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Announcement on Steam.


Hello, this is Project Moon.

We have identified an additional issue in version 1.79.1, which is the version of the game that was updated June 12th, 2025.

Please continue reading for more information.

[Issue]

  • An issue where, in certain Stages, some Skills or Stage clear animations won't play and the game softlocks

[Identified Stages with the Issue]

  • Skill animation used by a certain enemy in Stage 4-48
  • Stage clear animation in Stage 5-36

※ Please note that there may be more Stages affected by this issue.

[Cause]

  • The issue occurs when Deploying "R Corp. 4th Pack Rabbit Heathcliff" as an active unit.

We have identified the cause of this issue, but as fixing it requires a logic adjustment to the Identity's animation, it is difficult for us to resolve this issue via a hotfix.

Therefore, please understand that this issue will be fixed with the June 19th Scheduled Update.

We apologize for the inconvenience, but until we resolve this issue next week, if a progression blocker issue occurs while "R Corp. 4th Pack Rabbit Heathcliff" is an active unit, please remove him from your loadout and try again.

We sincerely apologize for the inconvenience.

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submitted 6 months ago by LeGaosaure to c/projectmoon@lemmy.cafe

Announcement on Steam.


Hello, this is Project Moon.

We would like to inform you about the issue identified in Version 1.79.1 and the UI Improvement Update, both updated June 12th.

[Known Issue]

  • An issue where, even when Wild Hunt Heathcliff has met the conditions to activate Empowered Skill 3 with his Defense Skill, the Defense Skill would not activate due to certain issues
  • An issue where, when choosing an enemy to Clash with using a Clashable Defense Skill, if the enemy becomes Staggered before the Clashable Defense Skill can activate, the Clashable Defense Skill would activate

We have identified that this issue was caused by partial adjustments made in the Combat Systems logic in the process of making UI improvements to the Clash Forecast function.

Resolving this issue requires the game's code to be changed, and for the UI improvement work to be rolled back, which means that it cannot be resolved via a Hotfix.

This needs to be resolved via a Client Update next week. As for the UI Improvements that were updated this week, we will take more time to review how it affects the current system, re-organize our schedule, and inform you via an future Scheduled Update notice.

We sincerely apologize for the inconvenience.

[Version 1.79.1 Error Compensation]

  • Compensation: Lunacy x500
  • Recipients : All users whose game accounts were created before 10:00 June 19th, 2025 (KST)
  • When : After June 12th, 2025 (Thu) 12:00 (KST)
  • Can be claimed once per account

Error Compensation can be claimed until June 19th (Thu) 2025, 10:00 (KST) via the in-game Mailbox. (Mail available for 7 days)

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submitted 6 months ago by LeGaosaure to c/projectmoon@lemmy.cafe

Announcement on Steam.


Hello, this is Project Moon.

We have identified an issue where, in Ver. 1.79.1, updated June 12th, Wild Hunt Heathcliff does not use his Empowered Skill 3 when using his Defense Skill to clash.

Please continue reading for more information.

[Issue]

  • An issue where, even when Wild Hunt Heathcliff has met the conditions to activate Empowered Skill 3 with his Defense Skill, the Defense Skill would not activate due to certain issues

[Details]

  • When Wild Hunt Heathcliff Mounts Dullahan and uses his Power Counter to Clash, the Empowered Skill 3 does not activate.

We are currently investigating the cause of this issue, and we'll prepare a fix for it as soon as possible.

We sincerely apologize for the inconvenience.

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Announcement on Steam.


Hello, this is Project Moon.

The following issue has been identified in Version 1.79.0, which was updated on June 5th.

Please continue reading for more information.

[Issue]

  • An issue where, in Stage 5-36, the final Stage-clear cutscene does not play, and the game becomes unresponsive

[Cause]

  • Entering the final Encounter with "R Corp. 4th Pack Rabbit Heathcliff" in your active loadout

[Temporary Solution]
We are currently in the process of identifying the exact cause of the issue.
Please play the final Stage of Canto 5 without using "R Corp. 4th Pack Rabbit Heathcliff" in your active team until we deploy a fix for this issue.

We sincerely apologize for the inconvenience.

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Announcement on Steam.


Hello, this is Project Moon.

At 5.30 18:00 (KST), the hotfix for 8-30 was deployed.
We would like to share an explanation with you as to how we reached that conclusion, alongside the survey results.

Please review the information and the chart below for more information.

[Cleared Stage 8-30]

28,845 managers have participated in the survey.
Among them, 20,135 managers have cleared Stage 8-30, which makes up about 70% of the managers who have responded to the survey.

Comparing this to the in-game results, 180,711 managers have cleared up to Stage 8-29, and 142,071 managers have cleared Stage 8-30. That is approximately 78% of the sample, which we believe is not a significant difference from the in-game data.

[The Managers' Clear Loadouts]

Most managers challenged the battle with the following upgrade levels: ID Uptie 4, Level 55, and E.G.O Threadspinning Tier 3.

We also identified that most of the teams used to clear the stage were Rupture or Bleed Teams, which employed the Full-Stop Office Identities, Heishou Pack Identities, and/or La Manchaland Identities.

[Turn-based Gameplay Experience & Difficulty Adjustments]

According to the turn-based difficulty results, most of our users have replied that the battle becomes increasingly difficult the later into the fight they progress.

We believe that this was due to the following reasons: The Sinners continuously deploy E.G.O, and constantly lose SP due to ally deaths. This leads to harder, lower Clash Win chances, and difficulties with constantly rising amount of damage taken.

Therefore, we decided to add a SP loss effect and adjusted the SP heal effect on the boss, so that the fight will not become too difficult.

