Please note that development logs are different from official announcements. The content in this post is still being discussed and refined based on your feedback, and the final implemented version may differ.
In the previous development log, we temporarily removed the additional Silver rewards for the Regional D-Effect Zone, the adjustment involving Emergency Gnosis, and the Covenant Combination feature. However, after reassessing the plan, we believe that the better approach is not to remove these elements outright, but to continue improving upon the original proposal. The revised version is outlined below.
## 1. Emergency Gnosis
Emergency Gnosis will remain usable in the Regional D-Effect Zone. Each use consumes 3 Emergency Gnosis. After use, the Training Points earned from that clear will not count toward the Rankings.
This will make it a contingency tool that requires planning, rather than a method that can be overly relied upon to clear content. At the same time, excluding these results from the Rankings ensures that they do not interfere with ranking outcomes and helps preserve fairness in high-end challenges.
## 2. Regional D-Effect Zone
The difficulty of Waves 1ā4 on Hard, Nightmare, and Madness will be reduced. Their overall difficulty will be brought closer to that of Wave 5 in the next-lower difficulty tier.
Under the previous version, the five Waves within each difficulty tier were relatively close in difficulty, with only limited variation between them. In the revised version, we will rework the difficulty curve between Waves so that the challenge rises more gradually and smoothly from Wave 1 through Wave 5, with Wave 5 always remaining the most demanding part.
This will provide Keepers with a clearer process for learning and adapting, while making continued attempts feel more approachable.
Accordingly, Nightmare will continue to grant an additional Silver Ć1,250.
We understand that some newer Keepers may feel pressure or have concerns about this. At the same time, we would like to clarify that, since launch, the cumulative Silver and summon rewards added through free content across the gameās systems and events have already far exceeded the total output of the Regional D-Effect Zone over the same period.
The pace at which newer Keepers can catch up continues to increase, while older Awakeners are also receiving ongoing power improvements. The reward gap created by high-intensity challenges is much smaller than the support provided through these permanent channels. Even for Refined Gnosis Fragments, we have already introduced more acquisition methods through other sources.
With this in mind, we believe it is appropriate for high-intensity challenges to provide suitable Silver rewardsāKeepers who put in sufficient effort should receive greater returns.
We will also ensure that Keepers in general still have a reasonable chance of clearing the content and earning these Silver rewards. An Awakenerās Over-Exaltation or Absolute Axiom can make clearing the content easier, but neither should become a required threshold for doing so. If the actual results deviate from this goal, we will make further adjustments.
## 3. Bonding Covenant
Bonding Covenant will serve as the default option when setting up a Lineup. If there is a conflict with a Team Unique effect, or if you would like to try a different combination, you can directly override it with a Preset Lineup.
While the override is active, you will temporarily forgo 50% of the primary attribute bonus provided by the Bonding Covenant. However, the combination itself will not be removed, and you may switch back to it at any time.
This means that the trade-off is no longer one-time or permanent. In the previous version, changing a Bonding Covenant was inconvenient once it had been set. In the revised version, it simply becomes a default benefit that can be switched on or off whenever needed.
Bonding Covenant can provide an advantage in specific situations without locking you out of flexible Lineup optionsāit is a genuine addition.
## In Closing
We sincerely apologize that the information in the development logs has changed several times within a short period, causing confusion in both understanding and discussion.
However, this is precisely why we remain committed to sharing development logs in advance: to gather your feedback as early as possible, identify blind spots in our thinking, and make the most appropriate decision at the timeāeven if that decision means overturning our previous one.
Rather than appearing unwavering on the surface, we would rather do what truly needs to be done while there is still time to revise the plan. Going forward, we will also continue improving the way and pace at which we communicate through development logs, so that communication between the development team and the community can be smoother.
**After the V2.6 update, we will provide Token of Concord Ć5 and Origin of Time Ć5 to help everyone better adapt to changes in the gameās systems and challenges.**
Seeing the community proactively help us collect and organize feedback has been deeply moving. We are sincerely grateful to every Keeper who has taken the time to share their thoughts. It is through everyoneās collective contribution and participation that Morimens can continue moving forward, even through its twists and turns.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Hello everyone, this is Light, producer of Morimens.
Over the past few months, a great many Keepers have told us about places where our systems could use an update. Thank you to everyone who took part in our surveys and left feedback ā you've been an enormous help in improving the game! Now, after finally carving out a bit of time from development hell, our team has taken a deep look at the game and drafted an initial direction for future updates.
