This is the 2nd round of gathering feedback and questions from the community and having the official developers answer them, with the Q&A video being released in late April 2026. The questions were collected from a feedback section of the 2025 Best Level Theme Voting Event, as well as comments left behind from videos and posts related to the 1st round held in 2024. A total of 34 questions were picked and answered. Not all questions are shown here, and questions are not in order of appearance.
This time, I selected a couple more questions and replies that may be helpful. (Some of these are still very random)
Questions presented here are machine translated and personally reviewed, contact Luna if there's a mistake. Text in purple are additions I made for clarity reasons. Edits for clarity will not be highlighted.
The original Q&A video (in Chinese) can be found here: https://www.bilibili.com/video/BV1uK9qBpENF
In response to the difficulty new players face in getting started, will the development team consider adding more 1-3 star introductory levels in the future to better accomodate new players?
"That's our current plan; we've already released many three-star levels this year."
Advertising is a significant source of revenue for game operations, but the current ad experience is causing considerable frustration for players. Has the development team considered optimizing the ad-closing mechanism, reducing forced redirects, and filtering inappropriate ad content? Could they communicate with ad providers to rigorously review ad content and delivery formats?
"Recieved! We will reduce inappropriate ads and content. Thank you for your feedback."
How does the development team balance "speed" and "quality" in the pace of level updates? Will they consider slowing down the update frequency in the future to spend more time refining the art, routes, and music of each level?
"Regarding the update schedule, we have been steadily progressing at a rate of 4 levels per month, but there are occasional changes: for example, considering the major April Fool's Day themed update this year, we postponed the originally planned 2nd update in March to the 1st update in April, which coincides with the April Fool's Day update.
"We have already placed a strong emphasis on improving the quality of the art, striving to provide players with high-qualitybackgrounds, themes, and modeling, just like this year's Sunset Sword Tomb, Buoyancy Field, and Phantom levels. We acknowledge that the cover art still has some issues, and we will work hard to improve it in future updates."
What factors does the production team mainly consider when selecting level themes?
"(We) Prioritize content that is relevant to daily life, and then consider content that is full of whimsy and imagination."
Players are very concerned about the Co-Creation aspect. What's causing the slowdown in Co-Creation level updates? Will there be a 3rd season of Co-Creation theme submissions?
"Our focus has recently shifted to the development of the mainline levels, so updates to Co-Creation levels will be put on hold for an extended period."
"*Therefore, further questions related to Co-Creation will no longer be answered."
The fanmade content section has been inactive for a long time. Is the main reason copyright, technical, or censorship issues? Are there any plans to resume content submission in the future?
"These reasons all apply, but our current focus is on the mainline levels, and we won't be considering including fanmades in the short term.
Does the development team plan to release a new skin that guarantees a 100% chance of Floating?
"We have no such plans at the moment."
The current version has adjusted the music playback mechanism on the game's main interface, but players want more freedom to customize the background music. Could this feature be further improved?
It is assumed that this question refers to changing the BGM playing on the home menu.
"Good idea, we've noted it down."
Players have stated that (only) three sensitivity levels are insufficient; will stepless adjustment be supported in future updates?
"Stepless adjustment" refers to a slider bar, like the current volume settings.
"This is indeed a good idea, and we have already taken it into consideration."
The game account system currently has some issues. Does the development team have any plans to further improve it? This is crucial for protecting player data.
"We understand the concerns of our players and will work harder to optimize this feature."
Currently, there are too few ways to obtain items like Keys and Floatings. Has the development team considered increasing the ways to acquire them (such as daily check-ins, a quest system, or mystery boxes in levels)?
"Yes! We currently plan to provide more opportunities to gain Floatings through online community events. However, the in-game acquisition method still requires our development team to work hard for some time to research."
Extra Note: Shortly after the Q&A was released, a Co-Creation Popularity Theme Voting Event was started that gave free Floatings for completing it.
As the official team, has the development team considered strengthening the management and guidance of the game community? Will the official team be more proactive in addressing and resolving negative trends and controversies within the community?
"Yes, that's possible. We're implementing it right now."
How does the development team define the boundary of "creation" and "non-creation"? Will they reduce "difficulty for the sake of difficulty" designs in the future, making the storylines more readable?
I'm personally confused but I assume this question has to deal with difficulty and sightreadability in mainline levels.
"As a highly subjective term used in player community discussions, our development team finds it difficult to define 'creation' and will not consider defining in detail.
"Our development team has already significantly reduced the overall difficulty of the newly released levels some time ago."
Will AI-generated content be reduced in the future, with more hand-drawn backgrounds to ensure the game's artistic quality and uniqueness?
"The number (of AI content) has been greatly reduced. For example, the three themes updated this year, Sunset Sword Tomb, Buoyancy Field, and Phantom, are all carefully hand-drawn works."
Does the development team have clear standards for controlling the proportion of puzzle-solving elements in the route? Will the frequency of "Hub-type" mechanisms be reduced in the future?
"The positive and negative reviews for puzzle-like gameplay are roughly equal; we will use it based on the actual situation."
For creators interested in collaborating, is it possible to proactively contant the official team to discuss the possibility? Is there an official designated email address for leaving messages?
"Given the current situation, we will not consider this model."
Will the Development team consider returning to the "intuitive" style of the Cheetah Mobile era?
"Route style is not a term that can be accurately described, but if you like it, we will try it."
Have you consider adding a hidden level mechanism similar to that in rhythm games, where levels can be unlocked through special methods?
"A special version might be worth a try."
Could we offer extra rewards to players who achieve a perfect completion? This would incentivize players to achieve a perfect completion.
"We have this idea: currently, we'll unlock the Fast/HR mode only after a perfect completion in normal speed mode, with extra rewards for completing it in fast mode. This feature will require some time and effort from the development team."
Is there a level search function in the development plan? Does the development team plan to completely overhaul the game's UI?
"We'd also like to add a search function. However, developing any new content is a huge undertaking, requiring time for consideration and debugging, and it may also be halted. Please stay tuned for further updates."
Are there any chances that classic activities from the Cheetah Mobile era (such as tower climbing like The 4th Anniversary, speed challenges, and a spinning wheel) will return or be innovatively revived?
"Maybe there will be a chance."
For players who purchased Unlimited Balls, can the balls obtained from mystery boxes be replaced with other items such as Floatings and Hearts? Could all 10 boxes be displayed instead of just showing them all to avoid "lazy" behavior?
I assume the 2nd question asks for all 10 boxes appearing instead of just 5.
"We've considered a mechanism for the balls to float (be replaced with Floatings) but the development team needs time to debug it, so it depends on future plans.
"Currently, there's no idea about displaying all 10 boxes."
The weekly tournament is currently rather limited. Are there any plans to add new gameplay elements (such as scoring by stepping on glass/fragile plates, or a completely reversed format)? Have you considered increasing the rewards for weekly competitions?
"All of these have been considered, but the actual content updates will have to wait for the subsequent planning and scheduling."
[...]
Does the development team consider "narrative" and "immersion" when designing levels? Are there plans to tell more thematic stories through level design in the future to enhance players' emotional resonance?
"Both are under consideration."
"We plan to launch a custom theme voting event, where 10 themes will be available for players to choose their favorite."
Players are eagerly anticipating game collaborations. Does the development team currently have any specific collaboration partners or plans?
"Shh..."
Last Updated on May 1 2026
End-of-Page Bonus Fact: There's a reason most questions are ordered the way they are.