▶ Blasting Shatterslash [爆碎斬]: Added "[Clash Lose] Lose 10 SP on self"
▶ Reloading Tiantui Star's Blade: Removed "[On Use] Heal 10 SP.; - At less than 0 SP, heal 5 additional SP"

[Unbreakable Coin Damages Lowered]

The Unbreakable Coin difficulty survey results were the following: Very hard - 40.5%, and Somewhat hard - 32.1%.

We decided that this was due to the fact that winning the Clash still resulted in the player team receiving significant damage from the Unbreakable Coins of Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬] Skill.

Therefore, we added a Power Down & Paralyze effects to the Unbreakable Coin effects to minimize the amount of damage taken on Clash Win, and adjusted the value for Unrelenting Spirit - Shin [剛氣-心] so that the difficulty is more appropriate.

▶ Tanglecleaver [快刀亂麻]: Added "[Clash Lose] Gain 4 Power Down" and "[Clash Lose] Gain 1 Paralyze"
▶ Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬]: "Added [Clash Lose] Gain 2 Power Down" and "[Clash Lose] Gain 6 Paralyze"
▶ Unrelenting Spirit - Shin [剛氣-心]: Reduced the cap for "damage modifier gained from Speed difference if this unit is faster than the target by 3 or more" from 40% to 20%.

[Tremor & Burn Gameplay & Gimmick Difficulty Experience]

Most of the managers have said that they were appropriate as-is, and many of the proposed adjustments from the managers say that they do not wish any drastic adjustments in this regard.

However, as many managers have also spoken that they would like for this aspect to be addressed, we would like to state that further adjustments are not completely off the table, in case additional adjustments regarding keyword debuffs and gimmicks are needed.

We would like to once again share our deepest appreciation for the managers who have given their input via the survey so that we could pinpoint the specific area of difficulty in the said Encounter.

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Announcement on Steam.


Hello, this is Project Moon.

With May 29th (FRI) 18:00(KST) Hotfix, Stage 8-30 has been adjusted.

We have held an internal discussion regarding the part that many of our users found to be difficult. Then, we made adjustments to the parts that can be changed to be made easier via a hotfix without a Client update to ensure a smoother experience for our users over the weekend.

However, we would now like to ask the opinion of our managers regarding whether Stage 8-30 requires additional adjustments.

[Stage 8-30 Adjustment Survey]
Survey link

※ This survey can be answered until June 2nd (Mon), 10:00.

Also, we will soon be sharing an organized version of the results of yesterday's survey.

We will continue to strive to design a more pleasant experience for our players based on the results of the survey.

Thank you.

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submitted 6 months ago by LeGaosaure to c/projectmoon@lemmy.cafe

Announcement on Steam.


Hello, this is Project Moon.

The difficulty for Stage 8-30 will be adjusted to be easier with a Hotfix today.

We had an internal meeting and discussion based on the survey results.
With this, we were able to pinpoint the part and the way in which certain parts of the encounter caused our managers most difficulties.

We would like to thank the managers who have shared their detailed experiences with yesterday's survey.

However, Client build update is required to adjust certain Passives or Skill effects.

In order to ensure a smoother experience for our managers over the weekend, we will be adding and removing certain aspects of this enemy that can be adjusted via a hotfix. Also, the value on the enemy's buff effect will be adjusted.

[Combat Difficulty Adjusted]
▶ Combat Difficulty for Stage 8-30 will be adjusted.

[Deployment ETA]

  • 5.30(FRI) 18:00(KST)
  • There may be a 10-minute margin of error from the ETA.

※ The Hotfix will be deployed without a separate client update, but please note that additional in-game downloads may occur.

We will continue to strive to reduce the gap between our internal testing process and our managers' actual gameplay experience to provide a more enjoyable gameplay experience.

Thank you.

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submitted 6 months ago by LeGaosaure to c/projectmoon@lemmy.cafe

Announcement on Steam.


Hello, this is Project Moon.

As we shared in our previous notice, included in this notice are links to the difficulty survey for a specific stage in Main Story Canto 8 - <Part 3>.

The decisions regarding the difficulty adjustment based on our managers' responses, so we would greatly appreciate your detailed participation in the survey.

Please note that the survey will last only until 15:00 on May 30th (FRI) in order to ensure a quick collection of your survey answers, quick adjustments based on the results, and a more comfortable experience for our players through the weekend.

We will be making detailed adjustments based on the survey results, and we will be partially sharing the data on your answers in order to ensure that the results are acceptable to our managers.

We will make continued effort to reduce the gap between our internal testing experience and that of our managers to ensure a smoother gameplay for our players.

Thank you.

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submitted 6 months ago by LeGaosaure to c/projectmoon@lemmy.cafe

Announcement on Steam.


Hello, this is Project Moon.

The difficulty of an enemy appearing in Stage 8-33 in Main Story Canto 8 <Part 3> will be adjusted via a hotfix.

After verifying Stage 8-33 post-release, we realized that the turn count was dragging on for longer than we expected.
to address the issue of the fight dragging on for too long, we will now adjust the enemy's Resistance values to speed up the encounter.

Hotfixes can be deployed without a separate client update, but please note that additional in-game downloads may occur.

[Difficulty Adjustments]
▶ The resistance values for an enemy in Stage 8-33 will be adjusted.

[Deployment ETA]

  • 5.29(THU) 19:30(KST)
  • There may be a ten-minute margin of error for the ETA.

Also, for Stage 8-30, its difficulty was internally decided after several testing procedures; however, as we realize that there have been much feedback from our managers, we decided that it would be necessary for us to hear more direct feedback to get a better picture of its difficulty.

Therefore, for Stage 8-30 difficulty adjustments, we would like to humbly ask for your patience, as the adjustments for that Stage will be made after we confirm the survey results from earlier.

Thank you.

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