Hello, this is Kim Jihoon, Director of Project Moon.
We have confirmed that the performance and play experience of the Identities released for this Walpurgis Night have fallen short of our Managers' expectations.
After reviewing our design process, I found that our approach was flawed. We did not give enough thought to how reliably these Identities could use their key Skills in actual combat, or whether meeting the conditions for those Skills would feel rewarding. We also lacked a consistent standard for designing their performance. I apologize for disappointing the Managers who had been looking forward to their release.
Accordingly, we plan to increase the performance of certain buffs and Skills for the Outis, Don Quixote, and Sinclair Identities released for this Walpurgis Night, and adjust the Walpurgis Night Combat Encounter and E.G.O Gifts.
1. Identity Adjustments
1) Wedge Office Fixer Don Quixote
- Added an effect to "Field Analysis":
Turn Start: If this unit is Staggered, recover from Stagger (2 times per Encounter; excluding forced Staggers)
- Changed the Coin 3 effect of "My Spear Shall Puncture Thee True!":
Before: [On Hit] Deal Pierce damage equal to (Wedge - Sinclair on target x 5)% of this Coin's final damage (max 40%)
After: [On Hit] Deal Pierce damage equal to (Wedge - Sinclair on target x 7)% of this Coin's final damage (max 56%)
2) Wedge Office Fixer Sinclair
- Added an effect to "Field Analysis":
Turn Start: If this unit is Staggered, recover from Stagger (2 times per Encounter; excluding forced Staggers)
- Changed the Coin 3 effect of "I'll Run You Through Quick & True":
Before: [Reuse - On Hit] Deal Pierce damage equal to (Wedge - Don Quixote on target x 4)% of this Coin's final damage (max 32%)
After: [Reuse - On Hit] Deal Pierce damage equal to (Wedge - Don Quixote on target x 6)% of this Coin's final damage (max 48%)
3) Wedge Office Rep Outis
- Added an effect to "Momentum":
Turn Start: If this unit is Staggered, recover from Stagger (once per Encounter; excluding forced Staggers)
- Added a Coin 1 effect to "Transpierce":
[On Hit] Deal Pierce damage equal to 100% of this Coin's final damage
- Changed a Skill effect of "... All units, engage for collision.":
Before: [On Use] Deal +30% damage for every excess Atk Weight beyond the # of actual targets
After: [On Use] Deal +60% damage for every excess Atk Weight beyond the # of actual targets
- Added the following effect to Coins 1, 2, and 3 of "... All units, engage for collision.":
[On Hit] Deal Pierce damage equal to 15% of this Coin's final damage
- Changed a Skill effect of "The Wedge in the Wake of Dawnbreak":
Before: [On Use] Deal +30% damage for every excess Atk Weight beyond the # of actual targets
After: [On Use] Deal +60% damage for every excess Atk Weight beyond the # of actual targets
- Added the following effect to Coins 1, 2, and 3 of "The Wedge in the Wake of Dawnbreak":
[On Hit] Deal Pierce damage equal to 20% of this Coin's final damage
2. The 10th Walpurgis Night Combat Adjustment
- Added an effect that reduces damage taken from Burn by 75% to the Emotion Level 0, 1, 2, and 3 buffs
3. The 10th Walpurgis Night E.G.O Gift Keyword Adjustments
- White Cravat
Before: Keywordless
After: Pierce
- Carefully-selected Medicinal Herbs
Before: Keywordless
After: Pierce
Before deploying the adjustments, I would like to explain how this happened and why I believe these Identities need upward adjustments. I would like to disclose the process as transparently as possible to our Managers, as unexplained changes could seem as though we were judging the design and balance solely by monitoring player reactions.
In reviewing the situation, I identified four major problems:
[1. Combo Skill Performance]
The Wedge Office Identities were designed around using their "Combo" Skills.
However, despite needing all 5 Identities and their respective conditions, the 5-Identity combo Skill damage output was in the same ballpark as the other newest Identities' powerful Skills.
In our original design process, we decided to give the combo Attack a relatively low damage output. It was because we decided that the combined total damage output of Wedge Office's attack cycle, when taking into account the additional attacks from combo Skills, was sufficiently high.
However, in this process, we failed to consider the actual gameplay experience of building up a powerful combo attack.
We should have considered it from the Managers' point of view: a key Skill that requires several conditions and plays out through a lengthy animation should deliver power and satisfaction to match. We featured the Joint Combo prominently in the PV, and we should have considered what Managers would expect from it.
We believe that, even if the total damage is high enough, disappointing damage output for the most anticipated move in the Skillset dampens the primary fun factor of using the Identity in question. It was our mistake to weaken the core Skill's damage for the sake of balancing the total damage output.
Going forward, when balancing an Identity, we will review whether an Identity's core concept and Skills provide enough power and satisfaction as our first priority, instead of reviewing based on the final, total damage output.
[2. Reliability Issue]
Due to the inconsistent reliability of Wedge Office Identities, their combo moves were too infrequently activated despite being their core mechanic.
Don Quixote and Sinclair each have 2 Stagger Thresholds, and none of the Wedge Office Identities had any ability to recover from Stagger.
They also lacked any means to alleviate that issue, such as healing, which meant that Identities that were supposed to participate in combo attacks were unable to do so due to Stagger. This led to combo attacks and joint moves being executed less frequently than most would hope for.
Though the Dawn Office Identities also lack any Stagger recovery ability, they have self-healing, which ensures a degree of survivability.
This is something we failed to consider when designing the Wedge Office Identities.
As these Identities and their actions were designed to work in conjunction with each other, we should have prepared the means to reliably sustain that design structure.
Another reason behind this design is the lack of consistency in translating lore into Identity strength.
