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ETERNAL Transmission Vol.62025.2.19

To all the fans of the G Generation series,

Hello, this is the SD Gundam G Generation ETERNAL dev team.

In exciting news, as of Feb. 12th, 2025, we have started accepting pre-registrations via the App Store and Google Play Store. Thank you very much to those who have already pre-registered!

In this ETERNAL Transmission dev blog, we would like to go over the game system in more detail. Specifically, we would like to highlight the changes from ETERNAL Transmission Vol.1, and Sept. 2022's Closed Beta Test (hereinafter referred to as CBT), and adjustments and improvements made with careful consideration of the feedback and input received during the Network Test (NWT).

We have also released the “Game System Trailer” today, so please check it out!

1.Regarding Participating Works

Previously, in Eternal Transmission Vol.1, we mentioned that there would be 18 scenario stages along with over 700 featured units at the service launch.

Our current plan for the game's release is to have 10 scenario stages with over 500 featured units.

As for the scenario stages, there are plans to add more in a future large-scale update. Since the additional stages allow players to relive the original works, we will simultaneously implement units from these additional works that can be obtained through the Development feature.

Due to the varying number of units in each work, the implementation in the operation plan tends to slow down if they are added only with large-scale updates. Our plan to manage this is to divide the updates into two types:
・The addition of scenarios and units through limited-time events
・Main stage expansions

With this in mind, the number of initial scenarios and units will change as a result. We deeply apologize for this adjustment in plans.

By using the above methods, we are considering adding new scenarios every one to two months because we would like our players to enjoy the game in the long term. Please stay tuned for more info!

2.Regarding Changes Made from ETERNAL Transmission Vol.1 & CBT in Sept. 2022

We will now explain in detail all of the changes made to the NWT version based on the features and specifications of the CBT version.

Regarding Rarity

In the CBT, the rarity of a Unit was defined using a "Grade" system, with each Unit having 7 Grade levels. In addition, Units obtained via the Gasha were initially released at a high Grade level.

This was changed for clarity starting with the NWT version, establishing rarities of N, R, SR, SSR, and UR for each Unit.

The differences in rarity involve level cap.

  • N:up to Lv. 60
  • R:up to Lv. 70
  • SR:up to Lv. 80
  • SSR:up to Lv. 90
  • UR:up to Lv. 100

CBT's Grade specifications:
- Each Unit had initial differences in ability values
- All Units had the same level of abilities when fully Upgraded
- Units from the Unit Assembly were obtained at a high-level Grade

However, with these specifications, the required materials greatly differ between Units obtained through Unit Assembly and not through Unit Assembly. This has led to a situation where Units obtained not through Unit Assembly required more materials in order to be fully Upgraded.
For operational balance, both Grade specifications and rarity created differences in ability between Units obtained not through Unit Assembly and those obtained through Unit Assembly. However, we believe that allowing players to include their favorite MS in their squad formations and achieve victory is an essential part of the game.

In order to avoid differences in difficulties to upgrade depending on Mobile Suits, we have introduced the SP Conversion feature, which will be available for all the Units, whose rarity is SSR or lower. The SP feature allows any Units, regardless of rarity, to reach level 100.

As long as you have the necessary SP items, all units in the game can reach level 100 without worrying about gathering different amounts of materials for each individual unit.

We plan to make SP items obtainable as a reward for completing development and through in-game missions, so anyone can obtain them.

About Upgrading and Ability values

Regarding ability parameters at release, here’s what we have planned:

Unit

  • - Level: Upgrading will automatically increase the Unit's parameters.
  • - Max Limit Break: Upgrading by combining multiple copies of the same Unit will significantly increase the Unit's parameters. Note that Units with the same name obtained via Gasha will be considered separate from the Units in Development, and cannot be combined together to Max Limit Break.
  • - Weapon Level: Upgrading will increase the weapon's parameters.
  • - Ability: A buff ability unique to each unit.
  • - Optional Parts: An item which can be equipped and unequipped which grants a buff effect to the Unit when used.

Character

  • - Level: Upgrading will automatically increase the Character’s parameters.
  • - Character Skill: An active ability that activates an effect when used during gameplay.
  • - Ability: A buff ability unique to each character. This is unlocked at a certain level.

Note that there is no Max Limit Break feature that will combine Characters.


During the CBT, the Unit's Upgrading parameters included Refinement, Skill Level, and Ability Level. Due to high difficulties in development, same as explained regarding rarity, we made the decision to have them removed from the game.

About Type and Tag

In the NWT version, we have added a Type and one or more Tags to each Unit and Character’s status.

Type is further categorized as: Attack, Support, and Durability. By matching up the Unit and Character Types, it serves as an indicator for balanced gameplay.
While we say "indicator", this is not referring to specifying strengths and weaknesses like with an affiliated attribute.
Rather, Type is a term/classification used to convey the characteristics of that Unit's or Character's Abilities.

Regarding characteristics of Units and Characters by type, we have planned the following:

Unit Type

  • - Attack: A unit with high attack power. Can include Abilities that increase attack power.
  • - Support: A unit characterized by their high consumption of EN when attacking. Capable of applying debuffs to enemy units while attacking. Can possess abilities related to EN usage.
  • - Durability: A unit with high HP and defense. Capable of applying debuffs to enemy units while attacking. Can possess abilities related to HP, accuracy and evasion.

Character Type

  • - Attack: May possess skills that increase the number of Bonus Actions.
  • - Support: Capable of attacking/counterattacking simultaneously with other units during allied attacks, and can perform support attacks. May possess skills that increase the number of support attacks executed.
  • - Durability: Capable of taking attacks in place of other units during allied defense, allowing for support defense. May possess skills that increase the number of support defenses.

