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Developer's Co-Dev Update | Major Balance Adjustments to Weapon Builds!

11/23/2024 Developer's Co-Dev Update | Major Balance Adjustments to Weapon Builds!

Dear Metas,

We've been closely following your feedback on weapon build balance. We want every build to have its moment to shine, so we're planning a balance update on December 19.

We understand that you've invested a lot of time and effort into collecting and upgrading your weapons. That's why we'll do our best to avoid nerfs in this balance adjustment, focusing instead on buffs and environmental changes. After the update, we'll also provide extra blueprint conversion attempts (the exact number will be detailed in the update announcement).

This balance update includes the following changes, and we look forward to your feedback. Please note that these are not all the adjustments or final values. We'll continue to adjust and optimize after testing and gathering your input, and we'll detail all balance changes in future official announcements.

1. Bounce Rework

1) Basic Effect Rework

The Bounce keyword is getting a rework. We're enhancing its AoE damage and improving the combat experience for Bounce builds in single-target scenarios. The new Bounce effect is as follows:

Keyword - Bounce

After triggering Bounce, your shot will randomly bounce to 1 enemy within a 15-meter radius (if no enemy is nearby, it bounces off the environment). It can then bounce one more time. Each bounce deals Weapon DMG equal to 40% of your Attack.

2) Weapon Updates

Weapon Blueprint Name

Updated Effects

Brahminy

60% chance to trigger Bounce on hit.

Bounces +2; deals 50% Bounce DMG to players.

Hitting the environment can also trigger Bounce; damage decreases by 30% (95% against players).

Bounce Weakspot Priority +50%.

Roaring Bear

25% chance to trigger AoE Bounce on hit, bouncing to up to 3 targets.

Bounce hits always trigger a rebound, dealing 100% Bounce DMG; after rebounding, it doesn't continue to bounce.

Bounce DMG +30%

When magazine capacity is below 50%, Bounce count +1.

Squidward

70% chance to trigger Bounce on Crit Hits.

Each time Bounce is triggered, Weapon DMG +2%, stacking up to 25 times; 1 stack is lost every 5s.

After continuous shooting for 2s, Bounce targets +1.

3) Unique Gear Updates

Gear Blueprint Name

Updated Effects

Prickly Dance Pants

Bounce can hit allies without causing damage and automatically reloads 1 bullet on hit.

Hot Dog Shorts

Bounces +2

Sharp Blade Pants

Bounce trigger count +1

4) Mod Updates

Mod Name

Updated Effects

Super Bullet

Bounce Crit Rate +10%, Bounce Crit DMG +25%

Targeted Bounce

[Renamed as Chain Bounce] The more Bounces, the higher the damage, up to +45% (7.5% per Bounce).

Not Throw Away Your Shot

[Renamed as Boomerang Bullet] Each time Bounce deals damage, its trigger chance +2% (based on the weapon's trigger chance), lasting 5s and stacking up to 10 times.

Bounce Rampage

The more selectable targets Bounce has, the higher the Bounce DMG, up to +45% (15% per target).

Break Bounce

When Bounce hits an enemy with HP above 50%, final Bounce DMG +25%.

Precision Bounce

After triggering Bounce 6 times, the next bullet's Bounce DMG +100%.

5) Cradle Updates

Cradle Name

Updated Effects

Bounce Rampage

After landing a bounced shot, Bounce DMG +5% for 15s. Up to 5 stacks.

6) Tactical Items

1. [Bug Fix] MG Turret - Bullet Storm Specialization

- The Bounce Machine Gun can no longer trigger effects from your currently equipped weapon.

2. [New] MG Turret - Shadow Shift Specialization

- The MG Turret now inherits your currently equipped weapon and its stats. The turret's Fire Rate depends on the weapon type (shots per minute); for example, pistols will fire slower than rifles. (Only one of this turret can exist at a time.)

*The existing Bullet Storm specialization will remain for now but will be removed later to avoid unnecessary specialization effects.

*Compensation for tactical item changes: We'll send the new specialization card via mail as compensation.

2. Trigger & Random Effect Optimization

1) Random Algorithm Adjustment

Random effects on gear sometimes fail to trigger repeatedly, which can be frustrating. To address this, we're implementing a new pseudo-random trigger algorithm. When a random effect doesn't trigger, its chance to trigger will increase, reducing the occurrence of extreme cases.

