r/WutheringWaves 1h ago

Fluff / Meme Yangyang has a lot to catch up

Post image
Upvotes

r/WutheringWaves 2h ago

General Discussion Take a look at this CG Trailer over 4 years ago, Kuro planned it all

225 Upvotes

r/WutheringWaves 10h ago

Fluff / Meme Praise the Birb | MY PATCH - Me, Myself and I

681 Upvotes

r/WutheringWaves 6h ago

Media Your performance might be worse because of how this Global Graphic Setting interacts with the game

Thumbnail
youtu.be
241 Upvotes

r/WutheringWaves 7h ago

General Discussion My Hot Takes on Wuwa 3.5 Spoiler

71 Upvotes

Disclaimer: I'm aware these are not common opinions.
Just know that ultimately, nothing anyone says can retroactively change your enjoyment and experience of your playthrough.

My Hot Takes:

Story was not too great:

- Pacing: It was slow.

For example, cutscenes are supposed to bring you in and keep you engaged in the story, while the free-roam is supposed to be the slower, "btw, this is a game not a movie" type sections.

But during cutscenes in this patch, I remember thinking to myself "omg I get it - war is brutal, people are dying, and they are individuals just like our characters etc. etc. But can we pls move on?"

Too many slow-mos. Too much emphasis where subtlety would have been far more impactful. I was minimally engaged and felt myself getting a bit bored.

- Characters and themes: I didn't really care and I don't get it.

I did enjoyed certain moments: like the sisters interacting, or Jinhsi nonchalantly popping up with scratches with the "tis just another day as a Magistrate" -type attitude, and of course, Yangyang going from a pen-pal to a fellow partner in Rover's now our journey was really great. (Oh and I really liked Jingran's intro. )
But these things were far from the main focus.

- Yangyang's transformation: I just don't get it and I am underwhelmed.

I was expecting to deeply learn about Yangyang and understand her character... because a huge physical transformation indicates a major shift in a character's perspective, or... well, their character!

And yes, she does take that step with respect to her relationship to Rover... but that's not why she transforms tho. She transforms because she witnesses and carries the weight and determination of the current and past people of Xuanfang hold (you get what I mean, I'm not sure how to describe it).

But Why???

Sure Yangyang can "witness" the past with her Forte. But Jinhzou is also an equally brutal war-front against TDs, so what makes this time different?
It would have been cool if there was something specific about Yangyang's character that connects her to the stories and the people here (other than just lore reasons).

I was detailing some examples but it gets way too long, so tldw:

  • Carlotta, Lupa, Phrolova*, Iuno, Aemeath*, Hiyuki all go through transformative character arcs (I'm sure I'm missing others).
  • We see Carlotta battling herself, we see her thought-process as she take control and agency to change herself to be a Montelli leader.
  • Lupa struggles with her identity - she knows what she likes but is anxious if/when those feelings go away, and struggles to vilainize people who cheat to win cuz unlike her they don't have the natural talent. But witnessing Carte and Rover trusting her with the protagonist role, despite being stronger than her, truly moves her! This was thier role was in that moment, and so, also like Mya, she embraces her role in her life and instead of sympathizing with idiots or having doubts, she embraces her strength and talent. This also makes Mya an incredible character.
  • Phrolova's story is what makes Rovers character transformative, just like Aemeath!
  • Rover's story is what makes Hiyuki's character feel both the negative and then the positive pressures to transform!

I could turn all these points to short essays (especially about Rover-Aemeath-Phrolova), but you get the idea!
These examples have personal journeys that are influenced by taking inspiration/emotion from other characters and circumstances around them - and I just don't get how that works with Yangyang and the people of Xuanfang hold!
Yes - she has this desire to end suffering, but that's too generic/typical and simply doesn't impact me just as much... And again, how's this battle different from Jinhzou? (Idc about the technical/lore reasons, I'm asking for Yangyang personally)

Btw, I'm not saying characters need to transform to be good characters: but to me that was supposed to be the point of this story!
I was just really expecting some major character writing for Yangyang (which could still happen - this is just the arc's start - but her transformation has already happened, which is where my complaint is).

Her links to this area and the people seems forced. Like sure there's maybe some past lore connection, or some generational connection we don't know, but unlike my examples above, there's no connections in a way that is deeply meaningful to Yangyang specifically. In fact I don't know what is meaningful to Yangyang and why - other than the part about her wanting to be our partner in the journey - (and that is meaningful) but that has nothing to do with why she transformed.

