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Gameplay · 11 min

Aniimo 1.1 Release Date, the ATK Change and the Egg Heist Fixes From the 13 October Dev Feedback

Version 1.1 should open with the 29 October maintenance, and the developers’ Dev Feedback of 13 October already names one of its changes: ATK will raise damage on every Aniimo, not only DPS. AsPig’s French video reads the whole post and previews the five Whisperwake Isles families. Here is every answer word for word, checked against the launch build, with what changes for your builds.

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The French video on version 1.1, its on-screen reading of the 13 October 2026 Dev Feedback, its kit summary cards and the opinions credited to him on this page come from AsPig’s video of 14 October 2026

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Video credit: AsPig on YouTube · embedded with attribution. Watch on YouTube

Aniimo 1.1 is expected on 29 October 2026, when the maintenance that closes Season 1 Part One opens Part Two at 12:00 (UTC+8), and the developers have already named one of its changes: from version 1.1, raising ATK will raise the damage of every Aniimo, not only DPS. That second point comes from the Dev Feedback posted on 13 October 2026 from the official @Aniimo_EN account, which also promises rewards for rescuing downed teammates in Operation: Egg Heist and a gentler Chaos Mode.

AsPig, a French creator, read the whole post on screen in his video of 14 October, after a preview of the five Whisperwake Isles families from the closed beta. Every quotation below is read off his frames, with the timestamp. Figures come from the game’s own data files, build 1.0.0.7, checked on 14 October 2026; where AsPig’s reading and the files differ, both are given.

When does Aniimo 1.1 come out?

On 29 October 2026, by every sign: Season 1 Part One ends at 07:59 (UTC+8) that day and Part Two starts at 12:00 (UTC+8), which is 04:00 UTC and 05:00 in France. Pawprint has not published a date for “version 1.1” itself, so this is the season table’s date, not an announcement. AsPig reaches the same conclusion from the same clue at 0:48: the battle pass and the season shop close in 15 jours et 3 h when he records, so the next version should follow them.

Aniimo Season 1 screen Départ au gré du vent in the French client, with Manuel du compagnon, Voyage légendaire and Succès de saison all showing 15 days 3 hours left
0:55, live client in French. The Season 1 hub, Départ au gré du vent, with the Companion Handbook, Legendary Journey and Season Achievement counters at 15 days 3 hours: the countdown AsPig dates the update from.

He gives 30 October as the likely day. The client’s own season table puts the switch on the morning of 29 October in UTC+8, which is still the evening of 28 October in the Americas, so the files point one day earlier than his estimate. The full timetable, with what closes on 28 October, is in our 29 October update guide.

One label to clear up. The 23 September update notice already wrote “version 1.1” in its compensation line, which is why searches for Aniimo 1.1 often land there. The 13 October post still speaks of Version 1.1 as a future version, ahead of which details will be shared, so the developers’ 1.1 is the next update, not the mobile launch.

Will ATK increase damage for every Aniimo in 1.1?

Yes, that is the plan: the developers will “refine the damage calculation in Version 1.1, so that ATK increases have a more direct impact on damage while keeping the overall combat experience largely unchanged”. It is the answer to the post’s sixth question, Why doesn’t increasing ATK always mean more damage for certain Aniimo?, on screen from 11:14.

Aniimo Dev Feedback question 6 on screen, why increasing ATK does not always mean more damage, with the safeguard explanation and the Version 1.1 promise highlighted
11:27. Question 6 with AsPig’s highlight running from the safeguard to “We’ll share the details in an official announcement ahead of the update.”

The post explains today’s rule in plain words. Non-DPS Aniimo get a safeguard: “When their ATK is low, they receive an ATK boost based on their level (or their BREAK stat, for BREAK Aniimo) when damage is calculated.” The downside follows: “When an Aniimo’s ATK falls below the guaranteed minimum, investing more in ATK won’t immediately translate into higher damage.” That is exactly what our damage formula article measured from menaceFT’s tests: a Break Aniimo attacks with the larger of its ATK and 82.5% of its BREAK, and most Support, Heal and Regen Aniimo hit off their level. The developers now confirm the mechanism and call it a safeguard, not a bug.

AsPig made a video on that trap earlier, and he shows its thumbnail at 11:24. His summary at 11:32: the in-game ATK tooltip says the stat raises damage dealt, and for every role except DPS that was mostly untrue.

