Arknights: Endfield — Automation, Combat, And Gacha Systems
Arknights: Endfield arrives as Hypergryph’s latest attempt to stand out in a crowded gacha market by tying character collection to base building and light automation. The game frames itself as a sci-fi open-world RPG set on Talos-II, a hostile planet rebuilding after collapse. Players step into the role of the Endministrator, known as the Endmin, who returns after a ten-year absence with no memory and a mandate to restore order. The setup leans on familiar genre elements, but the addition of resource networks and factory-style systems pushes the structure beyond standard character grinding.
The opening hours focus heavily on exposition. Long dialogue segments interrupt movement and combat, and story beats land in short bursts rather than sustained momentum. Once the tutorial stretch loosens its grip, the world opens into explorable regions filled with enemy camps, light platforming challenges, and resource nodes. I see the pacing improve once the game allows uninterrupted exploration and combat. Missions send the player across industrial zones, ruined facilities, and emerging green spaces shaped by player-built infrastructure.
Combat uses a four-character team system built around quick swaps and simple inputs. Each Operator has light attacks, dodges, and special skills that chain into fast combinations. Encounters begin directly in the field, without transitions, as enemies stand visibly marked with level indicators. The system prioritizes visual feedback over mechanical depth, rewarding timing and positioning rather than complex decision-making. Flashy animations carry much of the appeal, especially when team members are called in mid-combo to extend juggles or deliver elemental effects.

Enemy variety remains limited across long stretches of play. Players repeatedly face similar groups of bandits, mutated creatures, and mechanical threats while clearing zones for later development. Environmental puzzles rarely extend beyond powering devices or activating switches, and repetition becomes noticeable by the mid-game. New locations arrive periodically to refresh the visual palette, including areas like Wuling, which trades angular steel for dense bamboo and softer lighting.

Story pacing remains uneven as the campaign progresses. Well-crafted narrative missions appear alongside filler expeditions built around fetch objectives and resource delivery. Political tension surrounding the Endmin’s organization and fragments of personal history suggest deeper material, but these threads surface inconsistently. Character introductions help maintain interest, especially antagonists designed with theatrical flair.
“The striking cyberpunk setting does much of the heavy lifting here.”
— Sarah Thwaites, IGN
Character design stands out as one of the game’s strongest elements. Operators arrive with distinct silhouettes, animations, and personality cues that shape both dialogue and combat style. Early companions such as Perlica and Chen Qianyu establish emotional grounding before the gacha system expands the roster. Later pulls introduce figures like Snowshine, armed with oversized gear and playful visuals, and Arclight, whose fast, electrical movement sets her apart in battle. Duplicate pulls convert into tokens used to raise character Potential, boosting stats and unlocking cosmetic rewards, softening the frustration of repetition inherent to gacha mechanics.

Monetization systems sit prominently throughout progression. Multiple currencies govern character pulls, weapon upgrades, stat growth, and base efficiency. A paid Battle Pass accelerates access to resources and reduces grind time. Most materials remain obtainable through exploration and daily challenges, but scaling costs slow progress sharply. The structure encourages spending without fully blocking advancement for free players, creating uneven balance depending on tolerance for repetition. I do resist spending during extended sessions, though progress slows noticeably.
“Developer Hypergryph has taken care to make each character stand out.”
— Sarah Thwaites, IGN
Beyond combat, Arknights: Endfield invests heavily in base construction. Players claim cleared zones to build power networks, mining rigs, and processing facilities. The system avoids the dense complexity of dedicated factory simulators, opting instead for guided placement and optional prefabricated layouts. Electric pylons feed relay towers, which unlock machinery and restore abandoned structures across the map. Infrastructure choices tie back into exploration, as powered devices open new paths and puzzle solutions in the field.

The automation layer serves as both resource engine and navigational tool. Mining operations generate materials needed for upgrades, while processing units refine raw inputs into higher-tier components. Early investment in base efficiency reduces reliance on paid shortcuts later. NPC guidance walks players through each system with lengthy explanations, ensuring accessibility at the cost of momentum.
Arknights: Endfield ultimately positions itself as a steady, long-term experience rather than a sharp reinvention of the genre. Combat remains approachable and visually engaging, base building offers a structured entry point into automation concepts, and character design sustains interest across extended playtime. Predictable mission design and currency overload weigh against its strengths, but the framework supports gradual expansion. For players willing to commit hours to iterative progress and system management, Arknights: Endfield establishes itself as a durable addition to the gacha rotation.
Read also, Genshin Impact 6.4 is moving closer to release, with Varka finally set to arrive on February 25, 2026 after a difficult beta phase. The update launches during the Lantern Rite, adding a new Permanent Event, increased rewards, and early teases for Zibai and Illuga, while Columbina’s banner continues to draw strong player interest as HoYoverse keeps banner availability high.
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