You can PLAY EDEN RISING FOR FREE DURING THE ENTIRE WEEKEND OF OCT. 18 - OCT. 21. Go solo or bring your friends with you, this is a unique opportunity to dive into the world of Eden for free!
REMINDER | SPECIAL PROMOTION | 40% OFF
You can also PURCHASE EDEN RISING WITH A 40% DISCOUNT BETWEEN OCT. 18 AND OCT. 28. Join the amazing Eden Rising adventure. Many additional features and content are just around the corner. Come defeat Eden’s wild creatures and see what exciting new things are awaiting you... See you on Eden, and thank you for playing Eden Rising!
Eden Rising’s massive Game Changer Update is now live! This major update is the start of a whole new chapter of Eden Rising’s story. We’re very proud of the result, and we want to share our excitement with you.
In celebration of this update, you can PLAY EDEN RISING FOR FREE DURING THE ENTIRE WEEKEND OF OCT. 18 - OCT. 21: Dive into the world of Eden for free and enjoy our biggest update ever!
We are also running a SPECIAL PROMOTION EVENT BETWEEN OCT. 18 AND OCT. 28: You can purchase Eden Rising with a 40% DISCOUNT UNTIL OCTOBER 28. Go solo or bring your friends with you, this is the best time to jump on board and join the amazing Eden Rising adventure!
Check out our brand new trailer:
https://youtu.be/OlrrTl1VFDQ
Devs are going live!
We will have a Devstream on Oct. 18 from 2 to 3pm EST on our Twitch Channel! Pop in to watch or just to ask us any questions you have, and enjoy a fun moment with the developers!
That’s it for now. The entire team has had a blast making this update. We can’t wait for you to get your hands on it! As always, we appreciate your feedback, so let us know what you think.
Thank you for your amazing support!
Full Update Notes below
NEW FEATURES | MAJOR IMPROVEMENTS
BRAND NEW ONBOARDING
A brand new onboarding experience! An entirely new island to explore, new sieges, and new monster encounters. Enjoy the new and improved, integrated tutorial to discover all the new features in Eden Rising!
Updated Achievement/Quest System for the new onboarding.
Added placement suggestions for early sieges to help teach players. These are pink projection spots for turrets and turret types to guide new players in their first tower defense challenges.
COMBAT UPDATES
Players can now break out of attack animations much more often.
Player damage quality and value is now communicated with better damage numbers. Color, style, and icons will all let you know what kind of hit you’ve landed on a monster.
While engaged in hard lock, after killing a monster, the auto-lock on the next monster now has a shorter range.
When the hard lock automatically chooses a new target, it only selects targets from those onscreen.
Armor and weapons now have clearer stats, abilities, and damage types. Check them out in the new crafting and upgrading UI.
Revamped the Black Rod Combo. New animations and new attack timings for all rod weapons.
UPDATED SOLO EXPERIENCE
Sieges, monster encounters, and all aspects of balancing have been updated for a better, more fulfilling solo experience!
This was at the top of the latest community feedback, and we gave it a big focus in this update. Let us know what you think!
SIEGE REVAMP
All sieges in the game have been revamped. New enemies, enemy formations, updated traps, and some new turrets have all been added to the mix! The top tier of sieges are currently Coming Soon, so look forward to even more sieges in the future.
Siege scoring and rewards have all been updated.
Siege scoring UI updated to reflect the newest changes and some
Added a grace area and warning before failing siege.
Added feedback for showing that killing monsters increases the time remaining for a siege.
All surviving turrets in camp will heal after a siege ends.
MONSTERS
Siege and wild monsters alike have teamed up! Monster formations have been implemented across the game. In sieges, look for the dots in the monster icons to see when a formation will spawn.
Monster weak points! The player can hit the monster in vulnerable angles to cause extra effects.
Monsters now sport strengths and weaknesses to attack types. Try out a range of weapons and look carefully for those crits!
Monsters will now slowly rotate to face the player.
Monsters now have social aggro enemy behaviors – attack one and the rest of the group will follow!
All wild monster encounters across the game have now been updated. Groups of enemies or lone encounters now provide new challenges!
Monsters now have additional attacks and combo attacks, including different damage types for variants. Look for your chance to attack and discover a whole new range of monster abilities.
New enemy variations have been added to the game for combat variety.
Removed the Archon snare.
DEFENSES
We have 3 new turrets for you!
Laser Lance Turret. Fires in a column for maximum lane destruction!
Ascendant Hive Turret. Attracts the attention of monsters.
Mortar Turret. For long-range splash damage.
