Earlier this month, we announced that improving the overall look and feel of combat is one of our main priorities.
The upcoming patch will have a number of great improvements, many of which vastly improve the feeling on impact and physicality of combat!
Swinging a big heavy hammer? Now you'll see your attacks connecting with monsters and really feel that impact!
Slashing at a monster in a flourishing combo? Now you'll see directional swipes and impacts on monsters!
As a part of these changes monster collision boxes have also been adjusted, and dodge windows on attacks have been tweaked to feel better as part of a larger ongoing overhaul! We are planning to continue to roll out further improvements regularly over the summer and your ongoing feedback is greatly appreciated!
The update containing this first round of changes is in a final round of polish and bugfixing so expect to see it hit Steam quite soon so stay tuned!
Patch (v0.2.1) - Updates and Fixes
We hope you’ve been exploring the new world of Eden Underground and taking advantage of the quality life improvements!
As we mentioned in last our last steam post, we have been listening attentively to all your feedback and it has been guiding our plan going forward for improving the game! We are working on some cool stuff which will will share soon, but in the meantime we are also addressing bugs and reports from the community.
Todays update contains a range of improvements such as not losing your inventory when pressing the stuck player button, improvement on the way sulfur damage works, and better teleporting to targeted telesites. Enjoy!
Full patch notes below:
Major fixes
• Sulfur damage fix. You will no longer receive sulfur damage when you’re not physically in the sulfur.
• New Unstuck feature. Using the Stuck button won’t get you killed anymore! Instead you’ll be teleported to a nearby spot.
• Monster visual effects fix: You’ll now be able to properly see the infamous Archons and Hierophants’ passive auras!
• Patch notes display pop-up on launch: you’ll always know what’s new in Eden Rising :)
Other Fixes and adjustments
• Shortened respawn timer: get back to the action faster
• Monster drops and item containers no longer disappear when exiting & reloading a server
• UI improvement: won’t display an endless list of blueprints notifications when joining a server
• Siege monster path indicators update correctly when barriers are broken
• Drag and dropping equipped items to occupied inventory slots no longer destroys the item
• Target telesite selection is now more reliable
• Clearer confirmation text (turret destruction, quit confirmation, etc.)
• Multiple stuck issues fixes in the terrain all across Eden
• Fixed dyed bone cuirass visual glitch
It’s been a busy few weeks for the dev team, and we wanted to give an update on what we have been working on and what the plans are from here.
We've been listening to your feedback about the game, in reviews and on the forums. We've watched streamers playing and talked with you all on Discord! Based on your feedback, we are putting together a plan for development going forward to tackle some of the most reported topics we have seen.
First and foremost, combat.
We have heard your feedback and are listening. We are aiming to start rolling out some significant improvements to the look and feel of the combat system, to make it feel smoother, more responsive, and just generally play better. This is something that will be achieved over time with each iteration (hopefully!) improving from the last.
Some of the major areas that we are targeting are:
Making the dodge more responsive
Improving the “physicality” of the combat feel
Improving the reactiveness of attacks
Improving monster AI and attacks
The strike team in charge of combat is already hard at work, so expect to see rolling updates in the patch notes to combat as we move forward in Early Access.
As far as development goes, because combat is an existing system, our designers and programmers will (for the most part) be handling those improvements. This means our artists are going to be moving ahead on additional content. And of course, fixing those annoying stuck locations! We’re investigating a better workaround for the “Unstuck” button, as well as fixing those locations. In the meantime, every time you use it we receive a report and can immediately work to fix that location.
We’re also looking into a few more issues reported by the community – radiation fixes, better turret reactivity, and a few more!
We want to assure the community that just because we may release content, it does not mean we are neglecting other areas of the game. The team is split into various disciplines and are working in parallel to improve the game overall!
The help and support of the community is really appreciated by everyone here on the development team.
With your help we will continue to make Eden Rising the best it can be!
Patch (v0.2) - Eden Underground is LIVE!
We are very excited today to share the first brand new content addition to the game, Eden Underground!
https://www.youtube.com/watch?v=BDxSeTzd9h0
Explore a world beneath the surface where new dangers, secrets and resources lie, waiting for you to uncover them! Unique flora thrives in the labyrinth-like caverns of Eden, lighting an eerie path into the depths. New monstrous challenges lurk in the dark, guarding rare resources from trespassers!
Full patch notes below:
Eden Underground now accessible
Explore the depths of Eden in new subterranean areas, filled with new resources, challenges and creatures!
Null Baton Weapon
Search the depths of Eden Underground to find what you need to unlock the Null Batons – A fast dual-wield weapon that manipulates negative energy - the more hits you land, the more damage you deal!