I'd like to share the issues we've identified and our draft plans with you in the form of a devlog. Since there's a lot to cover, these adjustments will be rolled out across several minor updates within the V2.6 major version. As always, we're looking forward to your feedback in this thread, and we may make any necessary adjustments during implementation.
## [Operation]
- As Morimens has grown, every Keeper's strategic skill, progress, and character strength can vary wildly. On the very same unforgettable story stage, some players will try everything until their palms sweat, while others can clear it effortlessly on Auto. The more we emphasize freedom in how you progress through the game, the more this disparity stands out, and we've come to feel we can no longer avoid rethinking it.
- At our 2nd anniversary, we tried lowering the difficulty of the main story and ran into pushback from some of our more hardcore players. We completely understand ā while lowering the difficulty is friendlier to newer players, it genuinely costs them some of the unique challenge that makes Morimens what it is. Losing that experience to a mismatch in difficulty is a real shame. Now we've finally settled on an approach: instead of us deciding, on everyone's behalf, what the "right" average difficulty should be, we're handing that choice over to you.
- "Hard" will no longer be a separate mode ā it becomes a difficulty you can freely choose for each individual combat stage.
- When challenging a stage on "Hard," if you haven't yet cleared that stage on "Normal," the "Normal" difficulty's story content will not be skipped.
- Clearing a stage on "Hard" also counts as clearing the corresponding "Normal" difficulty ā you'll simultaneously receive the Evaluation, Stage Achievement, and Hidden Resource rewards for it as well.
## [Regional D-Effect Zone]
- The Regional D-Effect Zone is one of the most challenging pieces of endgame content. However, more and more Keepers have been breaking past the reward threshold we set back when it launched ā even the highest tier of challenge has seen a growing number of single-turn clears. On one hand, that's proof that everyone has genuinely gotten stronger, and we're proud of that. But it also means we need tougher opponents! And, of course, more rewards!
- On the other hand, we don't want the Regional D-Effect Zone's list of difficulty tiers and rewards to keep growing until it becomes impossible to parse and read. So we've decided that compressing the difficulty tiers is the better path forward: we'll keep the original stages and rewards in the first half, and place the new stages and rewards in the second half.
- To help everyone deal with all manner of harsh conditions, we're also lifting the restriction on using Emergency Gnosis inside the Regional D-Effect Zone. With Emergency Gnosis to back you up, you'll be able to take on the toughest conditions more boldly, with much less worry about having to drop down a difficulty and restart.
### Normal
- Recommended Level for Waves 1ā5: 44/48/52/56/60. Training Points to clear: 50/60/70/80/90.
- Rewards unlocked from 50ā350 Training Points: Gnosis Fragment Ć50, Silver Ć1250, Black Offering Ć7500.
### Hard
- Recommended Level for Waves 1ā5: 64/68/72/76/80. Training Points to clear: 60/70/80/90/100.
- Rewards unlocked from 360ā400 Training Points: Refined Gnosis Fragment Ć25, Black Offering Ć7500, Formless One's Gift Card Ć50, Rose Scrip Ć1,500,000.
### Nightmare
- Recommended Level for Waves 1ā5: 82/84/86/88/90. Training Points to clear: 70/80/90/100/110.
- Rewards unlocked from 410ā450 Training Points: Refined Gnosis Fragment Ć25, Silver Ć1250. This is a brand-new reward compared to the previous version.
### Madness
- Recommended Level for Waves 1ā5: 92/94/96/98/100. Training Points to clear: 80/90/100/110/120.
- Rewards unlocked from 460ā500 Training Points: Formless One's Invitation Ć5. This is a brand-new reward compared to the previous version.
### Emergency Gnosis
- You can now use Emergency Gnosis to help you get through challenges in the Regional D-Effect Zone!
- Training Points earned from a clear achieved with Emergency Gnosis can only be used to claim rewards ā they will not count toward the leaderboard.
## [Hectic Skybound Rail]
- Hectic Skybound Rail is the closest thing to a true roguelike in our map design. Even though a full run takes quite a while to complete, we've seen many Keepers reach the max Train Upgrades level of 50 early on and tell us it wasn't quite satisfying enough ā so we've decided it's time to expand this mode!
### Train Upgrades
- The max level is being raised from 50 to 100!
- The added levels can grant up to Refined Gnosis Primer Ć1, Silver Ć2500, and Rose Scrip Ć3,750,000.
### Final Stage
- On "Madness" difficulty only, completing the Stage 3 challenge unlocks an additional Final Stage.