2) Weapon Adjustments

Some weapons' combat experience and stability are heavily affected by trigger conditions, so we've made the following changes:

Silent Egress

Ice Crystal now triggers directly on weapon hit; the target no longer needs to be in Frost Vortex status.

Meanwhile, increased the trigger chance of Frost Vortex.

Boom! Boom!

Explosion now triggers directly on weapon hit.

Little Jaws

Unstable Bomber now triggers directly on weapon hit.

Abyss Glance

Reduced the number of hits required to trigger Frost Vortex to 15.

Gulped Lore

Unstable Bomber now has a low chance to trigger on normal hits and a high chance on Weakspot hits.

Hammerhead

Power Surge now has a low chance to trigger on normal hits and a high chance on Weakspot hits.

Dusty

Shrapnel now has a low chance to trigger on normal hits and a high chance on Weakspot hits.

3. Calibration Blueprint Acquisition and Effect Optimization

We've made some optimizations to address the difficulty in acquiring calibration blueprints. We plan to implement the following changes on December 19:

1) Adjusted Acquisition Methods for Regular and Seasonal Calibration Blueprints

- Dropped weapons will always carry general calibration blueprints (e.g., Rapid, Heavy).

- Refined calibration blueprints obtained from defeating Super Anomalies will always be seasonal calibration blueprints (e.g., Overflow, Energy).

2) Adjusted Weapon Drop Rates in Dungeons

Reduced the proportion of melee weapons among dropped weapons from 30% to 10%.

3) Adjusted Calibration Blueprint Drop Rates from Super Anomalies.

Super Anomaly

Legendary Calibration Blueprint Drop Rate (Seasonal)

Lv. 40

0%→25%

Lv.50

8%→50%

Lv. 60

8%→50%

4) Seasonal Calibration Blueprint Effect Adjustments

 

Before Adjustment

After Adjustment

Vanguard

After reloading from empty, the next shot is guaranteed to trigger its keyword effect. Final DMG -10%.

After reloading from empty, the next shot is guaranteed to trigger its keyword effect.

Energy

After being shot, automatically reload 1 bullet. Attack +15%.

After taking damage, automatically reload 1 bullet. Attack +15%; cooldown: 0.3s .

4. Full Adjustment List

We also plan to adjust other combat stats. Below is the full list of planned updates and specific numerical adjustments:

1) Keyword Adjustments

 

Before Adjustment

After Adjustment

Burn

Base DMG: 10%

Base DMG: 12%

Frost Vortex

/

Reduced the trigger delay time for Frost Vortex DMG.

Bounce

Randomly bounces to 1 enemy within 10 meters, dealing Weapon DMG equal to 60% of your Attack.

After triggering Bounce, your shot will randomly bounce to 1 enemy within a 15-meter radius (if no enemy is nearby, it bounces off the environment). It can then bounce one more time. Each bounce deals Weapon DMG equal to 40% of your Attack.

2) Weapon Adjustments

 

Before Adjustment

After Adjustment

Memento

▪ 36% chance to trigger Fast Gunner on hit; chance doubles on Weakspot hits.

▪ When Fast Gunner is triggered, automatically reload 1 bullet.

▪ Each shot has a 40% chance to consume 1 extra bullet.

▪ When consuming extra bullets, Attack +80%.

▪ 45% chance to trigger Fast Gunner on hit; chance increases to 80% on Weakspot hits.

▪ When Fast Gunner is triggered, automatically reload 1 bullet.

▪ Each shot has a 60% chance to consume 1 extra bullet.

▪ When consuming extra bullets, Attack +60%.

Raining Cash

▪ Reloading triggers Fortress Warfare, 10s cooldown.

▪ The longer Fortress Warfare lasts, the higher the Attack, up to +40%.

▪ Within Fortress Warfare, Crit Rate +30%.

▪ Within Fortress Warfare, DMG Reduction +30%.

▪ Reloading triggers Fortress Warfare, 10s cooldown.

For every 0.5s in Fortress Warfare status, Attack +5%, up to 8 stacks; after losing Fortress Warfare, 1 stack is lost every 1s.

▪ In Fortress Warfare status, Crit Rate +30%.

▪ In Fortress Warfare status, DMG Reduction +30%.

Inferno Starter

▪ 27% chance to trigger Burn on hit.

