Echoes of the Stars returns to Dreamhack Beyond for the Dreamhack Game Awards 2023. Celebrate its artistic achievement and immerse yourself in the enchanting world, alongside other amazing games from this years participants! This event is a testament to the vibrancy and diversity of modern gaming, showcasing not just "Echoes of the Stars" but also a range of other amazing titles that are pushing the boundaries of creativity and innovation in the gaming industry.
Click here for the full event: https://store.steampowered.com/sale/dreamhackbeyondgameawards2023
As always, thanks for checking us out, make sure you Wishlist, and enjoy your weekend!
Early Alpha Demo 4.0 - The Combat Update
We just released our newest update to the Echoes of the Stars - Early Alpha Demo. This marks the fourth release for the demo branch. We really focused on core systems and combat improvements based on your feedback. Here are some of the new and exciting things to check out in this build:
New Additions:
Brand new animation trees for Eldric and Rin, including idle variants, transition frames, and more.
Weapons are now equippable, and you get a few pre-equipped.
Weapon stats and attack videos added.
Added in haptic feedback for controllers.
Hit impacts and hit sparks have been added to make the combat more weighty.
Added some tips.
Added in zone title intro cutscenes.
New pop-up icon for when you cannot enter a door.
Some additional zone particles.
Updates:
All attacks have had their individual timings tweaked, instead of a universal timing.
Enemy cast graphics have been improved and updated.
Adjustments to camera shake to improve the dynamism of combat.
Another balance pass, specifically on enemies' HP and factoring in weapon damage.
Enemy “puddles” have improved real-time VFX.
Rafts now move slightly faster.
Eldric's attacks now use physics-based movement, improving the reliability and interactions with the world.
“Line” based telegraphs have had their layering and animations improved.
The Intro to the Sewers and the Intro to the Castle cutscenes have had additional animations added to them, as well as being re-timed.
General combat tweaking leading to a better “combat feel”.
Bug Fixes:
Resolved an issue where enemies could “hit flash” right away without being hit.
Doors are no longer able to be used during combat, preventing accidental triggers when trying to attack.
Layering on telegraphs is now properly behind characters.
Can no longer go out of bounds by attacking on edges.
Attacks won't repeat due to a maximum rotation going beyond the total number of equipped attacks.
Fixed an issue where dialogue voice clips could re-trigger on scene entrance.
Can no longer immediately cast teleport with Eldric, causing non-stop teleporting to nowhere.
Fixed an untargetable enemy in Sewers Section 4.
AI has been slightly improved on rafts.
Fixed a graphical seam issue in the Sewers.
Greatly improved pop-in from culled objects in the foreground.
Fixed an issue where enemy stats could be miscalculated, resulting in some enemies being easier than intended.
We've also got some new screenshots, capsules, and more. Be sure to check those out! As always thanks for playing!
Early Alpha Demo 3.0 Update
We just released our newest update to the Echoes of the Stars - Early Alpha Demo. This marks the third major release for the demo. Here are some of the changes in this build:
New Additions:
Added a Wishlist button to the main menu.
Introduced a trial of the cooking Mini-Game - accessible from the main menu.
Added Real-time lighting to all characters' abilities and spells.
Introduced Talents with descriptions.
Added initial implementation of Steamworks to support future features, including achievements and the Steam overlay.
Launched the initial implementation of the inventory system.
Introduced loot and loot tables.
Added additional gold drops with a vacuum-like effect for dropped items and gold.
Implemented Talents pop-up upon receiving a talent point.
Expanded save feature to encompass all persistent data sets with new systems.
Added additional lighting to the main menu BG.
Introduced new HUD icons for inventory/pause menu.
Updates:
Removed the Experimental Skip-to button.
Updated treasure chests.
Additional VFX in cutscenes.
Additional VFX on some spells.
Additional VFX for cooldowns.
Spells now "pop" an enemy up if they hit a hidden enemy.
Stats are now displayed and calculated correctly.
Animated HUD indication for ability use.
Re-arranged the Main menu.
Minor improvements to AI pathfinding.
Changed base run speed for a slightly faster experience.
Minor balance adjustments.
Updated animation states to avoid "moonwalking".
Bug Fixes:
Resolved an issue in the training room where players couldn't exit the door as Rin.