NEW MAIN MENU
We’ve simplified the Main Menu flow and gave it a makeover!
Single-player is more of a focus for this update, and that’s reflected in the new main menu flow.
Don’t worry, you can still play Multiplayer! Just click over to the Multiplayer screen. A friend can start a server and then you can join by Key or by Steam Friends.
CRUCIBLE TIERS, TECH TREES, and CRUCIBLE IMPROVEMENTS
Tech trees
Complete sieges to power up your Crucibles and unlock new Technology! Each Crucible now has its own tech tree with all kinds of goodies to unlock!
Crucible Improvements system
Every Crucible now has its own upgrades and improvements that can be unlocked with Crucible Modules. Factories for resources, boost spots, and Crucible power can all be unlocked and upgraded! New Modules have been scattered throughout the world
Crucible Tiers and an improved ranking system
Crucible sieges are now grouped into tiers. Complete sieges to earn Network Links and unlock new tiers (and thus new nodes in the tech trees!).
As tiers are completed, the Crucible will visually change to reflect its state.
UPGRADE WEAPONS
Upgrade your weapons and equipment at the new upgrade stations at each Crucible. Explore all the new upgrade possibilities!
Added new weapons in the weapon families with VFX and model updates!
UI REVAMP
Updated all menu UIs in the game!
New Inventory UI Screen and functionality
New Character UI Screen and functionality
New Crafting UI Screen and functionality
Update the UI Screen for Achievements/Tutorials
New payment interface UI
Updated turret UI
New purchasing UI
Update the UI Screen for Achievements/Tutorials
Upgrade Interface for Items
New teleport tower UI that better communicates potential travel points
An all-new Tactical Map for every Crucible
When entering an active Crucible, the minimap will now update to a tactical map. Keep an eye on all lanes at all times! See the position and spawning of monsters, defense positions, and of course player positions.
And more…!
LIFE ON EDEN
New environmental VFX and sounds have been added across the game.
MISC
Various performance optimizations.
Activating telesites is now free!
Added new telesite locations.
Telesite towers now link to specific other telesite towers.
Teleporting between Telesites now takes a fixed amount of time and does not slow at the end.
Remove the turret radius display when contextually highlighting a turret.
Updated turret UI plates to display which monsters they are effective/ineffective against.
Updated the loading screen art.
Changed payment interfaces to be pop-ups instead of a wheel interface.
FIXES | ADJUSTMENTS
Fixed an issue where the Manticore in the southwest forest had no loot drops.
Fixed an issue where changing Server Difficulty did not adjust monster stats properly.
Fixed an issue where a defense being built already showed the defense's 3D model completely built.
Fixed an issue where pressing the "Create" button on the character customization screen without skipping the tutorial causes a small screen freeze.
Fixed an issue where the "revert to default" in keybindings had no functionality.
Fixed an issue where the "X" keyboard command shortcut to start a Siege still works during a Siege.
Fixed an issue where a Siege could still be started even when the player is outside of a Crucible's Dome, using the "X" keyboard command.
Fixed an issue where the timer between siege waves was not reset if the siege ended during the cooldown timer.
Fixed an issue where the ready check UI is not properly updating when the player is not inside the camp.
Fixed an issue where undiscovered Crucibles showed their name in the Teleport Menu.
Fixed an issue where the Teleport Menu still showed a lock on previously discovered Crucibles.
Fixed an issue where a player couldn’t activate a telesite tower outside a Crucible area if another player was playing a siege at the same time.
Fixed an issue where turrets didn’t play their engaging animation after playing once the animations of engaging and disengaging.
Fixed an issue where turrets don't play their engaging and disengaging animations when they are built by another player.
Fixed an issue where the Medusas death animations where interrupted while disappearing / before disappearing.
Fixed an issue where the Datakeys collected disappeared after quitting and reloading the server.
Fixed an issue where closing the Game's Program at the "Your Character" screen breaks the Tutorial.
Fixed an issue where the MC's feet have a small but noticeable offset from the ground.
Fixed an issue where the Red Vignette warning about Low Health didn't go away when Health was at exactly 25%.
Fixed an issue where the falling / knockback animation of the MC is shifted after being hit by a projectile attack from a Medusa.
Fixed an issue where consumables didn't warn the user if used when health is full.
Fixed an issue where, when Hard Locked, the camera sits rather low, causing the MC to occlude a lot of the actual target.
Fixed an issue where cancelling a Melee Weapon's Plunging (Jump) Attack using the ESC key Menu causes the MC to disappear.
Fixed an issue where double tapping the LMB to extract idled the MC's arm.
