
Monster Hunter Wilds’ crucial update 1.021 goes live tomorrow, August 13 (Tuesday August 12, 2025 7.30pm PT), and ahead of that Capcom has released early patch notes alongside a message to the community apologizing for the state of the game.
Director Yuya Tokuda confirmed update 1.021 expands the endgame, adds 9★ Monsters and Talismans, and makes improvements to weapon balance, quality of life changes, and optimizations.
Monster Hunter Wilds update 1.021 Required Space (Current Update Only)
- PlayStation 5: Approx. 3 GB
- Xbox Series X|S: Approx. 2 GB
- Steam: Approx. 2 GB (With High Resolution Texture Pack: Approx. 6 GB total)
Of particular interest to PC players will be Capcom’s effort to improve “stability.” Monster Hunter Wilds has a ‘mixed’ user review rating on Steam for all reviews, but recent reviews are ‘mostly negative.’ In his letter to the community, Tokuda apologized for the delay for these fixes.
Despite reviewing well initially, Monster Hunter Wilds’ endgame content is sorely lacking compared to past games, so the many fans who play Monster Hunter over time, with friends, are struggling. It's also suffering from severe performance issues on PC that have yet to be fully resolved. Despite new content and seasons, fans remain unsatisfied with the state of the game, to the point where some are taking things too far and apparently harassing and threatening individual Capcom team members over it.
Last month, Capcom said it would release the endgame content expansion much sooner than expected after Monster Hunter Wilds experienced “soft sales.”
Tokuda began his message to the community by apologizing for the time it’s taking to make improvements to the game, but insisted Capcom is committed to the cause. To that end, Title Update 3 is scheduled for release at the end of September, and Title Update 4 is due out this winter. “For our fourth title update this winter, on top of new monsters, we are also considering additional weapon-related end-game features,” Capcom said.
Monster Hunter Wilds update 1.021 patch notes:
Major Additions and Changes
Monsters- – At HR 100 or higher, tempered versions of the following nine monsters will now begin to appear in the field as 9★ quests: Rey Dau, Uth Duna, Nu Udra, Jin Dahaad, Gore Magala, Arkveld, Mizutsune, Lagiacrus, Seregios.
- – Regular and tempered versions of Rey Dau and Nu Udra will now appear in the Wounded Hollow at HR 100 or higher.
- – Adjusted the appearance rate of monsters at HR 100 and higher.
- – The appearance rate of standard monsters has been slightly increased.
Player- – A new appraisal item, Glowing Stone, has been added.
Note: It can be obtained as a reward from 9★ monster quests. The item is appraised upon quest completion, yielding a talisman with random skill attributes. - – The upgrade limit has been increased for armor of rarity 5 and above.
System- – Added a feature to hide/show specific ammo and coatings in the Ammo/Coatings Bar. This can be configured from the Ammo Pouch and Coating Pouch.
- – Added the new Recoil Aim Assist option.
- – You can now set weapons, armor, and talismans as Favorites. Favoriting an item provides the following benefits:
– A star icon will display, making it easier to identify.
– You can sort and rearrange by Favorites.
– A confirmation message will appear if you try to sell or use it as melding material. - – Added an option to sort by Favorites to the Equipment Box, Decoration Box, and Artian Materials Box.
- – Improved directional input responsiveness on the World Map, allowing for more intuitive cursor movement.
Bases and Facilities- – Added a new feature related to Appraised Talismans to the Melding Pot.
Bug Fixes and Balance Adjustments
Bases and Facilities- – Increased the duration of meal effects from Portable BBQ Grill meals, Meal Invitations, and Canteen meals.
Monsters- – Fixed an issue where Focus Strikes could fail if a tear was present near an exposed weak point.
- – Fixed an issue where it was difficult to cause wounds with attacks while mounted on Blangonga and Ajarakan.
Player- General
- – Fixed an issue where using an item via shortcut while recovering from a damage reaction or evading with weapon drawn would not trigger item use. Items will now be used automatically after those actions complete.