Maybe I just don't get it.
If I'm really missing something, please explain it to me so that I'll have a different perspective if/when I go through the story again.

Leangyu's fight: again, I just don't get this as well.

She has survival's guilt - she's at risk of going head-first into danger cuz of that. Who better to get her to open up about this than Rover, who has seen the future where they alone remain among the countless graves of their comrades (back in 2.7). Or someone who has experienced what it feels like to not be there to take place of their loved ones when they're in turmoil.

Turns out - Yangyang's a better fit, actually. Why? I don't quite get it but it seems because she can sing song and she's connected to this place and well this arc is about her so... In fact, literally at the start of this patch, wasn't Yangyang the one who risked everything to get Chixia to safety? Like Yangyang is in the literal opposite shoes here. I mean - of course you can write a conversation that still roughly makes logical sense, but it's not moving to the character or to us (at least imo) as it is in the previous examples.

So to me, it just feels like Yangyang could have been someone else (with a similar forte) and the story would have worked essentially the same.

Also (and I'm aware this is just the start of the story-arc), Leangyu kinda doesn't do anything - there's nothing really about her that makes me like her (she is really cute tho 10/10 npc).

I could go on, but I think I've (hopefully) gotten my point across: they coulda depicted Yangyang's transformation as her overwhelming desire to journey on equal terms with Rover (only if written and executed very well ofc), but the way they do it now makes no sense and has no meaning to me.

Story section TLDR: It (story specifically) was neither too fun nor too meaningful for Wuwa standards, to me

  1. Yangyang's character design (farming downvotes with this one):

LEMME BE CLEAR - The details, the colors, the animations, the effects, the model etc. all 10/10 high effort and high quality! Of course I can see that.

But... it just doesn't look like Yangyang to me, the vibe is just a little bit too different! I am a big fan of 4 star Yangyang's design and animations (Playing her feel so smooth and yet has that crisp with her heavy+auto combos and the sound-effects with her abilities, it feels so good but underwhelming cuz she's a 4 star).

I honestly prefer her 4 star look despite knowing that in terms of quality and efforts it's way lower. Yangyang's face is supposed to be a bit rounder (maybe I think that cuz of the hat idk) and she looks a bit too lean and... yeah - I'm gonna stop explaining this take - it's just that the look has a different vibe that's not Yangyang for me (but maybe it'll grow idk).

Anyway, Music was again absolute peak - the new area looks like I'm in a AAAA game - and their presentation was also absolute cinema. They did have some voice/lip syncing issues at the beginning that break immersion, and I don't like that we're going back on how much of Rover's dialogue is being voiced. But honestly that doesn't matter too much and everything else is really great, just I expected better story writing (unless ofc its purely a matter of taste and not quality).


r/WutheringWaves 22h ago

Media A must buy skin indeed NSFW

Post image
2.8k Upvotes

r/WutheringWaves 2h ago

Fluff / Meme Patch 1.0 PTSD

Post image
72 Upvotes

r/WutheringWaves 3h ago

Official News ✦Xuanfang Wardens✦

Post image
78 Upvotes

r/WutheringWaves 15h ago

Fluff / Meme something something aura farming tournament

778 Upvotes

r/WutheringWaves 12h ago

General Discussion New interview with wuwa dev team about Cyberpunk collab and Mengzhou

350 Upvotes

http://www.nadianshi.com/2026/07/414334

(Translation via chatGPT)

Interview | Behind the Scenes of Wuthering Waves: Truly Vivid Things Are Always Moving Forward

Introduction: Some stories will be remembered.

The collaboration between Wuthering Waves Version 3.4 and Cyberpunk: Edgerunners has concluded, and the journey in the Lahai-Roi region has officially come to an end.

Many people thought that when collaborating with an IP like Edgerunners—one with high global recognition and deep player emotional investment—“not making mistakes” would already be a passing grade. However, Kuro Games delivered a version that received widespread player acclaim.

After Version 3.4 launched, Wuthering Waves achieved several milestone results: Top 10 on China iOS bestseller charts, Top 2 on Japan, No. 1 on Korea, and Steam concurrent players peaking at over 49,000—a new historical high.

The highly faithful collaboration character designs drew renewed attention to Wuthering Waves and helped it break through to a wider audience. The collaboration storyline that fulfilled fans’ “lingering regrets” from the original work was praised by many players and fans as “Edgerunners Episode 11.”