Bonus Actions can be activated by any Unit at least once, regardless of the piloting character's abilities.
Also, regardless of which unit a character is boarding, Bonus Actions, support attacks and support defenses can always be activated if the piloting character has the related ability.


Unlocking Works in the Scenario Stages

As of the NWT version, the scenario selection system has changed: you must first clear the stages sequentially before selecting a different work.

The reason for this change is primarily because the game will be available on the smartphone. This allows for casual play during a break, as well as providing a guidebook-like experience for understanding the universe of Mobile Suit Gundam, letting players enjoy the gameplay with a wide range of Units and Characters, and make their dream Gundam squad.

The dev team is aware that, due to the order of scenario progression, some players might take a long time before playing their favorite works. We wish to avoid a situation where players are unable to progress due to enemy difficulty when they select a scenario that should have been of the latter progression of the game - an issue that may arise if we allow free scenario selection.

In order for both long-time series fans as well as new players to enjoy without issues this free-to-play game, we have added a system that will unlock the following series’ stages and units obtainable from development in this order of progress: starting from Mobile Suit Gundam, to Mobile Suit Zeta Gundam, and then Mobile Suit Gundam SEED.

We have taken careful consideration of the feedback regarding the Development Diagram, and the particular concern of not being able to start from your favorite scenarios. We plan to ensure the initial scenario clear time and the gameplay experience will be well balanced.

We are also currently making adjustments so that nearly all scenarios will be unlocked after the clearing of the following scenarios: Mobile Suit Gundam, Mobile Suit Zeta Gundam, and Mobile Suit Gundam ZZ.

We are now reviewing everyone's playing data on NWT while making adjustments, so we kindly ask for players to wait a little longer for the official release.

As for Development related to the progression of scenario stages, we have decided that cross-series development is no longer possible. But more about that in the next section!

Design of Development Features

During the CBT, cross-series Development was possible, but from the NWT version, it became impossible to continue cross-series development. We will explain why this decision was made.

First off, in the NWT version of Development, we have changed the feature that resets a Unit's level upon Development to allow carrying over a Unit's level.
This is due to the fact that we want players to enjoy scenario stage progression, by smoothly incorporating various units into player's formations as they strengthen their units through clearing stages and Upgrading. With this system, players could focus on enjoying the content of the game without worrying about re-strengthening their units.

If we implemented cross-series Development, then it would require continuously raising the assumed difficulty in the scenario stages of the next and following works. Therefore, we have decided that the Development Diagram can be progressed individually by series.

However, we plan for players to retain Units that were leveled up through the Development Diagram without having to re-upgrade Units from level 1 when new works are unlocked.

We anticipate that players-owned units’ Level will change after a certain period of operation time, compared to the initial phase following the service launch. So, we plan to reflect players’ feedback on this specification afterwards.

About the Scenario Stages' Stamina (AP) System

In the CBT version, Stamina consumption was not required to progress through the story. This has now changed, as from the NWT onwards, it is required to use Stamina (referred to as AP).

Considering the gameplay progression is based upon clearing stages and upgrading units, that needs to be well balanced, it would become impossible to control the distribution of materials once a stage is cleared without this change. Therefore, we switched to an AP consume-based system in order to maintain the game's operational balance.

3.Regarding Updates Made after NWT

There have been several updates following the NWT. While some sections may be harder to grasp for those who could not participate, they will nevertheless help in understanding the game's current development direction.

Adjustments to Upgrading EXP and Capital

Upon reviewing the data from the NWT and survey feedback, we have found out a Developing Units-related issue due to lack of EXP and Capital.
We plan to ease this requirement by increasing the amount of EXP and Capital obtained upon the first clearing of a scenario stage, etc.

Regarding the Scouting of G Generation Original Characters

Considering the number of characters which can be Scouted, as well as the initial amount of obtainable Capital, initially, we were planning to narrow down the number of G Generation original characters available for Scouting.
However, while reviewing the survey, we received many requests regarding the initial availability of G Gen original characters. And so, in consideration of increasing the Capital acquired, we will make the following characters available for scouting at the service launch.

  • Junas Liam
  • Kay Nimrod
  • Sheld Forley
  • Billy Blaze
  • Nikki Taylor
  • La Milla Luna
  • Florence Kirishima
  • Elfriede Schultz
  • Ivan Ivanov
  • Eterna Freyl
  • Abram M. Ramzatt
  • Nelly Olson
  • Blood
  • Brand Freeze
  • Kachua Reese
  • Sys Mitville
  • Goat Logan
  • Chapea Cherenshi
  • Azalea Tze
  • Relile Arnile
  • Denebola Shahim
  • Juzo O'Hara
  • Ressel Mizuka
  • Sadani Almaz
Base’s Character Request Update Frequency

During the NWT, character requests were updated once per day. This was due to a bug in the game, and as of release, we plan to increase updates to 2-3 times per day.
We apologize for any inconvenience this may have caused to all NWT participants.

About MAP Weapons

Upon reviewing NWT data, we found that the amount of damage and range of MAP weapons for both enemy and allied units was too high and heavily impacted gameplay.
We are currently in the process of addressing this issue, and plan to reduce the damage values for MAP weapons. We are also considering changing the range for certain weapons as well.

Finally, that's a wrap for today's ETERNAL Transmission dev blog.
We would like to thank you again to everyone who responded to the survey via Social Media Channels and NWT.

Thank you for your continued support of SD Gundam G Generation ETERNAL!

G Generation ETERNAL Dev team

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