
The operators should pay streamers for promotion and give out Heidimarie and Terebria as 30-day rewards to focus on attracting new players; veteran players don't need rewards.
I wish they would give generous rewards to help new players get settled.
Now is the perfect time.

Going to Oman Flake


INFINITE CLASS MMORPG
Greetings from LORDNINE
We would like to inform you that the temporary maintenance has been completed.
We thank all Lords for waiting until the maintenance was completed.
■ Temporary Maintenance Details
- Maintenance Schedule: August 19 (Wed) 04:00 ~ 05:30
- Maintenance Content: Fixed in-game bugs
- Maintenance Reward: Intermediate Reward Box x1, High-Grade El Sera Food Box x2
We apologize for the inconvenience caused by server instability.
We will continue to strive to provide better service.
Thank you.
INFINITE CLASS MMORPG
Greetings from LORDNINE
Temporary maintenance will begin shortly on August 19 (Wed) at 04:00.
Please check the maintenance schedule details below to avoid any inconvenience.
■ Temporary Maintenance Notice
- Maintenance Schedule: August 19 (Wed) 04:00 ~ 05:30
- Maintenance Content: Server stability adjustments
- Impact of Maintenance: Unable to connect to the game
Maintenance may end early or be extended depending on the situation.
We will notify you through this announcement as soon as the server returns to normal.
We apologize for the inconvenience caused by the temporary maintenance.
We will strive to provide more stable service.
Thank you.


So you finally crossed that river, Hyo-jae. Take care.


August 17th check-in~!!!
It feels like the heat is breaking since it's raining...
But it'll probably get hot again after the rain stops, right???

18:35~19:50 Live Info Show
20:45~22:38 Running Man
20:40~22:50 You Quiz on the Block
20:50~23:10 Han Moon-chul's Dashcam Review
22:50~23:45 Space Empathy


<The Newspaper of the Day> is a newspaper management simulation game released on August 15, 2026, National Liberation Day,
set in Gyeongseong (Seoul) in the 1920s, the era of Cultural Rule.
You become the president of <Gyeongseong Ilbo>, founded with the permission of the Japanese Government-General of Korea,
and complete the day's newspaper through article coverage, selection, censorship, and layout,
which in turn causes your Credibility, Influence, and Censorship Risk to fluctuate.
(The protagonist is not someone with aspirations for independence, nor someone who thinks positively of Japanese colonial rule,
but someone aiming to live a reasonably ordinary life.)
(The reporters on staff each have different personalities, backgrounds, and goals.)
The game involves first selecting a location to cover and a reporter to send,
determining the success of the coverage based on the reporter's stats and dice rolls,
and assigning or censoring the main article and other articles on the page.
As these results repeat, your evaluation as a media outlet changes, and in extreme cases, you may even be shut down.
That is the basic framework,
and there are also small mini-games related to the situations in the story that help refresh the atmosphere.
The difficulty of the mini-games themselves is easy,
but things like the typing game were a bit cumbersome to do again, even if they were fine the first time.
(Perhaps because it's the Japanese colonial period, I was forced to shut down in the end despite thinking I was maintaining a relatively neutral tone...)
Picking up <The Newspaper of the Day> for National Liberation Day yesterday, it was a game that made me think about quite a few things while playing.
Through the process of directly covering and exploring events that I only briefly looked over in history textbooks or while studying Korean history,
such as the abolition of the Joseon Flogging Act, the Amtaedo tenant dispute, and the death of King Sunjong,
I was able to feel the atmosphere of the time and grasp it more deeply.
Also, in the case of some events or figures,
instead of simply saying this person is bad because they are Japanese or a pro-Japanese collaborator,
I learned that there were other sides to them depending on the coverage,
allowing me to view and think about them from multiple perspectives.
Conversely, there were some disappointing points as well.
Regarding the gameplay, for the parameters of Credibility and Influence,
it is intuitively understood which is better between left (red) and right (green),
but I was confused as to whether Censorship Risk being high (green) meant it was bad because the risk went up,
or if green was safe and red was dangerous.
On top of that, when selecting articles and assigning them to the page,
even when I thought the content had little to do with the Government-General or could even support it,
there were quite a few cases where the resulting risk (government pressure) was displayed as increasing,
which made it even more confusing in synergy with the censorship risk.
Overall, while there were some lingering disappointments regarding the ambiguity of the risk system and the fatigue of repetitive mini-games,
the attempt to shed light on various events and figures from multiple angles, rather than a binary good-versus-evil structure, within the heavy historical background of the Japanese colonial period was impressive.
I was particularly able to immerse myself in the atmosphere of the time by directly covering events that I had previously only memorized as keywords or one or two sentences while studying history.
I was particularly able to immerse myself in the atmosphere of the time by directly covering events that I had previously only memorized as keywords or one or two sentences while studying history.
I was particularly able to immerse myself in the atmosphere of the time by directly covering events that I had previously only memorized as keywords or one or two sentences while studying history.
For those who want a special experience of feeling the air of 1920s Gyeongseong and worrying about which articles to put on the page every morning,
I recommend <The Newspaper of the Day>.