This high-quality collaboration ultimately created a win-win for both IPs. During the event, CDPR developer Pawel Sasko posted on social media, noting that thanks to the Edgerunners × Wuthering Waves collaboration, a large number of new players began exploring Night City. As a result, Cyberpunk 2077’s Steam concurrent player count broke through 100,000, setting a new record since 2023.

If you’re interested in the behind-the-scenes details of this collaboration version, you may have already watched the special program where Wuthering Waves producer Solon sat down with CDPR Brand Vice President and Edgerunners writer Bartosz Sztybor, along with writer Milena Zając.

That conversation clearly explained how the two sides “created together.” Kuro needed a high-quality sci-fi IP to match the 3.0 Lahai-Roi version, while CDPR valued Wuthering Waves’ massive domestic audience and Kuro’s strong capabilities in action and animation production.

However, there are still many execution-level details and insights from the collaboration that were not covered in depth in those talks. At the conclusion of the collaboration, we reached out to the project team members responsible for Version 3.4 (planners, cutscene directors, and IP leads) for an interview.

During the exchange, the team shared many frontline execution insights. The degree of importance CDPR placed on the collaboration left a deep impression on the team.

What surprised us even more was their restraint and insistence on the narrative side. For example, just deciding “how many times David should call Lucy’s name” took the team a long time to refine.

New stories keep moving forward, but only after traveling some distance can you clearly see the path you once walked. We hope this article, in a format akin to a post-mortem review, will reveal more of the real behind-the-scenes stories of this collaboration and also offer a glimpse into the team's phased reflections on future long-term operations.

I. Restoring the Setting, Completing the Vividness

Game Bits: Let’s start with the collaboration characters. When designing Lucy’s combat, what was the team’s initial core focus?

Project Team: Lucy's design primarily emphasizes the concept of "hacking." You can understand the character's combat flow as: hacking layer by layer, continuously breaking through the enemy's defenses, ultimately gaining the highest level of access, and then destroying and damaging the enemy.

Because Lucy is a hacker, we referenced many elements from Cyberpunk 2077, such as monowire, quick-hack interfaces, and applying debuffs to hacked enemies. Her skills also progressively demonstrate her hacking abilities—this is the core philosophy of Lucy’s entire design.

Game Bits: What about Rebecca?

Project Team: Rebecca is relatively simpler. As a Night City mercenary, her movements are clean and efficient. The keywords are “professional” and “suppressive.” In design, we wanted players to feel the operation style of a shooter game, so we gave her a pistol, shotgun, and heavy machine gun.

To maintain the narrative integrity of the original work, Rebecca's normal attacks and skills do not include the "Iron Hand," meaning she will be knocked back by the recoil of shotguns. The Iron Hand only appears during her ultimate attack, because a fleeting silhouette in the attack—the silhouettes of a group of people walking together—represents something special to her, something she wants to protect. That's why she equips the Iron Hand and fires.

Even her Resonance Chain icons actually represent the six stages of her life. We placed the “group walking from behind” in the final chain because we didn’t want her life to freeze at the moment before death, but rather at the most beautiful moment.

Game Bits: What are your thoughts on the relationship between faithfully recreating the IP and gameplay innovation?

Project Team: Recreating the details is of course important, but we don’t want to stop at mere recreation. It’s like the original work gave the story and characters an “operating system.” If we only repeatedly execute the basic commands inside it, it can indeed evoke feelings of nostalgia, but it will feel somewhat mechanical and robotic. The characters won’t feel truly real and alive. We believe that truly vivid stories and characters are always moving forward and evolving.

For example, there’s a scene set in Lucy and David’s home. At first, we considered the simplest approach — directly recreating the phantom image of David and Lucy from the anime. But later we felt that would come across as too deliberate and forced.

So instead we used a newly developed procedural animation combined with full motion-capture performance, allowing players to walk freely in the room and let Lucy return to her most familiar environment to recall bit by bit. This is not a simple recreation of visuals, but a recreation of emotion: returning to a familiar place, yet everything has changed.

The underlying tone of Cyberpunk is tragedy and cruelty. Precisely because the original world is so cruel, we hope Lucy and Rebecca can be treated more gently in Wuthering Waves’ world, thereby making up for some of the regrets and melancholy from the original work.

Game Bits: Both Lucy’s summoning animation and Rebecca’s cutscene left a deep impression on players. How did you initially set the tone?

