
Vawraek Technology Inc announced the release of an update for The Quinfall on Sunday. It was followed shortly after by another small update to correct some issues introduced with the patch. Feel free to take a look at the official update notes on their Discord, here.
The Quinfall is still in a fairly early access stage of development, but very much a playable game. I’m running it on Fedora 42 KDE Plasma Desktop. While, I admit, it’s not perfect it runs well enough that I’m able to over look most if not all of the issues I’ve encountered thus far.
The current state of the game is in a stage where it has been a pleasure to watch it evolve into what it is currently. Kilen and I went from struggling to gather gear beyond level 50, to the excitement of getting drops from chests and bosses. This allowed us to upgrade our gear a considerable amount, and now we are back into Dungeon crawling, exploration, and of course the eternal grind to level trade skills.
I can’t say I agree with all the changes the devs (or officers) have made with recent patches. The Token Exchange system has ballooned to a point where it is no longer feasible for me to participate in that aspect of the game. I noted mention of an increase in the rate of materials required for Token Exchange, but I didn’t expect it to be quite so inflated. Crops went from a rate of 10 per 8 tokens (10 total transactions per page) to 600 per 8 tokens. Ore went from a rate of 15 per 8 tokens to 900 ore per 8 tokens. And these changes were effectively across the board on every item available in the Token Exchange vendors. It’s just not a feasible method for me. I play every day, but I don’t have the kind of time it would take to gather those materials for a daily turn in, and even in the event that I had the materials, I can’t warrant wasting them on such a low rate of exchange when the end result to convert it to V coins is 1000 to 100.
I worry that some of these changes are likely an attempt to force players to spend in the Store. In my personal opinion it would be a far better idea to implement an optional subscription method with benefits that would entice a player to just ‘subscribe’ to the game and have a residual influx of income, rather than drastic changes to the in game systems to attempt to force people to purchase at the expense of a ‘happier player base’. This theory is purely speculation on my part of course.
Even still, I have been enjoying the game quite a bit. So much so that I tend to make time every day to login and at least do something in The Quinfall. Most of the time on Monday – Thursday is before I start my work day, so those game sessions are fairly limited in what I can do due to time constraints, but it’s been awhile since I put that much effort into attempting to play any game, much less a MMO.
Update Notes (10.12.25)
- Bug Fixes & Technical Improvements
Gameplay & Balance Adjustments
- Fixed the issue where repairs could not be performed at the Blacksmith.,
- Fixed inconsistent HP/MP values shown on potions.,
- Fixed incorrect EXP display on the mission board.,
- Fixed the issue where the clan permission role that can grant permissions was invisible in the UI and join requests were not visible despite having the proper role.,
- Fixed seed materials appearing in the seed quest after being removed.,
- Fixed a visual issue where the success chance booster could be placed in the “Tera” slot on the enhancement screen.,
- Fixed an issue where products in beehives could not be dragged into the inventory and were only retrievable via right-click.,
- Fixed an issue where Sea Caravan packages were not counted toward clan missions or sometimes did not grant profession EXP.,
- Fixed the issue where mounts used in Land Caravans were not affected correctly by profession bonus capacity.,
- Fixed treasure chests that were giving level 100 equipment instead of 110 equipment.,
- Fixed the “Fish Bread” food not increasing stamina recovery rate as intended.,
- Fixed an issue with puzzle stone drop rate adjustments in dungeon chests (now removed).,
- Fixed treasure room puzzle stone requirement increased to 4.,
- Fixed some lighting and display issues in treasure room chest indicators.,
- Worker limits in beehives are now properly restricted based on hive level.,
- EXP rate for mission boards between levels 100–110 increased by 5×.,
- Success chance for equipment enhancement is now displayed on the interface.,
- Turtle and Penguin gathering level reduced to level 1.,
- Tier 1 Weight Increase Potion is now craftable.,
- Sea Caravan profits increased.,
- Additional performance optimizations applied in Pabas, Reasya, and Horus cities.,
- In-game obtained (drops & rewards) Tera Protection Stones can now be traded; shop-bought versions remain non-tradeable.,
- Equipment obtained outside of crafting benches or treasure chests can no longer be grinded in grinders.,
- Frog Skin, Peacock Skin, and Ostrich Skin materials added to the game. These materials now drop in the world, making related board quests and crafting recipes functional again.,
- Sub-materials used in star upgrading have been removed from monster drops.,
- Required material counts for token exchange increased.,
- Adjusted effects on the Royal Knight Costume based on player feedback.,
- Added materials from World Bosses, Zenith, and Dungeon Bosses that allow crafting of high-grade equipment at production benches (one drop per boss).,
- Increased value of junk material sales from monsters.,
- Puzzle stone drop rates re-adjusted.,
- Treasure Room rewards rebalanced.,
- Legendary Booster materials and Ancient Armor parts added to Treasure Room chests.,
- Equipment enhancement success rate for adding Power Stones and Talismans doubled.,
- High-quality equipment crafting success rate at production benches slightly increased.,
- 110-level mobs now have distinct equipment drops based on their region.,
- Events, Systems & Features
Clan & Competitive Systems
- Added a GM-controlled Boss Spawn System — these bosses can be spawned randomly in any region and appear on the World Map when active.,
- Added Auto-Potion System (Auto-Pot), included in the Valuable Pack.,
- Improved the contents and pricing of the Valuable Pack, Ordenus Pack, and Anostia Pack. All three packs are also available as a single bundle option.,
- Adjusted quantities required for luck-boosting materials in the star enhancement process.,
- Added an indicator showing the number of active chests in the Treasure Room.,
- Reduced Shrine HP values slightly.,
- Bellerath Ruins region converted to Level 110 Party Mobs.,
- In Clan Wars, clans joining with fewer than 6 members will automatically lose.,
- Additionally, if one side drops below 6 active players (due to logout or leaving mid-battle), that clan will be declared defeated.,
- Clan War periods now last 1 week. This means every 2 weeks, a 1-week Clan War tournament will be held, followed by an Olympiad tournament in the alternate week.,
- Added Olympiad 1v1 Tournament mode.
Update Notes: (10.12.25) Changes
- The cooldowns for the Two Hand Sword skill have been reduced.,
- The minimum number of players for clan wars in the Americas and Asia regions has been reduced to 3.,
- The drop chance for talismans and power stones in the treasure room has been significantly increased.,
- The sale price of junk items has been reduced, but the item will continue to display a different price visually. This will be fixed in the next client patch.