Lumia Island from the sky
Lumia Island is the setting of Eternal Return and also the map for the game's main game mode.
Description[]
Lumia Island is an isolated region where tests are run and all of the fighting take place.
In this game mode, 8 teams of 3 test subjects (24 players) will compete to be the last group alive. There is also competitive Ranked version only available to players at Account Level 30.
At the start of each test, all survivors choose one of several areas in Lumia Island to start in, where they'll be left to fight for their lives against Wild Animals, and other test subjects. Each player starts with 15
credits, 1 Bread and Water and will carry 1 Shirt and Running Shoes when the match begins and are granted a 120% movement speed buff for a short time. Players gain 1
every 1.6s (This changes to 1
every 1.8s after the start of Night 2 and then 1
every 1.85s after Day 4).
The test subjects will be guided by Dr. Nadja, who'll announce several important events happening during the match.
Briefing Room[]
Upon loading into the match, players are sent to the Briefing Room.
- In this room, all Test Subjects are set to Level 20, allowing all skills levels to be used.
- Players can not craft or discard items, earn credits in the room or leave the match.
- Test Subjects will instantly recover their HP and SP if they die to another player while waiting in the room.
- The room has a Practice Dummy for players to practice combos and check damage and also some Eco Objectives to try out.
- Players can chat with their teammates, look at the Item Catalog or modify their item list.
- Robot Guide Lumi provides tips and game information in the chat when interacted with (Tip Cooldown: 2 seconds). Lumi's tips are deleted once the game starts.
After every player has finished loading, or after a certain amount of time has passed, the test subjects in the Briefing Room are sent to their starting area in Lumia Island.
Locations[]

There are 21 areas in total on the map, 20 of which are regularly accessible to the player.
- Dock
- Warehouse
- Pond
- Stream
- Beach
- Uptown
- Alley
- Gas Station
- Hotel
- Police Station
- Fire Station
- Hospital
- Temple
- Archery Range
- Cemetery
- Forest
- Factory
- Chapel
- School
- Research Center
- ??? (Abandoned Dock)
These areas are physically connected by different passageways along their borders, each featuring a Acceleration Influx Perimeter that grants a 50% movement speed buff to the first player that crosses them for a short time. Hyperloops and VLS are another way to travel across areas (more information below). Some areas are also connected by Launch Pads, which after a short delay sends any characters on it across the gap.
Areas will gradually become Restricted as time goes by. These restricted areas are displayed in red on the map. Entering a restricted area will cause the player's personal Restricted Area Counter to begin counting down. All players start with 20 seconds in their counter, and can be increased to up to 30 seconds. If this counter reaches 0, the character will instantly die and the player will be eliminated. The counter can be increased by killing other test subjects (5s per kill).
Time and match phases[]
Lumia Island features a day-night cycle which interacts with several systems and mechanics, which switches at set times. During the day, all characters have a vision range of 8.5m (7.5m while resting) by default. When night begins, default vision is quickly reduced to 3.4m (3m while resting) which gradually increases to 6.4m (6m while resting) over time. Vision range will return to normal at the start of a new day. The cameras' vision range is also reduced by 30% at night. Areas will gradually become restricted and reopened as time goes by, encouraging survivors to travel around the island. Upon reopening, all wild animals in the area will respawn instantly (Mutant Animals will respawn 30s after). The Research Center becomes restricted on Night 4, and will remain restricted for the rest of the experiment.
The schedule for day and night is as follows:
| Day Cycle | Duration | Restricted Areas |
Reopened Areas |
Remaining Safe Areas |
|---|---|---|---|---|
| Day 1 | 140s | 0 | 0 | 19 |
| Night 1 | 110s | 0 | 0 | 19 |
| Day 2 | 140s | 0 | 0 | 19 |
| Night 2 | 130s | 5 | 0 | 15 |
| Day 3 | 130s | 4 | 2 | 12 |
| Night 3 | 120s | 3 | 0 | 12 |
| Day 4 | 110s | 3 | 2 | 9 |
| Night 4 | 110s | 3 | 0 | 8 |
| Day 5 | 100s | 2 | 2 | 4 |
| Night 5 | 90s | 2 | 0 | 3 |
| Day 6 | 50s | 1 | 0 | 2 |
| Night 6 | 90s | 2 | 0 | 0 |
| Day 7 | 60s | 0 | 1 | 1 |
| Night 7 | 80s | 1 | 0 | 0 |
Lumia Island experiment is divided into three phases: Opening, Middlegame, and Endgame:
- Opening: Occurs between Day 1 to Night 2. If the player is eliminated, they will respawn after a few seconds. Elimination Prevention is in effect until the start of Day 2. If an entire team is wiped out during this time, the team won't be eliminated and respawn timers are equalized across the team, making teammates respawn at the same time, but they will suffer an additional 1s revive time penalty.
