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Thanks for the proposal. But no, I will not change my systems settings, since I have other app/softwares that depend on it. I'm always inclined to make concessions, but not to this extent.
My guess on this issue is some kind of fatal error when trying to read/send a date to servers that is not formatted, or correctly converted to the format Project Moon uses. If they still make their games with Unity (C# programming language), I'll go a bit technical and say that the
This is beyond abnormal. As a developper, you cannot not expect to impose a culture date format to your user, especially when you intend to jump on the "mobile free to play" boat. I do hope this is just an oversight, because this mistake is a common pitfall on mobile apps, and an easy one to avoid when prepared correctly. If I need to give an example of a game in the same category, I have Fate/Grand Order (made with Unity) on my device, released in August 2022 in France, and I have zero issue related to time formats, the app being based on the US version (They basically released the US version in Europe 5 years later).
They probably don't have a huge strike force QA side, but when you plan to release worldwide, you put at least the game in beta access in a few countries, monitor feedbacks and bugs, proceed to bugfixes, then repeat with more foreign countries, etc. Launching on all country at once, especially when they know that their games are not designed for European configuration (keybinding, accents on words, etc.) is just shooting yourself in the foot. The fact that this is their first gatcha game (F2P with microtransactions), that is also cross-platform with server network is even worst, since it multiplies testing and nasty edge cases.