Hello, this is Jun-hee Lee, project director of BrownDust2.
Before we begin this Developer Note, we would like to start with a sincere apology.
We understand that our actions earlier this year, particularly the issues around censorship, caused a lot of frustration, discomfort, and confusion for many of you. We apologize for not being more thoughtful and careful in how we communicated our decisions.
Okay, so for 2026, we’re hitting the pause button a little to remember what made Brown Dust 2 awesome in the first place. We’re gonna really focus on making the core of the game super solid, and then build a clear path forward that feels like true Brown Dust 2 – staying true to what we all love about it.
With that said, let’s begin the update overview.
New Costumes
Magical Innovator Diana

Let’s start with Magical Innovator Diana! Her design expands on the existing world we’ve created. Diana works as the head of Technical Support Team 1 at Eda Company. The era of magical girls is over in this world, but Diana still loves them and continues to design and build magical girl outfits herself.
In battle, she uses summons to provide beneficial effects to allies.
Next, we have the skill cutscenes to showcase.

This character is a behind-the-scenes helper for magical girls, responsible for supporting them and designing their costumes.
Retired Legend Olivier


Okay, so I’m playing this game, and you start as Olivier – she seems like a regular housewife, totally into cooking and just living a normal life. But get this – she used to be a magical girl, like a legendary one, who saved the world! Now she’s trying to keep that all hidden. Everything changes when she gets caught in the middle of some crazy corporate battle while just trying to buy groceries! That’s when she runs into Diana, an old friend from her magical girl days, and meets Valzé for the first time. As you play, you slowly uncover Olivier’s secret past and learn all about what she used to do.
In combat, she excels at dealing high damage to enemies in a close range, while also providing helpful boosts to her teammates nearby.
Next, we have the skill cutscenes to showcase.

The art team member shared a playful aspiration: they wish they could be a magical girl, get a wand, and keep it safe themselves.
Ace Hunter Valzé

Okay, so I’m really excited about this new character, Ace Hunter Valzé! She’s the CEO of this super cool, newly formed mercenary company called Toire Company, and she’s totally ruthless and brilliant. She’s incredibly confident in her abilities and is only looking for the very best people to join her team – she has extremely high standards. That’s how she notices Olivier! Honestly, she seems like a total powerhouse. The only bummer? We won’t be able to play as her right away, which is a shame, but I’m still thrilled to see what she brings to the story.
She’ll debut as a new character within the main storyline, and we plan to make her playable in a future game update.
New Season Event

The new season event is called Mart War. It follows Olivier, a woman who’s trying to live a normal life and escape a mysterious past. Her peaceful existence is destroyed when an explosion triggers a fierce corporate battle inside a department store, plunging everything into chaos.
While shoppers panic, Olivier remains calm, using her quick reflexes and instincts to navigate the collapsing store. Amidst the mayhem, she encounters Valzé, the ambitious leader of a new company, and Diana, a representative from a rival firm.
Valzé immediately recognizes Olivier’s exceptional talent, while Diana knows about Olivier’s history and wants to recruit her. Torn between her desire to leave the past behind and the escalating conflict, Olivier must make a difficult decision.
Will she embrace her former life, or forge a new path? And what will become of Valzé and Diana’s competing interests? Find out in the season event, Mart War.



So, this magical girl idea I’m working on takes place in Carta City, which is from Character Pack 7, ‘Contract War’. We’re actually planning another pack – Character Pack 9 – that’s going to show what life is like for these magical girls when they’re not fighting, just dealing with everyday stuff. We’re hoping to get that one out around late April!
Fiend Hunter
Abomination (Wind) (Feb 12)

Abomination is a creature with the Wind element, known for quickly attacking multiple times and weakening enemies with various negative effects.
GNR-GH01 (Water) (Feb 26)

GNR-GH01 is a new fiend, a transforming robot designed for combat.
As a fan, what really excites me about this game’s combat is how fast and frantic it is! You’re constantly landing a flurry of attacks, especially in close quarters. And the more you hit, the more devastating it gets – certain combos really pack a punch!