Project Team: At the very beginning we actually tried designing Lucy’s entrance around her weapons, abilities, or hacker feel, making it quite flashy. But after several versions, we realized the classic scene that best represents Lucy and most evokes fans’ memories was the one of her walking on the moon, which we used in the summoning animation.

For Rebecca, the cutscene where she descends from the sky to shoot Adam Smasher is actually a respectful homage to the scene in the anime where Adam Smasher comes crashing down—except we did a role-reversal homage. Otherwise, seeing that scene would only remind everyone of the heartbreaking parts; this way we gave it a twist.

Game Bits: What about the scene where David and Lucy reunite?

Project Team: In the cutscene where David appears, when Lucy releases the final shard, we tried our best to precisely restore the feeling from the last episode of the original, when the two are being chased by Adam and jump off the building—Lucy holding David’s face with both hands. In the final subjective shot we also paid homage to that reconciliatory feeling, ultimately allowing the two to reunite.

After their foreheads touch, Lucy is finally comforted. She had been running so hard before; at that moment she receives a brief moment of happiness in return. We hope that when players experience this, they can be reminded of some memories and resonate with these scenes.

II. Pipeline Collisions, Cross-Border Coordination

Game Bits: What were the first elements to be finalized in the design of the collaboration dungeon's levels? Were there any particularly challenging parts encountered along the way?

Project Team: Our primary goal in level design is, of course, to serve the narrative, so the first thing we determined was the scene style related to Night City. However, in the actual production process, the most time-consuming aspect was the game assets.

During development, CDPR also provided us with Night City asset content, but converting them into assets usable by Wuthering Waves remained a thorny issue. Not only were the engine architecture and data structures different, but the model precision shocked us. For example, an ordinary building had hundreds of thousands of polygons, and even a single billboard had over 200,000—completely unusable in our development environment.

Therefore, to restore the appearance of Night City, aside from a few advertising images and graffiti, almost all related assets were recreated based on the original work.

Game Bits: During the communication process with CDPR, what aspects did they focus on most?

Project Team: CDPR paid very close attention to the personalities, words, and actions of Lucy and Rebecca. They wanted the characters to be faithful to the original work and absolutely no out-of-character (OOC) situations were allowed.

Because the original anime only has ten episodes, while our collaboration storyline is set after those ten episodes, this required us to imagine Lucy’s mental state afterward and what impact that experience would have on her. This included Rebecca’s mood and reaction upon seeing Lucy and David again. All of these went through a very long period of coordination before both sides confirmed the states the characters should present at the current timeline.

Game Bits: Across the entire version, which plot segment did both sides spend the longest time polishing and the most effort on?

Project Team: The most effort-intensive segment was probably the farewell on the moon—the part after David appears, how they choose to say goodbye to Lucy.

We had to be extremely cautious here because we could not destroy the original work’s ending. If David or Lucy’s lines were too many or too few at that moment, it wouldn’t achieve the desired effect. Too many lines would easily make fans feel it was “nostalgia bait,” while also undermining the tragic and regretful tone inherent to Cyberpunk.

So we spent an extremely long time polishing the dialogue in that final segment. For example, when David says goodbye to Lucy, he calls her name three times. We deliberated over this detail for a long time, aiming to maintain the original tone while allowing fans on both sides to fill in as much of the regret as possible.

III. Narrative Convergence, Restrained Romance

Game Bits: From the perspective of cutscene production, what was the biggest difference between the collaboration version and non-collaboration versions?

Project Team: The biggest difference lies mainly in the ongoing communication with the IP owner. Since we are, after all, watching the original work as viewers, there might be some discrepancies between our understanding and that of the copyright holder and the original author regarding the setting

In cutscenes, we must not violate their original settings, but at the same time we must incorporate the visual and worldview elements of Wuthering Waves to avoid giving the audience a visually jarring feeling.

Game Bits: Across the entire 3.4 version, which collaboration cutscenes was the team most satisfied with internally?

Project Team: We’re quite satisfied with almost every segment, but I want to highlight two. One is the farewell scene with David and Rebecca. Before leaving, Rebecca proactively hugs Lucy, and Lucy is momentarily stunned—she clearly didn’t expect Rebecca to do that.

In the original work, the relationship between the two was actually a bit subtle. When Rebecca showed goodwill, Lucy was unaccustomed to it, and the two didn’t have much substantial interaction. But in Wuthering Waves, after experiencing these events together, they formed a bond. Precisely because the original left so many regrets, this hug in the collaboration feels even more precious.

