09/17 Small Update
Hello,
This is the IfSunSets development team.
We’re pleased to inform you that the game has been updated.
Thank you for your support!
■ Update Version: v0.8.12
■ Update Details
\[Changes & Additions]
1. Added a Bug Report System
We have added a Bug Report System that allows players to report issues to the development team more easily and quickly while playing the game.
If you encounter a problem during gameplay, you can open the Bug Report screen at any time by pressing the F8 key , or by selecting ESC (Pause Menu) → Report a Bug .
Please note that in multiplayer, opening the ESC menu does not pause the game . We recommend using the Bug Report System with caution while fighting monsters or in other dangerous situations.
1. Report Type You can select what type of issue occurred, or whether you would like to submit a suggestion.
2. Details You can provide detailed information about the issue you encountered.
3. Occurrence
You can specify whether the issue occurred only once or continues to occur repeatedly.
4. Severity You can select how severe you believe the issue is based on how much it affects your gameplay experience.
5. Submit Once the fields above have been completed, press the Submit button. A screenshot of the game at the time the Bug Report was created will be captured and sent to the development team along with the report.
With this Bug Report System, we hope to review your feedback more quickly and identify recurring or critical issues that have a significant impact on gameplay.
Communicating with all of you is always exciting, inspiring, a little nerve-racking, and above all, incredibly valuable to us .
Until now, reporting an issue or sharing feedback often required players to visit our community channels, social media, or Discord directly. We have always felt that it was unfortunate when valuable feedback never reached us simply because the reporting process was inconvenient.
We hope this new system helps close that gap, even if only a little.
We will continue looking for better ways to hear your voices more directly and recognize issues as quickly as possible , beyond just this system.
2. Improved Long Black Screen Loading When Launching the Game
We have improved an issue where the game could remain on a black screen for an extended period of time during startup , making it difficult to tell whether the game was loading properly.
Previously, the screen could remain black while the game loaded the files required for startup.
The launch process has now been changed so that the required game files are loaded before entering the title screen, and players can now see how far the loading process has progressed .
This improvement reduces the inconvenience of having to wait through a long black screen without any indication of loading progress.
\[Balance]
1. Finished Item Price Adjustments
For some craftable items, the combined selling price of the materials obtained through dismantling was significantly higher than the selling price of the finished item. This allowed players to repeatedly craft, dismantle, and sell items to generate currency unintentionally.
Previously, dismantling a finished item returned only about 30% of the materials used to craft it . While addressing the issue above, we also wanted to improve the overly low dismantling efficiency, so the material recovery rate for dismantling all finished items has been increased to 90% .
In addition, the prices of finished items have been adjusted so that they are approximately 1.2 times the combined value of the materials required to craft them .
These changes address both the unintended currency generation caused by repeated crafting, dismantling, and selling, as well as the previously low 30% dismantling efficiency.
However, this price adjustment has also resulted in some unintended balance issues. For example, frequently consumed items such as Iron Cannonballs and Arrows have become too expensive to purchase from shops , while some other items may now be priced too high for the progression stage in which they are obtained or used.
We plan to fine-tune the prices of these items over the next one to two weeks , followed by another balance adjustment.
2. Increased Defense Stat Efficiency
To improve the relatively low efficiency of the Defense stat, the amount of Defense gained per point has been increased from 6 to 8 .
We will continue to make further adjustments to Defense-related balance in future updates.
For equipment focused on Attack and Critical stats, we plan to lower its base Defense while further increasing its Attack and Critical-related bonuses. Meanwhile, equipment focused primarily on Defense will receive improved defensive efficiency.
Additional fine-tuning will be carried out as we continue to monitor overall balance.
3. Removed Percentage-Based Maximum Stamina Consumption from Attacks
Previously, the Stamina consumption formula included an additional mechanic that caused all attacks to consume a fixed percentage of the player's maximum Stamina , regardless of the type of attack used.
As a result, increasing maximum Stamina did not provide a meaningful difference in the number of attacks that could be performed between low-level and high-level characters.
To address this issue, we have completely removed the formula that consumed a percentage of maximum Stamina when attacking .
4. Reduced Late-Game Night of the Dead Difficulty
After Level 80, the growth rate of monsters during Night of the Dead was set significantly higher than the player's progression rate, causing the difficulty to increase too sharply in the late game.
To address this, we have reduced the growth rate of Night of the Dead monsters after Level 80 by approximately 30% .
5. Defense Stat Effect After Reaching Maximum Defense
The current maximum Defense value is 1,974 , meaning that Defense can no longer increase once this value has been reached.
Previously, investing additional points into the Defense stat after reaching this limit provided no further benefit.
From now on, once maximum Defense has been reached, additional points invested into the Defense stat will increase Maximum HP instead of Defense .
6. Cthugha Core Grades and Fairy EXP Adjustments
Grades have now been assigned to Cthugha Cores , and the amount of Fairy EXP gained will now vary depending on the Core's grade .
\[Fairy EXP Gain]
Grade
Color
EXP Gained
S Grade
Purple
1,820
A Grade
Yellow
1,230
Hero Grade
Red
840
B Grade
Blue
570
C Grade
Green
390
D Grade
White
260
\[BugFix]
Fixed an issue where the first arrow shot could occasionally fail to register when hunting Elk . Fixed an issue where the frame rate could drop significantly for a short period immediately after entering the world . Fixed an issue where, when using Symmetry in the Building Menu , mirrored structures would not display destruction effects, and additional structures could be placed on top of mirrored stair structures. Fixed an issue where Lightning Rods would not activate against Night of the Dead monsters . Fixed an issue where the Windrunner buff could be applied incorrectly if Enhanced Windrunner was learned while the Windrunner buff was already active . Fixed an issue where Shadow Wraiths in the Abandoned Village cave would not chase the player after entering the cave .
We are continuously working on fixing crashes and errors in the game
If you experience any issues after the patch, please tell us in our discord. Your feedback is always welcome. You can write your feedback on Steam or Discord.
Discord: https://discord.gg/Ifsunsets
Bug report form (link)
This announcement was originally published by POLYMORPH on Steam on Sep 17, 2026.
Open the original on Steam