Version 3.0.6 went live on September 16 with very different download footprints across platforms. Starry Studio listed approximately 9.603 GB for the PS5 launcher, 13.03 GB for Xbox and 7.55 GB through the PC launcher, while the corresponding in-game update payloads were much smaller. Android and iOS were around 1.8 GB.
Recent update packages have partly been used to preload resources for Isles of Abyss, so not every gigabyte belongs to an immediately visible September feature.
XeSS 3.0 and Frame Generation are now part of the PC options
PC players can enable Intel XeSS 3.0 and Frame Generation through the Performance Boost section of the graphics settings.
It is a sensible addition for a game that combines large outdoor spaces, player construction, heavy effects and multiplayer activity. Frame generation can provide additional visual smoothness when GPU performance is the limiting factor, although it remains complementary to native rendering performance rather than a replacement for it.
First-person camera switching has also been cleaned up. Players can now interrupt idle animations directly when switching perspective instead of waiting for them to finish.
September 21 brought another cross-platform cleanup pass
The 3.0.6 branch has continued receiving fixes since launch. On September 21, Starry Studio addressed mobile-specific cases involving abnormal weapon VFX and damage, unusable updrafts and keycards failing to open doors.
The same round also repaired Hive relationships that could disappear during permanent-server character merges and an Xbox issue affecting Server Host tipping.
None of those problems share much mechanically. They do share infrastructure: Once Human now spans PC, mobile and two console ecosystems while moving characters through multiple scenario and server structures.
September 28 completes a Beastmaster change that missed the first build
The next scheduled update is September 28. Beastmasters will regain the ability to summon three animals simultaneously, replacing the temporary one-animal limit in the September 16 build.
This is not a new balance reversal being invented after release. Starry Studio had already changed its plan following player feedback but said development and testing schedules prevented the three-animal version from shipping in the earlier patch.
Character face, body and palette hair customization also becomes free on the same date, with the existing consumable system being phased out and qualifying recent purchases receiving compensation.
October 22 is a much harder engineering problem
Isles of Abyss launches as a free update on October 22 across PC, mobile, PS5 and Xbox Series X|S with cross-play and cross-progression.
Five ocean regions form the new scenario. Players move between islands, open water and underwater spaces while constructing vessels that can eventually become mobile fortresses carrying workshops and artillery.
That means the technical problem is no longer merely streaming another static landmass. Player-built structures move through the world, combat takes place from ships, naval events can involve multiple players and progression crosses several types of environment.
The final test runs almost to launch
The last Isles of Abyss Pioneer Test is scheduled from September 16 through October 8 and targets roughly 4,000 PC and console participants. It includes the full scenario map along with naval combat, underwater exploration, Calamity Towers, Voyagers and several environmental survival events.
Public release follows only two weeks later on October 22. The staggered asset preloads in September and the unusually late final test window therefore look closely connected to the scale of the update.
November is the next dated marker
Gravity Abyss has been extended until November 18 while the next Visional Wheel theme remains in development. Beyond that, Starry Studio has confirmed direction rather than a detailed calendar.
More rideable animals are planned, with aquatic creatures named as the first future batch. Once Human is spending the next month turning its Beastmaster into a mounted class and its survival map into an ocean. Those two roadmaps are already beginning to meet.