Due to a technical issue, we’re holding another rematch for Frost Spirit. To make sure the conditions are exactly the same as the first attempt, we’re adding a ban on costumes released after that time. We’re also working on a way for players to load their original formations, but because Fiend Hunter formations reset every season, this won’t be available for Frost Spirit. This feature will be available starting with the next rematch, which we plan to launch on March 26th. We aim to have everything ready by March, and we’ve scheduled the rematch to avoid conflicts with other events.
Guild Raid
Rucersingha (Fire) (Feb 12)

The Guild Raid boss, Rucersingha, uses Fire attacks. A key part of the fight involves getting bonuses by benefiting from effects that Rucersingha itself applies to players.
Golden Colosseum

Okay, so Golden Colosseum Season 11 is dropping on February 12th, and there’s a pretty interesting change coming. We’re still rocking the 5×5 battlefield, but they’re adding areas where you can’t place your characters. Basically, some spots are off-limits, which is gonna shake up my usual strategy, for sure!
Here are the additional changes coming to matchmaking and rules.
1) Matchmaking adjustments (starting this season)
Starting now, the matchmaking system will be updated to help you play against opponents who are closer to your skill level.
2) Change to the Blessing application order
Previously, when a battle began, Blessings were given to the player who used Action Points first, and then to their opponent.
Beginning with this season, Blessings will be given to the player who goes first.
Why we’re changing this:
Players in the Golden Colosseum are winning around 70% of their battles, no matter their rank. This high win rate has been especially noticeable in seasons with simpler rules, leading some players to wonder if it’s a mistake in the game.
We discovered a bug where, in battles with mirrored team setups, the player who used Action Points first would consistently win, no matter who went first. This wasn’t how the game was meant to work, and we’re fixing it. We also want to make the arena more interesting by allowing a wider variety of team compositions to be successful.
We anticipate that this update will make winning less of an all-or-nothing experience, and high scores will likely become a bit more modest as a result.
3) Challenge the recharge limit increase
The recharge limit will increase from 3 to 10.
Look, I get it – starting a new season and grinding to a higher rank can be tough. The developers and I have been working on a way to make that climb a little smoother, especially at the beginning. Basically, we’re tweaking things to give players who are really pushing for the top a bit of a hand. But don’t worry if you’re not aiming for the very highest ranks – this change won’t affect how you earn rewards or progress. It’s really just focused on leveling the playing field for those super competitive players.
Next March, we’re adding a feature to quickly skip parts of battles to help reduce player fatigue from long matches. We’re also working on changes to make the point differences between players in each match more balanced.
Pickup Information

Mini Season Event (Feb 12)

So, the team decided to do these ‘Mini Seasons’ alongside our usual events. Basically, it lets us jump on cool themes that don’t quite fit into the regular schedule. This February, we’re doing one for Valentine’s Day! It’s packed with fun stuff – think heartwarming stories, quizzes to test your knowledge, quests to run around and complete, and even a shop where you can trade stuff. It’s a nice little break from the main events and lets us explore different themes!

First up are heartwarming, everyday stories. For Valentine’s Day, the school’s Disciplinary Committee head, Glacia, unexpectedly focuses on chocolate-making, and the story follows her interactions with students attempting to create their own treats.

Now, let’s move on to the quiz. You’ll be able to answer the questions using details from the story you just watched.


During the Mini Season Event, you can complete a quiz alongside Glacia. Two new stages will become available each day, and you’ll be able to play all stages until the event is over.

A popular minigame from past events is coming back for this Mini Season! During the event, if you achieve a high score in a field quest, you’ll be able to use the Quick Complete feature to instantly claim your rewards.
Okay, so the field quests are back up and running, which is awesome! I can jump back in and earn some currency by doing those and taking quizzes. Then, I can spend that currency at the event shop to snag some cool items. Sounds like a good grind!
Fated Guest Follow-up Story (Feb 12)

Teresse is back for a Valentine’s Day celebration! If you’ve already watched all of her previous stories, three new episodes will be unlocked. Join Teresse and the Master at the club festival, where she’ll guide them to the medical club’s booths. Experience Teresse’s heartwarming story as she plans a special Valentine’s Day surprise.
Fantasia Square Update (Feb 12)
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I’m so excited! They’re adding new avatar characters to the game! Apparently, in February, we’re getting Loen and Nebris, and you can buy them with Deco Coins. I can’t wait to collect them both!
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Next are new items.
Three new pets will be added: Cat, Puppy, and Little Snowman.
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As a fan, I remember how we used to interact with the characters – things like gently patting their heads, raising their hands up, or even lifting them! It was such a fun way to connect with them.
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Additional interactions will be available with this update.
Touching the sides of a character’s face will make them look in that direction. If you keep your finger there and move it, the character’s eyes will smoothly follow your finger’s movement.
Tapping both sides of the character’s face rapidly will make them look left and right, finishing with a charming, dizzy animation.
With this update, tapping the character’s chest will cause a surprised reaction, and we’re also adding a new interaction where the character’s body will lift up.