▪ 20% chance to generate Deviant Particles on hit (collect them to enter Charge state).

▪ When reloading while in Charge state, ammo is replaced with Dragon's Breath rounds: attacks deal Blaze Elemental DMG equal to 85% of your Attack (Burn DMG bonuses apply).

▪ Reloading consumes all Charges to increase Blaze DMG by 10%; each Charge adds an extra 10%, up to 4 stacks, until the next reload.

▪ 27% chance to trigger Burn on hit.

▪ 20% chance to generate Deviant Particles on hit (collect them to enter Charge state).

▪ When reloading while in Charge state, ammo is replaced with Dragon's Breath rounds: attacks deal Blaze Elemental DMG equal to 95% of your Attack (Burn DMG bonuses apply).

▪ Reloading consumes all Charges to increase Blaze DMG by 20%; each Charge adds an extra 8%, up to 4 stacks, until the next reload.

Kumawink

▪ 25% chance to trigger Bounce on hit.

▪ When hitting a Weakspot, Bounce trigger chance +60% (based on the weapon's trigger chance).

▪ +50% base Bounce DMG.

▪ When magazine capacity is below 50%, Bounce triggers +1.

▪ 25% chance to trigger AoE Bounce on hit, bouncing to up to 3 targets.

▪ Bounce hits always trigger a rebound, dealing 100% Bounce DMG; after rebounding, it doesn't continue to bounce.

▪ Bounce DMG +30%

▪ When magazine capacity is below 50%, Bounce count +1.

Little Jaws

▪ Triggers Unstable Bomber after 15 hits.

▪ Unstable Bomber delay increased by 0.3s.

▪ Each hit on an enemy with an Unstable Bomber increases that Unstable Bomber's final DMG by 10%; doubled when hitting Weakspots.

▪ For every 0.1s increase in Unstable Bomber delay, Unstable Bomber DMG +20%.

▪ Unstable Bomber is guaranteed to trigger on hit; cooldown: 0.9s .

▪ Unstable Bomber delay +0.2s.

▪ Each hit on an enemy with an Unstable Bomber increases that Unstable Bomber's final damage by 20%.

▪ For every 0.1s increase in Unstable Bomber delay, Unstable Bomber DMG +20%.

Abyss Glance

▪ Triggers Frost Vortex after 20 hits.

▪ Hitting a Weakspot counts as 2 hits.

▪ The closer to the Frost Vortex center, the higher the Frost Vortex DMG, up to +200%.

▪ Frost Elemental DMG +30%.

▪ Triggers Frost Vortex after 15 hits.

▪ Hitting a Weakspot counts as 2 hits.

▪ The closer to the Frost Vortex center, the higher the Frost Vortex DMG, up to +200%.

▪ Frost DMG +30%.

Silent Egress

▪ 10% chance to trigger Frost Vortex on hit.

▪ Hitting targets within the Frost Vortex generates Ice Crystals; cooldown: 1.5s.

▪ Ice Crystals shatter after 15s, dealing Frost Status DMG equal to 100% of Psi Intensity to nearby enemies (Frost Vortex DMG bonuses apply). If hit by bullets during this time, they shatter early, and damage increases to 300% (deals 60% damage to players).

▪ Frost Elemental DMG +20%. Each shattered Ice Crystal grants an additional +10% Frost Elemental DMG for 15s, stacking up to 3 times.

▪ 15% chance to trigger Frost Vortex on hit.

▪ Generates Ice Crystals on hit; cooldown: 1.5s.

▪ Ice Crystals shatter after 15s, dealing Frost Status DMG equal to 100% of Psi Intensity to nearby enemies (Frost Vortex DMG bonuses apply). If hit by bullets during this time, they shatter early, and damage increases to 350% (deals 40% damage to players).

▪ Frost Elemental DMG +30%. Each shattered Ice Crystal grants an additional +8% Frost Elemental DMG for 15s, stacking up to 3 times.

Brahminy

▪ 80% chance to trigger Bounce on Weakspot hits.

▪ Bounce hits on Weakspots have a 35% chance to continue bouncing.

▪ If Bounce doesn't defeat an enemy or has no target, the next bullet's Weapon DMG +20%, stacking up to 5 times.

▪ Bounce prioritizes high-HP enemies.

▪ 60% chance to trigger Bounce on hit.