Aniimo ATK tooltip in the French client, ATQ +17 with Innate Potential 8 and Acquired Potential 9, reading Increases damage dealt, over a 675 ATK stat sheet
11:31, live client in French. The ATK tooltip AsPig means: 675 ATK, +17 from Potential (8 innate, 9 acquired), and the line “increases damage dealt” that the safeguard made misleading.

What the ATK change means for your builds

Nothing changes before 1.1, and nobody outside Pawprint knows the new formula yet, so do not rebuild a Support or a Healer around ATK today. AsPig is explicit at 12:05: in 1.0 everything stays as in his earlier video. The details are promised “in an official announcement ahead of the update”.

Aniimo ATK trap thumbnail from AsPig’s earlier video: LE PIEGE DE L’ATQ beside a crossed-out ATK 20 MAX gauge and a rock and lava dragon Aniimo
11:24. AsPig’s earlier video, Le piège de l’ATQ, the ATK trap: maxing ATK did nothing for most non-DPS Aniimo, which the 13 October post now confirms.

He sketches two ways it could go. In the first, ATK on a Support or Regen Aniimo adds a little damage, enough to be felt and not enough to be worth building for. In the second, the base power of those Aniimo drops and a little ATK is needed to get back to today’s numbers, which he would dislike because stat budgets get tight. His bet, at 13:15, is the first: “le cas le plus probable, c’est que ça change pas grand-chose”, the likeliest case is that little changes. The post’s own wording, “keeping the overall combat experience largely unchanged”, supports him.

What this means in practice:

  • Break Aniimo such as Inferlupa keep their BREAK stat as the priority until the formula is published; our Inferlupa build explains why ATK is wasted on it today.
  • Potential fruit and Starcryst Essence are one-way. Do not pour them into ATK on a non-DPS Aniimo on the strength of this post; our Potential guide covers what to keep.
  • DPS Aniimo are not affected by the safeguard, so their builds stay as they are.

Is Egg Heist Chaos Mode getting easier?

Not easier in name, but fairer: the developers want Chaos Mode to stay the hardest part of Operation: Egg Heist while getting knocked down stops being the main difficulty. Their words: “we don’t want higher difficulty to simply mean getting knocked down more often.” Four plans follow, on screen from 8:55.

Aniimo Dev Feedback answer on Egg Heist Chaos Mode listing four plans: more team composition options, more Chip sources, Sanctum mechanisms and a flexible high-difficulty format
9:05. The four Chaos Mode plans, with AsPig’s highlight on new Aniimo “suited to Operation: Egg Heist”.
PlanWhat the post saysAsPig’s reading
More team compositionsMore Aniimo suited to Egg Heist in upcoming updatesProbably tied to 1.1’s new families
More Chip sourcesNew sources of Heal Chips and Chips that improve melee combatGood news: ranged Aniimo dominate Egg Heist today
Sanctum mechanismsActivating mechanisms or defeating specific Aniimo grants temporary abilitiesMore ways to kill enemies through the environment
High-difficulty formatLike the current Limited-Time Challenge, reasonable rewards, optionalSimilar to the Holo-Battle Interlink, without forced FOMO

The melee point is AsPig’s strongest opinion in the section, at 9:15: ranged Aniimo can kite and escape, melee ones cannot, and he would like to see them back in favour. Our Egg Heist beginner guide and the Chaos Mode page cover the mode as it plays today, and the Egg Heist map shows every layout.

A small correction to the narration: AsPig says at 7:53 that the developers did not raise Chaos Mode’s difficulty. The post’s first answer is narrower. It says Pawprint has made no numerical change to Aniimo or chest spawn probabilities, is investigating the spawning, disengagement and aggro reports, and explains that digging up rare Aniimo Eggs or Rare Treasure “disturbs dormant Aniimo and attracts them over”.

Rewards for rescuing teammates, and Collectibles after Season 1

Rescuing a downed teammate will be rewarded, and Collectibles you miss in Season 1 will come back later. Both answers are short and both are firm. On rescues: “we’re planning new mechanics to make helping a downed teammate easier. We also want to give Pathfinders who go out of their way to help others some well-deserved recognition and rewards.”

