·5/15/2026
from

Weekly Updates at Rocs (20th @2026)
What the community has been bringing up — and where we stand
ROCs is coming up on ten years, and some of the topics that keep coming up in the community run deeper than they might look. The ones showing up most recently — Eden feeling one-sided, Bounty rewards scaling back, activity items not arriving, account security — this post goes through each one and tells you what was intentional, what's been fixed, what isn't there yet, and why.
Eden doesn't feel like a fair fight
Eden has been one of the most discussed topics in the community over the past several months. Two complaints came up the most: the two sides are so unevenly matched that you can predict who's going to win before the battle even starts, and the strongest alliances keep ending up on the same side. Phrases like "Eden matchmaking has ruined the game" and "the top two alliances are always together" kept appearing in posts — we've been tracking them.
In version 26.403, @Lambert restructured the X-24 season's cross-server matchmaking pool, narrowing it from 6 separate pools down to 2. The goal is to bring players in closer power ranges into the same matchup, rather than pairing servers that are hundreds of IDs apart. The S1 season configuration also received a separate matchmaking parameter update in the same version, also under @Lambert.
Eden matchmaking involves multiple variables — cross-server power distribution, season pacing, and active player counts. One adjustment doesn't fix everything, and we're not going to say it does. If you've experienced specific issues after this update — a particular season where the two sides looked visibly mismatched — let us know in the comments with your season and server number. @Lambert will keep following this.
The Bounty rewards changed — we heard you
"Why did the perfect Bounty completion rewards get so much worse compared to last season? It's name tags and portrait frames now — it wasn't like that before." This kind of feedback kept appearing over the past few months, sometimes with side-by-side screenshots.
The S1 reward structure is a deliberate redesign by @Lambert — not a bug. The thinking behind it: perfect Bounty completion rewards should reflect the rhythm of each individual season rather than serve as a fixed reference point against the previous one. Different seasons should have their own reward logic, not just be measured against what came before. We know some players ran the comparison and felt it came up short. @Lambert is collecting that specific feedback.
We're not reverting this design. But if you have a concrete comparison — which specific reward, how much of a gap — leave it in the comments. That's more useful than a general "it got worse" for how we think about future adjustments.
Activity items not arriving — usually a timing or config issue
Rose event, flower event, Eden Heroes rewards — a number of players reported "I met the conditions but didn't get the reward," "the event buildings disappeared," or "I bought a pack and nothing arrived." Most of these cases come down to a mismatch between the activity's delivery window and the item dispatch timing at the server level. They're handled individually — it's not a systemic loss.
The Mother's Day event suite in version 26.403 — 16-tier Battle Pass, Greeting Card event (Week 27), stacking packs (tiered by server age), and daily packs — was fully configured and launched by @Lucifer across all five lines simultaneously. If you run into missing rewards while an event is active, post in the community with your server number, the specific event name, and the time it happened. We'll see it and follow up.
Account security — this one is about prevention, not rescue
Account-related posts have been the highest-volume topic in this community for years, and the root of it runs deeper than the game's systems. Account trading and account sharing have existed in this community for a long time. We don't support either, but we can't fully stop them through code alone. The problem that creates: the more ambiguous the ownership history, the less we can do when someone shows up claiming an account is theirs — because doing anything means taking a side, and taking a side means disputes.
One line we've held throughout: the primary email is the only recognized proof of ownership. If you can recover your primary email, you can recover your account. If you can't, we won't do a manual rebind — not because we don't want to, but because we can't tell who the real owner is. That line isn't changing.
Secondary email doesn't soften that. What it does is give the account's current legitimate owner — while they still have the account in hand — a backup path that doesn't depend on a customer support judgment call. When you bind a secondary email while you're logged in, that action itself is evidence of legitimate use. If your primary email is ever compromised later, you have an independent recovery route.
In version 26.403, @Vivienne* and @alone expanded secondary email binding from limited testing to all servers. If you only log in through Google or Facebook, adding an email is especially worth doing — it gives you a path that doesn't depend on a third-party platform. If you run into anything during the binding process, drop a note in the comments. @alone is watching.
SSS Rear-Guard Troops — we're tracking the balance feedback
The SSS Rear-Guard troop tech tree and buildings went live in version 26.403, configured by @Lucifer. This is part of the SSS season content system — the rear-guard additions were designed to expand tactical troop composition options. We know some players have flagged that this has widened the gap between top players and average players. @Lucifer is aware of this feedback and is currently reviewing actual match data. If you have a specific read on where the gap shows up — which matchup type, which troop combination — that's more useful in the comments than a general "the gap got bigger."
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Other updates in this version
Moon God Thoth & Curiosity Workshop / Dragon's Secret & returning packs: @Zephyrine
Radiance Exchange Shop & Fortune Wheel: @dean
Fishing Event (May 2–9): @David
iOS payment retry mechanism: @alone — improved payment stability on iOS
Each section above names the team member responsible for that topic — if you have specific feedback, leave it under the relevant section and they'll see it. One thing to flag: account issues, order problems, or anything involving personal information should go through the in-game Support module, not a public community post. We can't protect personal information once it's in a public thread.
This is our first community weekly post. The topics we picked, the way we framed things — the format is still taking shape. Anything we didn't cover, anything that didn't land right, say it in the comments. From here on, we'll be back every week to tell the community what the team is working on. That's our commitment.
