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Post-Launch Roadmap
August 6, 2026 at 09:30 PM
Initial version: four planned Heroes, Hero Quests, Rift System, quality-of-life priorities, expansion and console plans
Hound13 published its post-launch plan on June 19, 2026, four days before release, as a recap of the fourth developer stream. The headline commitment is four new Heroes across the second half of 2026, all of them folded into the base game rather than sold as downloadable content. The studio was explicit that these four will be built regardless of how the game sells.
Ryza arrives first. The remaining three are scheduled sequentially, with the order still being settled internally.
Hero | Specialty | Described Kit |
|---|---|---|
Ryza | Shock | Throws her spear, then teleports to wherever it lands to keep the assault going. Positioned as the fast, showy option. |
Jerome | Knockdown | Small-statured greatsword user. Prioritised second because the launch roster has no dedicated knockdown specialist. Unleashes skills on Super Armor destruction and uses a three-stage grab. |
Veronica | Stun | Fires a gun at range and switches to martial arts up close. Built in response to forum requests for a bare-handed fighter. |
Logan | Tank | Attacks with a large shield and protects allies. Hound13 said it wants to make him more versatile before he ships. |
A new strand of story content covering the Heroes whose backgrounds the main campaign does not reach. Othello's quest is being prepared first, followed by one tied to Ryza. These sit alongside the Bond Quests that already ship in the launch build.
Rifts open across the Continent of Orbis and let a party cross into other dimensions to fight. Hound13 has held back the details, noting that the system carries story spoilers, and has not given it a patch window.
The studio named this its top post-launch priority and said it was the most requested category by a wide margin. Some of it landed in the launch build; the rest continues after release.
Combat feel, gamepad support, and hit feedback.
Less floaty jumping, instant sprint, and an auto-run option.
Camera work: free view, view distance, separate vertical and horizontal sensitivity, and lock-on.
A UI hide toggle and a photo mode.
An expanded in-game help system.
Producer Jang Yun-jin later singled out lock-on as the biggest single controller improvement, with better targeting and tracking on unlocked basic attacks behind it.
Hound13 framed ongoing balance work as an obligation of selling a premium package rather than a live-service title: if any part of the game eats an unreasonable amount of time or simply annoys, it gets adjusted. The first pass arrived in patch 1.0.4 on July 30, raising World Boss and Sudden Mission rewards and putting low-grade crafting materials in the Gold Shop. See Update History for the detail.
The longer plan is to finish the Orbis story through paid expansion content, then open a new region built on the floating islands. That region has been the named next destination since before launch and still has no date. Hound13 answered a direct question about whether it will be free or paid by saying nothing had been decided.
Console versions are in preparation. In the July 28 post-launch FAQ the studio said neither the platforms nor the timing have been finalised and that it will announce details once they are. There is no mobile version of the Awakening build and none is planned.
Request | Studio position |
|---|---|
Steam Workshop support | Under review; scope and timing undecided |
Player-to-player chat in towns | In planning and development review |
Japanese voice acting | Ruled out for launch on cost and time. Hound13 said it would like to add it if results allow but would not commit |
A separate easy or core difficulty mode | Cut for launch on priorities. Difficulty instead scales with adventure rank and can be lowered manually |
Costume DLC for every Hero | Not finalised, though the studio says it has a number of costumes prepared |
Update History for what has actually shipped.
Heroes for the launch roster.
Buy-to-Play Model for how the roadmap is funded.