▪ Bounce hits +2; deals 50% Bounce DMG to players.

▪ Hitting the environment can also trigger Bounce; damage decreases by 30% (95% against players).

▪ Bounce Weakspot Priority +50%.

Boom! Boom!

▪ 18% chance to trigger Burn on hit.

▪ Defeating a Burning enemy with any damage triggers an Explosion, dealing AoE Blaze DMG of 300% Psi Intensity.

▪ Explosion applies 1 stack of Burn to hit targets.

▪ Blaze Elemental DMG +30%

▪ 18% chance to trigger Burn on hit.

▪ Triggers Explosion on hit, dealing AoE Blaze DMG of 300% Psi Intensity; cooldown: 2s (deals 40% damage to players).

▪ Explosion applies 1 stack of Burn to hit enemies.

▪ Blaze Elemental DMG +30%

The Last Valour

 

▪ Optimized the counter logic: after 3 hits, the 4th Crit Hit triggers Shrapnel, but the counter doesn't reset to 0—it starts counting from 1.

Conflicting Memories

▪ Triggers Shrapnel after 12 hits.

▪ For every 40 bullets in the magazine, Shrapnel trigger parts +1, up to +4.

▪ When magazine capacity exceeds 100 bullets, every extra 15 bullets increases Shrapnel DMG by 8%.

▪ Magazine Capacity +40

▪ Triggers Shrapnel after 12 hits.

▪ For every 40 bullets in the magazine, Shrapnel trigger parts +1, up to +4.

▪ When magazine capacity exceeds 90 bullets, every extra 15 bullets increases Shrapnel DMG by 10%.

▪ Magazine Capacity +40

Dusty

▪ 55% chance to trigger Shrapnel on Weakspot hits.

▪ Shrapnel triggered no longer excludes the hit part.

▪ Weakspot DMG +15%

▪ 30% chance to trigger Shrapnel on hit; chance increases to 65% on Weakspot hits.

▪ Shrapnel triggered no longer excludes the hit part.

▪ Weakspot DMG +15%

Hammerhead

▪ 80% chance to trigger Power Surge on Weakspot hits.

▪ Hitting an enemy affected by Power Surge deals Shock Elemental DMG of 100% of Psi Intensity to all nearby enemies affected Power Surge.

▪ After dealing Shock Elemental DMG 4 times, automatically reload 1 bullet.

▪ 40% chance to trigger Power Surge on hit; chance increases to 90% on Weakspot hits.

▪ Hitting an enemy affected by Power Surge deals Shock Elemental DMG of 60% of Psi Intensity to all nearby enemies affected Power Surge (damage to the main target increases to 150%).

▪ After dealing Shock DMG 4 times, automatically reload 1 bullet.

Div-Evo

▪ 25% chance to trigger Shrapnel on hit.

▪ After defeating an enemy, Shrapnel trigger chance increases by 80% for 12s.

▪ Weakspot hits grant +1 Shrapnel hit part for 4s.

▪ 30% chance to trigger Shrapnel on hit.

▪ After defeating an enemy, the next hit will always trigger Shrapnel for 4s.

▪ Weakspot hits grant +1 Shrapnel hit part for 6s.

Burning Rage

▪ Triggers Burn after 7 hits.

▪ After defeating a Burning enemy, Reload Speed +20% and Burn DMG +15% for 5s.

▪ Max stacks +1

▪ Triggers Burn after 7 hits.

▪ After fully stacking Burn on a single target, Burn DMG +15% for 8s.

▪ Max stacks +2

Squidward

▪ 90% chance to trigger Bounce on Crit Hits.

▪ After each Bounce hit, Weapon DMG +2%, stacking up to 50 times; 1 stack is lost every 5s.

▪ After continuous shooting for 2s, Bounce targets +1.

▪ 70% chance to trigger Bounce on Crit Hits.

▪ Each time Bounce is triggered, Weapon DMG +2%, stacking up to 25 times; 1 stack is lost every 5s.

▪ After continuous shooting for 2s, Bounce targets +1.

Gulped Lore

▪ 80% chance to trigger Unstable Bomber on Weakspot hits.

▪ With each enemy defeated, Unstable Bomber range -10% and DMG +20% for 30s, stacking up to 5 times.