- Middlegame: Occurs between Day 3 to Night 5. Players no longer revive automatically, but can be revived using Credits. If their entire team is wiped out, they are eliminated from the experiment.
- Endgame: Occurs from Day 6 onwards. Players can no longer respawn after being eliminated or revive allies with credits. Only the winners of the Final Safe Zone will be revived.
A phase transition visual and audio effect will play at the start of each phase.
Acceleration Influx Perimeter are disabled at the start of Day 2. Starting from Day 6, all subjects will recover 30s of their Restricted Area Counter and Satellite Radar will be disabled. If only 2 teams remain, Day 6 will only last 30 seconds. On Night 6, all subjects will recover 10s of their counter and Temporary Safe Zones will appear and Security Consoles, Hyperloop, VLS, Kiosk, Launch Pads and White Lilies will stop working. All Wild Animals will be terminated and will no longer respawn. The temporary safe zones are completely blocked off from the rest of the island as long as there is two or more teams in them, opening again once there's a single team left inside. Once a winning team is determined in each temporary safe zone, all eliminated teammates from the winning team are revived with full HP and SP. If there is only 1 team in each Temporary Safe Zone at the start of Night 6, time will be accelerated to Day 7 with a wait of 35 seconds (In this situation, each team will automatically be declared as the winner, and will revive all teammates with 5% of their Max HP and 20% of their Max SP).
On Day 7 all subjects will recover 20s of their counter and Final Safe Zone will begin preparation (Day 7 will immediately begin as soon as there are only 2 teams left). On Night 7, the Final Safe Zone will appear where any remaning teams must fight to the death. This final safe zone lasts until the end of Night 7, and if more than one team is still standing after this time runs out, the entire island will become a restricted area and whoever has the most personal counter will live and win the match.
Environmental Variables[]
Weather Changes[]
The weather variable will be randomly applied when players are matched and before they select their characters. Each weather type will have a noticeable effect to gameplay on the island.
There are two categories of weather: Main and Sub Weathers. One of each will be designated for each match.
- Main: Cloudy/Clear/Rainy/Sandstorm
- Sub: Windless/Strong Winds/Lightning
The probability of Rainy main weather occurring is slightly reduced, while the chances of Cloudy and Sandstorm are slightly increased. For sub weather, Strong Winds and Lightning have a slight higher chance to appear.
Main Weather[]
- Cloudy
- Lumia Island's default weather with no effects applied.
- Clear
- Overall there are less brushes around the island.
- Player's vision range is increased.
- Base Vision Range 8.5m → 10m
- Recovery from all consumables is also increased.
- Additional Regen from Consumables 20%
- This effect is not applied to the additional recovery from the Augment “Carnivore”.
- Additional Regen from Consumables 20%
- Players have higher chances to get Rare Materials from collecting potatoes and fishing.
- Rare Material Probability 20% → 60%
- Players will find more Healing Sprays (Eco Objective) around the island, and they will become Healing Splatters.
- Creates Healing Fruits at designated locations within the healing area.
- Picking up a Healing Fruit instantly restores 5% Max HP.
- Rainy
- Overall there are more brushes around the island.
- Player's SP Regen is increased.
- SP Regen +100%
- Player's hearing range decrease due to the rain noise.
- The range at which characters' voices and noises can be heard is reduced by 15%.
- Wild animals' attack power is reduced due to them feeling heavier from the rain.
- Wild Animals' Attack Power is reduced by 15%.
- Players will find more Glowing Flowers (Eco Objective) around the island, and they will become Lantern Blooms.
