Identity V previews Addendum Notes as a gameplay ecosystem gap-filler

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Identity V is about to launch a new mode called Annotated Notes, and after an advance hands-on preview, the idea is clear: this is a pure PvE extraction mode for mobile, not another PvP remix. In the current build, players can enter as either Survivors or Hunters, with the map set in a castle made up of dozens of rooms, corridors, and staircases. The preview also states that all gameplay screenshots come from the test server and do not represent the final live version.

What stands out is how directly NetEase has folded Identity V's core setup into an extraction format instead of treating it as a cosmetic spin on a familiar one. Every run starts with buying supplies, then heading into the castle to loot, and finally extracting with whatever you manage to carry out. The loop is familiar, but it reads cleanly. That matters, because the low barrier to entry and quick reward loop should make it easier to stick with than extraction games that ask for too much setup before players see any payoff.

The most important point, though, is that Annotated Notes is fully PvE. Many games in this space lean on PvP or PvPvE, where the real pressure often comes less from monsters than from other players. Here, the main threats are the Anomalies that spawn across the map, along with enemies, traps, and other hazards emerging from the shadows. For a game that has been running for eight years, that feels less like a detour and more like a meaningful extension of the existing formula, one that fills in a lighter, more casual space built around co-op exploration.

On the Survivor side, the class design looks more team-oriented than expected. There are two roles: the Sage, who can search for nearby treasure and enemies, and the Protagonist, who can charge into enemies, draw aggro, and inflict stun. It is a simple frontline-backline split. Survivors can also pick from four weapons. The shotgun and blowtorch offer higher damage and longer reach, but their ammo is limited. The two melee weapons are better for sustained use, though they demand stronger positioning and movement. If you prefer steady, methodical progress, melee looks like the safer control option. If you want stronger burst damage, ranged weapons offer more punch, but they can go dead the moment the ammo runs out.

Resource management is where the mode gets more interesting. Before a run, teams need to divide both budget and backpack slots. During the match, players can also buy consumables and utility tools such as medical syringes, lanterns, and night vision goggles. If you find valuable loot, you can spend for the costly Catnap Insignia to teleport back to the safe house, turn in your haul, and then continue looting. That creates real strategic room in both pre-match loadout planning and in-match resource management. Spend too aggressively and you may run dry early; play too cautiously and you may leave value behind. On top of that, the map includes devices that let players combine materials, feeding in low-value items to free up space for a chance at something more valuable later.

The clearest strength is how directly the mode rewards getting loot out alive. The preview says high-value inscriptions, the so-called big gold, have a drop rate that is clearly higher than in many similar games. The highest-rarity item, the Cursed Sapphire Necklace, also comes with an appraisal system that can generate different qualities, values, and appearances across more than 100 combinations. The goal does not seem to be endless grind, but making sure most runs produce some form of gain. On mobile, that matters even more: shorter matches with stronger rewards are a better fit for fragmented play sessions than longer, slower runs.

Hunters, by contrast, still feel less fully formed in the current build. In the current build, they are limited to solo play and can only use the default weapon. Beyond fighting standard enemies, Hunters can also track down AI Survivors that spawn in the environment and seize the materials they carry. The kit does not look weak, but for now, the role feels more constrained, like a combat framework that still needs more to flesh it out. The encouraging part is that the developers have already said Annotated Notes will receive season-based updates, and that a two-player Hunter mode is already on the development roadmap.

There are also a few smart decisions here for long-time players. The mode does not sell power, and all players start from the same baseline in both character stats and backpack capacity. Existing costumes can be used directly in Annotated Notes, and materials earned from matches can be used to reroll weapon appearances for free, adding a layer of cosmetic progression. The mode also has a clear narrative role: the first chapter ties into the mainline novel Lady of Misfortune, following a treasure-hunting squad that enters a mansion marked by a family massacre to investigate.

For players who usually lean competitive, the key question is simple: does the loop feel smooth, and is the reward feedback consistent enough? Based on the preview, the direction at least looks right. The real test comes after launch: how it actually feels in motion, and how well it holds up on performance.

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