- This stage features only the final boss, Tawil ā defeating her grants an additional VIP Points Ć1500.
[Producer's Letter] You Saved Morimens - Here's Our Promise For The Future Finale
Hello everyone! I am Light, the producer of B.I.A.V. Studio.
The fact that Morimens has made it this far is inseparable from your discussions, recommendations, and support across all platformsāmore often than not, those voices carry more power than we ever imagined.
This letter is both an expression of my gratitude and a record of our journey: a chance to earnestly write down the story of how we got here, and to clearly share the future we are committed to building within our capabilities.
Letter Below
Key Points
Iām Light, the producer. Iāll be in the comments to answer your questions.
Morimens began in 2019. By late 2021 and mid-2024, we were on the verge of disbanding twice. Both times, we chose to finish the story, cementing our theme: "Resist oblivion through remembrance."
In November 2024, we launched the Final Chapter for our 1st Anniversary and were prepared to say goodbye. However, your support on Reddit, Discord, and X triggered unexpected growth. This provided the funding to keep moving and kickstart Part II: "Stars Came Right (Astral Reign)."
Since 2025, we have been rebuilding: fixing legacy bugs, completing missing systems,pushing for professional human English localization, and securing development resources through new partnerships.
In 2026, we released our first Eastern Grotesque character, Xu. Originally drafted in 2021 and shelved for four years, we restarted her production in 2025.
Final Commitment: At present, the project's operational situation is steadily improving.However, if we ever face a shutdown crisis again, I promise to do my utmost to complete the story's conclusion and provide a deliverable Oļ¬ine Version, ensuring your memories and investment do not vanish.
Preface: If you knew the world would eventually end, would you still choose to create?
1. An Idealistic Start
In 2019, we formed our team with a mission to create something "unsafe": a project that used dark aesthetics to present H.P . Lovecraftās cosmic horror. For the gameplay, we chose high-diļ¬culty Roguelite deck-building as our core. This didn't fit the typical commercial logic of live-service gacha games, but we felt the experience had to be defined by pressure and uncertaintyāotherwise, the "cosmic horror" would just be a gimmick.
In 2020, we released our first trailer. The response from early players was incredibly encouraging and attracted more creators to join us. We thought the project would only get smoother from there, but reality soon taught us that this path would be anything but easy.
2. Hard Choices
By 2021, a storm of problems hit us, leading to a severe financial crisis. Our lack of experience, the complexity of the core gameplay, the diļ¬culty of meeting local market's censorship requirements, a shifting capital environment, and the pressure from high-budget competitors all collided. We were left with two choices:
Disband the team: End the project there and let everyone go their separate ways.
A desperate pivot: Use our remaining budget to rework the game and push it toward markets outside our home region.
We knew the second option was high-risk. We had to cut content we loved, rewards were uncertain, we lacked publishing or investment support, and we had no funds for self-promotion. Even if we launched successfully, it felt like we were headed toward a dead end. Even so, we chose to continue.
3. Why We Kept Going
We kept going because our passion hadn't burned out, and we felt the players' wait shouldn't be in vain. More importantly, we believed that even if the end of service is inevitable, the act of creation and the experiences shared along the way are never meaningless.
So, we named the project "Morimens" (åæå“åå¤). The Chinese name translates to "The Night Before Forgetting," while "Morimens" is derived from the famous Memento Moriā"Remember you must die." We set the theme as Existentialism: on a stage of cosmic horror that preaches nihilism, we wanted to tell a story of "mortals resisting the gods."
At the very beginning of the story, during the opening ceremony at Mythag University, you are asked to carve your own name onto your tombstone. You know exactly what might happen in the future, yet you still choose to begin the journey and become a Keeper.
That is not just your story in the game. It is a reflection of our story in reality.
Part I: Dusk and Dawn
A Rushed Launch
In November 2023, facing a critical shortage of funding, we made the diļ¬cult decision to launch the mobile version in Hong Kong, Macau, and Taiwan. This followed our grueling "Polar Night" and "Dawnbreak" beta tests.
To be honest, we weren't ready. The content was thin, bugs were everywhere, and balance issues were a constant headache. We knew this was hurting the player experience, but our only choice was to launch and pray we could fix the ship while sailing it.
By May 2024, the situation turned dire. We hit a massive funding crisis with only two months of runway left. Downsizing was unavoidable. Designers, artists, and engineers began to leave one by one. But we refused to go quiet or simply pull the plug. Instead, we set ourselves one final mission before the end.