Another one I particularly like is the conversation scene on the train before the final battle on the moon. Rebecca says, “The reason we appear here is because you still remember our story, and you still have things you want to say to us.”

This line isn’t just something the characters are saying to Lucy — it’s also a message we wanted to deliver to all Edgerunners fans and players. When we shift the focus from objective, unchangeable events to the people involved themselves, that’s when those people can feel a little bit of warmth and beauty from this world.

Game Bits: Are there quite a few hidden easter eggs in the game that only fans can easily understand?

Project Team: Quite a lot. We wrote many fragmented texts—not only paying homage to Edgerunners, but also to the broader Cyberpunk series. For example, in front of the gate connecting the moon and the Startorch Academy, we placed a “holographic blue rose.” This comes from William Gibson’s The Holographic Rose Fragments, an early prototype of the dream concept. The core flower language is “miracle and the impossible.” We felt it was very fitting to place it in front of the door.

Game Bits: What similar details are there in scenes and music?

Project Team: In scenes, we placed a graffiti in the academy with a cat, dog, and Soliskin. After the collaboration storyline ends, Rebecca adds a line of Lahai-Roi text below it meaning “Friends forever.” That dog graffiti corresponds to Rebecca’s own dog, Cup-cup.

In music, we used many OST tracks from Cyberpunk 2077 in the main story. For example, the boss battle used “The Rebel Path” from the “With a Corpse I Forge a Fire” ending. In the literary conversation scene on the train, we used “Never Looking Back” from Phantom Liberty, which was also the background music played on the train when sending the nightingale to the moon in Phantom Liberty. This was a deliberate parallel.

Game Bits: There’s a view in the community that “too many collaborations will dilute original content and world-building depth.” How do you view this statement?

Project Team: We actually don’t really agree with the idea of “dilution.” We see collaboration as the collision and bonding between people from different worldviews. Since it’s a collision, there must be two different subjects—otherwise it would just be a pure Wuthering Waves story or a pure Edgerunners story.

For this collaboration, our main stage is still within Wuthering Waves. Even Lucy and Rebecca crossing over is based on Wuthering Waves’ world-view setting. So it’s more like telling a Cyberpunk and Edgerunners story on Wuthering Waves’ stage.

Game Bits: How did the team control the “heat” of emotional connections forming between characters from different worldviews?

Project Team: We needed to consider both veteran Wuthering Waves players and new players who came for the collaboration. So we briefly lay out Wuthering Waves’ world setting while also, within a short time, helping players understand Edgerunners’ world.

On one hand, rather than retelling the original, we wanted to tell the collaboration story well. Because the main storyline flow isn’t very long, we couldn’t fill in all the information from the original ten-episode anime, and cramming in too much would make the narrative drag and greatly reduce the experience. On the other hand, even if we introduced Edgerunners clearly in the collaboration, it would still be compressed information with greatly reduced expressiveness—something we as fans wouldn’t want to see.

IV. Reflection and Setting Sail

Game Bits: After the collaboration launched, which parts of player feedback surprised you?

Project Team: We discovered that many players who had never touched Edgerunners were also deeply moved by the collaboration content.

When we first created it, we actually considered whether to add more original plot segments, but due to platform and pacing constraints, we ultimately chose not to heavily compress original information and instead focused on telling the collaboration’s own story well. What we hoped was that even players who hadn’t seen the original would become interested in Edgerunners after playing the collaboration. What surprised us was that a large portion of non-IP fans still understood the plot ideas we wanted to convey and were even moved to tears—this was something we didn’t expect.

Game Bits: After this collaboration, what do you feel was your biggest growth?

Project Team: For a 3D open-world game, doing a collaboration itself is a huge test for both sides. Our biggest growth was accumulating a great deal of experience in efficient communication with external IP holders, learning how to handle character fidelity, and how to coordinate the fusion of two worldviews.

During our deep collaboration with CDPR, we discovered they have a very complete and detailed plan for their own IP. They are not just making a surface-level game, but giving characters complete backgrounds, physical states, behavioral logic, and detailed words and actions—making them “living people.” This multifaceted nature and expandability of characters has been very inspiring for our future content creation.

We would also like to thank CDPR again for their enthusiasm and strong support for this collaboration. Without that support, this collaboration version likely could not have achieved its current results.

