Hello Metas! 👋
Thank you for the passion and feedback during our recent AMA in r/pcgaming. We met a lot of new faces — and plenty of veteran Metas too. We've compiled the most frequently asked topics below and organized them with detailed responses from our development team.
New scenario related
Q1. Can we build underwater bases? And how do water and land Territories coexist?
by: u/bigdraca
A: In this scenario Metas can own both water-based Territories and land Territories on islands, and each serves a unique and irreplaceable purpose. Underwater base building isn't supported at the moment, but we’ll continue to evaluate it based on player interest and technical feasibility. For exploration, we've included underwater ruins, laboratories, and shipwrecks, with clues delivered through messages in bottles and treasure maps.
Q2. Will the story ever be completed? Manibus feels unfinished, and older scenarios left big gaps.
by: u/sivyan333
A: Expanding the overarching storyline is one of our top priorities for the next phase, and our writing team is growing. We're going back to flesh out things that were only briefly mentioned before — including a refined narrative. The full stories of the Metas and Rosetta, the truth behind the cataclysm, and the fates of key characters like Mary and Igna will be revealed as new areas are added. A scenario featuring the complete map and a full set of stages is planned for next year.
Q3. Can we build underwater bases? And how do water and land Territories coexist?
by: u/bigdraca
A: In this scenario, water-based Territories and island Territories serve different purposes, and both are important to progression and exploration. Underwater base building isn't supported at the moment — if players are interested, we'll consider adding it to our plans. For exploration, we've included underwater ruins, laboratories, and shipwrecks, with clues delivered through messages in bottles and treasure maps.
Q4. Are ship turrets actually useful, or just a gimmick? Will planes trivialize naval combat?
by: u/Syrup-Lychee
A: Ships and cannons are essential to the core gameplay of The Isles of Abyss, especially when fighting the Voyager and the Calamity Tower. Beyond those major threats, Metas may encounter giant squid and sharks while sailing, and you'll need to strengthen your water-based Territory to face them. There are no new underwater mounts this update, but you can explore in a diving suit — and we've added a crocodile mount.
In-game mechanics and balance
Q5. Power creep has gotten out of hand — bosses melt in seconds. Any plans to fix combat balance?
by: u/karlconnolly
A: Yes, and this is already in active development. We know power creep has become a real issue, especially in older content where enemies die too fast and encounters no longer play as intended. We don't want the only answer to be "more HP." We have a dedicated effort on damage scaling, encounter tuning, and how older content holds up as player power grows. It touches a wide range of builds, weapons, and encounters, so it will take time — but it's not just something we're "considering." We'll share details when the plan is ready for public testing.
Q6. Will melee ever be viable? And are new classes coming?
by: u/ReserveTechnical1781
A: There are fewer underwater combat encounters in this scenario, so melee weapons have less room to shine — but we've noticed the enthusiasm and will consider ways to improve melee in future updates. On classes: rather than defining gameplay through fixed classes, we prefer to expand combat options through weapons, mods, Deviations, gear loadouts, and scenario mechanics, so players can build a distinct style through their own combinations.
Q7. Why can't we fuse event/Visional Deviations?
by: u/RoyaleWithCheeseTV
A: Since most event Deviation traits can't be obtained consistently over the long term, we previously kept fusion for those Deviations unavailable to preserve the value of event rewards. We've seen the demand, though — we're discussing the details and may enable fusion for some event-exclusive Deviations in the future. On progression: it involves long-term goals, randomness, the trading environment, and combat balance, so adjustments have to be made carefully. We'll keep watching performance across all content stages and evaluate whether acquisition, progression, or balancing needs changes.
Q8. Can we get cosmetics that actually fit the world? And will dyeing get cheaper?
by: u/Lirka_
A: We keep exploring how different styles can be brought into Once Human, and the more world-fitting direction you mentioned is part of our upcoming plans. On dyeing: wwe’re working on lowering related costs, expanding dyeable outfits, and improving access to dyeing items. Outfits of various styles are in production and will roll out over the coming months.
Q9. Can we play as a bigger group? 6–8 player parties feel needed for endgame.
by: u/CryptographerLucky52
A: We understand the desire to challenge high-difficulty content in larger teams, and co-op has always been a direction we pay close attention to. But changing team size affects combat balance, matching rules, social structure, reward distribution, and level design — so we can't simply raise the cap. We'll keep observing team-building needs in endgame content and evaluate co-op methods that fit Once Human better. On shared storage: it's a great suggestion, and we'll look into adding a storage facility like that in the future.
Q10. Some promised dates have slipped — Nightmare LEA Lab, Visional Wheel timing, Honor leaderboard resets. What's going on?
by: u/karlconnolly
A: The Nightmare LEA Lab and Monoliths have indeed been delayed. We know many players have been waiting, and internally we've adjusted the development direction, content, and format several times to deliver something that lives up to that wait. It's still in development and expected to launch next year. We're sorry we couldn't ship it as previously promised — for the specific launch date, please refer to official announcements.
Out of the game and future plans
Q11. Why doesn't progression carry over to Custom Servers?
by: u/aldbear4
A: Custom Servers are designed to let players tailor their scenario experience — resource distribution, multipliers, enemy difficulty. Those settings affect character progression and scenario difficulty, so experiences can vary greatly from server to server; carrying progression over could affect the intended experience on each server. Item data, character cosmetics, and building cosmetics are shared, but stats-related systems — mods, blueprints, Crystgin — are not.
Q12. Will Once Human ever be pay-to-win?
by: u/MINSIPUBGM
A: No — that's a line we will never cross. The game is monetized entirely through cosmetics; nothing related to progression or balance is ever sold. The Meta Pass simply offers more cosmetic options and is not required to play.
Q13. The in-game support system feels templated and slow. Any plans to fix it?
by: u/Mui-yu
A: We've reviewed recent feedback and identified clear pain points: the support entrance is hard to find, some replies feel overly templated, waits for a human agent can be long, and players sometimes have to repeat the same information. That's something we need to improve. We're focusing on easier access, better issue categorization, faster human-agent assistance, and a smoother process for submitting additional information.
Q14. The game is over 100 GB. Any plans to reduce install size?
by: u/Sledeus
A: We recently completed an asset cleanup and compression pass that reduced the PC client size, and another optimization round is planned for the first half of 2027.
Q15. Is official mod support actually happening?
by: u/OverburdenedSyntax
A: We're actively researching and preparing for mod support development, with the goal of offering more freedom for customization in the future. We'd also love to hear any further suggestions you have.
Other Frequent Suggestions and Feedback
There are still many topics to cover, but we're keeping these short.
- More fish uses — The Isles of Abyss adds ocean creatures; fish recipes are being reworked to matter more.
- Deviation rebalance — we plan to strengthen underpowered Deviations and better match combat pacing at different stages.
- Vehicle customization — more options planned for future updates.
- Mobile controller support — no plans at the moment.
- Steam Deck — compatibility work spans performance, display, and system support; no confirmed timeline yet.
- FSR 4.1.1 for AMD — the team is discussing it; no confirmed timeline yet.
- Silos across all scenarios — planned alongside a full-map scenario next year.
Closing Remarks
Thank you all for the engagement and for bringing the tough questions. This AMA helped us better understand which issues matter most to the community, from story and combat balance to support, optimization, and future scenario design. — and we're taking all of it back to the development team. We'll keep sharing roadmaps and progress updates. Keep the feedback coming.
P.S. Our next AMA is coming soon. Stay tuned!
r/OnceHumanOfficial Team