Okay, so the update is bringing a bunch of cool ship skins! We’re talking modern designs and even some themed around creatures – pretty awesome. Plus, they’re finally unlocking Area 5 and Atlantis, which were promised before but weren’t available yet. And to top it all off, there’s a new, super powerful fishing rod being added. I can’t wait to check it all out!

The game features a party system where players in the same Fantasia Square Pack channel can team up. When creating a party, the leader chooses whether the group will focus on fishing or play a minigame. A notice will then appear above the leader’s head to show other players what the party is doing.


If you click on the recruitment notice that appears above a character, you’ll be able to see what the party is advertising and read a description of it.


When you create a fishing party in Fantasia Square, the party’s strength is determined by the host’s ship level and the fishing area you choose. This party is automatically added to the waiting room at the dock, so players can easily join from either Fantasia Square or the dock itself. Once you’ve set up a minigame party in Fantasia Square, you can immediately begin playing Apostle Random Defense or Fiend Hunter.

We’re making some improvements to our minigames! These changes will support more activity and include a reset of the minigame rankings every two weeks. Plus, we’re adding achievements to each minigame that you can earn to unlock cool decorations like titles and stickers. All of these updates will go live on February 26th.
Slice-of-Life Story (Feb 12)

Slice-of-life stories offer glimpses into the daily lives of characters you might not see featured in the main plot. You can find these stories in the ‘Slice-of-Life’ section of the Story menu, and they’re designed to be enjoyed independently – you don’t need to worry about them spoiling anything in the main storyline.
You can rewatch the stories from the Mini Season Event in the Slice-of-Life section.


Slice-of-life stories are told through short, self-contained episodes, and they’re presented like visual novels.


Each story will conclude with a unique, simplified illustration. These illustrations will also be available as ID card backgrounds, just like other special artwork.
Starting February 26th, you’ll be able to rewatch the four daily story episodes from this mini-season event. We’re also adding three brand new daily story episodes that connect to the season event and the world of our game.
Previous Story Archive (Feb 12)

You can rewatch stories from past events through the Story menu. We’re adding nine stories in total, featuring favorites like Windy Cat and Idol Fantasm.

These stories predate the visual novel style and feature simpler character artwork.

You’ll soon be able to rewatch the beginning cutscenes for Guild Raid, Glupy Diner, Golden Colosseum, and the Fantasia Square fishing quest.
Tower of Salvation Improvements (Feb 12)


We’re adding a feature that lets you preview costume upgrades before you apply them. You’ll find a preview button when choosing, buying, or sorting costumes.


In the costume upgrade popup, you can upgrade to a selected level at once.


A [Map] button will be added to the Shop, Event Page, Select Reward, and Select Artifact UI.
We’ve also made a few enhancements: you can now see the direction costumes will be knocked back in the Sort UI, there’s no longer a limit to how many Tower of Salvation Keys you can buy, and you can view Night World Obsidian even if you don’t have the keys.
Next are QoL improvements.
Option Refinement Improvements (Feb 12)

You can now freely choose the first basic attribute for your special gear. Switching this attribute doesn’t cost anything, so feel free to pick the one you like best.
You can now customize exclusive gear with the same basic stats as crafted gear, giving you more options when building your ideal setup.
Refining Stone Improvement (Feb 12)

You can now use Refining Stones to improve your gear options. When refining, 10 Refining Stones are equal to 1 Refining Crystal. The system will automatically use any available Refining Stones first. If you don’t have enough Stones, it will then use both Stones and Crystals. This system works just like how Draw Tickets and Dia are used together.
Future Plans for the Story

When BrownDust2 first launched, it focused on telling stories in the style of classic Japanese role-playing games, with a diverse cast of characters. After the ‘Eclipse’ update in December 2023, we shifted our focus to creating more visually appealing character designs, which brought in new players. We continued to expand how players interact with characters through content like Glupy Diner and Fated Guest, released in December 2024, and in August 2025, we rebranded the game as “Full Burst RPG.”
As the game has evolved, we’ve noticed a gap between what long-time players expect from the story and what newer players enjoy. We previously announced that we would reduce or remove romantic storylines involving existing characters, but we didn’t clearly explain how extensive these changes would be.
We’re now providing a more detailed explanation of the adjustments we’ll be making going forward.
Romance Content Adjustments

In BrownDust2, Liatris, Samay, and Lecliss have established romantic interests. These relationships will continue as they are, and the game won’t offer the option for a romance with the player character involving these three.
Hey everyone, we’ve heard some of you aren’t totally comfortable with the relationships between Rou and Olstein, or Emma and Jayden, and that’s okay. We’ve decided to keep those relationships as they are in the story. But don’t worry, those characters won’t be trying to romance my character, or yours, either! We want everyone to be able to enjoy the game, so we’re keeping things focused on the main story and not adding player romance options with them.