Fixed an issue where double-clicking an Equipment in the Inventory didn't equip it.
Fixed an issue where, in the global storage, using "Take 1" multiple times put each item in a separate slot of the personal inventory.
Fixed an issue where the user loses "hold E" item interactions (cannot access pie menu) (observed on Twitch stream).
Fixed an issue where after dropping behind a Backpack (Death Chest) upon dying, restarting the game caused the Backpack to disappear.
Fixed an issue where switching to a ranged weapon while hardlocked would center the range weapon camera.
Fixed an issue where the weapon's new hit impacts don't follow the orientation of the monsters.
Fixed an issue where equipping consumables or traps from the Global Storage created various equipping issues.
Fixed an issue where turrets didn't appear in slot 4 after putting them in your inventory.
Fixed an issue where equipping a Defense Item directly from the Crafting Menu caused the MC to keep holding the Weapon.
Fixed an issue where remote player weapons were not correctly positioned.
Fixed an issue where some traps were not triggered by the monsters.
Fixed the "Ping Point" function.
Fixed an issue where the feedback when the crucible is under attack did not play.
Fixed an issue where the Shield Bud's attack VFX was shifted from the monster's 3D model.
Fixed an issue where the Medusa Bud is stuck in stagger animation until its next attack.
Fixed an issue where combat music would occasionally stop playing, when walking from a cluster of Monsters to another cluster.
Fixed an issue where environmental sounds could be heard during the opening cutscene.
Fixed an issue where siege monsters were stuck after a barrier was broken.
Fixed an issue where the myrmidons don't attack the player after being hit during a siege.
Fixed an issue where some Sieges spawned too many Monsters, slowing the game down.
Fixed an issue where monsters with aggro from another lane acts weird after player goes through barrier in different lane.
Fixed an issue where the enemy combo was interrupted when aggro changed.
Fixed an issue where the Charge Primer detonation was not playing the VFX attached to it.
Fixed an issue where rampage-to-point abilities behaved erratically.
Fixed an issue where the game fails to display an error message if the user triggers Essence Well siege without having the Condensor Rig item.
Fixed an issue where an Essence Well on cooldown still showed the interaction prompt.
Fixed an issue where a delay was observed when the items are deposited from the personal inventory to the Global Storage using 'Deposit Resources.'
Fixed an issue where razorgnats’ nests were shifted from the trees and appeared floating in the air.
Fixed an issue where a client could unexpectedly become the host in a subsequent session, after the actual Host quits the original Multiplayer session.
Fixed an issue where after the Host quit a Multiplayer session, the Host could get a permanent "Server Disconnected Timeout" error when trying to play again.
Fixed an issue where hitting a Target/Monster quickly caused some damage/hits to skip/miss.
Fixed an issue where the user was unable to teleport if a Defense Object was selected.
Fixed an issue where, upon traversing a Barrier, the Camera momentarily jittered and got closer to the MC.
Fixed an issue where getting knocked down by a Monster, while the MC is performing a "Q" Special Melee Attack, might cause controls to lock up.
Fixed an issue where highlighting a Resource in the Action Phase didn't show its name in the UI.
Fixed an issue where the MC played her hit sound way too long after being hit by a Medusa Bud.
Fixed an issue where switching between Hard Lock targets could cause the camera to be zoomed way out.
Fixed an issue where walking on rocks placed on lower or higher levels canceled the use of consumables.
Fixed an issue where the siege timer would count down below 0.
Fixed an issue where Siege Lane indicators were removed as soon as the last monster was spawned from that lane.
Fixed an issue where Mine Pods remained active in the same spot after being Harvested.
Fixed an issue where the death chest didn't display a tracker icon on the map after reopening the server.
Fixed an issue where map icons for siege monsters did not appear if the player is standing in a different tile.
Fixed an issue where the Psychopomp aggro was not consistent when being shot at long range.
Fixed an issue where the Siege order was not consistent when loading a game from a previous save.
Fixed an issue where death containers could spawn in inaccessible locations.
Fixed an issue where players were unable to place defenses in a de-activated state when out of power.
Fixed an issue where monsters weren't displayed during Death Cam mode.
Fixed an issue where a melee weapon's plunging (jump) attack performed low to the ground caused the controls to lock up.
Fixed an issue where enemy health numbers in the Map showed decimal values.
Fixed an issue where, upon Harvesting/Gathering each Resource for the first time, the increment counter always showed "+2" rather than "+1."
Fixed an issue where the Siege UI often froze between waves in solo difficulty.
Fixed an issue where the game BGM was inaudible after selecting the quit option from the pause menu.