Aniimo Dev Feedback questions 2 and 3: improvements to rescuing a downed teammate in Egg Heist, and whether missing Collectibles return after Season 1
8:12. Questions 2 and 3 as they appear in the post, read out by AsPig between 8:05 and 8:50.

AsPig, at 8:28, calls it the right direction: with a reward attached, more players will stop to revive. He adds his own suggestion, that players should not be able to loot a dead ally, to remove the other reason to let them fall. That is his idea, not in the post.

On Collectibles: “We’ve got new gameplay coming in the second half of S1, giving you more reliable ways to get Collectibles. And even after the season wraps up, we’ll bring back Collectibles from previous seasons through future events.” The second half of Season 1 starts on 29 October. AsPig is unsure whether late Collectibles will still count towards the season’s showcase; the post does not say. Our Season 1 guide lists the Keepsakes that are on a clock.

How often will Aniimo update?

For Operation: Egg Heist, the post promises a major update each season and a smaller one every two weeks. Its fifth answer, on screen from 9:56, lays out the rhythm:

Aniimo Dev Feedback question 5, the Operation: Egg Heist update plan: PvE in the first half of the season, casual competitive modes in the second, small updates every two weeks
10:30. The update plan, with AsPig’s highlight on “We’ll shift our focus to casual competitive modes”.
  • First half of the season: mainly PvE content.
  • Second half: casual competitive modes.
  • Every half-season: new Collectibles, maps, Aniimo and gameplay.
  • Every two weeks: new Aniimo and their drops, balance tweaks.
  • New Alphas and mobs with their own mechanics and exclusive challenge rewards.

AsPig reads this as the plan for every update, not only Egg Heist, from 9:59: three weeks of exploration and captures, then more competitive events, with map pieces and Aniimo added mid-season so a six-week update does not go quiet. The question as posted is about Operation: Egg Heist, so treat the wider reading as his. It fits the developer interview, which split each 84-day season into two halves of 42 days. His example of a small fortnightly drop is the Dazmand event.

What is in Whisperwake Isles?

Whisperwake Isles is a small, self-contained island region with five new families of two Aniimo each and a bubble mechanic for getting around, all seen in the closed beta and liable to change. AsPig says it twice, at 0:32 and 0:40: much of what follows comes from the beta. The gameplay in this part of his video is closed beta footage credited on screen to AniimoSync, with his own summary cards on top.

Aniimo Pathfinder on a yellow-grass beach of Whisperwake Isles in the closed beta, pink coral, turquoise water and white cliffs behind, bubbles in the air
0:40, closed beta footage. The island’s shore: coral, shallow water and floating bubbles. AsPig expects the island to be much smaller than the mainland.

Two details from his narration. The island is independent of the mainland, so in the beta the stamina bonuses earned on the first region did not apply there (1:24). And bubbles carry you: Bubbeep and Glameep create the bubbles used to cross the water and reach new spots, which is why AsPig calls them the region’s flagship Aniimo. How Bubble Drift works, and the Omega Glameep fight, are in our Whisperwake Isles early look.

Aniimo Bubbeep, a level 54 green bubble Aniimo, floating inside a giant soap bubble over Whisperwake Isles water in the closed beta, with a Pop prompt
1:45, closed beta footage. Bubbeep inside a giant bubble, the traversal AsPig describes: cross the water, then pop it.

The five new families, checked against the launch build

Coraliz, Wavwal, Malevsera, Glameep and Gachapus are the evolved forms, and all ten Aniimo already sit in the launch files, flagged unreleased. AsPig’s cards summarise each kit in French; the table puts them next to the client.

AniimoClient: element · roleAsPig’s cardCheck
CoralizEarth, Water · RegenRegen support, EP per Earth Aniimo, ultimate restores 30 EP and imprisonsMatches: Overcharged Coral, 15s cooldown; Coral Prison gives 30 EP
WavwalIce · BreakMore BREAK as HP falls, team shield ultimateClient: BREAK efficiency +20% below 75% HP, +40% below 50%
MalevseraIce · DPSCard reads “DPS Eau”, WaterClient lists Ice, as AsPig says aloud at 4:50
GlameepGrass, Water · HealCharge every 3 s, extra per skill, boosted healMatches: 10 Bubble Energy add 12% to Baa-Baa Healbubb
GachapusWater · DPS1% gold or five of a colour start Jackpot, +60% basic attack damageMatches the launch odds and bonus

Coraliz is the one AsPig is happiest about, at 2:32: “enfin le soutien régénération de la team terre”, at last the Regen support Earth squads lacked. He adds a fair defensive point at 2:19: Earth and Water each resist four elements, Earth resisting Fire, Lightning, Earth and Ice, Water resisting Fire, Water, Earth and Dark. He would pair it with Waleetle and Bouldus.