We’re making some changes to remove romantic elements for the characters Justia, Schera, Eclipse, and Celia, aligning with their current established backgrounds. Specifically, the connections between Justia and Lathel, and Schera and Gray, will be presented as strong friendships built on shared experiences, rather than romantic relationships. These updates will be detailed in the upcoming Story Pack Part 1 update. Additionally, Eclipse’s mentor will now be a female character, and Celia’s character profile and a scene from Story Pack 6 will be revised.
Olivier will continue to be known as Justia’s mother, but any mention of her husband will be taken out. This means the ‘GOING HOME’ seasonal story event will also be removed.
Okay, so I just heard some news about the story, and it sounds like any changes they make to the main storyline will also happen in the alternate universes. But the biggest thing is, they’ve decided not to add any new romances between characters from now on. That’s a bit of a surprise, but I guess they’re sticking with what they’ve already established!
The GOING HOME event is being taken down because of its romantic themes and how the story is built. If the event ever comes back, the part about the husband will be left out.
How the Master Will Appear in Part 2
Here’s an update on how the main character, the Master, will be presented in the first-person narrative. The story won’t simply start with the idea of a chef suddenly finding themselves in a fantasy world. Instead, the setting, Glupy Diner, is established as a unique place that connects different parallel worlds, and the story will revolve around it, alongside a character named Veila. The Master won’t be depicted as having a strong, defined personality; the intention is to allow players to easily imagine themselves in their role. The Master will also act as a bridge, enabling interaction with characters from these various parallel worlds.
The story, told from someone’s personal perspective, was initially planned for release in May. However, we needed more time to refine the story’s environment, so we’ve moved the release date to July.
Here’s the updated release schedule: Story Pack 20 will come out in March, Character Pack 9 in April, the 2026 Event Pack in June, and the second part of Story Pack will begin in July.
We’ve heard both excitement and worries about the upcoming update, and we’re continuing to work hard to make sure it’s a success.
BrownDust2 x JQ Comix

We’ve received a lot of questions about renewing Story Pack Part 1, so we want to quickly explain who we’re working with and give you an update on where things stand.
We’re partnering with JQ Comix, a studio that creates popular webtoons and web novels. They’re known for successful titles like The Greatest Estate Developer and The Knight Only Lives Today, both of which performed very well on Naver Webtoon.
This project involves a complete story review and rewrite, led by experienced writers Jongbeom Lee and Hyunmin Lee. They’ve carefully refined the story from beginning to end through detailed discussions.
Our main goals are to create a more engaging start and improve the overall flow and readability of the writing, and we’re receiving expert feedback throughout the entire process.
Updating Story Packs 1-19 is taking longer than planned because we’re carefully reviewing and revising everything. We’re currently writing scripts for the first three packs, but we’ve discovered some necessary changes that require us to revisit the very first pack. We’ll share a more detailed update as soon as the content is further along.
Share Optimization Progress
First, we’d like to explain our work on memory optimization.
We’ve optimized the game to use less memory. After loading, the game now uses about 22–29% less memory. Specifically, on HD displays, memory usage has dropped from around 2.3 GB to 1.8 GB – that’s about 500 MB less.
Hey everyone, just wanted to give a quick update on the latest changes. We’re still putting it through rigorous testing – things like how fast levels load, if all the images show up correctly, and making sure the game doesn’t crash. Because we want to make sure everything is solid, this won’t be in the very next update. We’re aiming to get it live once testing wraps up, which we’re hoping will be around early March. Thanks for your patience!
Now, let’s discuss improvements we’ve made to prevent overheating and performance hiccups caused by the processor working harder than needed.
The February update includes a couple of improvements: We’ve resolved a problem that caused the camera to run constantly – it will now only activate when you need it. We’ve also fixed an issue that was causing the Plaza chat system to use too much computer processing power.
We’ve addressed an issue where the game could use up to 10% of your CPU even when you weren’t actively playing, caused by background processes related to chat. Players reported lower CPU usage when opening the Ability Skill UI, and this fix confirms that issue was related. We’ve also optimized how the game handles players who are far away. Distant players will no longer require movement calculations, and their animations will be disabled to improve performance. Finally, we’ve made Plaza networking more efficient and improved how the game manages its memory.
We’re planning several updates to improve performance. First, we’ll be optimizing the on-screen display (HUD) to reduce the amount of processing it requires. We’re also working on improving how hair and clothing move on avatars, as this is currently a major cause of overheating. Finally, we’ll continue to refine the Fishing areas and reduce the load on the camera in the Plaza, which currently uses significantly more resources than other areas.
We’re sorry for any trouble caused by performance issues. We’re working hard to improve things and will release updates as soon as they’re ready, even outside of our normal schedule, so you can experience the improvements right away.
March Update Preview
BrownDust2 usually has big updates and events in June and December, around its anniversary and half-anniversary. We’ve decided that waiting six months between updates is too long, so we’re adding major events around March and September as well.
We’re excited to announce a significant update coming in March to celebrate the game reaching its 1,000-day anniversary!

