
The Version 1.2 “Summer Dive!” patch shifts the core progression loop from manual field runs to automated delegation, but the trade-off is a new optimization layer that replaces raw grind time with roster calculations. The Dispatch System does not eliminate player input; it changes its form.
Automation covers Monsterling and material acquisition, yet maximum yield still depends on matching characters to dispatch requirements using personality traits and level thresholds. What players save in field time, they now spend on setup, timing, and risk-reward triage. The system removes the bottleneck of repetitive hunts while introducing a resource allocation puzzle that affects both daily output and long-term inventory planning.

The concurrent limited-time event, “An Unforgettable First Summer Dive!,” runs through July 28, 2026, on the new Summer Lane map. It introduces two new 5-Star units-Francis: Summer Dive! (Earth-type Support) and Verna: Summer Dive! (Fire-type Fighter)-alongside event-specific resource nodes and mini-games. The seasonal lane redirects early and mid-event priorities, compressing the window for deciding whether to pull for new units or stockpile upgrade materials.
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Version 1.2 also bundles quality-of-life and difficulty adjustments. For returning players, reduced grind friction and automation may flatten the catch-up curve. For new entrants, the overlap of a major systems overhaul and a time-locked event tightens the decision space for where to spend stamina and currency during the opening weeks.

What to watch: whether Dispatch yields scale cleanly enough to offset the stamina drain of Summer Lane’s limited-time resource nodes without forcing a zero-sum choice between event progress and core roster development.