Fixed an issue where there were no SFX when landing during teleporting.
Fixed an issue where dropping Items created a Cross icon on the map.
Fixed an issue where the Stygian and Chthonian did not behave correctly.
Fixed an issue where entering the inventory while in Build mode would switch to melee mode.
Fixed an issue where there were unwanted footstep sounds (3) at the end of walking/running.
Fixed an issue where Wave Texts were the Same for Sieges and Mini-Sieges.
Fixed an issue where the camera would jitter on first spawn.
Fixed an issue where the texture's smoothness appeared shifted from the actual texture's pattern on some of the Forest grounds.
Fixed an issue where a Living Wall had an offset from the rock it was attached to.
Fixed an issue where equipping a Weapon caused the Black Rod to be replaced, rather than swapped.
Fixed an issue where, after the siege timer hit 0, the camp damage was still applied even after accumulating more time by killing monsters.
Fixed an issue where a monster could still play its attack vfx even if it had been staggered by the player during its attack's warmup.
Fixed an issue where attempting to attack a Gorgon's legs with a Spear Melee Weapon caused the MC to freeze.
Fixed a number of stuck locations across the game.
Eden Rising’s gigantic update will be going live next Thursday, October 18th. We are very happy with the massive improvements it will bring to Eden Rising and we want to share our excitement with you in a big way!
OCT 18 - 21 | FREE WEEKEND
To celebrate this huge milestone, you will be able to PLAY EDEN RISING FOR FREE on Steam between Thursday, October 18th and Sunday, October 21st.
Gather your friends and try out the game for free! You will enjoy and share the best experiences on Eden as of yet!
OCT 18 - 28 | WEEK-LONG 40% SALE
To celebrate even more in style, we will also run a WEEK-LONG DISCOUNT: You will be able to PURCHASE EDEN RISING WITH A 40% DISCOUNT between Thursday, October 18th and Sunday, October 28th.
This is the best time to jump on board and join the amazing Eden Rising adventure!
COMING SOON
We keep working hard on Eden Rising: Many new features, content and additional improvements are just around the corner. Come defeat Eden’s wild creatures and see what exciting new things are awaiting you...
These last weeks have been pretty crazy for the team. We are working hard on the next update -- our biggest one yet! You're very active, and you’ve sent us extremely valuable feedback. We want to thank you for your support and interest in the world of Eden. Our next update will be a whole new beginning for Eden Rising, and we have some exciting news for you today: the 'Game Changer' update will be out on October 18th! Two weeks from now!
A lot of features are coming with this update, and we hope you will enjoy the brand new experience! We are writing this post today to share the excitement and give you a first glance at the new features below:
Combat Updates
Our combat system is something you have raised as an issue, and we have heard you! Over the last months, the team has been working on many aspect of the combat system to improve it and make it more reactive.
With this update, your interactions will feel more fluent. We spent some time on dodging, combo attack movements, animations, and latency. Most notably in this update, you can break out of your attack animation after the initial windup -- to increase your reaction time when fighting monsters. Our combat system is something we want to push and continuously improve. With this update, you will already feel direct improvements. Please note, this is not the end for our combat system, as we are now working on decoupling the camera and controller support, which we believe are important factors to upgrade our combat system.
Brand New Tutorial and Onboarding Experience
After receiving community feedback, we have completely reworked our onboarding. The beginning of the game will quickly brief players through the controls in a beautifully revamped island. But most importantly, the new onboarding will interactively show players how the Tower Defense and Open World game loop mechanics fit together. After all, Eden Rising is a first of its kind!
Weapon Upgrading & Tech Trees
Eden Rising has brand new tech trees and item upgrading! Player progression is in the front lines of the upcoming update. Tech trees will help players make strategic decisions on which weapon, traps, and items to unlock. The new item upgrade has a brand new, dedicated interface that will let you delve deep into your favorite weapon and unlock powerful new versions, even more than before! If you need that Bident to kill a boss, the tech trees and upgrades will help you reach that goal!
New UI
In order to clarify some of Eden’s gameplay mechanics, and resurface some of the coolest features, we have spent time reworking the UI. And we haven’t just changed the look (though we do think it’s pretty nice!).
Elements needed to start a new siege will be better exposed, such as the new Crucible Tiers, as well as your goals and rewards.
Crucible Tiers & Improvements
Crucibles have been reworked to have “Tiers” of sieges. Completing a tier means you can unlock a whole new branch of that Crucible’s tech tree (new weapons! new items!) and use your Essence rewards to improve Crucible camps across the game. Improvements can give your Crucible more power, unlock trap or resource factories, or unlock Boost spots for your defenses.
