Once Human Mobile
Open-world survival shooter · PC / Mobile (iOS / Android)
Read this game through the selected section of its nine-part knowledge record.
- CATALOG CONTENTS
- 178
- CLASSIFICATION GROUPS
- 29
- TRANSITIONS
- 0
- RULES & PROCESS CONTENTS
- 29
- PLAYER EXPERIENCE ELEMENTS
- 54
시스템 점검 기록
- RECORDS
- 140
- VISIBLE
- 140
- PAGE
- 2 / 3
51–100OF 140 MATCHING RECORDS
| RECORD | RELATION | STATE / SCOPE | ATTRIBUTES |
|---|---|---|---|
| 0051Diagnosis & Direction 51Hive/Team/Warband의 기준일 실제 계층을 클라이언트에서 확인해야 한다. | — | — | 2 FIELDS
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| 0052Diagnosis & Direction 52현행 기여 로그와 보상 판정식을 먼저 검증해야 한다. | — | — | 2 FIELDS
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| 0053Diagnosis & Direction 53개인/Hive 사전 선택 충돌과 14일 예약 Rule을 보존해야 한다. | — | — | 2 FIELDS
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| 0054Diagnosis & Direction 54현행 Return to the Path of Meta-Human의 팀 동반 Rule을 재확인해야 한다. | — | — | 2 FIELDS
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| 0055Diagnosis & Direction 55Scenario Sign-up → Scenario Phase → Settlement/Permanent 또는 신규 Scenario 선택의 직접 전이는 확인된다. 다만 이를 단일 Loop Entity로 확정할 공개 행동 데이터는 없다. Scenario가 진입 허브이고 Settlement가 분기점이며, Blueprint·Visional·Peak Duel이 별도 Bridge로 연결된다. | — | — | 2 FIELDS
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| 0056Diagnosis & Direction 56PvE Scenario, 선택형 PvP, 팀 등록, 독립 RaidZone이 서로 다른 선택 경로를 제공한다. Scenario 선택과 Normal/Visional World 분기가 강제 단일 경로를 줄이고 경쟁·협력 참여를 선택형으로 만든다. | — | — | 2 FIELDS
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| 0057Diagnosis & Direction 57Starchrom은 Blueprint 진행으로 직접 이동하고 Wish Machine은 활동 보상으로 분리됐다. 전투력 진행 재화와 확률형 활동 보상 노드가 구조적으로 분리되어 경로 의미가 명확해졌다. | — | — | 1 FIELDS
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| 0058Diagnosis & Direction 58Settlement·Permanent Server·Early Exit·지역별 서버 개방·Visional rotation이 복수의 재진입 경로를 제공한다. 완료 후 잔류, 신규 Scenario 이동, 중도 이탈, Event World 선택이 각기 다른 lifecycle 분기를 형성한다. | — | — | 2 FIELDS
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| 0059Diagnosis & Direction 59Scenario Sign-up System 2.0; Settlement Phase; Early Exit | — | — | 3 FIELDS
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| 0060Diagnosis & Direction 60Starchrom; Blueprint Screen; Wish Machine | — | — | 3 FIELDS
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| 0061Diagnosis & Direction 61Scenario; Permanent Scenario Server; Eternaland; Cross-Character Sharing | — | — | 2 FIELDS
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| 0062Diagnosis & Direction 62Evolution’s Call; Prismverse’s Clash; Peak Duel; Once Human: RaidZone | — | — | 3 FIELDS
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| 0063Diagnosis & Direction 63 | — | — | 3 FIELDS
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| 0064Diagnosis & Direction 64인게임 서버·비용·지역 상태가 실시간으로 연결될 것 | — | — | 2 FIELDS
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| 0065Diagnosis & Direction 65현재 공식 리워크 규칙이 UI·튜토리얼에 일관되게 반영될 것 | — | — | 2 FIELDS
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| 0066Diagnosis & Direction 66Account Depot·Settlement·novice 예외를 정확히 노출할 것 | — | — | 2 FIELDS
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| 0067Diagnosis & Direction 67지역·Phase·독립 모드 경계를 진입 전에 표시할 것 | — | — | 2 FIELDS
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| 0068Diagnosis & Direction 68Baseline별 공지 이력과 현재 상태를 분리 보존할 것 | — | — | 2 FIELDS
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| 0069Diagnosis & Direction 69Dual progression is the defining structure: scenario-bound level/Tech progress restarts, while Blueprint, Mod, collection and account assets persist. Regular resets renew the short-term curve; persistent assets preserve long-term value. Permanent servers provide an alternative continuity path. | — | — | 3 FIELDS
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| 0070Diagnosis & Direction 70The system mixes deterministic development with variable acquisition. Blueprint and Tech allocation are increasingly explicit, while Mods and Shiny Mods retain random or collection-driven reinforcement. Deterministic pathways reduce rule friction; probabilistic Mod paths preserve long-tail pursuit. Milestone rewards partially stabilize the variable layer. | — | — | 3 FIELDS
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| 0071Diagnosis & Direction 71Investment protection is structurally strong through same-rarity Blueprint transfer, legacy-stat retention, old-Mod compatibility, cross-character sharing, Account Depot and permanent servers. Multiple transfer/retention mechanisms reduce the chance that system rework or scenario transition nullifies prior effort. | — | — | 3 FIELDS
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| 0072Diagnosis & Direction 72Blueprint Collection, Scenario Honor, Mod Collection and account-shared Shiny rewards form a persistent identity layer above seasonal character progression. Collection and honor systems convert repeated scenario participation into visible account assets and symbolic status. | — | — | 3 FIELDS
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| 0073Diagnosis & Direction 73Character Level; Tech System; Blueprint; Mod System; Eternaland | — | — | 2 FIELDS
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| 0074Diagnosis & Direction 74Blueprint; Tech System; Mod System; Shiny Mods | — | — | 3 FIELDS
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| 0075Diagnosis & Direction 75Blueprint Conversion; Cross-Character Sharing; Account Depot; Calibration legacy assets | — | — | 3 FIELDS
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| 0076Diagnosis & Direction 76Blueprint Collection; Scenario Honor; Mod Collection Progress | — | — | 3 FIELDS
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| 0077Diagnosis & Direction 77Tech Tree; Reverse Engineering; Tech Invention; Tech Point Allocation | — | — | 3 FIELDS
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| 0078Diagnosis & Direction 78All scenario-specific exceptions must be sourced and versioned. | — | — | 2 FIELDS
