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Gray Fog Test Ends With Four Public Launch Priorities

诡秘听劝!改完这四件大事后咱就公测见

The Gray Fog Test has officially ended. The development team thanked players for taking part, sharing feedback, posting screenshots, exploring, joining dance battles, playing era tasks, helping others recover SAN, pushing End Hunt, and challenging May Manor before the test closed.

The team says both praise and criticism have been recorded. The test strengthened its belief that spending four and a half years building Lord of Mysteries was the right direction, because players showed demand for both a three-dimensional version of the original novel world and a new MMO.

The post says public launch feels close, and the next stage will concentrate on four major priorities so the public-launch version can meet players faster and in better shape.

1. Bring the Right Public-Launch Content to Players

The first priority is content. The team stresses that public launch should not simply mean more content than the test; it should mean better content.

For story, the original-novel route will receive new chapters, and the personal main story will continue. Side stories that moved many Gray Fog Test players, including Dunn and Daly, Old Neil, and Celeste, confirmed player interest in supporting characters from the original novel. Azik's side story is also planned for public launch.

When adapting The Clown chapter, the team points to Klein first meeting Captain Dunn, first meeting Old Neil, and first opening the Tarot Club. It also names scenes and emotions that still guide the project: Dunn and Daly's unspoken feelings, Old Neil's epitaph, Dunn's sacrifice to save Tingen, revenge against Ince Zangwill, Elder Lovia's statement that she did not betray the City of Silver, the City of Silver leaving the Land Abandoned by God, and Arrodes asking Klein before his sleep whether he is afraid.

Some of these moments have already been realized in the game, while many more remain for the future. The team says it must start from Tingen and The Clown chapter, then gradually make those later 'miracles' real inside the game.

Restoring the original novel has been a core development goal since project approval: moving every memorable person, city, and tearful chapter into a world players can actually walk into. The team acknowledges that some players feel the current result already matches the tone, while others feel it still falls short.

Because the original novel has more than four million Chinese characters, the team says it cannot be fully explained in one or two versions. It has built a long-term plan and development pipeline so future seasons can keep updating part of the original-novel route until the original story content becomes large enough to support a substantial solo-play volume.

On the PvE side, new dungeons and familiar new gameplay modes are planned. On the PvP side, a club 1v1 declaration mode is being added, allowing unresolved grudges from End Hunt to continue. Current PvP modes are also being tuned for feel, matchmaking, and pace, with the goal of making the well-received GVG smoother and more satisfying at public launch.

For Beyonders who do not want to focus on combat, more daily-play content is also planned, including new castle gameplay, more era-life updates, the Oath system, and other activities.

2. Expand Outfits, Style Variety, and Character Animation

The second priority is presentation. During the test, the team saw many screenshots from the outfit station, face customization, dye sharing, and styling combinations. Player interest in appearance was stronger than expected, and the team says it is glad some existing outfit designs were well received.

For public launch, the team plans to release many refined European-style outfits along with more affordable styles. The goal is not merely clothing that can be worn, but outfits players will want to screenshot and share with friends.

More colorful costume designs will continue to be updated after launch. The running animations for male characters and the protagonist Klein will also be further optimized.

To better express the game's combat setting, where cold weapons and firearms intertwine, the team has invited an overseas AAA-game motion-capture actor to join production. The post frames this as using the 'Weapon Master' Sequence ability to give each combat form its own distinct soul.

3. Improve PC and Mobile Performance

The third priority is performance across devices. The team says many people warned from the beginning that bringing a UE5 multiplayer online game to mobile would be unrealistic. Over more than four years, the technical team has repeatedly balanced visual quality against performance cost and PC image quality against phone battery life.

Stutter, heat, and compatibility issues reported during the Gray Fog Test have been broken down into an optimization list. The team does not promise that public launch will run perfectly, but does promise that the game should run better than it does now.

The post also responds to a specific player impression from the Gray Fog Test: some players felt the PC version looked like a mobile emulator. The team says it understands why this impression appeared, but states that Lord of Mysteries has been developed on UE5 from start to finish, and that the PC version was completed first as an approximately 80 GB native client.

The team describes the development order as PC-first: scenes were made playable, combat was stabilized, and players could drive through Tingen's streets before mobile porting began. The PC version is described as a native version from the first line of code.

The team attributes the emulator-like impression mainly to UI. During early development, the project prioritized PC player habits and used a classic PC MMO interface layout. When mobile development began, the interface expanded toward mobile-device layouts. Because the team needed to support adaptation, compatibility architecture, and shared data, PC development also had to account for mobile operating hierarchy and layout limits, which led to some compromises.

Future UI design will continue to focus on operation experience, with deeper separation between keyboard-and-mouse users and touch-screen users so each device type can keep its advantages while improving adaptation.

4. Make Tingen and the MMO Community More Lively

The fourth priority is making the city livelier. The team describes the core fun of an MMO as interaction between real people: meeting another sleepless wanderer on Tingen's streets at midnight, seeing both GVG commanders choose the same tactic at the same moment, or watching a row of players in matching outfits idle in a plaza.

These moments are not simply designed by developers; they appear because players gather and act on their own. From now until public launch, the team says it will use every possible way to introduce Lord of Mysteries game to more people.

The post closes by saying that the world is already running, and that the team will bring in more people who love Lord of Mysteries and MMOs.

Public Launch Is Getting Closer

The final section thanks players no matter when they began following the project: four years ago when they first heard a Lord of Mysteries game was being made, when the first trailer appeared, when a friend shared a test-recruitment post, or only recently.

The development team says that for more than four years, the question it heard most often was when the game would finally launch. From here, every day should move the project closer to that date.

Players should expect to see more of the world flowing out from the team's workstations: new cities, new Pathways, and new stories.

The post ends by saying the next stretch will not require waiting too long, and that the team will see players at public launch. It also notes that Lord of Mysteries game is now open for reservation on the App Store, the official PC site, and Android, with four limited reservation items available.