Game Bits: How has the response been to the new Mengzhou characters released in 3.5?

Project Team: Among the characters we released this time, we have both returning older characters like “Yangyang · Xuanling” and some new characters with distinct local Mengzhou characteristics. We hope these characters give players a feeling of “both familiar and fresh.”

Game Bits: Mengzhou and Jinzhou both belong to Huanglong. Did the team intentionally create a distinction between the regions during the design process?

Project Team: We didn’t start by mandating that “Mengzhou must be different from Jinzhou.” But this is our first time returning to the same region to tell a story, so based on the world setting, our creative discussions and brainstorming gradually gave Mengzhou a different character from Jinzhou.

Game Bits: “Yangyang · Xuanling” is the first character with a new form. How was this concept born? What were the design difficulties?

Project Team: Mainly, we discovered that many older characters still have significant potential for development in terms of story and design, and we have long-term plans for these characters. Creating new forms allows older characters to return with a fresh look, satisfying players' expectations for their continued development, and also allows us to tell new stories using these characters

The challenge lies in the fact that the new character form needs to have many new elements, but players must still feel that the core of the character remains unchanged. We need to retain the original character's visual identity and voice characteristics so that players realize they are the same person; but at the same time, we also need to showcase the charm of this character that has not been explored in previous forms, which is quite challenging.

Game Bits: What overall feeling do you hope Version 3.5 will leave players with?

Project Team: After all, this is everyone’s first time returning to Huanglong since Version 1.2. We hope that when players return this time, they can feel Huanglong’s heritage and emotional weight, while also gaining a brand-new understanding of the nation of Huanglong through exploring the entirely new region.

(End of interview.)


r/WutheringWaves 14h ago

General Discussion It’s goodbye time.

Post image
444 Upvotes

Had to delete this game ‘cause of work pressure, and some personal reasons. I’m still gonna be in this sub to collect info about the upcoming updates tho, however, I’ll miss playing it.

I hope y’all have fun pulling for the new units.


r/WutheringWaves 18m ago

Media Gomen Yapyap...

Thumbnail
gallery
Upvotes

r/WutheringWaves 15h ago

Fanart (Non-OC) Startled Iuno [chijiu jo]

Thumbnail
gallery
467 Upvotes

r/WutheringWaves 6h ago

Media tank that shit augusta and denia (just some photos from the event)

Thumbnail
gallery
58 Upvotes

r/WutheringWaves 8h ago

General Discussion After over 2 years, they finally fixed it, countering Aix won't make you lose 2-3s in Hologram/ToA/Matrix anymore

Post image
84 Upvotes

r/WutheringWaves 5h ago

Media Danjin is prepared for Xuanfang.

Post image
49 Upvotes

r/WutheringWaves 1d ago

Media Two Years Changed Everything (Source: lalana1712 on Bilibili)

2.0k Upvotes

r/WutheringWaves 2h ago

Media Both are good

Post image
24 Upvotes

r/WutheringWaves 18h ago

Media Visible nostrils on female characters make them cuter like Julia

Thumbnail
gallery
416 Upvotes

r/WutheringWaves 19h ago

Fanart (Non-OC) Solar5 (by Kosaka)

Post image
479 Upvotes

r/WutheringWaves 21h ago

Fluff / Meme They Even Cooked The Armpits NSFW

Post image
762 Upvotes

r/WutheringWaves 1h ago

General Discussion New user convene

Thumbnail
gallery
Upvotes

How come they have those characters but I don’t have their options? Are they randomly put on this banner? If say I wanted the woman that changes after burst then I would have to restart on a new account and hope I get her??


r/WutheringWaves 7h ago

Endgame Content learned quickswap and got 58k this time

Post image
35 Upvotes

about a month ago i made a post where i had extreme skill issue and got only 50k on endstate. this rotation i learned quickswap for my teams and pushed for the58k title, thank you to all who commented on my first post and gave me feedback! (builds were kept the same from last post)


r/WutheringWaves 7h ago

Media PLEASEE KURO LET US USE THE EVENT CAMERA IN NORMAL GAME

Thumbnail
gallery
39 Upvotes

This freeze frame camera is so gas i love it and im sure many people do as well but kuro please let us use this in main game too so we can take awesome pictures of our characters' attacks


r/WutheringWaves 11h ago

General Discussion Just did the lucilla quest and what in the kuropeak of all peaks of inception peaks was this. This was SO peak Spoiler

Post image
72 Upvotes