
We’ve made significant improvements to the playing surface, and you’ll have more options when selecting bonus recruits. We’re also limiting the number of IPs to two next year – we’ll share more details shortly.

I’m aware this is quite late, but I was busy, sorry!
Good news – this developer note isn’t finished yet! We’ll share more details in the next update.
- Massively improved Surface Exploration content
- Increased map movement movement
- Increased movement speed out of combat
- No daily limit on deployments
- Ease of use Improvements
- Improve mobile controls
- Better touch logic input implemented
- Ease of gameplay
- Limit how much is possible in the early game so that there isn’t pressure to do it all at once
- Reduce power requirements of occupation missions (i.e. Gateway battles)
- Reduce HP of Tyrant-class Raptures (field bosses)
- No more batteries! A captured area is permanent with no defense required.
- Revamped hospital use (what this entails will be seen soon)
- Materials shifted to mostly create hexacode blocks, for more stats.
- Increased map movement movement
- Only two IP collabs this year
- Something to note is that they referred to only 3 collabs in 2025, even though in reality, we had 3 collabs + 2 reruns. Perhaps we’ll still have reruns?
- Rapi: Red Hood confirmed rerunning for New Year 2026
- Bonus Recruit expanded
- Claimable Nikkes: Liter, Naga, Alice → Liter, Naga, Alice, Helm, Tia
- Expanded to end next year. (or will it get expanded again, then?)
- Maximum redeemable points increeased from 600 points (6 claims) to 1,000 points (10 claims)
- Something to note is that this doesn’t come with a points reset. If you already claimed 6, you will not get the claim an additional 6 plus 4 more from the expanded points earning.
- It also says that users that earned more than 600 will retroactively be given points earned after the 600 mark, allowing them to be usable for the next 4 claims.
Rest in Peace, Inherit… our Goddesses of Victory. Don’t let their deaths be in vain.
Dear Commanders.
I’m Hyungsuk Yoo, the director of GODDESS OF VICTORY: NIKKE.
Before we knew it, the cold wind began to blow, and winter was in the air.
I’ve had a cold for a while now. I hope everyone stays healthy and avoids getting sick!
Hey everyone! Usually around our anniversary and the New Year, we do big showcases instead of these developer notes, but I wanted to quickly say hello and wish you all well. It’s the end of the year, after all! This note might be pretty standard, but I just wanted to share a few thoughts on what we’ve been up to lately and what’s coming next.
You can read it at your leisure, no pressure at all.
About the 3rd Anniversary
NIKKE: Goddess of Victory is designed to constantly offer new content. Currently, the team is working on a mini-game for the 3.5-year anniversary and also writing the story for the 4-year anniversary.
It took roughly eight months to get everything ready for the third anniversary, starting from the initial planning stages. When you include the time spent outlining the story, the whole process took about a year. This update was our biggest challenge yet, as we had a lot of content for both within the game and for promotional materials. Managing so much material is tricky, so we’re carefully double-checking everything to ensure quality.
We’ll keep approaching all updates with the same care and will always strive to deliver content you’ll be happy with.
While we celebrated our 3rd anniversary, it wasn’t without its flaws. We know that, as a beta test, we didn’t promote the Surface content as much as we should have. We also saw that the generous rewards encouraged some players to push themselves too hard, which we regret. We sincerely apologize for this.
The recent beta test showed us a lot more things we need to improve than we anticipated. We realized there was a disconnect between what we envisioned and how players actually experienced the game. Because of this, we’re making significant changes to the game’s structure to ensure a more relaxing and user-friendly experience when the official version launches.
We know there’s room for improvement, but we’ll use what we’ve learned to create a better Surface for everyone.
Planned Improvements for Surface Content
We’re working on making the Surface experience less stressful and time-consuming for players. We’re still finalizing the details, but here’s a preview of some of the changes we’re planning.