The Final Task
We committed to three core goals before the team disbanded:
Finishing the Story: We believed that if you start a story, you have a responsibility to finish it. Even an imperfect ending is better than leaving players in limbo forever.
Expanding Language Support: We didn't have the budget for professional localization, but we didn't want to ignore our international fans. We saw players on Reddit using screen translators just to play. We decided to implement machine translation to lower the barrier to entry, while being fully transparent about the quality in the settings menu.
The Oļ¬ine Version: We wanted to ensure that if the servers ever went dark, the game wouldn't just vanish. By developing an "Oļ¬ine Mode," we ensured your progress and memories wouldn't be deleted. It felt rightāextending the game's theme of "Oblivion" (the fight against being forgotten) into the real world.
We tried to signal this "end of life" phase to the community: First through hints in our 0.5 Anniversary video, then through direct posts, and finally by accelerating the plot toward a grand finale where all Keepers unite.
We wanted our players to be fully informed before spending another cent or hour of their time.
The "Brutal" Reality
With no money and no time, we had to adopt a brutal workflow. We gradually shrank the team to just 20% of its original size. Because the team was downsizing so rapidly, we had to speed up our pace just so people had enough time to hand over their unfinished work and ideas to the few remaining staļ¬ before their final day.
It was a revolving door of goodbyes. Almost every week, a colleague would finish their final task, hand over their notes to the skeleton crew, and leave. For those of us who stayed, it felt like watching comrades fall one by one in a losing battle. The workload was crushing, but the emotional toll was even worse.
In November 2024, during our 1st Anniversary, we finally released the final chapter. We spent our very last bit of budget to commission Emi Evans to perform the ending theme, "Ex Oblivione <ā¼ >".
At that moment, the community, the developers, and the characters in the game were all prepared to say goodbye for good.
But then something completely unexpected happened.
Part II: An Annihilated Rebirth
The Community Miracle
After we released the Final Chapter, the community showed us support that defied all expectations.
Players across diļ¬erent countries and platforms knew the project was on the brink of death. They saw the "Machine Translation" warnings in the menus.
Yet, they chose to stay. They chose to support us financially and spread the word across X, Discord, and Reddit.
That was the turning point. Just as we were preparing to say our final goodbyes, the anniversary update triggered a massive wave of growth.
The revenue and enthusiasm from that "ending" gave us the funds to do something we thought was impossible: begin development on Chapter 2," Astral Reign."
A Brand New Chapter
Starting in January 2025, we began the slow process of rebuilding. We are finally putting the project back on a sustainable track:
Game Improvements: Weāve fixed long-standing legacy bugs and finished the "Archive" section, a feature that should have been completed ages ago.
Localization Improvements: We now have our own in-house English localization team. Most in-game text has been fully replaced with professional human translations, and more are on the way.
New Partnerships: Weāve partnered with Altplus for independent operations in specific regions, securing the funding needed for future development.
Collaborations: We launched a long-term collab with Mist Sequence, bringing the protagonist Mouchette (CV: Ikumi Hasegawa) into the world of Morimensāensuring her story isn't forgotten.
The Second Anniversary: We introduced Murphy: Fauxborn (CV: Mamiko Noto), a character inspired by Cthylla, the daughter of Cthulhu.
As of late 2025, the game is in a healthier state than it ever was during our first year. We are still a small indie studio, but your feedback has convinced us that this world is worth saving.
The only way we can truly repay you is by continuing our work with even greater sincerity and exploring the further possibilities of this world.
In January 2026, we launched our first Oriental Horror style Awakenerā"Xu." Her birth carries a very unique meaning for all of us.
Part III: Huangpu Whispers
The Prototype (2020ā2021)
The character "Xu" has been a ghost in our files for six years.
Her story began in 2020 during a Call of Cthulhu (CoC) tabletop session the team was playing together. We became captivated by "The Bloated Woman" and the haunting atmosphere of 1920s Shanghai. That session gave birth to Xu's first draft: a figure draped in luxury robes, a high-society felt hat, and a black fan.
We soon realized that simply drawing "bloated, black long arms" provided plenty of shock value, but lacked that layer of "indescribable" quality central to cosmic horrorāthat specific sense of oppression wrapped in beauty and etiquette.
We decided to pivot our direction toward "the horror hidden beneath elegance," shelving the idea until we had a more mature opportunity to create her.