Story Pack 20 will receive an update, moving the action from the daytime world to a mysterious night world. The story will follow Justia, Liberta, and Blade on a new adventure, and they’ll meet some new faces along the way.

Here’s a first look at the new character, Mamonir. She was originally featured in the Summer Night pack released in summer 2023 and will be a key figure in the game’s nighttime story.


Next is the rough image of the second character, Palette, the Twelfth Reveries.


We’re also getting ready to release new content featuring Olivier as a ‘Fated Guest’ in March. The image you see is a sneak peek at one of the scenes. To make sure everyone has a chance to get Olivier when the content arrives, she’ll be available for three weeks, from February 26th to March 19th.




To celebrate reaching 1,000 days, we’re adding lots of new content! This includes a new battle mode, the Taros Tactics Manual, a special event in the plaza, a new Guild Raid boss, and a brand-new character skin. We’re also bringing back and updating Zenith’s skin, making Golden Colosseum battles faster, speeding up Mirror Wars up to 40x, adding favorite recipes and bulk buying for cooking, and hosting special anniversary events with great rewards.
January Satisfaction Survey
Here are a few key findings from the survey so far. Keep in mind that these results are preliminary.

We asked for feedback on the Overkill system, which determines the winner when guilds have the same score in Guild Raids. Because Overkill primarily impacts the highest-ranked guilds, we analyzed responses from all guilds and the top 1% separately.
Although the groups differed slightly in their responses, most people overall preferred to keep the current system in place.
Across both groups, the second most popular idea was to use the system with their ten best players. For the very top guilds—those in the top 1%—applying it to all thirty of their members was the third most favored option.

We also looked at free-form comments about this issue. Since top guilds often end in ties, we paid special attention to feedback from our most active 1% of players.
Some players felt the Overkill system wasn’t fair and didn’t encourage healthy competition. They specifically mentioned that the pressure to improve gear was much higher for experienced players. Others believed Overkill was meant to be a last-resort tiebreaker, but because bosses are often evenly matched, it’s become a major part of competition instead.
Several people also expressed a preference for keeping the system as it is. They explained that adding more participants would simply create more work refining equipment and lead to greater exhaustion.
I was really happy to hear they’re planning to focus more on how everyone in the guild helps out. A lot of us felt like Guild Raids were only rewarding the very best players, and not really showing how much the whole team contributed. It’s great they’re listening and want to make it about meaningful participation from all members!
We’ve decided that making boss battles more consistently challenging – so players focus on skill rather than just overwhelming power – is our top priority. We’re keeping the number of players allowed in Overkill battles the same for now.

We also asked about rules related to Guild Raid participation size.
Most guilds favored a scoring system that focused on their best players. However, the very top guilds preferred to have all their members contribute. This indicates that the most successful guilds prioritize involvement from everyone, not just a select few.

Here are additional open-ended suggestions we received:
1) No rewards for non-participants / participation-based rewards
Several players have proposed that rewards should only be given to those who actively participate, or that the amount of reward should depend on how much someone contributes, to motivate more people to get involved.
2) Increasing the guild member cap
Players have also suggested increasing the maximum guild size beyond the current limit of 30. One idea is to allow more members, but only consider the top 30 scores for official guild activities. This would create a pool of reserve players to fill in when others are unavailable or leave.
However, others worried that raising the limit might lead to even more players joining the most powerful guilds.
3) Tiered rewards by guild bracket
One idea was to offer rewards based on guild size, giving smaller guilds – which usually have fewer active members – a reasonable opportunity to compete and win prizes.
4) Reworking Day 1–3 Invasion Defense
Players also criticized the initial three days of the Invasion Defense event, saying it felt repetitive and caused more problems with scheduling and attendance than actual fun gameplay.
Several people pointed out that while these scores from 3-day events impact a guild’s internal ranking, it’s not clear how they affect the overall guild ranking. Some proposed removing these scores altogether and focusing the event solely on improving Lancelot, as he will eventually reach his maximum level regardless.
We understand and appreciate the feedback about rewards for those who don’t participate, how contributions should be recognized, the concept of reserve members, and the current issues with Invasion Defense. We’ll definitely consider these points as we work on improving Guild Raids next.