1. Movement speed improvement
- Significantly increase the movement speed when not in combat
- Improve the utilizationof Rapid Deployment (remove required currency and attempt limits)
2. Ease of use improvement
- Improve responsiveness for mobile controls
- Improve touch input logic to reduce unnecessary touches
3. Gameplay pressure reduction
- Limit sector units to hours during the early exploration phase to spread out playtime
- Significantly reduce the occupation requirements for main gameplay, such as gateway battle
- Significantly reduce the HP of Tyrant-class Raptures
- Make changes so that occupied areas are permanently saved when captured (removal of the battery concept)
- Completely revamp the usage of the hospital
- Change the main consumption points for Surface materials from the factory to Hexacode Block production to ease pressure
We’re still working on a complete list of improvements based on your feedback, and we’ll let you know the specifics and when they’ll be released soon. Thank you so much for helping us test and for sharing your valuable thoughts!
I guarantee that you’ll notice a lot of changes when it goes live.
Plan for 2026
Aside from the Surface content, there are many things we need to improve and adjust.
We’re working on improvements, including making the game run more smoothly, adding new content, and enhancing gameplay. We’re also planning out updates for next year and will share a more detailed schedule in our next developer update.
Just a heads-up: we partnered with three new companies for intellectual property this year, but we’re planning to reduce that to two next year. While we’ll be working with fewer partners, we want to dedicate more attention to developing NIKKE’s unique storyline.
We’re working hard on our upcoming collaborations and are excited to share them with you soon!
New Year Update
We’re excited to share a story we’ve been planning for a while as part of our New Year update! We want to make sure it’s presented perfectly, so we can’t reveal the details just yet. I’m personally really looking forward to it. Keep an eye on our official channels for more information and a guide to the New Year program when it’s available.
To ring in the New Year, we’re bringing back Rapi: Red Hood, starting January 1, 2026. Hopefully, this is useful as you make your plans for Gems.
As a big fan, I’m thrilled to hear they’re extending the bonus period for regular recruitment! Plus, they’re planning some updates, which sounds awesome. I can’t wait to see what those updates are!
- Claimable Nikkes: Liter, Naga, Alice → Liter, Naga, Alice, Helm, Tia
- Event period: December 31, 2025 → December 31, 2026
- Maximum redeemable points: 600 points → 1,000 points (For Commanders who have already earned more than 600 points, the retroactive adjustment will apply only to the points exceeding 600.)
More details about the event will be posted through official channels.
Wow, another year just flew by! It feels like yesterday I first started playing GODDESS OF VICTORY: NIKKE, and I can’t believe it’s already been three years. Thinking about all the love the game has gotten over those years really gets to me – it’s honestly so heartwarming!
Once again, thank you for all your love and support.
We’re working hard to make our New Year’s event a joyful start to the year for everyone. We hope you finish the year strong, and please remember to stay healthy and avoid catching a cold.
Lastly
Please be aware that the following information may reveal details from the recent GODDESS FALL event celebrating the game’s 3rd anniversary. If you haven’t experienced the story yet, you might want to avoid reading further.
The 3rd anniversary story was a project full of emotional whirlwinds.
I really wanted to share this story and the emotions it brings up. I experienced it firsthand while working on it, and seeing others play through it often moved me deeply. It’s a story that means a lot to me, and I hope it resonates with you all.
Ever since the game came out, it’s been non-stop work for us! But honestly, as developers, we don’t see the NIKKE characters as just assets or roles – we genuinely love them all, no matter what! And because we care so much, we really want to see them thrive and be happy.
Over the past three years, as we’ve developed the story, we briefly fell into a pattern of creating a traditionally heroic narrative – something long-term series writers often experience. Because of this, we felt compelled to make a tough but crucial decision to change the course of Goddess of Victory: Nikke before it was too late.
Look, this wasn’t a decision the team took lightly, but we really believe it’s what’s best for NIKKE in the long run. We’re hoping you’ll stick with us and continue to support the writers as they keep building the story – they’re putting their hearts into it!
Over the next few days, I’ll be dedicating myself to creating more engaging and impactful stories for GODDESS OF VICTORY: NIKKE. I will always hold the goddesses and their world close to my heart, with sincere respect and thankfulness.
Hyungsuk Yoo
GODDESS OF VICTORY: NIKKE
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2025-12-17 08:37