NEWS
GAME
Director’s Letter – ♯006

Introduction
Hello, I’m Soejima, the director of TRIBE NINE.
The game has undergone several minor updates recently. I’d like to apologize for not being able to properly introduce them due to the need to quickly implement these updates.
This letter will cover the following: Version 1.0.5 updates that were previously implemented, changes in the upcoming Version 1.0.10 update, along with new events and characters.
Implemented Updates in Version 1.0.5
Fractal Vice and Zero Sensei Missions Updates

The Team received plenty of feedback related to “Fractal Vice” exploration, which is available after clearing the story.
We realize that the need to achieve multiple objectives such as unlocking level caps, carefully selecting Patimons, and defeating strong enemies right before an exploration ends all in one go can be frustrating for players.
As of now, we have adjusted the Zero Sensei Mission “Defeat Red Limit Series”, which is necessary for unlocking character level cap till level 50, to “Win 15 battle(s) in Fractal Vice”.
With this change, players can unlock level caps without having to defeat the Red Limit Series.
Though announcements were made on our official accounts, we were not specific enough. No adjustments will be made to the Red Limit Series. The difficulty will remain the same, so power up your parties and take on the challenge.
The Fractal Vice and Red Limit Series were designed for players who have considerably enhanced their parties and are looking forward to immersing themselves in the unique battle experience TRIBE NINE has to offer.
Therefore, the Team encourages players to view these as “a Challenge Letter from the Development Team which ultimately has no significant impact on overall game content”.
However, when tackling Ch. 1 and Ch. 2, players were required to collect “Full Marks Stickers”, which we believe might have subconsciously prompted players to consider such actions as a “task that must be completed”.
In addition, we have overlooked players’ needs to fully enhance the characters they own, when coupled with such limitations, players may have had a poor gameplay experience due to being unable to progress smoothly as a result of strong enemies blocking their way. We apologize for any inconvenience.
TRIBE NINE will continue to provide players experiences where they can enjoy highly challenging, action-packed battles to the fullest. And we will continue to strive in this direction. In addition, we will work hard to enrich game contents that meet the various play styles and needs of our players.
We have also received feedback regarding the time it takes for players to reach the Red Limit Series, as well as the whole process of challenging Fractal Vice again being too long. We are now working on relevant improvements.
As these changes would impact game content on a larger-scale, the adjustments are expected to be released together with the major Ch. 3 update.
We are sorry to have kept you waiting. Thank you for your understanding.
Adjustments to Battle Tempo
Since the recent update, the following settings can be adjusted in Options.
– Can choose between “Normal/Weak” when adjusting Hitstop Intensity.
– Can toggle the Break Camera Effect “On” or “Off” for Break effects.
– Can toggle the Chain Skill Effect “On” or “Off” for Chain Skill effects.
– Can either adjust the Chain Reaction Time to “Standard” or “Short” to change the timing of Chain Skill execution after Break has been inflicted.
By adjusting Hitstop Intensity, players will be able to enjoy the game at different tempos. Pick your favorite playing style.
Additionally, the game frequently switches between exploration and battle modes, leading to wait times as the game loads.
To reduce waiting time, we have shortened the transition time for returning to the Exploration screen after battles for players playing on devices with 6GB RAM or more in the last two updates.
We are currently reviewing the loading mechanism and hope to shorten the loading time even more.
Experiencing “Lag” While Playing

The Team has also received feedback regarding “lag” while playing.
We are aware that in an action game, if players are unable to cancel a character’s actions while fighting with enemies and receive damage due to this restriction, there is still room for improvement.
Therefore, we plan to subsequently add executable time frames to each character to allow them to cancel their actions with Evasions or Counterattacks.
In this update, executable time frames are added for Yo Kuronaka and Miu Jujo, allowing them to execute Evasions when performing Secondary Attacks to cancel them out.
However, for characters that are difficult to operate yet are able to yield high rewards, such as Q and Enoki Yukigaya, the adjustments may cause them to lose their exclusive strengths. To allow each character to stand out uniquely, we may consider maintaining the current status quo and will continue to monitor the situation. We appreciate your understanding.
Enhancing Melee Characters

