

Developed by Nine Ark and published by Kakao Games, the Korean idle RPG 'Eversoul' launched on January 5th. With its 3D combat system reminiscent of 'Princess Connect! Re: Dive' and 'AFK'-style resource grinding, it initially gained significant traction, especially given its relatively generous daily rewards for early players.
On January 19th, the game launched its first Lunar New Year event. Expectations were sky-high due to promising previews, but players were quickly disillusioned. The total cost to clear the event shop—including skins, characters, furniture, and materials—is a staggering 43,750 tokens. Math reveals that a F2P (Free-to-Play) player can only earn around 6,300 to 7,560 tokens over the three-week event duration. This covers less than 20% of the shop, forcing players to pay up if they want the meaningful rewards.
The community response has been heated. Some players mocked the game's UI for being a 'stitched-together' mess and argued the developers are copying the aggressive monetization strategies seen in games like 'Goddess of Victory: NIKKE.' Others pointed out that this is a classic tactic in mobile games to force players to either grind endlessly or open their wallets.
As the backlash grew, users provided a post-script: facing mounting pressure from the community, the developers issued an emergency hotfix via in-game mail, granting an additional 100 tokens daily and increasing daily boss challenge attempts from 3 to 5, a move likely aimed at calming the player base.
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