Monster Revamp (New Monster Behaviors/Abilities)
Watch out for the Gorgon! Our monsters have brand new abilities, and you have to be smarter to defeat them. In order to improve the combat system, we have also spent some time working on windows of opportunity and monster rotation. Beware, their interactions will now be more reactive, and you’ll need to watch out for your chance to attack! Be tactical, and with time you will be able to master and defeat all of Eden’s fearless creatures.
Damage Feedback
As part of our combat improvements, we put some effort into the damage numbers and UI surrounding them. Now, when you take on that armored Hydra, you’ll know right away that the front is shielded -- damage numbers will appear smaller and greyed out, and an icon will show that damage was deflected. But flank the Hydra, and suddenly your damage -- and damage numbers! -- will greatly increase!
We’ve also added weak spots and weaknesses to many of our monsters. Those Archons (one of the seahorse monsters) are in for a surprise when you put down the new Laser Lance turret! Test out other special abilities, weapons, and turrets on monsters to find out what does the most damage!
Siege Revamp and Monster Formations
With this update, we have done a full siege revamp. From the onboarding to the Valley, all the way to the Shatter Causeway, all sieges have been rebalanced for better entertainment and challenge. You’ve played all the sieges in the Valley before? Give them one more shot -- the experience is completely different! Monsters can now spawn in a formation that moves through the lane as a unit. We’ve also updated the way monsters aggro during a siege and have added three new turrets to your arsenal! The trap interactions and challenges are completely revamped and will bring you a new and more rewarding sense of accomplishment!
Siege Scoring Updated
Sieges have a new way of calculating your score. With the next update, time is of the essence. Sieges start with less time, but killing monsters will increase your time! Defending your turrets also plays a larger role in your final siege score. If your turrets are destroyed, your score will suffer! These changes are reflected in an updated siege scoring UI. Of course, your own personal kills and damage done in the siege are still displayed.
--
“With a great update comes great changes.” The game will now feature a better combat system, a whole new onboarding experience, brand new tech trees, item upgrades, a huge UI update, new and improved monster behaviors, and so much more… Therefore, to implement these changes, we drastically had to change the game and your current game data will be reset once the update goes live. BUT, this update is a totally new, fully revamped game, and a better experience for all players!
It also lays the groundwork for future updates, and we have some great things in store for you! We will have even more exciting announcements in the next few days, so stay tuned on Steam, our community Discord, and our social media!
After the monsters and the sieges, let's talk about menus! We said it already, but this update will be a huge game changer in many ways. Your feedback and comments are very important for us. It allows Eden Rising to get better and better!
Until now, harvesting raw materials unlocks crafting recipes for gear and other technologies. We wanted players to see the potential in all their gear, so we've added a new feature! The next update will change this system by introducing Tech Trees!
Tech Trees?!
Crafting remains in the game and it's still one of the most important features of Eden Rising. Tech Trees allow a better and more clear classification of gear. You’ll be able to purchase crafting recipes step by step, according to their complexity to craft.
How does it work?
At the current state of development, Eden Rising has 5 main areas and just as many Crucibles to defend.
Tier1 of Tech Trees are unlocked when a Crucible is activated. The other Tiers are unlocked when sieges are completed: the more sieges you complete, the more Tiers (and recipes!) you’ll unlock!
Another reward is waiting for you. Every Tree has its own Master Node, a special recipe automatically unlocked when all sieges of the Crucible are completed.
How to unlock recipes?
Essences gain a brand-new role in the next update. They are currently primarily used for Crucible improvements. But in the next update, Essence will be the currency of Tech Trees and allow the player to buy crafting recipes.
Essences are obtained when a siege is successfully completed. The rate depends on how well you complete the siege. So the better you are at sieges, the more Essence you earn! Check out the Siege menu to see your rank and remaining rewards.
Thank you for your patience and your kindness as we work on this next update. We really want you to have the best content as possible. We only currently say that this update is coming very soon and we’re very excited to release it. So stay tuned here and in our social media for future news!
In our last post, we talked all about the upcoming changes to Sieges and how that will impact gameplay. This time we will talk more about the core changes to monsters in Eden, changing them from mostly mindless monsters to more engaging and dangerous challenges, both in the open world and during sieges!
The creatures of Eden were always intended to be challenging and deadly! From the Medusa to the Chimera, all monsters are intended to have their own look and feel, strengths and weaknesses, and effective tactics to take them down. A big focus for the team has been bringing that intention to life!