- – Adjusted the damage scaling during mounts to tone down the amount of damage reduction applied to non-mounted players' attacks.
- – Fixed an issue where the wet status would not be removed when retrying an Arena Quest while the player was wet.
- Underwater Hunting
- – You can now chain into an evade from ascending/descending movement.
- – You can now use items during ascending/descending movement.
- – Fixed an issue where items could not be used while in Focus Mode underwater.
- Great Sword
- – Made it easier to chain into Tackle from combos such as Strong Wide Slash to True Charged Slash, Tackle to True Charged Slash, and Side Blow to Strong Charged Slash.
- – Leaping Wide Slash now chains faster into Side Blow.
- – Strong Wide Slash now chains faster into True Charged Slash.
- – Raw damage for Charged Slash, Jumping Charged Slash, Strong Charged Slash, True Charged Slash, and Strong Wide Slash has been slightly increased.
- – Element scaling for Strong Charged Slash, True Charged Slash, and Strong Wide Slash have been increased.
- Long Sword
- – Reduced the delay between input and action when chaining into Iai Spirit Slash from Special Sheathe. Additionally, slightly extended the window for performing the Iai Spirit Slash.
- Sword & Shield
- – Counter Slash raw damage has been increased.
- Dual Blades
- – Adjusted Focus Strike: Turning Tide so that it can now be chained into Turning Tidedrill, a new finisher action that delivers a multi-hit attack to a targeted wound, by pressing △ (PS5) / Y (Xbox) / default Right Click (PC).
- – Increased the effect duration triggered by a Perfect Evade while in Demon Boost Mode.
- – Movement speed during Demon Mode has been increased.
- – The window for a successful Perfect Evade has been extended very slightly.
- – Improved the responsiveness of directional changes when using Screw Slicer during Focus Mode.
- Hunting Horn
- – Added armor properties to Hilt Stab, preventing the user from being knocked back by monster attacks.
- – Hilt Stab can now be chained into from Focus Strike: Reverb, Echo Bubble, Special Performance, Encore, or evading.
- – Echo Bubble can now be chained into from Offset Melody, Resounding Melody, or Encore.
- – Fixed an issue that caused the finisher attack Focus Strike: Reverb to be difficult to connect.
- Lance
- – Damage taken while in Power Guard has been further reduced.
- – Raw damage and elemental scaling for Retribution Thrust following a Perfect Guard have been increased.
- – Wide Sweep, Reverse Attack, Finishing Thrust, Finishing Twin Thrust, and Counter Rush raw damage and elemental scaling have been increased.
- – Charge Counter can now be chained into after a Perfect Guard or Guards with minimal knockback.
- – Elemental scaling for Return Thrust , Mid Thrust I, II, III, and Triple Thrust have been increased.
- – Payback Thrust, Grand Retribution Thrust, and High Thrust I, II, III raw damage have been increased.
- – The hitbox for Retribution Thrust has been enlarged.
- – Extended the distance traveled when inputting a direction with Leaping Thrust, Return Thrust, and Payback Thrust.
- – Adjusted the transition from Wide Sweep into Mid Thrust, High Thrust, and Dash Attack to be quicker.
- – The amount of weapon sharpness consumed when performing a Focus Strike: Victory Thrust was reduced.
- – After winning a Power Clash, you can now follow up with Return Thrust, Payback Thrust, or Retribution Thrust.
- – Fixed an issue where certain attacks hitting the opposite direction the player is facing during a Power Guard would not correctly transition into a Stalwart Guard.
- – Fixed an issue where guarding while moving would not properly block attacks.
- Gunlance
- – Fixed an issue where, under certain conditions, performing Burst Fire while the skill Load Shells Lv 2 was active would result in fewer hits than intended.
- Switch Axe
- – Relaxed the offset detection for Axe: Offset Rising Slash, making it easier to trigger an offset attack.
- – The offset buildup for Axe: Offset Rising Slash has been increased.
- Charge Blade
- – The raw damage for Axe: Element Discharge I and II has been increased.