In 2021, our artist KPKSS accidentally produced a second draft during a practice sketch, and it instantly captured the exact paradox we were looking for:
A yellow and black silk qipao paired with a folding fan.
The mystery enhanced by a fan cover.
Eyes with a strong, alluring gaze as key points of recognition.
Incorporating imagery of the Deep Ones from the original texts, KPKSS added tentacle elements to Xu and connected the imagery of "eyes" to peacock feathers.
She transformed the feathersāwhich are naturally full of eye-like patternsāinto white mink fur.
Upon closer inspection, however, you realize they aren't feathers at all, but tentacles covered in eyes.
It was perfect. But then, the survival crisis hit. We had to shelve Xu to focus on characters that were easier to finish. The draft was buried in our archives, and KPKSS eventually left the team.
We thought Xu was lost to time.
The Restart (2025)
In the summer of 2025, just after we overcame our survival crisis, our update schedule was finally returning to normal. We had just launched Doresain (CV: Takehito Koyasu), the elegant Ghoul King, but we were still deep in "production hell" and needed to plan the next character for the Caro Realm immediately.
Our chief scriptwriter, Jiyue, stumbled upon Xuās old files. She couldn't look away. We decided then and there: Xu would be our featured character for the upcoming Spring Festival.
After four years of silence, Xu finally entered production. We reached out to KPKSS once more to lead the redesign. Four years had passed since that initial sketch, and her understanding of the unique visual language of Morimens had grown far deeper and more mature.
Our new team members, artist Meimei and scriptwriter Ningyi, collaborated closely with KPKSS to stay true to the original vision while adding new layers.
To further emphasize the core concept of "horror beneath beauty," we pushed the design even further:
The Texture of Horror: We emphasized "feathers growing from the body like scales," with eyes emerging directly from the flesh.
The Magnolia: We added a magnolia symbol to her foreheadāa flower whose fragrance is beautiful but signals the onset of decay. It captures Xu perfectly: alluring, powerful, and utterly irresistible.
The Voice: We invited Rie T anaka to play Xu. We asked her to find the delicate balance between maternal tenderness and the "love" of a non-human entity to answer a central question: How would a non-human existence express love?
As a funny side note, our scriptwriter Ningyi was so unsettled by the story she was writing that she had repeated nightmares, mostly about the three Concubines and their dark, blurry faces.
Resonance
We wanted to weave Xuās narrative elements into every part of herāfrom the writing and gameplay design to the UI and music. Our goal was for players to not only see her, but to read, play, and hear her presence throughout the entire experience.
UI: Wang Miaomiao incorporated Xuās body curves, feather imagery, and signature colors into the typography and decorations of her promotional titles. Seeing the text is like seeing the person.
Combat: Battle Designer Mijiu came up with the "Resonance" and "Stealth" mechanics, reflecting her nature as a predator who hides behind allies, waiting for the perfect strike.
Music: Composer Frank blended traditional Chinese elements with melodies that shift between comfort and danger.
The Stats: Finally, I set Xuās CON (Constitution) to the highest level in the game. It seems counterintuitive for a character who looks so delicate, but when you realize what she truly is underneath, it makes perfect sense.
Xuās six-year journey from a forgotten sketch to a centerpiece character reflects the spirit of B.I.A.V . Studio. People may come and go, but the creative soul of this project remains.
Links where Light is answering questions:
Letās Talk
I will do my best to respond to your questions in the comments. Iād also love to hear from you:
1. When did you start playing Morimens, and what brought you here?
2. Which scene in the game touched you the most?
3. What kind of content updates are you most excited to see?
4. Do you enjoy these behind-the-scenes stories? Who else would you like to hear about?
5. Is there anything you want to say to our team? (I will translate your messages and share them with the staļ¬!)
Finally, I want to sincerely thank every single member of this community. You are the reason we are still here.
We sincerely appreciate every member of our community who shares a love for the game, as well as everyone who creates fan-made websites and resources.
That said, to ensure you receive accurate customer support and to protect your personal information from exposure, please use the official channels listed above, or contact us directly through the in-game customer support entry. Thank you for your support!
The familiar melodies of The School will soon have a new place to call home for years to come. We plan to gradually release the Morimens original soundtrack collection on Steam. The upcoming soundtrack collection includes the following two albums:
ā Morimens Ć Saya no Uta OST: Where the Dandelions Go
ā Morimens OSTā āThe First Silver Key
The OST music in-game and across all online media platforms will continue to be updated as usual, and will not be affected in any way by the Steam launch.