- In addition to the normal Glowing Flower effect, Lantern Blooms temporarily grants vision in a 24m circular radius around them.
- Sandstorm
- Test subjects will have their Tenacity increased during sandstorms.
- Tenacity +10%
- Sandstorms reduce characters' vision range.
- A whirlwind is created for 1.5s in certain locations around the island.
- Whirlwinds movement distance: 8m
- Whirlwinds movement speed: 2.5 m/s
- Targets hit by the whirlwind become untargetable for 3 seconds.
- After the untargetable effect ends, the player can right click to go over walls.
- Players must wait 3 seconds before they can be hit by another whirlwind.
- Players will find more Sandy Mushrooms (Eco Objective) around the island, and they will become Sand Runners.
- In addition to the normal Sandy Mushroom effect, Sand Runners increase the movement speed of targets in the area by 25% for 4s.
- Test subjects will have their Tenacity increased during sandstorms.
Sub Weather[]
- Windless
- Lumia Island's default weather with no effects applied.
- There is a higher probability for it to be windless than other sub weathers.
- Strong Winds
- Player's base movement speed is increased.
- Base Movement Speed Increase 3%
- Strong Wind zones are created in specific areas.
- Moving with the Strong Winds increases the player's movement speed.
- Movement Speed Increase 30%
- Players won't be slowed if they move against the wind.
- Player's base movement speed is increased.
- Lightning
- Once Day 1 ends, lightning strikes happen all around the island except in Restricted Areas.
- The lighting strikes deal damage based on the player's Max HP and the frequency of lightning strikes increases over the course of the experiment.
- Damage based on 12% of the character's current HP
- Being struck by lightning also grants a Movement Speed buff.
- Movement Speed Increased by 15% for 3s.
- The buff from being struck by lightning doesn't stack but the duration of the effect is reset on each hit.
In addition, there is also a 4th sub weather only available in custom matches:
- Foggy
- Information is limited due to the fog. Air supplies' location is not displayed.
- Noise pings are not displayed on the minimap or the expanded map.
- Sandstorm and Foggy will never be applied together.
Eco Objectives[]
- Flora known as Eco Objectives will appear on different parts of Lumia Island, causing different effects when interacted with.
- Glowing Flower
- The flower emits a fan-shaped light and wave following the direction of the attack.
- The wave increases the player's vision range and they gain vision from enemy test subjects within range for a certain period of time.
- Vision range is increased for 3 seconds, warning the targets.
- The wave is invisible to the targets, so they cannot know where it's coming from.
- Flower's Cooldown: 60s
- White Lily
- When the lily is activated targets within a circular range from it are powerfully knocked back.
- Knock Back 12m
- Knocked back targets can go over walls.
- Lily's Cooldown: 30s
- When the lily is activated targets within a circular range from it are powerfully knocked back.
- Healing Spray
- When healing spray is activated tests subjects within range are healed and have their SP restored.
- The spray's healing effect applies to both allies and enemies based on their Max HP and SP.
- Duration 10s
- Recovery based on Max HP per second 5%
- Recovery based on Max SP per second 5%
- Spray's Cooldown: 30s
- Sandy Mushroom
- When the mushroom is activated it releases a cloud of sand around it that makes targets within it to become invisible.
- The cloud of sand acts as a brush and dissappears after a certain amount of time.
- Vision from inside the cloud is not shared with anyone outside of it.
- Vision is shared within the cloud.
- Cloud Duration 12s
- Mushroom's Cooldown: 30s
- Bomb Fruit
- The fruits are released in the opposite direction of the attacker in a fan shape, dealing damage.
- The fruits deal damage based on their max HP, wild animals take additional damage.
- Damage dealt to
- Characters and Boss Monsters based on their Max HP: 15%
- Wild Animals based on their Max HP: 35%
- Damage dealt to
- Damage is not applied to allies.
- Bomb Fruit's Cooldown: 30s
Hyperloop and VLS[]
The Hyperloop allows players to teleport to any other areas on the map by using one of several Hyperloop Terminals scattered across the island. On activation, and after a short delay, the character will be teleported to a random location in the selected area. Selecting an ally's portrait on the map will teleport the player near their location at the time of selecting them instead. Using the Hyperloop on Day 1 ignores crowd control effects. Afterwards, characters hit by crowd control will have their teleportation interrupted.