We also want to share what people said about making the experience better overall.
We’ve heard reports of crashes, particularly on iPhones. Players have also experienced issues with stuttering, overheating, and slow loading times across all platforms. We’re working to improve the game’s overall performance and stability to address these problems.
2) Gear management
We saw requests to make gear management more convenient, such as:
We’ve added the ability to change your equipment directly in the battle preparation screen. The auto-equip feature is now more intelligent, distinguishing between physical and magical gear for better recommendations. We’ve also improved gear presets and how you manage them.
We also received suggestions to:
We’re planning improvements to several game features. First, we’ll shorten the duration of Golden Colosseum battles. Second, we’re making fishing easier with more automation or better controls. Finally, we’ll streamline the shop experience by adding one-click purchases and potentially switching shop resets to a weekly basis, making it simpler to buy what you need.

They asked us what characters or outfits we’d love to see turned into merch – like figures, plushies, or whatever! It’s cool they’re actually listening to what we want.
Liberta took first place, and both the Onsen Manager and Dark Saintess characters were very popular. Wilhelmina came in second, with all of her costumes – including Iron Monarch, Water Park Queen, and Frozen Queen – attracting a lot of attention. Dream Bride Eclipse was third, followed by Onsen Swordfighter Blade in fourth and New Hire Nebris in fifth. Tyr, Granadair, Darian, Olivier, and Loen rounded out the top ten, in that order.
Generally, players showed a lot of interest in different characters and costume options. Many were particularly excited about seeing everyday clothes and costumes based on specific themes.
Pre-submitted Q&A
We realized our last stream didn’t provide the best answers because we hadn’t fully checked them beforehand, and we apologize for that. This time, we’re making sure to have answers ready and carefully reviewed to give you a better experience.
The questions we’ll be covering today were collected through the following four channels:
We’ve compiled questions from several sources: those received after we removed censorship restrictions, feedback from our first user meeting in Korea, a Q&A session during the Taipei Game Show press conference, and a global collection submitted just before this broadcast.
We combined similar content from these four sources into 30 questions, and we’ll answer them individually.
We’ll gather and share the answers from the Korea user meetings once the second session is finished.
Section 1: Operations & Communications
Q1. Final stance on the censorship controversy
We’re staying true to our original vision for BrownDust2. We won’t change the things our dedicated fans already enjoy, just to try and attract a wider audience.
With platform rules becoming more restrictive, we’re committed to finding ways for players to experience the full, creative BD2 experience. We’re exploring options like releasing a PC version, our own dedicated store, and working with platforms such as DMM (in Japan). We’ll share more concrete plans as soon as they’re finalized.
We’re committed to doing everything possible to ensure you can continue playing the game without censorship, no matter what challenges arise.
Q2. How will you rebuild player trust after the censorship controversy?
We’ll share early versions of important cutscenes and artwork beforehand. If the final versions end up being different, we’ll clearly explain what was changed and why.
We’ve fixed the issue that happened with Ventana’s presentation, where the screen was covered with black bars. From now on, we’ll make sure all presentations are clear, professional, and properly prepared.
We’re committed to maintaining the quality of our work and will continue to strive for innovative and impactful content. We’ll carefully examine every change we make to rebuild your confidence, even if it’s just a little at a time.
Q3. There are too many typos in notices, which hurts trust. Do you have a plan to improve this?
To improve accuracy, we’re adding a final review step where a team or department leader will approve all important communications. We’ll also be tracking and prioritizing error-free notices as a key performance indicator for the operations team, and will focus on achieving this goal.
We’re working on improving how our events run, specifically things like managing crowds and reducing wait times. We’ve learned from issues at past events and are implementing solutions to make the experience smoother for everyone.
We’re planning to reserve enough booth space to comfortably handle large groups of people. We’ll also focus on better preparation and practice sessions beforehand. To make sure our VIP guests have a smooth experience, we’ll set clear guidelines for who can access the booth and when.
We’ll also check all payment methods – including self-service kiosks – and how people move around the event space beforehand to make sure everything runs smoothly. To help attendees spend more time enjoying the event and less time waiting, we’ll be using a queuing system for all merchandise purchases.
We’ve received reports of problems with the quality of official merchandise. Is there something wrong with how it’s being made?
We’re focusing on high quality, not just a large volume of products. To achieve this, we’re being more selective with our manufacturers and inspecting over 10% of all items. We’re also introducing a simple guarantee: if a product is defective, we’ll offer a full exchange or refund, no questions asked. At every step of production, quality is our top priority. Any product that doesn’t meet our standards will be discarded to ensure customer satisfaction and maintain our reputation.
