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In Control Resonant, Update 1.4.0 makes New Game++ repeatable without a stated run limit: players can start an infinite number of runs. The update also adjusts Zone rewards to make maxing every Zone in New Game+ somewhat easier. Remedy has not published a cycle-by-cycle NG++ guide, so the exact carryover and reset rules for each later run—and any NG++-exclusive rewards—are not established in the update notes.
What Update 1.4.0 changes in NG++
Remedy’s Update 1.4.0 notes confirm the defining NG++ change: you can play an infinite number of runs. The same notes say Zone rewards were updated so maxing every Zone in New Game+ is somewhat easier. They do not give exact reward amounts or identify those adjustments as a special payout for each NG++ cycle.
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The update also adds a Build Power readout to the Loadout screen, making your level easier to see. Remedy cautions that fighting below an enemy’s level makes combat tougher and recommends side quests, exploration and leveling up.
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What carries over—and what is not confirmed for every loop
Remedy’s April 30, 2026 New Game Plus overview, written by Lead Gameplay Designer Sergey Mohov, describes NG+ as a fresh playthrough that preserves much of what you have earned. It says these elements persist into NG+:
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- Aberrant upgrades and improvements to health and combat ability resources
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Traversal abilities do not carry over in the described NG+ design: their unlocks are tied to story progression and how the world unfolds. The overview explains NG+, while Update 1.4.0 announces unlimited NG++ runs without detailing a separate reset table for each subsequent cycle. Treat the list above as documented NG+ behavior, not a complete guarantee of how every NG++ loop handles every unlock.
How builds and Artifact capacity expand in NG+
Remedy says a first playthrough does not let you unlock everything. NG+ adds talent nodes and lets you equip multiple different combat abilities from the same boss, opening up combinations and synergies beyond the first run.
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Artifact capacity also increases: the first playthrough allows up to three equipped Artifacts, while NG+ unlocks a fourth slot. Artifacts are passive modifiers that can affect survivability, combat, exploration or resource economy; some have conditions or trade-offs. Untapped Artifacts found in the world can be crafted into usable ones in the Gap. The cited update does not announce a fifth slot or additional abilities exclusive to NG++.
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How NG+ and NG++ affect challenge
Remedy’s NG+ overview describes later runs as more demanding: enemies become more dangerous, encounters can shift, and some bosses may display new behaviors. It gives no fixed NG++ difficulty multiplier, enemy-stat formula or percentage increase, so the escalation is qualitative rather than a published numerical rule.
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If you want to adjust the challenge, Assist Mode can be changed during play. In a September 10, 2026 developer article, Mohov describes settings for enemy aggression, the Perfect Dodge Window, projectile speed, incoming and outgoing damage, outgoing falter, Power Recovery Speed and melee magnetizing. The article says Assist Mode can make the game easier or harder, and trophies and achievements are not gated behind it. Update 1.4.0 adds a Power Core Charge Duration multiplier adjustable from 100% to 300%.
What rewards and replayable content to expect
NG+ gives you a reason to revisit content as well as build options. Remedy says players can return to World Quests, bounties and collectibles they missed. Some side stories and conversations may have different outcomes. The update’s Zone reward adjustment is intended to make maxing every Zone in New Game+ somewhat easier, but Remedy does not specify the amounts or promise a distinct reward for each NG++ run.
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First run versus NG+: the documented differences
| Feature | First playthrough | New Game+ |
|---|---|---|
| Combat progression | Build progression begins; the developer says not everything can be unlocked in one run. | Documented NG+ carryover includes upgrades, health and combat resource improvements, unlocked combat abilities, talents and Artifacts. |
| Traversal abilities | Unlocked through story progression. | Do not carry over in the described NG+ design; unlocks remain tied to story progression. |
| Build options | Fewer available combinations; not everything can be unlocked in one run. | New talent nodes and the ability to equip multiple different combat abilities from the same boss expand combinations. |
| Equipped Artifact limit | Up to three. | A fourth slot unlocks. |
| Encounters | Starting point for the escalating later-run design. | Remedy describes more dangerous enemies, shifting encounters and possible new boss behaviors. |
| NG++ run limit | Not applicable. | Update 1.4.0 permits an infinite number of NG++ runs; it does not publish a separate per-cycle carryover table. |
What the NG++ announcement does not specify
- Which individual items or abilities reset—or persist—on every NG++ cycle.
- A unique reward amount or exclusive reward for each NG++ run.
- A universal difficulty multiplier or fixed enemy-stat increase.
- A fifth Artifact slot or NG++-exclusive combat abilities.
Those specifics are not stated in the cited Update 1.4.0 notes. The clearest supported description is that NG++ extends the replay system to unlimited runs, while the detailed carryover, build and Artifact rules above are Remedy’s explanation of NG+.
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