- – The raw damage for multi-hit attacks while in Power Axe Mode has been increased.
- – Adjusted Axe: Element Discharge I and II so that, when an enhanced phial is used during Power Axe Mode, the explosion damage properly reflects the enhanced phial's effect.
- Insect Glaive
- – Relaxed offset detection, making it easier to trigger offset attacks.
- – The invulnerability window when vaulting backwards has been increased.
- – Increased the distance when vaulting backwards granted by the skill Evade Extender.
- – The raw damage of Strong Reaping Slash and Dodge Slash has been increased.
- – The raw damage and elemental scaling of Strong Double Slash and Tornado Slash have been increased.
- – Fixed an issue that caused the midair combo to have lower than intended attack power.
- – Improved the hit detection of Focus Thrust: Leaping Strike while moving away from the target in the air. This attack will now also retrieve extracts upon a successful hit, as it does when performed on the ground.
- – Fixed an issue where certain parts of Rathalos would not yield the intended extract colors.
- – Fixed an issue where the amount of mount buildup from Jumping Advancing Slash performed as a drawn attack varied depending on the timing of the hit.
- – Fixed an issue where, when quickly inputting commands after getting up, Leaping Slash or Sidestep Slash would trigger instead of Kinsect: Harvest Extract or Kinsect: Recall.
- – Fixed an issue where Descending Slash could not be performed after getting up.
- – Fixed an issue where, when performing a Strong Jumping Slash in Focus Mode and the player took damage while the Kinsect was in flight, the Kinsect would continue to repeatedly hit the monster.
- Light Bowgun
- – Adhesive Ammo and Wyvernblast raw damage have been increased.
- – Increased the recovery speed of the Rapid Fire Gauge when using Exhaust Ammo, Poison Ammo, Paralysis Ammo, or Sleep Ammo.
- – The reload speed for Adhesive Ammo and Focus Blast: Eagle Strike has been increased.
- – The raw damage and elemental scaling for Flaming Ammo, Water Ammo, Thunder Ammo, Freeze Ammo, and Dragon Ammo have been slightly increased.
- – The amount of Rapid Fire Gauge consumed while using Dragon Ammo in Rapid Fire Mode has been decreased.
- – The amount of Rapid Fire Gauge recovered while using Pierce Ammo has been increased.
- – Fixed an issue where only one projectile out of the multiple projectiles fired with the light bowgun's Spread Ammo would receive the scaling from the Ballistics skill.
- Heavy Bowgun
- – Wyvernblast Ignition and Wyverncounter Ignition raw damage have been increased.
- – The scaling for Wyvernblast Ignition and Wyverncounter Ignition during Ignition Mode ST I and ST II has been increased.
- – Increased the recovery speed of the Ignition Gauge when using Exhaust Ammo, Poison Ammo, Paralysis Ammo, or Sleep Ammo.
- – Adjusted the hitbox of Focus Blast: Wyvern Howl to make it easier to land.
- – Chaining into Guard after firing Spread Ammo is now faster.
- – The amount of Ignition Gauge recovered while using Pierce Ammo has been increased.
- Bow
- – Fixed an issue where the arrows from an Arc Shot would disappear if the attack hit the top of the area.
- Skills
- – Adjusted the effects of the set bonus skill Bubbly Dance as follows:
Before Adjustment:
– Bubbly Dance I: Prevented major bubbleblight and increased evasion while afflicted with bubbleblight.
– Bubbly Dance II: In addition to previous effects, it also granted minor bubbleblight after evading several times.
After Adjustment:
– Bubbly Dance I: Prevents major bubbleblight and grants minor bubbleblight after evading several times.
– Bubbly Dance II: In addition to previous effects, it also increases evasion while afflicted with bubbleblight. This evasion boost has also been increased. - – Adjusted the duration of the set bonus skill War Cry. With this change, its effects will now stack with all other effects, allowing for greater flexibility in equipment choices.