Section 2: Story & Characters
Will playing as the main character directly affect how much focus Lathel and Justia receive in the story?
Justia will remain a key part of the main group throughout the Night World story. Lathel will still be involved, but he won’t appear as often as Justia.
We’re working on making sure characters act consistently with their established personalities. We received feedback about this – for example, some players felt Olivier behaved differently than expected in the “Going Home” Pack, and we’re taking steps to prevent similar issues in the future.
In some areas, the writing felt unfocused and lacked direction. To fix this, we’ve established clear guidelines for each character to maintain consistency throughout the story, and we’ve added several rounds of review. We recognized that the “Going Home” storyline weakened Olivier’s character, and felt these problems couldn’t be quickly fixed. Because fixing it would require a major rewrite, we’ve decided to remove the “Going Home” content altogether.
Q8. What is the planned scope and scale for the Main Story Part 1 renewal?
We’re reworking the story to focus on Justia as the main character, though the overall plot will stay the same—some details might change. This update includes Story Packs 1 through 19, and we’re completely overhauling the dialogue with all-new voice acting.
Are the writers reducing the focus on romantic relationships between the characters?
Over time, we’ve noticed a difference in what our long-time players want and what new players expect from the game. I realize I haven’t been clear about character relationships in the past, and I’ve already explained the changes we’re making to existing pairings. From now on, we won’t be adding new romantic storylines between characters. Instead, we’ll concentrate on creating content that lets you build personal connections with the female characters.
The story’s use of parallel universes makes it hard to fully connect with and care about the characters.
Instead of creating more parallel universes, we’re going to concentrate on enriching the world we’ve already built. Though characters might act differently in each universe, the story will be designed so the Master character connects these versions, making players feel like the character’s essential self remains consistent. We’ll establish clear guidelines for each character’s personality and core traits to ensure their costumes and behavior feel consistent, even across different worlds.
Section 3: Combat & Balance
There are fewer Magic Damage Dealers, and they aren’t as powerful overall compared to Physical Damage Dealers.
During the first six months of the year, we’re adding costumes with Dark and Wind attributes that will be powerful sources of Magic damage. We’re also working on developing more complex skills for Magic DPS characters, aiming for a level of depth similar to what’s currently available for Nebris, and will be including these improvements in future updates.
Q12. The sudden spike in Fiend Hunter difficulty has left me feeling discouraged.
Before Season 55 (Ashen Salamander), completing Level 10 difficulty was quite challenging. We lowered the difficulty starting with Season 56 (Frost Spirit), and as a result, more players successfully cleared it in both Seasons 56 and 57. We intend to keep the difficulty at this current, more accessible level going forward.
The PvP meta feels stuck because a few powerful characters, like Granhildr, are consistently dominating. Are there any plans to address this and create a more diverse and dynamic competitive landscape?
In the past, we mainly created costumes for players who enjoyed Player versus Environment (PvE) content. Now, with the release of the Golden Colosseum, we’re starting to design costumes that will also be effective in Player versus Player (PvP) battles.
Q14. The matchmaking system and point calculation in the Golden Colosseum are unreasonable.
We’re making improvements to the system in February to better match players with others of similar skill levels. Then, in March, we’ll add more changes to help close the gap in scores between players.
Q15. There is significant stress caused by the non-participation of some members in Guild Raids.
The recent survey highlighted concerns about guild capacity, so we’re exploring ways to increase the number of members or create a waiting list. We’ll finalize our decision once we’ve considered how focusing only on the scores of our top players might affect things.
Section 4: Systems & Quality of Life
Hey, so I’m wondering about content for us players who’ve really gotten into the game – like, we’ve maxed out our characters and finished everything in Tears of the Goddess. Is there anything new on the horizon to keep us engaged and give us something to work towards? Basically, what’s next for veteran players?
We’re currently looking at ways to improve character progression. Once players reach a certain level, the game can become too reliant on random chance, so we’re working on a system that lets players distinguish themselves through skill and customization. The goal is to make strategic decisions and the effort players put into their character’s appearance the key to success. We plan to launch this update in the first six months of the year.
Q17. I would like improvements to the gear preset feature.
Many of you asked for a way to delete existing gear presets, and we listened! The recent survey also gave us great ideas like changing gear on the battle prep screen, automatically equipping gear based on damage type (Physical or Magic), and the ability to refine multiple items at once. We agree these are all valuable improvements and have added them to our development plan. We’ll be working on them one by one.
