Nikke Developer’s Note – 23/May

Loading and Storage Optimization Plan

Over the past two and a half years of service, our GODDESS OF VICTORY: NIKKE team has done everything we can to keep bringing fresh and exciting content to our Commanders. From brand-new events and visual effects to mini games, music tracks, and new bosses, we’ve prioritized variety over reruns to keep the experience engaging.

However, the constant addition of new resources has started to put a strain on both storage space and loading times.

In any live service game, technical optimization is a never-ending process happening behind the scenes. Our team has been consistently working to improve performance. That said, we’ve been cautious about openly discussing these efforts, as optimization results can vary widely depending on the device. With the huge range of mobile hardware out there, it’s hard to promise the same improvements across the board or explain them in a one-size-fits-all way.

That said, in recent builds, the scope of these optimization efforts has grown so large that we feel it’s time to speak directly about what we’re doing.

We apologize for the delay in communicating this, and we wanted to have a more solid, actionable plan in place before making any announcements. Here’s what we’re currently working on:

We’re aiming to fix the long black screen that appears when launching the game by June. Based on testing, we expect to shorten load times by at least 27 seconds on both mobile and PC, and up to 141 seconds or more.

For the asset download delay (Stage 5/7), the first improvement was rolled out in May and already reduced load times by 3 to 6 seconds. A second round of improvements is targeted for November.

For the delay when entering the lobby (Stage 2/2), we’re working to resolve this by mid-July to some extent.

In terms of storage size, we’re actively working to cut the total game size in half, without sacrificing visual quality. Long-term, we’re planning a structural overhaul that uses segmented resource management to prevent massive file increases with future updates.

To all our Commanders who’ve experienced these issues, we sincerely apologize. We are fully committed to delivering tangible results you can feel in-game. Most importantly, we’re enhancing our internal development process and bringing on additional team members focused solely on optimization to ensure ongoing improvement. Thank you for sticking with us. We’re doing everything we can to give you a smoother, more stable gameplay experience.

Union Raid Hard Mode Convenience Improvements

As mentioned in the March Developer’s Note, we’ll be making improvements to Union Raid’s Hard Mode. Previously, bosses were unlocked one at a time, which meant players had to wait to challenge the ones they wanted. Starting with the new Union Raid season on May 30, all bosses will now be unlocked at the same time. This change will let you play in any order you like, and we hope it makes the experience more convenient and enjoyable for all Commanders.

Coordinated Operation Content Improvements (a.k.a Coordinated Operation 2.0)

We’re excited to share updates on the upcoming Coordinated Operation 2.0, which will feature two distinct modes to better suit different play styles.

First is Normal Mode, designed for Commanders who prefer a more casual, fast-paced experience. This mode will include Auto-Battle, and once damage reaches Stage 9, the boss will automatically trigger its instant death pattern—no canceling mechanics required. We hope this makes Coordinated Operations more convenient and easy to enjoy for those looking to clear content quickly. 

Next is Challenge Mode, aimed at Commanders who want a more competitive and skill-based experience. In this mode, Auto-Battle will be disabled, and the boss’s instant death pattern will only trigger if players fail to cancel it. Gameplay will feel similar to the original Coordinated Operations, but with a few new features to raise the stakes. 

One key addition is an inactivity removal system: players who remain idle for a set period will be automatically removed from battle. We hope this feature clearly distinguishes between Normal and Challenge Modes, allowing players with similar play styles to enjoy Coordinated Operation together even more. 

We’re also adding a report feature in Challenge Mode. If players act in ways that go against the mode’s intended design and receive multiple reports, they’ll be temporarily restricted from accessing the mode until certain conditions are met. 

By clearly distinguishing between Normal and Challenge Modes, we hope to reduce the stress associated with matchmaking and gameplay in Coordinated Operation. 

We’re also revamping the Coordinated Operation reward system. Currently, the items available in the Recycling Shop haven’t been enough of a motivation to keep players engaged. To improve this, we’ll be adding new gear-related items and upgrade credits as rewards. These will be available through a new currency that can be earned from Coordinated Operation rankings. Don’t worry—Broken Cores, the current currency, will still be used to preserve your existing experience. 

Best of all, this new currency won’t be limited to specific rankings; it can be obtained across all rankings, providing more opportunities to enhance your equipment. 

Originally scheduled for release in Q3, Coordinated Operation 2.0 is ahead of schedule and will now be launching in June. We can’t wait for you to try it out.

Introduction to the Surface Content

We would like to give you a brief introduction to the upcoming Surface Content.