Progression and progression ID discrepancies.
Issue with progression saving.
Long-standing bug in the castle that could prevent progression.
Fixed Visual Bug: Rin running in place during the sewers intro.
Fixed Visual Bug: A white square appearing on load.
Addressed Game Over screen problems with controllers.
Corrected final screen button issues.
We are also participating in Dreamhack Beyond Indie Showcase this weekend! Be sure to check it out! As always, we appreciate your feedback and bug reporting and thank you for following and wishlisting the Echoes of the Stars!
Echoes of the Stars - Alpha Demo 2.0 Update
We've launched a new patch with a ton of new stuff for the early alpha demo. As always we value your feedback and always try to implement as much as we can. Thanks for playing and remember to Wishlist us! We also have a new 4k teaser:
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Systems and Content:
Spell Crit has been added to the game
Melee Crit has been added to the game.
Slimes have a new attack.
Lich boss fight has been reworked and includes new phases, mechanics, and attacks.
Camera work and camera shake improved in combat in general.
Added timing durations to each cast.
Global CD’s implemented.
Enemies now have cast particles to indicate when casting.
HUD now properly reflects low on mana in red on buttons.
HUD now properly reflects CD’s on buttons.
Enemies now react to hits.
Characters now react to hits.
Implemented knockback mechanics.
Full implementation of custom shadow system + tweaked shadow values.
Added several new types of telegraphing to more clearly depict attacks and a more universal system to control them.
Added in a pop-up to show you when an enemy has spotted/aggroed you.
Improved hit detection.
Additional code to teleport AI if they are too far away for too long.
New song added “Training”.
A training mode has been implemented with controls displayed and a dummy to practice on.
VFX and Art:
Eldric's cast now has particles and VFX
Enemies now have a more visible hit flash.
Improved power-up VFX during Lich cutscene.
Storm Strikes has received additional VFX, tweaks, and improvements.
Mana well has improved VFX
Gravita Well has improved VFX
Enemies now have cast particles to indicate when casting.
Added death VFX to enemies when defeated.
Additional shader and VFX work in the final cutscene of the demo.
Main menu shaders improved.
Main menu UI updated.
“Slow” status now has text in addition to a graphic.
Added in an “Auto-Save” graphic when the game saves automatically.
Additional shaders on WIP scene “The Papalonium”.
Additional shaders for the background of the elevator out of the sewers.
Additional shaders, assets and visual polish in the sewers.
Bugs:
Fixed an issue where you could be attacked by an enemy but they were not visible in Sewers Section 5.
Mana is set correctly to full when first starting the demo.
Resolved an issue where Eldric could get stuck in a haste-like mode.
Boundaries improved (can no longer run OOB in sewers).
Resolved an issue where the camera would sometimes not properly adjust when switching characters.
Resolved an issue where characters would sometimes play the wrong animation on door change.
Enemies on the rafts now aggro right away.
Fixed some incorrect portraits.
Fixes to stats system and a new balance pass.
Can no longer use controllers/input after being KO’d.
Resolved an issue where the secondary character would run in place after the primary was KO’d.
Fixed an issue with running positions during the Lich cutscene.
Partial fix for targeting icon remaining in lich cutscene.
Partial fix for enemies spawning spells after death.
Resolved an issue where Rin could not shoot more than a few inches in front of her in Sewers Section 1.
Additional:
Nerfed Rin’s run speed buff to appropriate levels.
Tweaked timings on enemy abilities.
Additional SFX for cutscenes and attacks have been added.
Tweaks to Sewers Music.
A general “feel” pass on combat as a whole.
Echoes of the Stars
Join us as we play through the demo of Echoes of the Stars, and hand-painted and animated Action JRPG. We will be available to answer questions in chat.
Patch 1.2 is now Live
What's new:
Features:
An options menu has been implemented.
Now supports windowed and/or full-screen mode.
Includes options for controlling Music, Dialogue, SFX, and Master Volume.
Bug fixes:
A potential fix has been applied for issues where you could not continue dialogue under certain circumstances
More menu navigation fixes.
Thanks for playing! Let us know of any feedback or suggestions you have.
EotS - Dev QA & Demo playthrough!
Join us as we play through the demo of Echoes of the Stars, and hand-painted and animated Action JRPG. We will answer any questions about the game, talk development.