Directional Attacks
Recently, we added the 'backstab' functionality, that detects the direction a player's attack is coming from and awards additional damage based on striking weak spots. With the new update, there will be a number of new creatures to discover across Eden with heavy armor to overcome. Dodging behind enemies to land an attack of opportunity will be crucial to defeating them!
To make this whole system look and feel better, monsters will now properly animate to turn to face you as opposed to snapping in place.
More Abilities
Many of the monsters of Eden have undergone an overhaul of their abilities and attacks. This includes more animations and visual effects, as well as zone specific energy types, more area of effects, new attack types, and even rampages!
Out in the wild, you'll need to be ready to dodge and maneuver to defeat enemies and make use of a broad arsenal of weapons and turrets to help you!
Strengths and Weaknesses
In addition to a slew of new abilities, monsters have also had a full re-balance to have better difficulty escalation as you progress. They will also have much more interesting combinations of strengths and weaknesses to exploit and overcome!
Monsters both in the open world and in sieges have experienced this overhaul, and as a result all the sieges of the game have been changed and updated to make for a challenging new experience.
As we have said previously, this update is a game changer! It's through feedback from the community that we have honed and improved the game, and we are very excited to share what we've been working on. Stay tuned for more updates in the days to come!
Sieges are a core part of Eden Rising, and we are working hard to make them more exciting, challenging, and fun to play. Today we're doing a deep dive of the upcoming changes to Sieges and why!
Our biggest priority is to bring Eden's siege events in line with the expectations of fans of the Action/Tower Defense genre. There are a number of steps that we decided were needed to achieve that goal.
Monster Aggro
One of the biggest changes coming to the way sieges work is an update to monster aggro. In the current live version, monsters will begin to attack you if you come within range of them. This means you can accidentally end up with an entire swarm of dangerous monsters attacking you and ignoring all your well laid traps and defenses!
When we update, sieges will be much more in line with traditional tower defense games: monsters will spawn in loose groups at one end of the lane then pursue down their pathway towards the center of the Crucible. They can only be deterred from their goal by direct intervention of the player (by hitting them purposefully) or when struck by a tower.
This will mean strategic placement of towers will become crucial, and engaging enemies in a siege won't be immediately overwhelming. Of course, with that change in place it also means the potential for many more enemies per siege!
Turrets and Traps!
We have received a lot of feedback about sieges from the community, and a big part of that was the general viability and utility of defense items. In addition to the general monster aggro changes detailed above, turrets and traps are getting a full balance overhaul, as well as a number of new additions!
The Mortar Turret is a long range, heavy damage turret. Use it to deal devasting damage to clusters of monsters. This turret goes nicely with some of the monster changes we're making in the game, which we'll talk about more next week!
The Hive Turret takes advantage of some old "friends" from the Fungal Preserve. Ascendant-tainted razorgnats inhabit this turret. Their pheromones attract monsters, causing them to seek out the Hive Turret over all else. Used carefully, this turret can have a big impact on your battles. Pair this with the Mortar turret for a devastating combo!
The Laser Lance is a long-range single target nuke tower, allowing you to decimate a single enemy from far down the lane. Placement is key with this turret, allowing you to deal heavy damage -- as long as it's in a straight line!
This is just a small sample of the changes being worked on for Eden! There are many other changes coming that will impact the balance and gameplay of sieges, namely the complete overhaul of all the monsters in the game, and additions to the available arsenal of weapons and tech! We'll discuss each in more detail in the days to come, so stay tuned!
The latest patch for Eden Rising has just gone live. It includes a number of quality of life fixes and adjustments to combat, some balance adjustments, and a lot of fixes.
This is the last patch before the 'Game Changer' patch we announced last week. It lays the groundwork for a lot of the awesome stuff that's coming. Stay tuned for more information on the upcoming changes!
PATCH NOTES v0.2.3
Full patch notes below:
FEATURES
• Directional damage!
You can now hit monsters with melee attacks in vulnerable angles to cause extra effects.
• Camera Hard Lock
Lock on to a target to more easily focus your attacks and maneuver around them using [R]. You can cycle through multiple enemies using [TAB] or the middle mouse button.
• Soft lock tweaks
You will no longer continue to move forward, which sometimes resulted in sliding past an enemy, while attacking if the monster is right in front of you.
MONSTERS
• A new heavily armored monster now roams across Eden!
• Crustaceans will now appear on the world map.
• The Gorgon will now play a windup warning animation for its Charge Attack.