Wow, legendary bracelet
Ah.....

August 18th check-in~!!!
It's raining...


An action roguelite game where you attack enemies descending from the air at the right timing to deal damage back to the boss.
Pros
- The game system and controls are simple. Since attacks are automatic, the user only needs to focus on movement to approach descending enemies and dodge bullet patterns, which was nice and uncomplicated. The roguelite system was also easy to understand, following the standard format of upgrading stats upon reaching certain levels and collecting bolts to purchase special equipment.
- The action is fast and satisfying. The combat tempo is generally fast, and various effects added to the screen made combat fun. The parry-like attack method was also unique and enjoyable.
- The background graphics are impressive. The black-and-white dystopian world setting captured the game's atmosphere well.
Cons
- Combat is repetitive. Except for the falling acceleration device introduced in the final stage, the gameplay from stages 1-10 just repeats the method of attacking descending enemies without any changes in gimmicks, which made it feel boring quickly. It would be better if more diverse gimmicks were added earlier.
- Difficulty balance? This is just my personal opinion, but up to medium difficulty, I felt it was too easy as I could clear the demo without even trying to dodge bullet patterns. It was only from hard difficulty that I had to pay a little attention (though even on hard, I didn't really worry about bullet patterns until the very end). I feel like the overall difficulty could be increased a bit more.
- I wish there were more diverse upgrade options. I think I played about 3 rounds to try out the different difficulties, but it felt like the same stat upgrades and special equipment kept appearing, so it would be nice to have a bit more variety in upgrades.
- Since attacks are automatic, there were occasional instances where attacks seemed to get skipped because they were on cooldown, preventing them from firing at the desired timing. This happened frequently, especially when attacking while stuck to the floor.
Overall: I think it's a great game for killing time, with simple controls and systems. However, it still feels like it lacks content, so it would be good to see that part supplemented.


스토리? - 맛집 아님 / 애초에 분위기가 너무 무거워서 서브 스토리가 아니면 많은 분들이 가볍게 즐기기 힘든 스토리임
bgm으로 스토리 몰입감을 올리는 것도 방법이라고 생각하는데 이 부분은 단기간에 해결할 수 있는 부분이 아니니까 넘어가고
실시간 아레나가 에픽세븐의 메인 콘텐츠이자 현재 가장 밀어주고 있는 콘텐츠임
실시간 아레나는 잘 만들었고 재밌는 것도 맞지만 별로 이쁘지도 않은 테두리 + 기존 컷신을 그대로 사용한 스킨 보상이 전부고 그마저도 스킨 퀄리티가 전설급이라는 이름에 걸맞지도 않음
이 때문에 실레나는 마스터 티어만 찍으면 돌릴 필요가 없고, 마감 3일 전부터가 정규 시즌 시작일로 생각하는 유저들이 많음
드래프트 아레나 및 실시간 아레나 영웅 대여 시스템 등으로 뉴비 유저들을 끌어 들인건 잘했다고 생각하지만
실시간 아레나 플레이 보상으로 뭐 주는 것도 없으면서 실레나로 유도하는건 의미 없다고 생각함
암튼 메인 콘텐츠 실레나의 매력을 더 올리고 실레나 이외에도 에픽에 빠져들만한 요소를 더욱 늘려야한다고 봄
에픽은 호감도 시스템은 있지만 호감도가 늘어남에 따라서 얻는 보상이 그냥 없다고 보면 됨 매력적인 캐릭터를 뽑아내도 사람들이 덕질할 요소가 없음 요즘 서브컬쳐 게임은 캐릭터 덕질하려고 하는 사람들도 많음 <- 이 유저들을 잡을 생각이 없음
나탈론 학원가에 대형 카페 콘텐츠 오픈하고 카오스 게이트 열려서 이 카페에 오르비스 및 월광 세계관 영웅들이 날마다 랜덤하게 방문할 수 있도록 하는 신규 호감도 콘텐츠 같은걸 내고 여기서 호감도를 쌓다 보면 인게임 보상 및 캐릭터 호감도 일러스트cg 및 스토리를 감상할 수 있게 해줘야 됨 그냥 예시가 이렇다는거지 영웅과 교감이 가능한 콘텐츠 내면 환장할 유저들 많음
결론
1. 실레나가 취향이 아닌 유저들을 위한 일반 아레나 전용 스킨 보상 증정
2. 실레나/일레나 보상 전설 스킨 퀄리티 상승(컷신 제작 및 디자인 퀄리티 등)
3. 신규 호감도 콘텐츠 나탈론 베이커리 카페 오픈(호감도 일러스트cg, 스토리, 인게임 보상 획득)
성좌의 어쩌구, 신규 pve 콘텐츠가 어쩌구~ 이런거 아무리 만들어도 신규 유저가 혹해서 안옴