Unlike existing battlefields, the new Surface Content introduces a 3D world built on hexagonal tiles. While squad formation and movement will feel familiar to what you’ve seen in Campaign missions, movement here happens tile by tile, with various exploration elements scattered throughout the map, something you can see in the preview images shared in this Developer’s Note. 

Since content like Solo Raid already delivers a high-intensity combat experience, battles on the Surface will be fully simulation-based, designed to reduce stress. Our goal is to give players a fresh way to enjoy with their Nikkes, through smart squad setups and strategic deployment, rather than pure combat difficulty.

In addition, battles against Lord-class and Boss Raptures will include area gimmicks, which add light tactical challenges that rely on simple controls and team-based strategies. Lord-class Raptures will be available when the Surface Content launches, and Boss Raptures will be added in later updates. 

We also plan to use this new field to host small-scale events and mini updates, so there’s even more to look forward to. Because this content is on a larger scale, we’ll be keeping the story elements more simplified to allow for smoother, more flexible updates.

Right now, we’re in the final stages of preparing the Lord-class Rapture battles. However, after further internal testing, we’ve decided to take a bit more time to improve the tactical experience. We apologize for the delay, but we’re committed to delivering Surface Content that meets your expectations in both quality and gameplay.

Direction for Improving Daily Playtime

We’d like to share an update regarding upcoming improvements in convenience. Although we simplified daily missions back in January, we still see room to improve overall daily playtime. With more content on the way, we understand that playtime could increase, and our goal is to keep daily gameplay manageable and enjoyable, even as the game grows.

We’ve been actively discussing different solutions, and while nothing is final yet, we want to give you a sense of the direction we’re heading. Once plans are finalized, we’ll follow up with specific details and timelines as soon as possible.

Addition of Bulk Purchase Function in the Shop

We’re adding a new feature that will let players purchase multiple items at once, instead of having to buy them one by one. Think of it like a shopping cart system. This is aimed at reducing the hassle of tapping and buying each item individually in event or content shops. The feature is scheduled to roll out in June, and we hope it makes your shopping experience much more convenient. 

Regarding the Launch of the Chinese Version

Lastly, we’d like to share an important update with care. On May 22, GODDESS OF VICTORY: NIKKE officially launched in China. Due to the significant differences compared to the global version at launch, the Chinese version will run on a separate build with its own policies. The 2.5 years of gaps and separate builds meant that on the one hand, there might possibly be story spoilers, but on the other hand, it also allows us to incorporate some unique and complementary elements. 

We understand that some people may question why certain new costumes and convenience features are only launching in China, and we completely understand those feelings. But we believe that the two versions, China and Global, will grow in their own directions under different conditions and circumstances and that one day their differences will enrich one another. For now, we hope you understand that we are in the middle of this improvement process. 

Since we’re in different environments, differences in these updates are inevitable, however, we’ll share feedback and direction as we go so that our paths can ultimately lead to a better future for each version. Starting with loading improvements, we’re working on a number of global releases and improvements that we’ll be announcing in future developer’s notes. 

We remain committed to supporting the global version with our full effort and will continue working to strengthen both versions together. 

We kindly ask for your support for the Chinese version, so that the world of NIKKE can allow more Commanders to be connected together and receive more love. 

Closing Remarks

To be honest, preparing this Developer’s Note has been a time of deep reflection. 

With the official launch of the Chinese version, I’ve been thinking a lot about how two different builds can still share the same world. I’ve also reflected on ongoing challenges like loading times and storage, the introduction of the new Surface content, and how we weren’t able to deliver it on our originally planned date. Looking back, each of these matters has weighed heavily on me as a developer. 

No matter how exciting the new content is or how many improvements we introduce, we know that first and foremost, there are people who have been waiting. That is what stays with us most. It is why delays feel more painful and why we are so committed to repaying your patience with meaningful results. 

That same mindset applies to the collaboration project we have been working hard on. 

The GODDESS OF VICTORY: NIKKE and Stellar Blade collaboration began with a lot of pressure and concern. Even though the two titles share a similar tone and come from the same studio, Shift Up, we were careful not to move too quickly. We worried that if they did not blend naturally, it could diminish the character of both games. 

Still, we kept working together. Over time, we discovered they shared a similar emotional core, and we found a genuine connection between them. It was not impossible after all. 

We truly believe that after all this preparation, Commanders will love what we have created. What began as a project full of uncertainty has become something we are genuinely proud of. 

This is not just about the Stellar Blade collaboration. 

We know we are not perfect. Sometimes we fall behind. But we never stop moving forward when we are with you. 

To honor that trust, even today, the development team continues to write the story of NIKKE one line at a time. We will keep doing everything we can to make sure this story lives not just in your memories, but also in your hearts.

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