SIEGES AND TRAPS
• Adjusted balance of Auto-Turrets
• Made Stickpot trap behavior consistent across all levels
• Updated Stickpot trap text
FIXES AND ADJUSTMENTS
• Jumping against geometry will no longer cause the player to be bounced backwards.
• Fixed a bug that caused the Spark Baton to appear in the wrong hands during the Sprint attack.
• Characters will no longer flash red despite successfully avoiding enemy attacks.
• Fixed behavior of the Mutant Gorgons in The Shattered Causeway.
• Living Wall leading to the Searing Coast can no longer be jumped over.
• Grounded floating Pod Mines.
• Removed some awkwardly placed fungus located on the new path to The Fungal Preserve.
• Living Walls will now correctly display their health-bar.
• Corrected the name tags for boost spot in the Valley and Searing Coast camps.
• The new weapon hit impacts will now correctly follow the orientation of the monsters.
• The character will now dual wield the Shock Batons on the main menu screen.
• The Gorgon Rex will now use all his abilities.
• The Gorgons' idle animation will no longer interrupt its attack animations.
• Fixed an issues that causes players to get stuck on dead trees.
• Corrected cooldown delay timings for turret abilities.
• Resetting graphics settings to default now works correctly.
• Stamina will no longer be consumed after running and jumping.
• Monsters no longer wipe their difficulty buff when they evade.
• Siege monsters now spawn with the correct orientation.
• Fixed a number of stuck locations across the game.
With our final round of 'groundwork' improvements and bug fixes (v0.2.3) due to hit steam next week (more details to come!), which will further improve combat, smooth out some important bugs and lay final groundwork for the next patch.
We thought now was the perfect time to share the goodies we have been working on behind the scenes for a future update. Eden is going to be getting some big improvements and we are excited to give the community a first look!
Creatures and Combat
The monsters found in Eden were never intended to be mindless hack-and-slash enemies. They are dangerous native creatures with their own strengths and weaknesses. It’s our goal to make monsters feel much more challenging, diverse and most of all, FUN to fight.
As such, all monsters in the game are getting a massive overhaul. More animations, more behaviors, and more abilities and attacks will make fighting creatures feel like a much more engaging and challenging experience both in and outside of sieges! Expect more dangerous rampaging attacks, flailing tentacles, deadly areas of effect, damage/weakness types, and windows of opportunity to jump in and take them down.
In conjunction with these changes the balance of enemies you’ll see in the game will have a complete overhaul, making progression feel smoother and more natural, as well as provide a greater diversity of monsters overall with different strengths and weaknesses to exploit and overcome.
In the next patch we'll be adding the first of several enemies that are so tough your blows will bounce off, inflicting very little damage. You'll be able to make use of a new system that will allow for directional attacks, meaning dodging behind a monster and jumping in for a back-stab attack to a vulnerable weak spot will yield effective results. As part of this feature we’ll also have a hard-lock system, so you can focus on a single target, maneuver around them and watch for a perfect opportunity to strike! No more accidentally overshooting or sliding past an enemy during a combo!
Massive Siege Overhaul
To coincide with the balance and behavior changes for monsters all the sieges in the game will be getting a full overhaul as well. In addition to a full balance pass there are several features and improvements that will totally change the way sieges work in the game.
Monster aggro has been given a fundamental change in sieges. Monsters will now pursue their path to the Crucible unless they are actively engaged in combat from the player or hit by a tower. This means monsters will no longer mob aggro the player if approached, they will only respond if directly attacked otherwise continuing their path towards the center of the camp. This change will make sieges feel much more like traditional tower defense and make tower placement and effective use much more important!
As a result of these aggro changes this means that monsters can spawn in greater numbers, and aesthetically in more randomized formations, rather than the single file lines that you currently see! Towers will play a bigger, more active role in your defense, with several new towers in development to add to your arsenal!
Upgrades Galore!
The way you gain tech in the game is also being changed, adding a system of purchasing the tech you and your tribe want, there will also be a system for upgrading your Crucible to grant the tribe various bonuses during sieges.
There is a wide variety of weapons in Eden, and even more coming. To give players a better understanding of their options and the strengths and weaknesses of each we are adding a weapon tree UI that will demonstrate the different branching paths each weapon can take.
User Interface Overhaul
In addition to new UI interfaces for new features, the main UI will be having a full overhaul in a slick and clean to use style!
New Starting Area
To top off all these massive changes to the game Eden will be getting an all new starting experience, complete with its own Crucible challenges and island to explore. Combined with the recently implemented opening cinematic, the new player experience is intended to give players a better introduction to the world, their goals and the flow of combat and sieges before venturing out into the open world.