Fixes and Adjustments
• UI improvement: Turrets will now more clearly display when they are on cooldown.
• Fixed an issue that made menus inaccessible during sieges in outposts.
• You will no longer receive the radiation debuff before being fully irradiated.
• Fixed a bug that caused environmental status effects such as radiation to carry over after respawning..
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So set out with your tribe and explore those caves Wardens! And of course, make sure to share you screenshots with us!
Eden Underground - Teaser
Are you prepared for what's in store?
https://www.youtube.com/watch?v=BDxSeTzd9h0
Eden Underground lands next week!
Patch (v0.1.3) - News and Updates!
So it's been a super busy two weeks since our last update which introduced a bunch of new features and quality of life fixes. We've been listening and responding to all your feedback here on steam, and on the official discord server. We have some cool stuff being worked on for Eden that we'll talk about and share our progress on in the weeks to come!
Now, on to todays patch. We initially intended to include brand new content called 'Eden Underground' in todays patch. It includes a new subregion, challenges and brand new weapon type. We've been working very hard on it, but after a review by the team, we have decided to give ourselves a little more time to make sure it's perfect. Expect to see Eden Underground live next week, we promise its worth the wait!
But fear not! We still have a hefty patch today with some great new features and improvements!
Full patch notes below:
NEW FEATURES
Armor Colors and Dye Consumables
• We’ve added armor dyes to the game! Use a consumable dye to change any armor in the game to fit your style. You'll need a catalyst from a medusa to craft them!
Emotes!
• Emotes are here! Wave, cheer, point, and taunt friend and foe alike! Hold G to access the emote wheel. Tap G to perform that emote whenever.
Tutorial Island Update!
• We’ve made adjustments to Tutorial Island to make the steps clearer. The combat areas have been separated between steps and the cinematics updated!
• Tutorial siege now correctly displays the siege indicators and success screen when farther away from the siege base.
Valley Crucible Revamp
• The first Sieges in the Valley have been revamped to provide a better and more clear introduction to sieges!
• Updated the initial interaction with the Crucible to make it clear the dome will heal the player and provide protection.
• The withering turret now requires the Beam Stabilization technology to craft it. This technology is granted upon completing siege 3 in the valley of the ascendants. Players with existing servers will need to repeat this siege in order to unlock the technology.
New Crucible Features and Updates
• You can now access Global Storage anywhere within the camp. Just open your inventory!
• You can also access Global Storage while near any activated telesite. Easier resource farming and sharing!
• You can now teleport to any discovered Crucible! Just approach any Crucible (active or not) and interact with it to open the teleport menu.
• The Crucible will now warn you when starting a Siege on the wrong difficulty. This affects rewards for completing sieges. Ask your Server Admin to adjust the difficulty to receive the maximum benefits of sieges!
• Adjusted the resupply rate on camp factory upgrades to be hourly.
Updates to Death Mechanics
• Dying before reaching the Valley Crucible will now bring the player to the Valley Crucible with all of their items intact. This is a one-time deal only!
• Added a Respawn Map! Choose between any discovered Crucible or activated telesite as your respawn point!
Combat Updates
• Increased the dodge window for the Medusa Bud attacks.
• Updated some monster attacks, so that monsters would leash correctly (including the Gorgon not trying to attack when it can’t reach the player).
UI Updates
• Updated the mini-siege UI to display its information correctly.
• Updated the objective icon to more efficiently direct players.
• Updated the crafting screen for better messaging for the player when they don’t have enough resources.
• Updated the Map for a sneak peak at the Caves!
FIXES AND ADJUSTMENTS
• Fixed an issue were player sprint animation did not update when switching weapons while sprinting.
• Fixed an issue where ranged weapons did not play character animations when firing.
• Fixed an issue where some Mini-Sieges weren't giving the Tech rewards.
• Fixed an issue where siege lanes indicators were removed when a lane is completed but did not reappear.
• Fixed an issue where the lane letter indicators are snapped to the ground and obscure the view of the lane.
• Fixed an issue where lane indicators did not update when the camp barriers were first activated.
• Fixed an issue where the siege success splash screen showed an incorrect siege score.
• Fixed an issue where the stats of players who did not participate in the siege appeared on the siege success/failure screen.
• Fixed an issue where switching between weapons then quickly attacking caused the controls to lock up.
• Fixed an issue where weapon swapping didn't reset the special attack UI display.
• Properly named the Crucibles.
• Fixed an issue where the Gorgon tried attacking spots it can't reach.
• Fixed an issue where the 'Success' message failed to display after completing the tutorial siege.
• Fixed some areas where the player can get stuck or pass through rocks. (This will be an ongoing process.)
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See you next week!
Eden Underground - Lands soon!