The Hyperloop Terminals can be found in the following areas: Gas Station, Forest, School, Temple, Stream, Hospital, Factory, Chapel, Uptown and Hotel
The VLS devices replace Hyperloops starting on Day 3. VLS devices will be activated in Safe Zones and Hyperloops in Restricted Areas. VLS will revert to Hyperloops once the areas become restricted.
The VLS doesn't support ultra-long-distance travel like Hyperloops but allows synchronized gliding with allies. The player who activates the VLS first becomes the Host, while the player who follows becomes the Guests. The host can choose the direction of their glide by right-clicking before reaching the highest point. The Host must keep operating the device until it is ready to launch, afterwards they and the Guests are launched vertically together (using Left-Click by default). At the highest point, descent begins, with speed gradually decreasing over time. Guests can break free during the descent (holding right-click by default for 0.5s) to independently control their movement direction before landing.
- Initial Descent Speed: 25m/s
- Minimum Descent Speed: 8m/s
- Duration of Descent: 7s
- Max Movement Range: About 130m
Once the players descend below a certain altitude, both the Host and Guest gain visibility of the surroundings.
- Altitude for visibility: 30m
- Vision Range: 10.5m
A marker will be displayed on the ground, revealing the current position of the host and guests to other players.
Upon landing, the player and nearby targets are briefly stunned:
- Descent to Landing Altitude: 10m
- Landing Duration: 0.5s
- Self Stun Duration: 1s
- Enemy Stun Duration: 0.75s
The Mobile VLS functions the same as the standard VLS but disappears after a single use.
CCTV[]
Each area has a Security Console, the CCTV, that activates security cameras at specific spots around that sector. Activating the console grants 5
and all CCTV cameras in the area will provide vision to the player that activated them and their allies for a time before becoming inactive again. Besides enabling the cameras, all wild animals in the area will also be revealed to that team for 5 seconds (However, the Security Console displays the location only at the exact time it is activated and does not update once wild animals have been hunted). In addition, using a security console will reveal how much of every available item can still be found inside the containers littered across the area.
After being activated, the console will go into a 10s cooldown after which control of the cameras can be contested by other teams. When the player or an ally has control of the cameras they will have a green light on them, and while they an controlled by an enemy they will show a red light instead. An inactive security console will appear with their lights turned off. Holding the Objective Info button (Alt by default) will show the exact vision range around each of the cameras. Enemy-operated CCTV camera visibility requires the player to have vision of its location.
Campfires[]
Campfires are cooking stations that allow the creation of several Rare and Legendary tier Consumable items.
Campfires can be found in these areas: Alley, Fire Station, Stream, Cemetery, Dock, Warehouse, Beach, Forest and School. Additional temporary campfire spots can be deployed using a Hunter's Pot.
The following items can be crafted by using a campfire:
Wild Animals[]
There are various kinds of Wild Animals in different regions of the map that always spawn in specific spots.
Slaying these animals will grant credits per kill and drop materials and/or other item types. Teammates within a 18m radius will also earn a small amount (called Assist credits).
| Credits per kill and (Assist) | |
|---|---|
| Chickens: 1 |
Mutant Chickens: 3 |
| Bats: 1 |
Mutant Bats: 3 |
| Boars: 2 |
Mutant Boars: 3 |
| Wild Dogs: 2 |
Mutant Wild Dogs: 3 |
| Wolves: 2 |
Mutant Wolves: 4 |
| Bears: 4 |
Mutant Bears: 8 |
Assist Credits are reduced by 50% for players who are over 55m from the slain Wild Animal (decimal values are rounded up).
Player vs Player[]
The main objective in Lumia Island is to dispose of the other players and be the last player (or team) standing, and to achieve this the survivors must fight each other. When a survivor is loses all of their HP, they are put in a Downed status. While downed, they can still be rescued by their teammates. Attacking a downed enemy will eventually kill them. Successful kills will grant 10
and 8s of counter.