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This is only a high level of the changes that are currently being worked on, the full patch notes will be posted closer to the date of release. We are confident that what is coming for Eden is a total game changer and will really address all the concerns and feedback we have received so far!
Because this major update makes such significant changes to the core of the game, expect that servers will need to be reset to enjoy them. While we understand that it might be frustrating, this is Early Access and we promise the new experience of Eden will be even better, and very different! We will of course give notice to the community before these changes are intended to go live.
We hope you are excited about what’s around the corner for Eden, the feedback and support we have received has been invaluable in helping move forward and make Eden Rising the best it can be.
Big Impact Update (v0.2.2) is LIVE!
As promised, the first major combat update is here!
This new patch is focused on our big steps to improving the look and feel of combat. You'll now feel a big improvement in the impacts of your weapons on monsters, and dodging will now feel more reactive and not keep you locked you into attacks as it used to. Today's improvements will pave the way towards more improvements in the very near future.
There's of course a lot more in today's patch which you can check out in full below. Your feedback is important, so please make sure to drop us a message on the official Discord or the Steam forums and tell us what you think!
Full patch notes below:
COMBAT IMPROVEMENTS
• Weapon hits on monster feedback have been greatly improved.
Improved visual effects for all melee weapon types.
Improved timings and impacts.
• Player attacks will hit all monsters more reliably on all types of terrain.
• Player character will no longer get ’caught’ on collision while running.
• The player camera has been moved back and centered.
Large tree objects will now fade out to prevent awkward camera clipping.
Swapping to a ranged weapon will revert the camera to an over the shoulder view.
DODGE IMPROVEMENTS
• Dodge windows while executing attacks have been tweaked to feel better, allowing more reactive dodging to avoid enemy attacks.
• Failed dodge attempts due to lack of stamina now have an appropriate visual effect and audio.
• Fixed animation popping while dodging.
NEW OPENING CUTSCENE
• Eden Rising has a brand new opening cutscene! Find out how you came to be on Eden!
MONSTERS
• Monster hit collisions have been updated to encompass all parts of the monster more accurately.
• Monsters will no longer snap to idle in the middle of an attack.
• Monsters will now play their warning visual effects and animations correctly before triggering the attack.
• Nametag heights for monsters have been repositioned to be more easily visible.
WORLD CHANGES
• Entrance to the Fungal Preserve from The Valley has been adjusted to be more obvious and clear.
• Fungal Preserve starting area has been adjusted to include a new vista and clearer pathways.
• Fixed some faulty collision in the Searing Coast that allowed players to go out of bounds.
• Smoothed out the entrance to the Valley.
SIEGES
• Mitigation damage formulas have updated behavior.
• Auto-turret now autofires continually instead of in short bursts with a recharge.
• Withering Turret cooldown time has been adjusted.
• World mini-siege activation radius have been adjusted to better encompass the intended area.
• Siege result screen will now show full score calculation.
• Build points in the Valley and Sulfur pits have been updated to provide new bonus effects.
• Turrets & Pillars will now regenerate mana consistently after it is consumed.
UI
• You can now read the latest patch notes when you launch the game.
• Consumables can now be used from the inventory.
• Items now have tags to indicate their intended use, as well as strengths and weaknesses.
• Pressing ESC during the Crafting or Consumable Pop Up Screens (Progress Bars) will return you to the menu.
• You can now drag onto your character model to equip it.
• Server admins are now able to recover items from offline players.
FIXES AND ADJUSTMENTS
• Bomb scarabs will no longer instantly disappear on death.
• Null Batons will now display their upgrade icon correctly.
• Discovered tech will no longer display in the Resource Owned Menu (~).
• Fixed a bug where gloves and armor could not be unequipped.
• Crafting will now take into account resource consumption when checking for free inventory slots.
• Fixed a bug where the player would play a damage taken audio without actually being hit.
• Gloves now properly consume mana when used on a valid target.
• Visual effects will now play correctly when using a dye on the hotbar.
• Fungal Preserve center outpost has been adjusted to prevent wild monsters aggroing while a mini siege is in progress.
• Fixed an issue that caused items like consumables and traps to continue to be displayed in the hotbar slots after the player dies.
• Monsters no longer display the ‘armored’ icon when their damage reduction is not in effect.
• Fixed some sulfur volumes in the Shattered Causeway.
• Fixed an animation loop issue with ranged weapon idles.
• Swapping weapons while sprinting will no longer cause the wrong animation to play.
• Swapping weapons will now reset the special attack UI correctly.
• Jump sound effects will now always play.
• Multiple stuck issues fixes in the terrain all across Eden.