The Steam music collection is simply one of the digital ways we offer Keepers to preserve their favorite melodies ā keeping them safely stored and ready to revisit anytime. For everyday listening, we still warmly welcome and encourage everyone to continue enjoying the music in-game and across various online music platforms.
Thank you to every Keeper who is willing to stop and listen.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
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This collaboration is a special work co-created by B.I.A.V. Studio and Nitro+.
As devoted fans of Saya no Uta, and as relative newcomers to this industry, we feel truly honored to have been given this opportunity. We invited Midori Kawamura to reprise the role of Saya, and asked Kanako Ito, who performed the original theme song, to lend her voice to the Japanese theme as a tribute to the source work; for the English theme, we invited Emi Evans, so that it resonates with the themes of Morimens. We have given every detail of this collaboration the same care we give to our own characters and stories within Morimens.
We understand deeply that the story of Saya no Uta holds an irreplaceable place for many readers. That is precisely why we want to be upfront with you: together with Nitro+, we have chosen to bring this collaboration to you as an experience centered on impression and atmosphere, doing our utmost within the form that Morimens can carry. We hope that, in the places left untold, you will once again feel the impact and the resonance that Saya no Uta has left behind over all these years.
Since its release, Traphase has accompanied all of you through many moments. It has been a great joy to see more and more Keepers playing and enjoying this mode.
However, after careful consideration, we've decided that Traphase will pause new content updates from now on and enter a state of balance maintenance. This wasn't an easy decision, but we believe it's a necessary one.
We deeply understand that the foundation Traphase is built on is "every choice matters." But with each new batch of cards added, the space of tactical combinations grows multiplicatively. The more content there is, the harder it becomes to ensure every choice remains clear and every match remains pure.
So rather than rushing to add more new cards, we'd like to first polish the game's core experience so that every card is worth your investment, and only then resume adding new content to Traphase.
For example, we're planning to add more detailed environment displays for Traphase, showing each card's recent popularity and win rate across different rank tiers, to help everyone better understand Traphase.
If you have any further thoughts on Traphase, feel free to leave a comment and let us know!
I sincerely apologize to all the Keepers for the recent decrease in my communication frequency within the community!
This situation has also led some partners to misunderstand that we are abandoning the core tradition of "maintaining transparent communication with players." However, that is not the case. This reduction in communication is solely due to the team's extreme busyness recently, and I have had to make temporary adjustments to my personal time investment.
As "Morimens" embarks on its third year of operation, it is thanks to every Keeper who continues to play and maintains healthy communication with us. We always cherish this recognition. Here, I solemnly promise: as long as I am still the producer of "Morimens," "transparent communication with players" will remain a tradition we uphold; every promise made in the past will be fulfilled to the best of our ability. If adjustments must be made due to objective circumstances, we will promptly and honestly explain to everyone.
The recent busyness mainly stems from three aspects of work, and I also want to share the progress and good news with everyone:
1. After two years, the team has made significant adjustments in staffing, workflows, and long-term development plans, which have consumed a lot of energy from me and the core creators. Fortunately, we secured additional production budget, which is limited in amount but will be fully invested in game content development, while also exploring more channels for game promotion to let more people know about "Morimens."
2. As the early drafts of game development gradually deplete, in order to ensure the quality of the story, art, and gameplay, while also advancing the preparation work for version 3.0, we are significantly increasing the advance reserve of content development. The number of parallel development tasks currently underway far exceeds that of the past, and the resulting design and coordination issues require more of my follow-up. The good news is that a senior artist who was deeply involved in the development of "Morimens" has officially returned to the team. She will assist the new artists in maintaining the game's unique artistic style through creative methods, skills, aesthetics, and processes.
3. Recently, a colleague from the operations team left due to personal reasons, resulting in a temporary reduction of 50% in team operations staff. The daily content updates, information releases, and communication tasks for the community are all facing staffing shortages. We are currently making every effort to recruit 2 operations staff, one of whom will be dedicated to community-related work, fundamentally addressing the shortage of personnel in community operations and ensuring that future player communications are more timely and smooth.
I hope that sharing these internal situations can alleviate everyone's concerns. Regarding the highly anticipated Absolute Axiom design and the development progress of the long roguelike gameplay, I have been paying close attention to various discussions and feedback from the community, and I will provide a detailed explanation through an independent development log as soon as possible.
Once again, I apologize for the recent lack of communication, and I appreciate the understanding and companionship of all the Keepers. We will carry this support with us as we continue to refine the game and maintain sincere communication with everyone.