The Quinfall: New Combat Update

Games News

Vawraek Technology Inc. announcement the release of the New Combat Update for The Quinfall on Friday the 23rd. This update slipped through the cracks for me somehow. I suspect likely because it came later in the afternoon when my day tends to get a bit on the busier side.

You can grind your way over to their Steam page, here, for a look at the official patch message.

Kilen and I were certainly enjoying The Quinfall for a time, although I admit it has been a decent amount of time since last I visited. For me, it was mostly about scheduling and timing. Being a Healer class with a healing focused build, it placed me in a position where solo play was a bit rough for ‘me’.

This left me in a position where I could only grind for resources and/or work on tradeskills when no one was on. After some time, Kilen and I were the only ones playing in a very small group, and when he was not on, it left me with little to do that I cared for after all the previous grinding I had already done.

Now, I’m not saying further play is out of the question, just mostly that given the early access and current state of The Quinfall. I did invest a decent amount of time, resources, and even a bit of money into the game while I was playing. I imagine at some point we will pay it another visit if nothing more than to see how it is progressing.

New Combat Update

New Combat is Live!
Combat/Skill Overhaul, New Animations & Balance Changes
Hello Quinfall Community,
Today marks a significant milestone in our development journey. We are proud to present the completely revamped combat system.

Based on internal testing and valuable community feedback, we decided that “improving” the old system was not enough. To achieve the level of fluidity and impact we aim for, we had to go back to the drawing board.

We have rebuilt every single skill, animation, and visual effect (VFX) from scratch. Our goal was to create a combat experience that feels responsive, precise, and visually stunning.

You can see the evolution of the combat mechanics in the showcase video on their YouTube channel, here.

Key Highlights of the Overhaul:

Complete Class Redesign & New Sub-Classes: Every single class has been redesigned from scratch. All classes now branch into two distinct sub-classes, each offering a completely unique identity and gameplay style. This depth allows you to tailor your combat approach to your specific preference.

Brand New Animations: Character movements are now smoother and more connected. We eliminated the “clunky” feeling to ensure seamless transitions between attacks.

Reimagined VFX: Every spell and ability now has distinct, high-quality visual effects that provide clear feedback without cluttering the screen.

We are eager to hear your thoughts on this new direction. Your feedback is crucial as we continue to polish the mechanics.

Below, you can find the detailed patch notes for this update:

  • The Combat and Skill system has been completely overhauled.
  • Resolved a synchronization mismatch that occurred in certain situations involving the movements of other players in combat.
  • Spin Prize is now available for characters level 60 and above.
  • The maximum weapon level has been increased from 90 to 100.
  • The maximum skill level has been increased from 10 to 25, and the skill book requirements have been adjusted accordingly.
  • Adjustments and improvements have been made to the Main UI.
  • Fixed visual issues in some of the recently added costumes.

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