▪ Unstable Bomber always lands a Crit Hit; every 1% Weakspot DMG increases Unstable Bomber Crit DMG by 1%.

▪ 30% chance to trigger Unstable Bomber on hit; chance increases to 90% on Weakspot hits.

▪ With each enemy defeated, DMG +20% for 30s, stacking up to 5 times. Effect is removed after switching weapons.

▪ Unstable Bomber always lands a Crit Hit; every 1% Weakspot DMG increases Unstable Bomber Crit DMG by 1%.

Black Panther

▪ Aiming for 3s triggers Fortress Warfare; cooldown: 10s.

▪ Attack increases with aim time, up to 30%.

▪ After triggering Fortress Warfare, gain 3 stacks of Brutal Mayhem; each stack grants +25% Weakspot DMG; each shot consumes 1 stack.

▪ Aiming for 2s triggers Fortress Warfare; cooldown: 10s.

▪ Attack increases with aim time, up to 40%.

▪ After triggering Fortress Warfare, gain 3 stacks of Brutal Mayhem; each stack grants +25% Weakspot DMG; each shot consumes 1 stack.

Frozen Northern Pike/Frozen Tilapia

▪ Impact and heavy strikes freeze the primary target and generate a Frost Vortex on hit; only takes effect once every 4s.

▪ Attacking enemies affected by Frost Vortex restores 5% of lost HP but consumes 2 extra Stamina.

▪ Holding the weapon reduces temperature by 5 degrees; landing a hit reduces the target's temperature by 20 degrees.

▪ Impact and heavy strikes freeze the primary target (requires 2 hits on players) and generate a Frost Vortex on hit; only takes effect once every 4s.

▪ Attacking enemies affected by Frost Vortex restores 5% of lost HP but consumes 2 extra Stamina.

▪ Holding the weapon reduces temperature by 5 degrees; landing a hit reduces the target's temperature by 20 degrees.

Compound Bow/RPG7

 

▪ Reduced Fire Rate and shortened Reloading Time.

Weapon Types: AWS.338/SN700

 

▪ Increased spread when hip-firing and shoulder-firing during continuous shooting.

3) Armor Adjustments

 

Before Adjustment

After Adjustment

Covert Walker Shirt/Stealth Walker Wrap

▪ Frost Vortex collapses in the center and keep pulling in enemies within 1.2 times the vortex's range.

Frost Vortex collapses in the center and keep pulling in enemies within 1.5 times the vortex's range. (Now pulls players instead of applying strong control effects.)

Snow Camo Gloves

When an Ice Crystal shatters, 4 additional ice missiles will launch at nearby enemies, dealing Frost Vortex DMG of 40% Psi Intensity to targets hit (60% against players).

When an Ice Crystal shatters, 4 additional ice missiles will launch at nearby enemies, dealing Frost Vortex DMG of 50% Psi Intensity to targets hit (40% against players).

Gas Mask

Shrapnel can hit a maximum of 1 part; Base Shrapnel DMG +100%.

Shrapnel can hit a maximum of 1 part; Shrapnel DMG +150%.

Desert Dust Mask

▪ When Fast Gunner is triggered, 50% chance to reload 1 bullet.

When Fast Gunner triggers, 65% chance to reload 1 bullet; reloaded bullets grant +20% Attack.

Prickly Dance Pants

Bounce has a 100% chance to bounce again upon a hit, dealing 100% Bounce DMG.

Bounce can hit allies without causing damage and automatically reloads 1 bullet on hit.

Hot Dog Shorts

Bounce targets +1

Bounces +2

Bastille Set

▪ When HP is above 70%, Weapon DMG +10%

▪ Reload Speed +20%

▪ Stay crouched and immobile for 0.5s to enter the Bastille state. While in the Bastille state, gain Weapon DMG +40%. After exiting the Bastille state, you cannot sprint and your Stamina consumption is increased by 100% for 3s.

▪ 3s after exiting the Bastille state, gain 1 stack of Armor per second, stacking up to 60 times. Upon entering the Bastille state, each stack of Armor provides Shield equal to 1% of max HP. If the Shield is reduced to 0 during Bastille state, gain Vulnerability +30%.

▪ When HP is above 70%, Weapon DMG +10%

▪ Max HP +12%.

▪ After being out of combat for 10s, enter Bastille state, gaining a shield equal to 50% of max HP (cooldown: 40s).