The Team has also realized that fighting at close range may be relatively disadvantageous due to factors such as enemy Tension increase when receiving enemy attacks, or the shifting of Stamina.
Therefore, we have made the following two adjustments to strengthen some Melee characters.
– The Stamina Consumption of Deflect Counterattacks will be reduced from 500 to 250.
– Able to execute Evasions when performing Secondary Attacks to cancel them out.
The adjustments aim to lower the risk of Melee characters as compared to Ranged characters when fighting in the front, allowing them to use Deflect proactively and launch attacks.
Expected Changes in the Version 1.0.10 Update
Up next, we will be introducing the update content expected to be implemented together with next week’s update.
Overall Buffing of Tension Cards
We understand that the current conditions to activate Tension Card effects have given our players a less than satisfying experience due to the quick depletion of Tension; the usage of Tension Cards that can activate their effects at “Tension Phase: 0” has thus become more common. This has limited the combination of Tension Cards.
Given this, the Team has upgraded most Tension Cards by removing their Tension consumption in this upcoming Version 1.0.10 update.
While Tension consumption will be preserved or reduced for some Tension Cards, this adjustment should allow more cards to come into play.
Some parameters could be greatly enhanced as a result of this change. The Team anticipates that certain builds will reduce the difficulty of completing challenges.
With the upcoming Ch. 3, the Team will raise the difficulty of future battles slightly compared to our initial expectations, and cards with a lower usage rate will be further buffed.
For this same update, when engaging in encounters where the enemy has detected the player (i.e., a regular encounter), the Team is making adjustments to encounters so that players can start at Tension Phase: 2.
Retry Function with Lowered Difficulty
To allow players to have an even better experience while taking on the battles tied to the story, the Team has added the option for players to be able to restart with lowered difficulty when being wiped out.
With a press of the button, players can restart a battle with their party members enhanced.
Enhancements can be repeated. If players are being wiped out constantly, try observing the enemies and try again.
Please note that the “Restart” button on the pause screen during battles does not offer the mentioned function.
Addition of “Daily Challenge” and “Delivery Request” Features to the Menu
Since the release, we’ve received significant feedback regarding the addition of “Daily Challenge” and “Delivery Request” to the Menu. After this update, these two features will be included in the Menu.
Although a tiny update, the Team is glad that many players have been paying attention to the Branch Manager and others.
Reintroduction of the Fast Forward Feature
The Skip (Fast Forward) button for dialogue events will be implemented.
We apologize for the constant adjustments to the content in previous Update Notes.
We are currently working on the recap function of the Story and XB with Numbers, and hope to introduce it in a future update.
Playing at 60 FPS on Mobile Versions
Playing at 60 FPS on mobile versions is now available.
Please note that these settings may cause your device to overheat, increase power consumption, or slow down. We recommend players to consider carefully before applying them.
Upcoming Content
Finally, I’d like to share about upcoming events and a new character.
XB Rank Matches

On March 6, we will be opening XB “Rank Matches” for all players who have registered team mates for XB to enjoy.
Determined by the result of matches, player rankings will focus on matching players with similar levels of enhancement.
To that end, we have developed this game aspect to allow for casual gameplay when players are looking for a break from battling and exploring, as opposed to an intense and ruthless competitive mode.
There is no function for inspecting rank details. Rather, players will be able to obtain rewards through simply playing against one another, regardless of match results.
PvP XB matches are not like the matches against the NUMBERS, where powerful corrections are made possible through the results of debates. A player’s performance will instead be reflected in how they’ve enhanced their team and decisions rooted in baseball.
As this is a play style focused on using Characters players have trained, we hope this will be an opportunity for players to enjoy showing off their statuses to each other.
One more thing to keep in mind, at the start of a Rank Match Season, players will start at the same rank. This means there is a chance players may be put in a series of intense matches where there is a sizable enhancement gap.
We anticipate that this is something that will be improved over time and appreciate your patience.
New Character: Kazuki Aoyama


Making his debut for the new Synchro in Version 1.0.10, we have Kazuki Aoyama.
Kazuki Aoyama is a multi-faceted character who can grant party members Shields, can launch Additional Attacks, and has a high Break ability.
Additionally, compared to Kazuki’s various abilities, this character features incredibly simple mechanics, making him easy to operate.
While this might seem like an all-powerful character at first glance, all of these actions require a resource: “Memory”.
At the beginning of a battle, Memory will be at full capacity. This resource will be consumed as Kazuki Aoyama executes his Strategy Skill and Secondary Attack.
This means he could “run low on energy” during a long fight, making it difficult to utilize his strength.
A certain amount of Memory can be recovered when he executes his Ultimate Skill. If the amount of Memory obtained exceeds the maximum amount, Kazuki will enter an “Overclock” state.
This state increases Attack and allows the character to be leveraged as an Attacker.
Also, compared to when Kazuki was brought in as a Guest in Ch. 2, the character has undergone minor buffs, adjustments to how he handles, and overall fine-tuning.
These changes will be reflected in the Guest version of the character when Synchro is updated.
New Event: “Lux-Phantasma”

The last thing the Team would like to share with you is an upcoming event called, “Lux-Phantasma”.
This Story Event in TRIBE NINE does not focus on battling but instead proceeds completely through minigames.
In Lux-Phantasma, players will be able to enjoy a rhythm game that features Tsuruko Semba as the protagonist.
One interesting point about this event is that “Boosters” can be consumed freely.
Rewards are obtained differently compared to repeating challenges in the Rift, so players will be able to take a break from battling as they play.
For this event, players will progress the story through this unique setup, and much like Fractal Vice, rewards are obtained by accumulating points while playing the event.
Please note that Lux-Phantasma will be unlocked after completing Ch. 2.
We anticipate having the event period continue for quite some time, so players can join in the fun after completing the story, without the need to rush.
Final Thoughts
This is the end of my letter to you, the players.
Since the release of TRIBE NINE, we have received lots of feedback from you all.
While we have been shown areas where we need to improve, we’ve also heard how players are enjoying our game. All of this serves to make TRIBE NINE an even better game, and we are so grateful!
We are also in the midst of a busy update and realize that this means the contents of our game have yet to settle. We appreciate everyone’s understanding.
Several areas have yet to be adjusted to their finest, particularly Synchro, our setup for rewards that can be obtained through gameplay, as well as Tension Cards. We realize that this may result in a gameplay experience that does not fully rise to players’ expectations.
The Team will be focusing our efforts on making adjustments quickly. We hope that our players will look forward to the Ch. 3 update as we prepare several other updates in parallel.
Please continue to have fun playing TRIBE NINE.
Let’s meet again in Neo Tokyo!