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| 0079Diagnosis & Direction 79The client must expose only published or directly implemented probabilities and guarantees. | — | — | 2 FIELDS
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| 0080Diagnosis & Direction 80Conversion, transfer and refund previews must preserve exact quantities and exclusions. | — | — | 2 FIELDS
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| 0081Diagnosis & Direction 81Cycle, cooldown and one-time status must be displayed independently. | — | — | 2 FIELDS
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| 0082Diagnosis & Direction 82Full node prerequisites and point costs must be client-sourced rather than inferred. | — | — | 2 FIELDS
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| 0083Diagnosis & Direction 83The economy is strongly compartmentalized by purpose rather than concentrated in one universal currency. Energy Link, Starchrom, Lightforge currencies, RaidZone Chip, Chef currency and Gravity Abyss resources each connect to different source/sink surfaces. Independent clocks and host/scenario conditions prevent one simple global balance rule. | — | — | 3 FIELDS
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| 0084Diagnosis & Direction 84Premium value is layered through Crystgin, Ingot purchase, crate guarantees, redemption currencies, return keys and pack-specific discounts. Multiple conversion steps can increase perceived optionality and preserve unused value, but they also separate cash price from final cosmetic acquisition cost. | — | — | 3 FIELDS
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| 0085Diagnosis & Direction 85The Lightforge economy includes guarantee, progress carryover, redemption and duplicate recovery, while the current Blueprint economy moved away from Starchrom draws. Random premium cosmetics remain inside Lightforge, whereas power progression shifted to direct Starchrom purchase on the Blueprint screen. | — | — | 3 FIELDS
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| 0086Diagnosis & Direction 86Account sharing, official/custom server sharing, persistent Lightforge balances and explicit lifecycle boundaries reduce wallet fragmentation and asset loss. Persistent premium balances and shared counters protect paid value across characters and server types; event and mode currencies remain bounded by local rules. | — | — | 3 FIELDS
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| 0087Diagnosis & Direction 87Energy Link; Starchrom; Crystgin; mode/event currencies | — | — | 3 FIELDS
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| 0088Diagnosis & Direction 88Crystgin; Lightforge Ingot; Lightforge Gem; Lightforge Relic | — | — | 3 FIELDS
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| 0089Diagnosis & Direction 89Supply Points; Gravity Crystal; token shops; Ordering Terminal; event currencies | — | — | 3 FIELDS
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| 0090Diagnosis & Direction 90Starchrom Blueprint screen; Wish Machine; Lightforge Loot Crate | — | — | 2 FIELDS
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| 0091Diagnosis & Direction 91RaidZone Chip; Server Host Shop; Gravity Abyss resources; Star Chef Popularity | — | — | 3 FIELDS
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| 0092Diagnosis & Direction 92All current server, scenario and event exceptions must be versioned. | — | — | 2 FIELDS
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| 0093Diagnosis & Direction 93The UI must use only published prices, probabilities, caps and redemption costs. | — | — | 2 FIELDS
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| 0094Diagnosis & Direction 94Each cadence must retain its own time zone, scope and exception rules. | — | — | 2 FIELDS
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| 0095Diagnosis & Direction 95Wish Machine, Blueprint and Lightforge labels must match current post-overhaul roles. | — | — | 2 FIELDS
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| 0096Diagnosis & Direction 96Host and scenario values cannot be cached as global defaults. | — | — | 2 FIELDS
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| 0097Diagnosis & Direction 97Three distinct random-reward surfaces coexist: activity-earned Wish Machine, paid/limited Lightforge and Combo Crates, and Battle Pass crates. The surfaces separate repeat motivation by input source and reward class. The current Wish Machine no longer sells blueprint-fragment power outcomes, while paid randomization is concentrated in cosmetic pools and no-repeat/guarantee structures. | — | — | 3 FIELDS
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| 0098Diagnosis & Direction 98Lightforge and provide unusually granular official category-rate disclosure, but the living Lightforge page contains labeling anomalies such as Frostshade's duplicated ordinal and `Epic... (Gold)` wording. Probability visibility is high, yet inconsistent labels can create ambiguity even when numeric totals are complete. | — | — | 2 FIELDS
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| 0099Diagnosis & Direction 99Safety mechanisms are layered: 20/30-opening Lightforge guarantees, same-type carryover, no-repeat Combo pools, 15-spin Wish Wheel guarantee, and three upgrade attempts. Each system bounds a different failure mode: long dry streaks, lost progress, duplicate draws, or low-rarity outcomes. | — | — | 3 FIELDS
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| 0100Diagnosis & Direction 100The 2026 rework moves blueprint power acquisition to direct Starchrom activation while random paid surfaces center on cosmetics; Battle Pass Rare crates remain activity-only for resource/stat-growth rewards. This separates power activation, activity rewards, and paid cosmetic randomization into different resource and governance paths. | — | — | 2 FIELDS
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