- – Adjusted the set bonus skill Powerhouse so that it now stacks with all other effects.
- – Effects of the set bonus skill Burst Boost have been increased.
- – Increased the duration of the set bonus skill Affinity Sliding.
- – Adjusted the Shock Absorber skill so that, while active, guarding abilities (blocks) no longer trigger in response to ally attacks.
- – Adjusted the Ballistics skill to increase the effective range for Normal, Pierce, and Spread Ammo. Additionally, Normal and Spread Ammo will now be within effective range even at point-blank distance (0m) from Level 2 onward.
- Support Hunters
- – Adjusted the performance of Alessa and Fabius to reflect the changes made to the Lance.
- – Fixed an issue that caused Support Hunters to stop attacking under certain conditions during underwater hunts.
- Seikret
- – Increased the speed at which you can turn 180 degrees while mounted on Seikret.
- – Adjusted the dismount timing window after a successful evasion, allowing players to dismount earlier.
- – Adjusted input timing to make it easier to open the map immediately after mounting.
Miscellaneous- System
- – Fixed an issue where performing certain actions in the item bar could cause the game to crash.
- – Increased the amount of Guild Points awarded from Limited Bounties.
- Network
- – Fixed an issue where, if a player disconnected just before the animation of gestures like Gou Hadoken or Water Gun hit, the game would crash for other players.
- – Fixed an issue that caused the following incorrect message to display when viewing the rankings for a new Challenge Quest or Free Challenge Quest: "This is a repeated quest. You can view the results from when it was last available."
- Locales
- – Fixed an issue where shrine fragments that appear during quests in the Dragontorch Shrine would sometimes not activate from direct attacks.
- – Fixed an issue in Photo Mode where toggling off the scoutfly effects from the edit menu only hid the glowing effect.
- Other
- – Fixed an issue where some voice lines would not trigger properly.
- – Fixed various text issues.
- – Fixed other miscellaneous issues.
Monster Hunter Wilds Director's Letter August 2025:
Expanded End-game Content
Originally planned for implementation in the third title update scheduled for the end of September, we've moved up the implementation of expanded end-game content to the Ver. 1.021 update.
We will be adding a new set of high-difficulty quests, and as rewards for completing them, you can obtain talismans with randomly assigned bonuses, including weapon skills.
1. As a new set of high-difficulty quests, 9★ monsters will start appearing when you are HR 100 or higher.Starting with Ver. 1.021, Tempered Monsters (9★) of nine monster species will begin appearing in locales.
Following that, our third title update in late September will see additional 9★ monsters appear in event quests.
For veteran players who have experienced end-game content in previous Monster Hunter titles, we understand that the difficulty of Tempered Monsters at launch may have felt lacking. Therefore, starting with Title Update 2, we've introduced a system for more detailed monster parameter customization, as well as other adjustments to ensure a challenging and rewarding experience.
2. We're adding the Glowing Stone appraisal item as a quest reward for quests with 9★ monsters.Upon quest completion, the Glowing Stone appraisal item — a quest reward for quests with 9★ monsters — will transform into an Appraised Talisman with randomly assigned skills.
Unlike other talismans which can be crafted and upgraded at the Smithy, Appraised Talismans cannot be upgraded. However, they can be randomly granted not only armor skills but weapon skills and decoration slots (both weapon skill and armor skill decoration slots), allowing for more customization and experimentation with builds. We hope this leads to more engaging gameplay and encourages hunters to try different weapons and armor based on the talismans they obtain.
Additionally, we recognized that end-game content early after the game's release was slightly skewed around Arkveld. This, combined with the fact that Arkveld is relatively resistant to elements, resulted in limited opportunities to try out diverse builds. In response, we have adjusted the difficulty, average hunting time, and rewards for each of the 9★ monsters being added in an effort to ensure that all monsters offer balanced rewards fitting with the effort spent hunting them. We encourage you to select your hunts based on your own individual skill, equipment, or needs, and enjoy each challenge.