Killing enemy test subjects will also grant a certain amount of mastery experience:
- 200 xp + 60 per level of opponent
Players can gain an Assist when their teammate kills an enemy test subject by doing at least one of the following actions within 10 seconds before the target dies:
- Deal damage to the target
- Apply a debuff to the target
- Target steps on one of the player's traps
- Buff or heal the teammate who does any of the above or deals the killing blow
In addition to granting 10
, players also receive a smaller amount of experience when assisting on kills:
- 1 player assist: 100 xp + 30 per level of opponent
- 2 player assist: 50 xp + 15 per level of opponent
Hunting experience granted:
- 2 people hunt target: 60% each
- 3 people hunt target: 47% each
When a player fully defeats the enemy (from downed to dead), an Enemy Kill Effect is triggered, providing benefits to the player:
- Upon completely slaying an enemy (from downed to dead), all teammates receive healing and cooldown reduction.
- HP Recovery: 15% of max HP
- SP Recovery: 35% of max SP
- Cooldown Reduction: 15% reduction in remaining cooldowns for all skills, weapon skills, and tactical skills.
- If team A downs team B, and team C completely eliminates team B afterward, team A will be the only team receiving the Enemy Kill Effect.
Team Kill effects[]
In addition to normal rewards, there are two team kill effects that can be triggered upon defeating all members of an enemy team:
- Terminate
- Activates when a team wipes out an enemy team without the intervention of another team.
- The team's movement speed increases by 1 for 2.5 seconds. Afterwards, all members are healed for 15%(+30% of Lost HP) of their Max HP and recover 50% of their Max SP for 5 seconds. Downed allies reconstruct 3 seconds faster.
- Clutch
- Activates when a player wipes out a team while being the only survivor in their team.
- The player's movement speed increases by 150% for 2.5 seconds. Afterwards, they are healed for 15%(+30% of Lost HP) of their Max HP and recover 50% of their Max SP for 5 seconds. Downed allies reconstruct 3 seconds faster.
- Movement Speed caps at 7.
- After 2.5 seconds they recover the same amount of HP and SP once more.
- Checkmate
- Activates when eliminate the final enemy.
- Plays a special slow motion animation on the last hit.
S.O.S system[]
If a test subject is downed or killed, a slight stat boost is activated for the remaining players in their team.
- Comradeship in Crisis
- Triggered while 1 member of the team is downed/dead.
- Out of Combat HP Regen 2.0
- Out of Combat Movement Speed 0.05
- SP Regen 50%
- Once the teammate is revived, this effect dissappears.
- Triggered while 1 member of the team is downed/dead.
- Lone Wolf
- Triggered while 2 members of the team are downed/dead.
- Adaptability 15
- Damage Taken Reduction 5%
- Out of Combat HP Regen 2.0
- Out of Combat Movement Speed 0.1
- SP Regen 50%
- Once a teammate is revived, this effect dissappears.
- Triggered while 2 members of the team are downed/dead.
Downed skills[]
When a test subject loses all their HP they will enter a Downed state. While downed, the player will have a maximum HP of 400 and will receive a Damage Taken Reduction buff equal to 35% + (Target Level*2.8%), however their movement speed is reduced to 0.8 as they crawl on the floor. Downed players can only receive up to 10 shield.
In addition, players gain access to a set of Downed Skill can be used until they die or are revived. Using one skill will set also set all other skils in cooldown for the same amount.
- Fission Blast (Q)
- Downed test subjects forcibly remove their bracelet by consuming 20% of their current HP, which violently explodes 4 seconds later, dealing 150(+20% of the target's current HP) true damage to enemies hit by the explosion. After that, the downed test subject will die.
- Cooldown: 30s
- Downed test subjects forcibly remove their bracelet by consuming 20% of their current HP, which violently explodes 4 seconds later, dealing 150(+20% of the target's current HP) true damage to enemies hit by the explosion. After that, the downed test subject will die.
- Obstinacy (W)
- Downed test subjects draw on their remaining strength, consuming 10% of their current HP and increasing their movement speed by 100%.
- Obstinacy lasts for 3 seconds.
- Cooldown: 4s
- AED (R)
- Downed test subjects can automatically revive after consuming 90% of their current HP and channeling for 20 seconds. No other actions are possible when channeling, and will recover 25% HP and SP upon revival. If channeling is canceled midway through, 80% of cooldown is returned. The skill will be canceled if the skill is reused.