ROCs Operations Team
ROCs is coming up on ten years, and some of the topics that keep coming up in the community run deeper than they might look. The ones showing up most recently — Eden feeling one-sided, Bounty rewards scaling back, activity items not arriving, account security — this post goes through each one and tells you what was intentional, what's been fixed, what isn't there yet, and why.
Eden doesn't feel like a fair fight
Eden has been one of the most discussed topics in the community over the past several months. Two complaints came up the most: the two sides are so unevenly matched that you can predict who's going to win before the battle even starts, and the strongest alliances keep ending up on the same side. Phrases like "Eden matchmaking has ruined the game" and "the top two alliances are always together" kept appearing in posts — we've been tracking them.
In version 26.403, @Lambert restructured the X-24 season's cross-server matchmaking pool, narrowing it from 6 separate pools down to 2. The goal is to bring players in closer power ranges into the same matchup, rather than pairing servers that are hundreds of IDs apart. The S1 season configuration also received a separate matchmaking parameter update in the same version, also under @Lambert.
Eden matchmaking involves multiple variables — cross-server power distribution, season pacing, and active player counts. One adjustment doesn't fix everything, and we're not going to say it does. If you've experienced specific issues after this update — a particular season where the two sides looked visibly mismatched — let us know in the comments with your season and server number. @Lambert will keep following this.
The Bounty rewards changed — we heard you
"Why did the perfect Bounty completion rewards get so much worse compared to last season? It's name tags and portrait frames now — it wasn't like that before." This kind of feedback kept appearing over the past few months, sometimes with side-by-side screenshots.
The S1 reward structure is a deliberate redesign by @Lambert — not a bug. The thinking behind it: perfect Bounty completion rewards should reflect the rhythm of each individual season rather than serve as a fixed reference point against the previous one. Different seasons should have their own reward logic, not just be measured against what came before. We know some players ran the comparison and felt it came up short. @Lambert is collecting that specific feedback.
We're not reverting this design. But if you have a concrete comparison — which specific reward, how much of a gap — leave it in the comments. That's more useful than a general "it got worse" for how we think about future adjustments.
Activity items not arriving — usually a timing or config issue
Rose event, flower event, Eden Heroes rewards — a number of players reported "I met the conditions but didn't get the reward," "the event buildings disappeared," or "I bought a pack and nothing arrived." Most of these cases come down to a mismatch between the activity's delivery window and the item dispatch timing at the server level. They're handled individually — it's not a systemic loss.
The Mother's Day event suite in version 26.403 — 16-tier Battle Pass, Greeting Card event (Week 27), stacking packs (tiered by server age), and daily packs — was fully configured and launched by @Lucifer across all five lines simultaneously. If you run into missing rewards while an event is active, post in the community with your server number, the specific event name, and the time it happened. We'll see it and follow up.
Account security — this one is about prevention, not rescue
Account-related posts have been the highest-volume topic in this community for years, and the root of it runs deeper than the game's systems. Account trading and account sharing have existed in this community for a long time. We don't support either, but we can't fully stop them through code alone. The problem that creates: the more ambiguous the ownership history, the less we can do when someone shows up claiming an account is theirs — because doing anything means taking a side, and taking a side means disputes.
One line we've held throughout: the primary email is the only recognized proof of ownership. If you can recover your primary email, you can recover your account. If you can't, we won't do a manual rebind — not because we don't want to, but because we can't tell who the real owner is. That line isn't changing.
Secondary email doesn't soften that. What it does is give the account's current legitimate owner — while they still have the account in hand — a backup path that doesn't depend on a customer support judgment call. When you bind a secondary email while you're logged in, that action itself is evidence of legitimate use. If your primary email is ever compromised later, you have an independent recovery route.
In version 26.403, @Vivienne* and @alone expanded secondary email binding from limited testing to all servers. If you only log in through Google or Facebook, adding an email is especially worth doing — it gives you a path that doesn't depend on a third-party platform. If you run into anything during the binding process, drop a note in the comments. @alone is watching.
SSS Rear-Guard Troops — we're tracking the balance feedback
The SSS Rear-Guard troop tech tree and buildings went live in version 26.403, configured by @Lucifer. This is part of the SSS season content system — the rear-guard additions were designed to expand tactical troop composition options. We know some players have flagged that this has widened the gap between top players and average players. @Lucifer is aware of this feedback and is currently reviewing actual match data. If you have a specific read on where the gap shows up — which matchup type, which troop combination — that's more useful in the comments than a general "the gap got bigger."
---------
Other updates in this version
Moon God Thoth & Curiosity Workshop / Dragon's Secret & returning packs: @Zephyrine
Radiance Exchange Shop & Fortune Wheel: @dean
Fishing Event (May 2–9): @David
iOS payment retry mechanism: @alone — improved payment stability on iOS
Each section above names the team member responsible for that topic — if you have specific feedback, leave it under the relevant section and they'll see it. One thing to flag: account issues, order problems, or anything involving personal information should go through the in-game Support module, not a public community post. We can't protect personal information once it's in a public thread.
This is our first community weekly post. The topics we picked, the way we framed things — the format is still taking shape. Anything we didn't cover, anything that didn't land right, say it in the comments. From here on, we'll be back every week to tell the community what the team is working on. That's our commitment.
ROCs Operations Team