The Dev team has been working very hard since going live on Steam. We are reading all your feedback and comments to make Eden the best it can be! Last week the game received some sleek new UI fixes and new quality of life features.
This week we are excited to announce that on June 20th the world of Eden is set to expand further with a brand new content patch Eden Underground!
Explore a world beneath the surface where new dangers, secrets and resources lie, waiting for you to uncover them! Unique flora thrives in the labyrinth-like caverns of Eden, lighting an eerie path into the depths. New monstrous challenges lurk in the dark, guarding rare resources from trespassers!
In addition to these new areas in the world, players will also be able to wield an all-new weapon type, craft armor dyes, and express themselves using the all-new emote system.
Armor Dyes
Craft new dyes to tint your gear to a variety of new colors to stand out from the crowd.
New Weapon Type
Null Batons – A fast dual-wield weapon that manipulates negative energy - the more hits you land, the more damage you deal!
Emotes
Communicate with your tribe with a variety of emotes. Accessed by pressing and holding [G].
Full patch notes will be posted on June 20th when the content goes live! See you there!
Patch (v0.1.2) - Quality of Life Update
We have a big Quality of Life patch going live today! There's lot's of new features and improvements to enjoy in Eden. You can now quick swap weapons, invert the mouse, queue slot switching and view global storage from anywhere on Eden! Some defense objects have had huge overhauls and plenty of bugs have been squashed.
Full patch notes are below:
NEW FEATURES
• Quick switch between 2 equipped weapons. Open the inventory to equip a secondary weapon on your character! Tap the weapon hotkey to swap between them at any time.
• View Global Storage Hotkey. Hold the [~] key to bring up a list of contents in your global storage, anywhere any time. Use it to help you keep track of what to pick up and what to drop when you find yourself with a full inventory out in the wilds of Eden.
• Inverted Mouse Option. Invert the Y-axis! You can select this option in the Options menu under Gameplay.
• Allowed queuing of slot switching during actions. • Added a locomotion set for when a weapon is not in hand. • Mana Pillar Overhaul The former Mana Pillar defense object has seen a full overhaul. It has been converted to an Enervation Pillar; the new functionality is to provide a large speed and damage buff to all players (and creatures) who enter into its radius after being activated, for a duration. The Enervation pillar and its associated tech is now unlocked on Siege 13: Scramble, players who have already completed this siege will need to redo it to unlock the tech.
• Ascendant Armor Update The Ascendant Armor sets no longer increase maximum mana, instead they reduce mana costs. Players now have a slow default mana regeneration. In addition, the Empowering Glove can now only target turrets and pillars.
• Ranged weapons have updated VFX when executing charge attacks.
• Added the ability to upgrade multiple items at once if the player has the correct number of resources available.
• Acid-Casting A new tech is required to craft the corrosive bombard weapon; Acid-Casting. Any player who had previously unlocked this weapon will need this new tech in order to craft a new one. The tech can be found in an outpost vault in the Searing Coast.
• Improved Pillars Tech Added as a reward for the 4th siege in the Causeway/Bone Yard. Players who have already completed this siege will need to repeat it in order to unlock the tech.
• Adjusted keybindings to include new menus (G for Tribe menu). Your keybindings will reset during this patch. You may need to reconfigure your key bindings in the Options.
UI Improvements
• Freed up some screen space and moved the siege UI while in the Crucible.
• Clearly defined siege paths, with a slightly larger minimap, as well as a new visual indicator in the world.
• A progress bar for each siege to indicate how many monsters you have left to defeat. In sieges with multiple waves the bar is broken into sections for each wave, and the counter shows monsters left per current wave.
• Lane indicators will now also grey out when all monsters in that lane are defeated!
• Updated Success screen.
• New reward indicators so you never miss what blueprints you earned each siege.
• Updated existing the map icons for better clarity. Added additional icons for resource cluster types.
• Map icons now persist between game sessions.
• Players now have the ability to place a marker on the map through the menu. Right click to place your marker. Your marker is red and your friends’ are orange.
Fixes and Adjustments
• Fixed an issue where items could no longer be crafted when not close to the global storage.
• Fixed an issue where consumables could not be used on another player.
• Fixed an issue where jumping into sulfur would instantly kill the player in the Searing Coast camp.
• Fixed an issue where other players could see your weapon while in Glove Mode.
• Fixed an issue where some monsters could go through the large bones placed in the world.
• The Chimera can no longer turn when it has a claw in the ground.
• Fixed some areas where the player can get stuck or pass through rocks. (This will be an ongoing process.)
• Fixed an issue where Stygians in the Searing Coast camp never attack the camp.
• Fixed an issue where players would die only after they completed a teleport.
• Fixed an issue where players could not gather their items if the container was on or near a telesite tower.