- Cooldown: 50s
- Downed test subjects can automatically revive after consuming 90% of their current HP and channeling for 20 seconds. No other actions are possible when channeling, and will recover 25% HP and SP upon revival. If channeling is canceled midway through, 80% of cooldown is returned. The skill will be canceled if the skill is reused.
Rapid Reconstruction and Revival[]

Players who are downed or killed before Middlegame phase begins will be revived after a duration. Revive timers start as soon as the player is downed and scale with level.
- Level 1 to 3: 3s
- Level 4: 4s
- Level 5: 5s
- Level 6: 7s
- Level 7: 15s
- Level 8: 20s
- Level 9: 23s
- Level 10: 25s
- Level 11: 26s
- Level 12: 28s
- Level 13 to 15: 30s
- Level 16 to 20: 32s
This timer increases by 1s for each death. If a team is wiped out while elimination protection is active, their timer will be increased by 1s.
Before this timer runs out, downed players can be revived by their teammates on the spot, bringing them back to life at 30% of their Max HP.
After the revive timer finishes, a revive hyperloop window will pop up and allow the player to select an area to respawn in. If the reviving player is still downed, they will be instantly killed before being revived. If 30 seconds pass and the player and not yet selected an area where to revive in, they will automatically respawn in a random area. On revival, the player's HP is restored to 40% and their Restricted Area Counter will be increased to 10 seconds if it was below that amount.
Once Middlegame phase starts, rapid reconstruction will be unavailable, however a teammate can still revive them by paying a revival fee (200
) through the Kiosk or Lumi.
Noise Pings[]
Taking certain actions will generate noise. Test subjects who are close enough to the source of the noise will receive a Noise Ping on their minimap, alerting them of another other player's presence.
Actions that will create noise pings are:
- Crafting items: Plays a ping to players in a 30m.
- Killing Wild Animals: Plays a ping to players in a ?m.
- Killing Test Subjects: Plays a ping to players in a ?m.
Transfer Drones[]
Transfer Drones allow players to acquire Common rarity components (such as materials, weapons and armor) from anywhere on the island. This can be useful to shorten a looting route or to get materials that were missed on the way, to to even acquire items that are in restricted areas. Each purchase costs 30
.
Transfer Drones cannot be used in the first minute after the game starts.
Kiosk[]
Players can order special materials through the Kiosk, which can be accessed through special consoles located in 8 areas. The Kiosk activates after 260s (4 minutes and 20 seconds) from the start of the game.
The Kiosk can be found in these areas: Archery Range, School, Police Station, Temple, Hospital, Chapel, Warehouse and Hotel.
Purchasing an item will send an announcement to all other players. Once something has been ordered, there is a 1 second delay before the item is delivered. Afterwards, a lootable box will appear in front of the console containing the item. For 1 second, the box can only be looted by the player who ordered it. Afterwards, any player will able to open and take what's inside. The console will go into cooldown and become unusable for a time before anything can be ordered from it again.
These are the items that can be obtained through the console:
| Kiosk stock and Cost |
|---|
| Tree of Life: 200 |
| Meteorite: 200 |
| Mythril: 250 |
| Force Core: 350 |
| VF Blood Sample: 500 |
| Tac. Skill Module: 200 |
VF Blood Samples won't be available for pruchase until Day 4 begins.
Additionally, after Day 4 players will be able to get one of 3 Rootkits for 100
, an item required for the Escape System.
The Kiosk also serves as a revival station once Rapid Reconstruction is disabled, where players can spend 250
to revive a teammate where the console is. Players are able to revive allies even if they don't have enough credits, as long as the revived ally has sufficient Credits to cover the shorfall.
- If the player has enough Credits to revive their allies, the player's Credits will be used first.
- If the player doesn't have enough Credits to revive their allies, their allies' Credits will be used first.
The player performing the purchase must remain on the Kiosk for 2 seconds for the revival to be completed. Credit revival becomes unavailable once Day 5 begins.
