23.10.2026
Alpha Demo Feedback Report
We would like to extend our sincere gratitude to everyone who played the Wo Long 2: Wings of Ember Alpha Demo, which was available from 16 September 2026 to 30 September 2026, as well as to those who kindly shared their thoughts through our survey. Your feedback will be used to adjust and improve the game so that the final release is even more enjoyable. This report includes a summary of the comments we received and our planned improvements.
- To obtain the Wo Long 2: Wings of Ember Alpha Demo completion bonus for use in the full game, you must have save data from the completed Alpha Demo. You can delete the Wo Long 2: Wings of Ember Alpha Demo game data, but please do not delete the save data.
Survey Questions and Answers
How would you rate your overall experience with the Wo Long 2: Wings of Ember Alpha Demo?
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Positive71.9%
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Average17.0%
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Negative11.1%
How would you rate the difficulty level of the Wo Long 2: Wings of Ember Alpha Demo?
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Positive60.4%
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Average34.0%
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Negative5.6%
How would you rate the graphics in the Wo Long 2: Wings of Ember Alpha Demo?
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Positive49.7%
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Average30.5%
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Negative19.8%
How would you rate the music and sound effects in the Wo Long 2: Wings of Ember Alpha Demo?
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Positive71.7%
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Average24.7%
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Negative3.6%
For those who played via Xbox on PC or Steam®, how would you rate the optimization of the Wo Long 2: Wings of Ember Alpha Demo?
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Positive24.8%
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Average24.7%
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Negative50.5%
Did you find the Insight Skills enjoyable?
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Positive65.7%
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Average19.6%
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Negative14.7%
Did you enjoy using Divine Beast Manifestation?
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Positive63.7%
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Average30.7%
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Negative5.6%
Did you find the Morale Rank and Additional Level systems enjoyable?
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Positive66.2%
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Average25.9%
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Negative7.9%
What were your impressions of the Changban field in the Alpha Demo?
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Positive73.9%
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Average20.9%
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Negative5.2%
Which weapon types did you enjoy using? (Select all that apply.)
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Straight Sabre58.3%
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Jointed Flails40.7%
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Staff32.8%
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Glaive27.3%
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Spear25.7%
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Hammer15.3%
How did you feel about the difficulty of the boss battle?
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Positive58.2%
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Average29.5%
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Negative12.3%
How did you feel about the number of enemies and their strength in the fields and bases?
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Positive55.5%
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Average34.1%
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Negative10.4%
Was it easy to understand how to progress through the game?
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Positive62.7%
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Average23.8%
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Negative13.5%
Did you feel the tutorials were clear and appeared with an appropriate frequency?
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Positive59.9%
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Average29.2%
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Negative10.9%
Were the gauges and icons displayed during battle easy to understand?
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Positive63.6%
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Average23.8%
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Negative12.6%
Were the controls for menus and in-game screens easy to understand?
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Positive61.4%
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Average25.5%
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Negative13.1%
Planned Adjustments/Improvements
Overall Policy/Approach to Game Adjustments
The following points received the most feedback in the Alpha Demo survey, so we will prioritize improving these points for the full game.
Action
We will improve the complex inputs and timing windows for Insight Skills, and rebalance Spirit gain/loss to create combat that encourages more proactive play.
Optimization
To address issues such as unstable frame rate, crashes, and long load times, we will optimize rendering and loading processes.
Graphics
We will optimize rendering and textures, and adjust lighting and effects to improve graphics quality and visibility during gameplay.
Detailed plans for the above points and other points are as follows.
Main Planned Improvements
Player Actions
- Unify the Insight Jump and Insight Aerial Skill responses to Critical Blows so that the resulting action changes based on the enemy's state.
- Widen the timing windows for successfully landing Deflects and Insight Skills.
- Make adjustments so that successfully performing an Insight Skill restores more Spirit.
- Add skills and special effects that reduce the Spirit cost of your next action after successfully performing an Insight Skill.
- Make adjustments so that you can perform a Fatal Strike on an enemy in Spirit Disruption via a successful Insight Skill, even if they are no longer nearby.
- Improve the homing performance of the Insight Jump toward locked-on targets.
- Improve the hit range and homing performance of aerial attacks, making it easier to hit airborne enemies.
- Increase the amount by which Strong Attacks and Martial Arts reduce the enemy's maximum Spirit gauge.
- Add a skill that preserves your Quick Attack combo count when you successfully perform a Deflect or Insight Skill.
- Increase the Spirit damage dealt by Strong Attacks based on how many Quick Attack hits preceded them.
- Review Wizardry Spells with limited uses, and improve the performance of those spells.
- Add Wizardry Spells that can be cast while airborne.
- Adjust the performance balance of Divine Beast Manifestation.
- Add a Warrior Dispatch and equipment special effect that gives a chance to restore Wizardry Spell uses when defeating an enemy.
- Add the ability to switch weapons while airborne.
- Widen the window during which item use and Wizardry Spells can be canceled.
Enemy Actions
- Improve the visibility of the telegraph effect for Critical Blows.
- Adjust airborne enemies (such as Yayu and Feitouman) so they no longer move to heights or areas where attacks can't reach them.
- Improve the behavior when enemies return to their original position after leaving the combat area.
Optimization
- Stabilize frame rate through optimization.
- Shorten load times for Fast Travel and retries.
- Improve model pop-in during battles, field traversal, and other situations.
Graphics
- Improve model texture quality through optimization, and enhance the visual fidelity of distant models.
- Improve overall lighting quality, particularly indoors and in dark areas.
- Improve visibility by adjusting the brightness of Demonic Qi and fire effects.
Controls/Camera
- Add customization options to gamepad configuration.
- Improve the keyboard key configuration so Shift-related inputs can be customized individually.
- Fix a bug where certain inputs were not being registered.
- Adjust camera behavior during lock-on to make it easier to see enemy movement.
- Adjust the camera so it no longer sways heavily from side to side during aerial combat or aerial actions.
- Improve lock-on target detection so that switching lock-on targets selects the intended enemy more reliably.
Level Design/Field
- Increase HP and Spirit damage dealt to high-Morale enemies.
- Review elevation changes and terrain width in the field to improve clarity around inaccessible areas and ledges.
- Adjust the flow so that dying inside the Phantom Realm lets you restart from within the Phantom Realm.
- Reorganize the placement of stage models and effects to better guide players along the intended route.
Tutorial
- Add reminders for each tutorial at relevant points in the field.
- Expand tutorial entries that include video and images.
- Add a setting in the System Settings menu to show a guide for the Five Phases Affinities diagram.
Progression Elements
- Increase the maximum number of items you can hold.
- Add the ability to choose between prioritizing “Tile Match Effects” or “Link Effects” when using the auto-placement feature for Warrior Dispatch.
- Make various other balance improvements to numerical values.
UI
- Make the activation icons for stacking effects (such as stagger and status ailments) easier to see.
- Improve icon size and equipment slot visibility across various screens.
- Improve the map so you can zoom out further.
- Improve the map to show the number of exploration elements in each region and how many you've collected.
- Add a feature that shows any missed elements on the map after clearing a battlefield.
- Expand the display range of the compass and improve the visibility of elevation icons for displayed objects.
- Make various other interface and usability improvements.
Online Play
- Make it possible for players to move farther from the host player.
- Fix an issue so that progress is now saved when playing in Co-op.
- Improve matching and overall online play stability.
Sound
- Adjust volume balance.
Various other bugs will also be fixed.