Q18. The Gold and Refining Crystal costs have become an unsustainable burden for me.
Building on our last update, we expect the upcoming refinement feature – which uses Refining Stones – to help ease some current challenges.
To celebrate our 1,000-day anniversary in March, we’ll be hosting an event where you can earn valuable resources like Gold and Refining Stones.
We’re also looking into ways to consistently add new ways to obtain these resources, especially as we release new content to help you grow and progress.
Q19. I am experiencing severe burnout from repetitive “homework” like Today’s Quests and stealing.
We’re working on reducing how often players have to complete tasks. We’re considering making daily tasks happen weekly, or turning them into one-time events.
Q20. Please improve the Fishing UX to reduce fatigue with the content.
We’re planning to add a feature that will automatically start the ship once all players are in the lobby. We’ve also received feedback suggesting we remove the results screen when players catch the same fish repeatedly, allowing them to quickly move on. We’re considering adding an option to automatically close these pop-ups.
Section 5: Future Plans
Q21. What was the true reason for canceling the Steam version?
Some of the character designs in BrownDust2 didn’t meet Steam’s content standards.
Q22. Then, how will PC platform support be handled moving forward?
We’re planning to launch BrownDust2 with our own PC service instead of through Steam, and we don’t intend to release it on Steam at all. Please be aware that some countries have specific rules for PC games, and these rules could affect whether our PC service is available there – and potentially even impact the mobile version. The Google Play Games version for PC will be different from our standalone PC service and will follow mobile app guidelines. We’re working to make sure players on the standalone PC version can access their existing game data.
Q23. Will “lifestyle” content like Fishing or the Aquarium continue to be added?
We’re adding new content like housing and farming. We also want to make earning in-game currency less tiring, and ensure players who enjoy relaxing, lifestyle-focused activities can easily do so.
Q24. What is the future direction for the level of suggestiveness in character interactions?
We’re simplifying the game by removing frustrating puzzles and focusing instead on how players connect with and affect the characters. To make things even smoother, we’re adding helpful hints and a progress bar so you can easily see how far you’ve come. Plus, we’re including an auto-replay feature that lets you experience the game’s motions without needing to manually control it.
Q25. Are there any new collaboration plans?
We’re exploring partnerships with various companies, and those conversations are ongoing. However, due to BrownDust2’s mature content, some potential collaborations may not be feasible. We’ll be careful to select partners that are a good fit for our brand and direction.
Q26. How much do player survey results actually influence the actual operations of the game?
Hey everyone, we’re really digging through all your survey responses – seriously, it’s a huge help and we’re trying to make as many changes as you suggest as possible! Just so you know, when we’re deciding what to do with BrownDust2, we look at whether your feedback fits with the overall vision we have for the game. We’re also constantly checking how people are actually playing – looking at stats and what’s being talked about online, across all regions – to get a complete picture. Basically, we’re trying to balance what you tell us with what the game data is showing us.
Honestly, the game feels a little visually flat at times. I’d really love to see more impactful special effects – things that really pop when I’m playing. More effects would make combat and even just exploring feel way more exciting!
We’re adding beautiful illustrations to the story that you can use as wallpapers and that will also help you feel more connected to the game. To create these, we’re growing our art team.
Q28. Please explain the criteria used for deciding which characters get a rerun pickup.
Previously, we’ve re-released costumes alongside new characters or when they were useful in Fiend Hunter. Going forward, we’ll be creating dedicated banners for costumes that haven’t been available before. These banners will be similar to the recent ones for male characters, giving you opportunities to get Exclusive Gear and Draw Tickets through special missions.
Q29. Are there any plans to add all paid packages to the Web Shop?
We’re working to offer the same items in both the in-game store and on our website. These updates will roll out starting in March. While most items will be available on both platforms, a few special or limited-time products might not be on the website, but we’ll keep this to a minimum.
We recently held a meeting for players in Korea. Are we planning similar events in other parts of the world?
We’re planning to host small fan gatherings in key cities each year. We’ll share more details as our plans come together.
We’ve always found it incredibly helpful to meet and talk with our players, and we’ll continue to do so. For the first six months of 2026, our focus will be on adding features based on your feedback, sticking to our planned development timeline, and getting ready to celebrate the game’s third anniversary. We’ll start scheduling fan meetings in the second half of the year.
That’s all we’ve prepared for today.
As always, we would like to close this Developer Note with a gift.
We’re giving all players a special gift as a thank you! You’ll receive 600 Dia and 40 Cooked Rice. Check your in-game mailbox to claim it – the gift will be available until February 9, 2026.
Thank you.
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2026-02-06 15:54