9★ Monster AdjustmentsIn light of the addition of 9★ monsters, we've lengthened the duration of meal effects so that they're less likely to expire if the hunts go on a little long. We also raised the upgrade limit for armor of rarity 5 or above, so that players can squeeze in a little more defense before they go up against these challenging new monsters.
Additionally, from HR 100 and higher, Rey Dau and Nu Udra will now appear in the Wounded Hollow, and each region's apex predator will be more likely to appear even with that region is not experiencing an inclemency.
Title Update 3
As mentioned previously, Title Update 3 will see the gradual introduction of 9★ monsters in Event Quests as well.
We are also adjusting the strength of support hunters in line with the addition of 9★ monsters. We apologize that the timing of these adjustments are in stages and come after the implementation of the monsters themselves, but we hope you understand that this is a result of expediting the monster implementation.
In order to diversify the lineup of quests, we are working to make it possible for Lagiacrus to appear in the Wounded Hollow, as well as other additions such as more hunts targeting packs of monsters. We are also implementing adjustments to improve gameplay convenience, such as preventing monsters from spontaneously destroying pop-up camps and resetting the cooldown for mantles upon beginning a quest.
Finally, we can also assure you that any new monsters added in Title Update 3 will also feature 9★ difficulty quests.
We hope you look forward to the new contents for Title Update 3, and that in the meantime you can enjoy the new additions from Ver. 1.021 to strengthen your equipment and collect Appraised Talismans in preparation for the challenging hunts ahead.
Weapon Balance Changes
As previously announced, we had been planning balance adjustments for 5 weapon types. However, in the end we have expanded the scope and will be implementing adjustments (upward adjustments) for 11 total weapon types.
Affected Weapon Types:
Great Sword, Long Sword, Sword & Shield, Dual Blades, Hunting Horn, Lance, Switch Axe, Charge Blade, Insect Glaive, Light Bowgun, Heavy Bowgun
Bug Fixes Only: Gunlance, Bow
Overall DirectionIn previous updates, we aimed for greater diversity in hunting styles and equipment builds, including equipment with elemental properties. We performed balance adjustments, including some downward adjustments, to ensure no single strategy was overly effective against monsters introduced later on. However, this resulted in some hunting styles becoming less viable and certain weapon types experiencing lower-than-intended viability.
We apologize for the results and that we did not communicate our balancing intentions clearly enough.
This update will mitigate the excessive downward adjustments made in Title Update 2, and will focus on enhancing each weapon type's individuality while strengthening their ability to face high-difficulty monsters planned in the future. We will be implementing upward adjustments for 11 weapon types.
Revisiting Downward AdjustmentsFor sword & shield, charge blade, light bowgun, and heavy bowgun, we will be revisiting the downward adjustments made in Title Update 2.
Sword & Shield
In Wilds, we've been particularly focused on making the weapon easy to handle even for beginners, making adjustments to its moveset so that a certain level of damage can be dealt with any action.
Among these, the damage output of some actions was found to be too high in relation to their ease of use when compared to other weapon types. Therefore, we made some downward adjustments in Title Update 2.
Among those adjustments, we found that the downward adjustment to Guard Slash reduced the usage frequency of Counter Slash, so we're applying a slight power increase to Guard Slash to compensate.
Charge Blade
In Title Update 2, we aimed to balance Amped Element Discharge so that it could offer another reliable source of damage beyond multi-hit attacks in Axe Mode. However, the adjustment resulted in less power than intended, and also failed to expand player options.
To address this, we revisited these adjustments and made it so that increased damage via enhanced phials is reflected while in Power Axe Mode, making it easier to maintain high damage output while keeping Power Axe Mode active.
Light Bowgun & Heavy Bowgun
In the Ver. 1.011 update, we introduced downwards adjustments to elemental and pierce ammo to prevent them from being overpowered against future high-difficulty monsters, like the recently-introduced Arch-tempered Uth Duna, and to ensure that a variety of weapon types were viable. However, we're reviewing this change and will be slightly increasing the power of elemental ammo for light bowguns.
