feedback, while Teresse followed with 84%.
Players praised Teresse’s natural animation and variety, but gave Sylvia slightly higher marks for her stimulating massage mechanic and poses.
Which updated character’s skill cutscene did you like the most?
We surveyed players to find out which cutscenes for recently updated costumes they enjoyed the most. Darian and Tyr’s new cutscenes were the most popular, receiving 20% and 19% of the votes, respectively. Sylvia’s cutscene from the second summer update also scored highly with 20%. While Sonya’s cutscene was well-made and showed off her personality, it received fewer votes, likely because her younger appearance resulted in a less dramatic presentation. We recognize this difference in tone and are taking player feedback into consideration.
Which new character is the most fun and effective in battle? (Check all that apply.)
We surveyed players to find out which recently updated characters they enjoyed playing the most, both in terms of combat ability and overall fun. Star Guardian Tyr was the clear favorite, followed by Bikini Agent Sylvia, a costume released in our second summer update. We believe Darian, who is currently available as a pickup, would have also received a high ranking if she’d been included in the survey. It’s common for new characters to feel more exciting when they perform well, but we’re committed to keeping older characters competitive through future balance adjustments and ongoing evaluation.
How satisfied are you overall with the minigame Slap! Slap! Pop!?
Here’s a summary of the Slap! Slap! Pop! minigame survey. The game initially generated a lot of excitement, with 62% of players reporting they were either ‘Very satisfied’ (26%) or ‘Mostly satisfied’ (36%). A total of 16% expressed negative feedback, and 20% hadn’t yet played the game. Players generally liked the core idea of the game, but many found it difficult and the controls a bit clunky, which likely impacted their overall enjoyment. We’re hoping recent improvements will make the game even better!
Why didn’t you play Slap! Slap! Pop!? (Open-ended)
We looked at the feedback from players who didn’t participate in Slap! Slap! Pop!. The most common reasons were that they simply didn’t know about the mini-game, didn’t have enough time to play, or tried to join after the event was over. Some players also said they weren’t interested in rhythm games, had trouble playing on their computers, or found the game too difficult.
Please share any suggestions or ideas you have for future minigame development or updates.
We recently surveyed players about future minigames and updates, and here are the key takeaways. Players want better rewards to encourage participation, and they prefer minigames that are easy to learn and play. A wider range of minigame types would also help keep things interesting. Finally, players asked for improvements to the PC version and requested that minigames be available all the time, not just during special events.
What is the main reason you haven’t played Fiend Hunter? (Open-ended)
What is the main reason you haven’t played the Guild Raid Boss? (Open-ended)
Next, we reviewed the open-ended responses on why players didn’t participate in Fiend Hunter or Guild Raid.
Common answers included that the difficulty was high, the mechanics were hard to understand, and that planning strategies and optimizing teams took too much time.
For other reasons, a lack of necessary characters, costumes, or gear, repetitive gameplay, insufficient rewards, and in the case of Guild Raids, not belonging to a guild
were mentioned.
Among the recent content, system, and QoL updates, which improvement satisfied you the most?
We recently surveyed players about which updates they liked the most. Here are the highlights: the biggest improvement, according to player feedback, was the guaranteed 100 pulls in Gear Draw. Players also really appreciated the Pack shortcut and the ability to skip animations for Ability Skills. Other popular updates included a clearer display of resources on the World Map Hunting Ground, improvements to the Tower of Pride, a refreshed Home screen, and a more organized Draw tab. While players appreciated the effort put into the ID Card customization feature, it didn’t receive quite as much positive feedback. We hope you enjoy these changes and continue to share your thoughts so we can make future updates even better!
Messages you’d like to share with BrownDust2
We also wanted to share some of the heartfelt messages players sent about BrownDust2. Here’s a summary of the most common things they told us.
Players generally loved how the characters looked, and many wished there were even more unique outfits available. Some also mentioned that it could be easier to get new characters, either through better odds or by giving players more chances to try. When it comes to gameplay, people suggested making it simpler to manage equipment, improving the user interface, and reducing the overall difficulty. While players appreciated the main story’s complexity, they wanted to see more character development, stronger storytelling, and more opportunities for side stories and character interactions.
That concludes our review of the survey findings. We greatly appreciate everyone who participated. A complete summary of all responses will be shared soon in a separate announcement.
While getting ready for today’s update and writing this note, I noticed I’ve been apologizing to our players a lot lately. It’s good to acknowledge when we’ve made mistakes and promise to improve, but I understand that actions speak louder than words.
We’re sorry for any trouble we may have caused, and as a small apology, we’re giving you a coupon for 10 Draw Tickets. We’ll share the coupon code in another post.
Okay, so with the collab and the new outfits dropping at the same time, things got a little hectic, and we wanted to make it up to you guys. We figured the best way to do that was with some draw tickets – hopefully, that helps smooth things over and lets you get some cool stuff!
We’re committed to ensuring things go smoothly from now on, so you can expect positive updates and celebrations instead of having to apologize for anything.
We really appreciate your continued support! We’re committed to keeping you updated with more great news and features.
We’re planning our next livestream for the beginning of November. We’ll be sure to let you know if the date is finalized or if anything changes.
As always, we would like to close this Developer Note with a gift.
Get a special gift from the developers! It includes 600 Dia and 40 Cooked Rice. You can find it in your in-game mailbox until October 20, 2025 (UTC).
Thank you.
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2025-10-17 17:02