Ananta Bug Report Diary: Free Luxury Cars, Borrowed Skins, and a Launch-Era Glitch That Refuses to Die
Picked this one up because it lines up with something a lot of us have been muttering about since the servers opened. Ananta's whole monetization pitch is cosmetics — no character gacha, everything paid is fashion or home decor — so when bugs start handing those exact items out for free, it's not a small joke. It's the entire store. The clips below were recorded on May 16 at 11 PM and submitted the same night, with the creator basically daring the live build to still be broken on the 17th. Spoiler: it was.
I'll walk through the three glitches in the order they appear, then talk about what they actually mean for a free-to-play open-world action game that sells outfits, vehicle skins, furniture, and home customization as its only revenue stream.
The launch-era ghost that nobody patched
The first bug is the boring one, and that's kind of the point. The creator opens by saying it's been sitting there since the servers came online — present at launch, still present in mid-May, with no fix. Their own description of it is honest: it doesn't really affect players in a meaningful way, and the trigger conditions are narrow enough that most people will never see it. Low impact, low repro rate, very easy to deprioritize.
But "low priority" turning into "never" is the problem. A bug that's stuck around since day one becomes a thermometer for how the live team treats the long tail. If a harmless-but-visible glitch can survive months, the players watching the patch notes start assuming the bigger issues are getting the same treatment. The creator literally calls it out — joking that they're not even going to bother reproducing it again because they can't tell whether anyone is reading the reports. For a project that crossed 11 million pre-registrations worldwide, that perception cost adds up fast.
This is also where the tone of the video sets in. It's not a rage-bait takedown. It's a "hey, can we get the trash bin emptied please" post from someone who clearly wants the game to clean up.
The "possession" bug: driving someone else's million-credit car
The second one earns its nickname. The creator calls it the duo-she ("possession") bug, and the demonstration is straightforward.

The setup: their alt account has no luxury vehicle in its garage. Co-op mode is not active. They get out of a car in the open world, and the vehicle that appears in front of them on the dismount is not the alt account's car at all — it's a high-end Xinyue-C2000, the kind of premium ride the video's title flags as a roughly 12-million-credit purchase pulled down to zero. And it's not a cosmetic ghost either. The alt can climb back in and drive it normally.
That last part is what turns a UI glitch into a real economy problem. Ananta's cash shop sells vehicle skins as a flagship category. If the client can be tricked into spawning and operating a premium vehicle on an account that never bought one, the boundary between "this is a paid asset" and "everybody has it" disappears. The creator submitted this one through the official bug channel — which lines up with the studio's stated workflow, since the Ananta Studio server runs dedicated channels for feedback and bug reports and the team has said it reads everything.
Whether reading translates to fixing is a separate conversation.
The paid skin swap: how an alt account inherits an outfit
The third bug is the headliner, and it's the one that should make the live team actually nervous, because the reproduction steps are dead simple.

The route the creator demonstrates:
- Log in on the alt. Confirm the character has no paid skin equipped — the wardrobe is empty, the model is the default.
- Switch to the main account. Open the character panel. Swap the skin once on a character that owns paid outfits.
- Return to the alt and reopen the wardrobe.
The paid outfit is now equipped on the alt. The before/after is unmissable when the creator pulls up both states side by side.

The same trick also fires on a scene transition — leaving and re-entering a zone applies the cosmetic permanently to the alt's character — and the creator confirms it isn't tied to one specific character either. Nanali, they mention in passing, hits the same exploit path with no additional setup.
For a game whose monetization the developer literally describes as "fashion, flair, with a bit of home improvement", this is the worst possible category of bug. It's not numerical exploitation that affects PvP balance. It is directly cloning the things players are supposed to pay for.
Why this hits harder in Ananta than in most live services
Most live-service titles spread their revenue across pulls, battle passes, bundles, and cosmetics. Ananta deliberately doesn't. The studio went on record with the design choice: no character gacha, all playable characters are unlocked through story progression, and the cash shop is restricted to premium cosmetics — outfits, vehicle skins, furniture, and home decor. That pitch is one of the bigger reasons the project, originally announced as Project Mugen, picked up the goodwill it did during the rebrand to its current name.
The flip side of a clean monetization promise is that every part of the cosmetic pipeline is load-bearing. There is no character pull income to absorb a bad cosmetic month. If outfits can be duplicated by toggling the skin slider on a main account, and if premium vehicles can be spawned on alts that never bought them, the team's revenue model is being eaten from two ends simultaneously. This isn't "patch it when convenient." This is "patch it before the next paid drop or the next paid drop won't matter."
It's also worth flagging the context the studio operates in. Naked Rain is the developer, with studios in Hangzhou and Montreal, and the title is published by NetEase Games as a free-to-play open-world action game across PC, PS5, Android, and iOS. Multi-platform cosmetic syncing is a tricky problem on its own; the possession bug in particular smells like a session/state issue that doesn't reconcile cleanly between clients. Fixable, but not trivial.
The reporter's dilemma: useful bug, scared signature

The end of the video is where the bug-hunting community side of this gets uncomfortable. The creator flat-out says they will not submit these reports under their real account name. Their phrasing — fear of being "banned for 100 years" — is half a joke, but the worry behind it is real. Demonstrating an active exploit on your main, even in a report, gets people nervous about the moderation reflex landing on the messenger instead of the bug. The negative HP value glimpsed in the UI during the closing frame (15057 / -15057) is essentially the visual punchline for "yeah, this build has issues."
There's a practical takeaway buried in here for the studio. The server is set up as the primary community hub, with channels for dev updates, theory sharing, and playtest announcements, but if power users feel reporting a money-affecting bug puts their account at risk, the bug-report channel turns into a graveyard while the exploit spreads sideways through screen recordings. A clearly documented "safe harbor" for reproduction footage would unlock a chunk of community QA the team is already paying for in goodwill.
What I'd want to see before the next paid drop
Treating this as a punch list rather than a rant, here's the order I'd push fixes in if I were sitting on the live team:
| Priority | Bug | Why it ranks here |
|---|---|---|
| P0 | Paid skin inheritance via main-account toggle | Reproduces in three steps, applies to multiple characters, directly clones a top-tier paid item |
| P0 | Vehicle "possession" on dismount | Spawns a flagship premium asset on an unentitled account and lets it be driven |
| P1 | Persistent launch-era glitch | Low impact, but its survival since launch is a trust signal |
| P2 | Negative HP UI state | Cosmetic UI artifact, but indicates state desync worth tracing |
The first two are the ones that touch revenue. The third is the one that touches reputation. Hitting all three in the same patch would do more for the game's standing than any single new cosmetic line.
Where Ananta still has room to land this
None of the above changes the actual reasons people pre-registered. Nova City as a sun-soaked coastal hub, the player slotting in as the new captain of the ACD task force, the eccentric cast and daily-crisis structure — the pitch is still good. Naked Rain's stated experience in free-to-play and anime-style IP design matters precisely because cosmetic-only monetization is harder to run than gacha, not easier; the margin for QA mistakes is thinner.
The release window the studio is targeting also gives them runway. With a positive release estimation of 2026 and game-detail listings pointing as late as 2027, there's still time to harden the build before the version of Ananta that most players will judge actually goes live. The bugs in this May report are exactly the kind of thing a pre-launch period exists to scrub.
The creator's closing line in the video is that they'll keep hunting bugs and never stop. That's the right energy for a project at this stage — a community that cares enough to record reproduction steps at 11 PM is a community worth keeping. Whether the patch notes start reflecting that effort is on the team now.






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