Aniimo Coraliz, a pink coral Earth and Water Aniimo, on a beach in the closed beta beside AsPig’s card: Regen passive per Earth Aniimo, ultimate restoring 30 EP
2:45, closed beta footage. AsPig’s Coraliz card: Regen passive scaled on the number of Earth Aniimo, a damage mark, a coral trap, an imprisonment, and an ultimate worth 30 EP.

Wavwal is an Ice breaker that spends its own HP. AsPig gives both thresholds of its trait as 50% at 3:31; the client sets the first at 75% HP for +20% BREAK efficiency and the second at 50% for +40%.

Aniimo Wavwal, a blue striped walrus Aniimo, charging across sand in the closed beta next to AsPig’s Break Glace card with HP-cost skills and a team shield
3:45, closed beta footage. The Wavwal card: more break from lost HP, strikes that spend HP, an ice prison with a shield, and an ultimate that shields the whole team.

Malevsera is the berserker: damage up for every 1% of HP lost, and a Demonic State that pays for skills with HP. AsPig links the two Ice newcomers at 4:43, Wavwal’s shields protecting a carry that burns its own health, and regrets that Ice still has no buffer or Regen support beside Glynsera.

Aniimo Malevsera, a translucent blue and pink jellyfish-like Aniimo, on a night beach in the closed beta beside AsPig’s card on its Demonic State
4:26, closed beta footage. AsPig’s card labels Malevsera “DPS Eau”; the launch build lists it as Ice, which is what he says aloud.

Glameep is a Heal Aniimo that also shields and lowers Grass resistance, and its Prismana Form turns it Dark. Gachapus is a ranged basic-attack DPS built on a gacha: AsPig finds it fun and expects it to be strong in plenty of content because it fights at range.

Aniimo Glameep, a green leafy sheep-like Aniimo, walking on a beach in the closed beta beside AsPig’s Glameep Soigneur Eau/Plante card
5:30, closed beta footage. The Glameep card: charges every 3 seconds and per skill, a moving heal, a shield and a Grass resistance cut, and an ultimate that boosts healing.

The kit numbers, skill by skill, with the squads each newcomer could join, are in our 29 October update guide, and the team builder already knows all ten.

Aniimo Gachapus, a red octopus Aniimo with a gacha-machine head, on a beach in the closed beta beside AsPig’s card on its Jackpot mode
6:35, closed beta footage. Gachapus and its card: a coloured bubble per basic attack, Jackpot on five of one colour or a gold one, +60% basic attack damage.

AsPig’s view

He closes optimistic: a new zone, new Aniimo and a new Prismana Form, developers who keep working on Egg Heist, and an ATK change he expects to be mild. He hopes for an announcement livestream before the update, as other games of the genre run, and calls the week of 29 October a turning point for Aniimo. We agree on the ATK point for a plain reason: the post itself says the combat experience should stay “largely unchanged”, so the likeliest outcome is that ATK on support roles starts to count a little without reshuffling the tier lists.

  1. Will ATK increase damage for all Aniimo in version 1.1?

    That is the developers’ plan. Their Dev Feedback of 13 October 2026 says the damage calculation will be refined in Version 1.1 so that ATK increases have a more direct impact on damage while the overall combat experience stays largely unchanged. Today non-DPS Aniimo get an ATK floor based on their level, or on BREAK for Break Aniimo, so extra ATK often adds nothing. The new formula has not been published yet.

  2. Will Egg Heist Collectibles come back after Season 1?

    Yes. The 13 October 2026 Dev Feedback says new gameplay in the second half of Season 1 will give more reliable ways to get Collectibles, and that Collectibles from previous seasons will come back through future events after the season ends.

  3. Do you get rewards for reviving teammates in Aniimo Egg Heist?

    Not yet. The developers said on 13 October 2026 that they are planning new mechanics to make helping a downed teammate easier, and recognition and rewards for Pathfinders who help others. No date was given.

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