The Kiosk Remote will summon a Mobile Kiosk on use. This Mobile Kiosk lasts for 30 seconds. The Mobile Kiosk will be visible to all players on the island.
Guide Robot Lumi[]

Lumi, the Guide Robot is a roaming objective found in Lumia Island that will continuously patrol the island throughout the experiment. Lumi spawns at one of the following locations at the start of the game: Hotel, Warehouse, Hospital, or Police Station. After spawning it will follow a preset route (Movement Speed: 2.5) with an equal chance to follow the route clockwise or counter-clockwise each match, moving at maximum speed when going through restricted areas. (Holding Shift by default on the expanded map will display it's route)
The robot has 3 states: Basic, Credits Charged, and Alert Mode. The robot will react differently when a player interacts with it depending on its current state.
In its Basic State, Lumi will stop and greet players when they get within 4m of it. Interacting with it will open up a special shop. This shop allow the player to:
- Acquire Supplies (Inexpensive, practical items like vision deployables and one randomly selected free food.)
- Purchase Flagship Items (Special items that can mostly only be obtained from Lumi.)
- Purchase Signature Items (A randomly selected special material at a discounted price. The special material on sale changes with each match.)
Once a player buys an item, the guide robot will begin rebooting, dashing away at maximum speed and making it impossible to interact with it for a time.
In addition, players can also revive allies through Lumi's store at the same price as at a Kiosk starting from Day 3, however revivals will take 3 seconds to complete instead. Unlike Kiosks, Lumi's ally revival feature remains available even after Day 5 and can be used until the Temporary Restricted Areas are activated.
These are the items that can be obtained through Lumi's store:
| Supplies |
|---|
| 2 Telephoto Cameras: 5 |
| 2 Recon Drones: 5 |
| 6 Hamburgers: 0 |
| Flagship Items |
| Kiosk Remote: 40 |
| Mobile VLS: 60 |
| Combat Epinephrine: 150 |
| Signature Item |
| Tree of Life: 160 Meteorite: 160 Mythril: 210 Force Core: 310 |
In addition, Lumi offers an item exchange feature, allowing players to trade in unwanted items for other ones of similar or lower worth. Exchangeable items can be selected with a left-click or dragged and dropped into the exchange slot.
These are the items that can be exchanged:
| Material Extraction |
|---|
| True Samadhi Fire → Tree of Life |
| Glacial Ice → Tree of Life |
| Moonstone → Meteorite |
| Mythic Weapon - Crimson/Dawn → Original Mythic Weapon |
| Downgrade |
| Mythic Equipment → Force Core |
| VF Blood Sample → Force Core |
| Force Core → Mythril |
| Mythril → Tac. Skill Module |
| 1:1 Exchange |
| Tree of Life ↔ Meteorite |
| Flare Gun R ↔ Flare Gun B |
| Kiosk Remote ↔ Mobile VLS |
| Rotation |
| Zen Vitality → Holy Water → Tear of Selene → Zen Vitality |
| Credits Refund |
| Tac. Skill Module → 100 Credits |
| Loop Card Key → 75 Credits |
| Loop Card Key - γ → 150 Credits |
| Legendary Equipment → 40 Credits |
After the total amount of Credits used by all players reaches a certain threshold, Lumi will enter the Credits Charged State and it will me marked diferently on the minimap as it moves around nerviously. During this mode, the Store is unavailable. If a player approaches Lumi within 4m while in this state, the robot will also stop and wait in place for 15s. If a player interacts with Lumi by clicking on it while its standing still, Lumi will switch into its Alert State.
While on Alert, Lumi will become hostile and begin running in a panic, shooting energy projectiles at nearby test subjects to defend itself.
- Max HP: 10,000
- 1st Alert Mode Defense: 80
- 2nd Alert Mode Defense: 200
- Every 1.2 seconds, Lumi throws an energy bomb at a random location within 3.5m.
- Projectile Speed: 8.75m/s
- The energy projectile explodes upon collision with a character or after 2 seconds, dealing skill damage equal to 20% of the Character’s Max HP to characters within a 2m radius.
When Lumi's HP drops below a certain percentage, it will slow down and drop holographic Credits around it.
- When Lumi reaches 75%/50%/25%/1% of its Max HP, it drops 3 holographic Credits at random locations within a 3.5m area.