▪ If the shield breaks, exit Bastille state and gain 20% DMG Reduction and 20% Movement Speed for 1s.

4) Mod Adjustments

 

Before Adjustment

After Adjustment

Targeted Bounce

Bounce Weakspot Priority +300%.

[Renamed as Chain Bounce] The more Bounces, the higher the damage, up to +45% (15% per Bounce).

Not Throw Away Your Shot

Bounce can hit allies but deals no DMG and refills 1 bullets.

[Renamed as Boomerang Bullet] Each time Bounce deals damage, its trigger chance +2% (based on the weapon's trigger chance), lasting 5s and stacking up to 10 times.

Bounce Rampage

The more targets Bounce has, the higher the Bounce DMG, up to +45% (15% per target).

The more selectable targets Bounce has, the higher the Bounce DMG, up to +45% (15% per target).

Shrapnel Smash

Triggering Shrapnel grants Shrapnel Crit Rate +1% for 2s. Effect can stack up to 20 times.

Triggering Shrapnel grants Shrapnel Crit Rate +2% for 2s. Effect can stack up to 15 times.

Precision Rush

When Fast Gunner is active, increase Weakspot DMG while continuously shooting for 3s, up to +45%.

When Fast Gunner is active, increase Weakspot DMG for 3s, up to +45%.

Durable Territory

Every enemy defeated while in Fortress Warfare state will extend the effect by 5s (up to 1 time for every Fortress Warfare)

Every hit landed while in Fortress Warfare state will extend the Fortress Warfare effect by 1s, up to 5s.

Retrusion Explosion

Crit DMG +40% for Burning enemies.

When hitting Burning enemies, Crit Rate +8%, and Crit DMG +20%.

Gunslinger

When in Fast Gunner state, Weakspot DMG +30%

[Renamed as Explosive Gunner] When in Fast Gunner state, Crit Rate +10 and Weapon DMG +10%.

Precision Bounce

The 6th Bounce is Precision Bounce and deals +100% DMG with guaranteed critical hit.

After triggering Bounce 6 times, the next bullet's Bounce DMG +100%.

Break Bounce

When Bounce hits an enemy with HP above 50%, final Bounce DMG +50%.

When Bounce hits an enemy with HP above 50%, final Bounce DMG +25%.

Heavy Explosives

Unstable Bomber inflicts Heavy Attack.

Unstable Bomber inflicts Heavy Attack; 2.5s cooldown per target.

Delayed Blast

Before the bomb explodes, for every 5 hits taken, the bomb's final DMG +25%.

Before the bomb explodes, for every 4 hits taken, the bomb's final DMG +25%.

Lingering Frost

The longer the duration of Frost Vortex, the higher the Frost Vortex Final DMG, up to +60%.

[Renamed as Frost Construct] Frost Constructs (Ice Spikes, Ice Missiles, Ice Crystals) deal +10% damage; if the target is in Frost Vortex status, damage dealt +10%.

Obliteration

The more enemies inside Frost Vortex, the higher the final DMG of Frost Vortex, up to +60%.

Frost Vortex Final DMG +20%; each additional enemy within the vortex adds +20%, up to +40%.

Head Guard

When HP is above 70%, the head area is no longer a Weakspot.

The lower your HP, the higher the Weakspot DMG Reduction, up to 70%.

5) Calibration Blueprint Adjustments

 

Before Adjustment

After Adjustment

Vanguard

After reloading from empty, the next shot is guaranteed to trigger its keyword effect. Final DMG -10%.

After reloading from empty, the next shot is guaranteed to trigger its keyword effect.

Energy

After being shot, automatically reload 1 bullet. Attack +15%.

After taking damage, automatically reload 1 bullet. Attack +15%; cooldown: 0.3s .

6) Deviation Adjustments

 

Before Adjustment

After Adjustment

Mitsuko

 

Optimized the Weakspot vulnerability mechanics.

7) Cradle Adjustments

 

Before Adjustment

Adjust

Bounce Rampage

After landing a bounced shot, Bounce DMG +10% for 15s. Up to 5 stacks.

After landing a bounced shot, Bounce DMG +5% for 15s. Up to 5 stacks.

We will continue to share updates, answer your pressing questions, and gather your feedback through regular update announcements. Thank you for your support and understanding, and we welcome all your suggestions!

Once Human Development Team

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