In this case, we did not give Wedge Office Stagger recovery because we considered the original Dawn Office and original Wedge Office's strengths to be, in terms of lore, on relatively similar levels.
However, in other parts of the design process, we gave them abilities different from the original versions because they were Mirror World Identities. Examples include Wedge Office's Joint Combo attacks or Burn infliction from Dawn Office's Yuna.
This lack of worldbuilding-and-gameplay consistency caused us to miss an important part of the gameplay design.
In addition, as we have been including various utilities such as Stagger recovery, Shield, or healing in recent, powerful Identities, we should have considered whether these new Identities had the same level of reliability and utilities.
We failed to sufficiently review and provide the Identity strength and satisfying gameplay feel that the newest Walpurgis Night Identities should have.
Going forward, we will establish a more concrete set of standards for incorporating worldbuilding details into actual combat gameplay experiences.
Also, we will more carefully review whether an Identity's core mechanic can be reliably engaged with in a real gameplay scenario.
[3. Using the Identities in the Walpurgis Night Combat Encounter]
Enemies in this Walpurgis Night Combat Encounter primarily use the Burn debuff, but the Wedge Office Identities had no particular means of dealing with it.
We should have considered that Managers would want to use the Identities they had just obtained through Extraction in the new Combat Encounter released alongside them. Because we failed to take this into account, the Wedge Office Identities could not perform well in the Walpurgis event battle.
Their difficulty dealing with Burn, combined with their lack of survivability, made the Joint Combo Skills even harder to use. Even when players managed to use it, its damage fell short of expectations. This made their performance and play experience all the more disappointing.
A Walpurgis Night Combat Encounter released alongside new Identities should have been a stage where those Identities could be used properly and showcase their strength.
Game design work for the Identities, E.G.O, and Combat Encounter was divided too sharply between teams, and we did not sufficiently review how the aforementioned elements worked together. The design team lead and I should have ensured that the people-in-charge continued to share information and coordinate their work. We failed to do that, and as a result, we overlooked the Managers' experience of playing the content.
Going forward, the design team will review together whether simultaneously-released Identities and E.G.O can fulfill their intended roles in the accompanying Combat Encounter.
[4. Keywordless E.G.O Gifts Issue]
In the current Mirror Dungeon, it is difficult to obtain a specific E.G.O Gift classified as Keywordless. Nevertheless, all three E.G.O Gifts added for this Walpurgis Night were classified as Keywordless.
To put it plainly, I am deeply sorry: we made that decision without thinking it through. We classified the Gifts as Keywordless because there was no Keyword that clearly matched their effects, without sufficiently considering how that classification would affect players' ability to obtain them. I apologize for overlooking such a basic point that should have been considered before all else.
In the current Mirror Dungeon, a Keywordless classification does more than describe the nature of a Gift. It also makes that Gift difficult to obtain deliberately.
We should therefore have considered whether the Gift offered enough in return for that difficulty, and whether the classification placed needless restrictions on the way players could use it. If there was no design-related reason to make a Gift harder to obtain, we could have assigned it a suitable Keyword such as Pierce. Instead, we classified it as Keywordless simply because no Keyword matched its functions exactly.
This was an issue that a little more thought could have prevented. It made me recognize, once again, that something was wrong with how the design team communicated during the process. And once again, I deeply apologize for this oversight.
Going forward, we will review not only the E.G.O Gifts' effects, but also how their Keyword classification affects how they can be obtained and how difficult they are to obtain.
[5. Our Next Steps]
I apologize again for these design errors in the 10th Walpurgis Night. I recognize it is an important event that should have been enjoyable for all Managers.
First, I intend to examine whether the current Walpurgis Night schedule placed an unreasonable workload on the design team and those in charge.
Afterward, I will review how work is assigned and what standards should guide the resulting designs.
I will also spend more time asking our game designers what they intended and what considerations informed their decisions.
The design team lead and I will speak with team members more often, so that no employee is left focused only on their assigned portion of the work.
I feel particularly sorry and ashamed because we could have avoided these problems by playing Limbus Company in-depth, in-house, and giving the designs a little more thought.
I believe this is a systemic problem in our design and implementation process, rather than a matter of isolated human error. I will consider how that process needs to change.
[6. How We Review Player Feedback]
I would also like to explain how we review reactions to updates, as some Managers may be concerned that we make patch decisions based only on responses from a particular language group or online community.
In the past, I could only review feedback from Korean-language communities. Even then, time constraints sometimes prevented me from seeing all of it.
To overcome these language and time constraints and hear from as many communities as possible, our internal Customer Support team uses monitoring tools to collect and organize opinions and reactions from major social media platforms across different language groups. The people in charge then review the collected feedback directly to perceive, analyze, and understand the overall response.
After major updates, we check this feedback at 1-hour intervals. At other times, we continue monitoring at intervals of 3 to 4 hours.
My own judgment will inevitably play a part in interpreting what we collect. Even so, I want Managers to know we are making an effort not to decide a patch's direction based on a single language group or community.
I apologize again that these issues arose during the Walpurgis Night event, especially with Project Moon's 10th Anniversary just around the corner. I understand that Managers have been looking forward to both of these events.
Because this is a serious matter, we will make the adjustments as quickly as possible through an update that does not require a new client build. We currently expect the hotfix to be deployed at approximately 11:00 PM (KST). We will issue another notice once the update is complete.
[Compensation for the 10th Walpurgis Night Identity Enhancement and Battle Design]
- Content: Lunacy x1300
- Recipients: All users whose game accounts were created before Nov. 26th, 2026, 10:00 AM (KST)
- When: After Nov. 12th (Thu), 2026, 23:00 (KST)
- Can be claimed once per account
Relevant Compensation can be claimed until Nov. 26th (Thu), 2026, 10:00 (KST) via the in-game Mailbox (mail available for 7 days).