- Holographic Credits remain on the ground for 10 seconds and can be collected by walking over them, granting a certain amount of credits.
- Earned Credits: Character Level*1
Lumi stays in combat mode for 30 seconds or until its HP drops to 0. Once this state ends, it will be determined whether the guide robot won the fight or not, and it will then begin rebooting for 15 seconds. Lumi cannot be interacted with after moving away while in Reboot for 6s.
When temporary safe zones are activated, the Guide Robot will immediately leave the island, becoming unavailable for the rest of the match.
Cubes[]
Cubes are objectives that grant various effects to test subjects when picked up. Cubes will spawn 140s after the start of the match (Night 1), 1 cube at designated spawn points in the following areas: Police Station, School, Hospital, Chapel, Uptown and Research Center.
There are four types of buff cubes: Sanguine, Galaxy, Essence and Zephyr. All buff cubes have an equal chance to spawn.
Sanguine Cube
- Deal (Melee) 10(+Level*4)/(Ranged) 7(+Level*3) true damage for 3 seconds whenever you deal damage to an enemy. Charges every 6 seconds.
- Duration: 140s
- Deal (Melee) 10(+Level*4)/(Ranged) 7(+Level*3) true damage for 3 seconds whenever you deal damage to an enemy. Charges every 6 seconds.
Essence Cube
- When your HP first drops below 40% of your Max HP, you gain the [Essence Recovery] buff, which recovers 7% of your Max HP per second for 4 seconds.
- Duration: 140s
- When your HP first drops below 40% of your Max HP, you gain the [Essence Recovery] buff, which recovers 7% of your Max HP per second for 4 seconds.
Zephyr Cube
- Your movement speed is increased by 1.5%, your out of combat movement speed is increased by 0.1 and your attack speed is increased by 15%. During combat, your movement speed is increased by 1.5% every second, up to 10.5%.
- Your movement speed is increased by 30% for 5s immediately upon collecting the cube.
- Duration: 140s
On Night 3, all cube spawn points will spawn a
Prosperity Cube that, after 2 seconds of picking it up, grants the player (Level*3) Credits.
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Sanguine Cube
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Essence Cube
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Zephyr Cube
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Prosperity Cube
Secret Labs[]
The Secret Labs are small isolated areas accessible with Card Key gadgets. These gadgets summon a Mobile Loop, allowing access to the Secret Lab. There are two types of Loop Card Keys:
- Loop Card Key: Grants access to a random common lab (Credit Lab, Mutants Lab or Abandoned Lab), becomes available after Day 2. (There is a higher drop rate earlier in the game.)
- Loop Card Key - γ: Grants access to the Special lab (Blue Lab), becomes available after Day 3.
The Mobile Loop allows players to travel to their designated Secret Lab based on the type of Card Key used. The Mobile Loop cannot be used in the following situations:
- Loops summoned by other teams are inaccessible.
- Mobile Loops cannot be used after Day 5.
- Each team can visit a Secret Lab only once. If a team has already visited one Secret Lab, further use of the Mobile Loop is restricted.
These are the different labs available:
- Credit Lab: Earn credits safely through different ways in this Secret Lab.
- Mutants Lab: This Secret Lab is dedicated to experiments on Mutant Wild Animals and is filled with numerous mutants. Slay them to earn rewards such as Credits, Mastery, Food and Special Materials at a certain probability.
- Abandoned Lab: A Secret Lab, abandoned and overtaken by Bats, offers gadgets and Combat Epinephrine for those who explore it.
- 6 bats and containers that have Hunter's Pot, Mobile VLS and Kiosk Remote.
- Blue Lab: A Secret Lab imbued with a unique glow, where players can face Gamma, a powerful enemy not found elsewhere on Lumia Island, and earn substantial rewards through victory.
All labs feature a Kiosk near the end. Mobile Loop exit will be available for 30 seconds. All labs become restricted areas after 80 seconds. Exiting the Secret Lab will direct players to a randomly selected area with the fewest enemies present.
Escape System[]
The Escape System allows players to leave the island without suffering penalties. For more information, see: Escape System



