We will also relax the downward adjustment to the amount of rapid fire and ignition gauge recovery when using pierce ammo. Finally, we'll increase the amount of gauge recovery for various ammo types and improve the handling and power of special ammo in order to expand viable ammo selections for more situations.
Other WeaponsWe will perform some upward adjustments for weapons like the great sword and insect glaive as well, which previously have not been the subject of balance changes.
For dual blades, we focused on improving usability, such as making Demon Boost Mode easier to maintain and making Focus Strikes easier to use. In particular, based on player feedback, we added a Focus Strike action (which can be chained into others) that provides another option for continuing attacks without changing your position.
We have implemented upwards adjustments for each weapon type, focusing on expanding playstyle options. We encourage hunters to try each of the weapons out again after the update is live.
Details on the adjustments made for each weapon type will be included in Guild Reports on our official social media accounts, so please check the reports for more information that we weren't able to share here.
We also plan to adjust some series skills that were previously difficult to use, with the overall goal of increasing equipment build options.
Efforts to Improve Game Stability
We'd also like to touch on our efforts to improve game stability, particularly for the Steam version, in response to numerous player comments.
Bug FixesWe are currently aware of an issue across all platforms where the game may crash when a player gesture, such as the Water Gun gesture, hits another player at the same time that a specific type of communication error has occurred.
We plan to fix this issue in the Ver. 1.021 update.
We sincerely apologize for the inconvenience and ask that you please wait a little longer for the fix.
We are strengthening our checking system to prevent game crashes caused by issues on the application side. In the event that a bug is found, we will investigate and fix it promptly.
CPU Usage Optimization (Steam Version)In Title Update 2, we fixed bugs related to shader compilation and reduced the impact of anti-cheat measures on processing load by about 90%. In addition, as an option to reduce CPU load while improving frame rate, we implemented support for the latest super-resolution technologies, DLSS4 and FSR4.
In addition, in Title Update 2 we improved our texture loading process, reducing instances where low-quality textures are displayed when monsters suddenly enter the player's field of view.
Title Update 3 will see similar improvements for NPCs and Seikret mounts.
Future Plans
In general, increasing the native frame rate will also increase CPU usage. If the frame rate limit is set to unlimited or a high value in the options, CPU performance will be maximized(*) in the attempt to increase the frame rate, which may result in a very high CPU usage. Please adjust your graphics options to limit the frame rate in accordance with your hardware's specifications.
*In cases where GPU performance is bottlenecked, CPU performance may not be fully utilized.
We are aware that some players may be concerned about the potential strain on their PCs, particularly those using CPUs known to have stability issues (as reported by various manufacturers), due to prolonged high CPU usage during extended play sessions.
On the other hand, as making changes to CPU processing could affect the game's overall performance, we plan to proceed with caution.
In regards to CPU load reduction, we plan to address this issue in the fourth title update scheduled for this winter. Once the initial implementation is complete, we will proceed with a second stage of further mitigation measures.
We will also address GPU load reduction in a similar manner.
We will continue to work on improving the game's stability so that more players can enjoy the game on PC with peace of mind. Thank you for your understanding.
Looking Ahead!
We would like to express our sincere gratitude to all of you who have provided us with valuable feedback and requests.
We will continue to share the development team's progress on these through our Guild Reports. For detailed information on adjustments, including those we were unable to cover in this update, please refer to our official social media accounts and website.
Note: Information will be published on our social media accounts first, and later posted on our official website as well. For the absolute latest, please check social media.
We will continue to make various fixes and adjustments through future updates, as well as implement additional exciting new content.
We also plan to address improvements that were not included in the Ver. 1.021 update in future title updates.
Please also look forward to more details we'll be announcing soon about Title Update 3, scheduled for release at the end of September.
For our fourth title update this winter, on top of new monsters, we are also considering additional weapon-related end-game features.
We'll continue to work hard to make Monster Hunter Wilds as enjoyable as possible for hunters throughout the world. Thank you for your continued support.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.