• Fixed an issue where Archons’ snares would stack on the player.
• Fixed an issue where users could not re-enter a server after returning to the Main Menu.
• Adjusted the dodge window during queued attacks.
• Adjusted the Medusas’ attack damage frames to be more visually accurate to account for average lag.
• Adjusted the path to the unused sulfur area to block access.
• Updated the datakey icon in the Tribe menu to the correct icon.
Upcoming Quality of Life Improvements!
The dev team have been working extremely hard since launch to answer your questions and address feedback from the community. Later this week we are excited to be pushing a new patch live on the 7th of June with a lot of bug fixes and some great quality of life improvements to Eden.
Weapon and Glove Quick Swapping
You asked, we listened! You can now have your 2 preferred weapons equipped on your character at the same time. Tap the weapon slot key on the tool bar to swap between them at any time! Switch from ranged to melee in an instant without any inventory screen to block the view!
View Global Storage Hotkey
Press the [~] key to bring up a list of contents in your global storage, anywhere any time. Use it to help you keep track of what to pick up and what to drop when you find yourself with a full inventory out in the wilds of Eden.
UI Improvements
Updates galore! Check out the slick new UI in the Crucibles and Sieges!
Freed up some screen space and moved the siege UI while in the Crucible
Clearly defined siege paths, with a slightly larger minimap, as well as a new visual indicator in the world.
A progress bar for each siege to indicate how many monsters you have left to defeat. In sieges with multiple waves the bar is broken into sections for each wave, and the counter shows monsters left per current wave.
Lane indicators will now also grey out when all monsters in that lane are defeated!
Success!
New reward indicators so you never miss what blueprints you earned each siege.
We also have some general updates to the minimap UI including new markers and indicators for creatures and areas of interest.
All these updates are part of some rolling updates we are working on to make the overall game UI more slick and intuitive, so expect to see more as we move forward through Early Access.
Inverted Mouse Option
Invert the Y-axis! You can select this option in the Options menu under Gameplay.
Fixes Fixes Fixes
We've addressed a bunch of bugs reported by the community, including fixing multiple areas that cause you to get stuck, adjusting the timing on medusa attack visuals and debugging cliffs and bridges for monsters.
This is just a sample of the improvements coming on the 7th June. We will be posting a comprehensive patch note list alongside the patch when it goes live later this week, with every fix and feature!
And while of course quality of life and bug fixing is important we are also working on a super cool content patch for the near future too (we'll be talking about that in a separate post so stay tuned!).
Patch (v0.1.1) - New Features and fixes
It's been a week since we went live, and here we are with our first patch! Bug fixes and balance galore, but that's not all -- we also have 2 awesome features for you to try out.
First is Challenge Mode. Have you defeated every Crucible on Eden? Well, we have much more in store for you with endless siege mode. Endless sieges, powerful upgrades, and endless Gorgons!
Next is Screenshot Mode. Want to get a beautiful snap of Eden's horizon or show off your new armor upgrades to the tribe? Hit F8 to hide the UI to take some screenshots, and don't forget to share them with us, too!
Full patch notes below:
NEW FEATURES
• Added Challenge Sieges! Challenge sieges unlock after completing all game sieges. Endless sieges, endless chances to be crushed by the Gorgon.
• Added a screenshot mode. Press F8 to hide the UI and take beautiful screenshots! To turn the UI back on, press F8 again or Esc.
Player Abilities & Equipment Balancing
• Increased the refined essence cost of Omega weapons, to ensure that challenge sieges and ascendant (top) ranks on all other sieges provide the most efficient path for acquiring these items.
• Reduced the ambient rate of radiation exposure in radioactive areas.
• Adjusted the gamma shielding so that all ranks of the gamma shielding provide the same level of radiation protection; higher ranks now improve physical resistance instead.
• Increased the radius that irradiated enemies can move before they evade.
• Improved the discharge effect on the Polarity Bident & Spiked Polarity Rod.
• Reduced the base damage of the corrosive bombard to ensure its primary function is about applying corrosion.
• Reduced the rate at which the bombard applies corrosion to enemies as it was stacking too fast.
• Reduced the damage per tick from corrosion on monsters.
• Reduced the rate at which the gamma stave applies radiation to enemies.
• Reduced the damage per tick from radiation on monsters.
• Adjustments made to the damage and stun potential of jumping attacks.
• Improved the symbiote rod so that the symbiote effect causes damage over time and exploding that effect causes more damage and splash damage.
Fixes and Adjustments
• Fixed an issue where some players encountered frequent time-outs when trying to join a game.
• Fixed an issue with consumables where they could be used without being consumed.
• Fixed an issue with consumables not properly equipping on the hotbar when using the scroll wheel.
• Fixed an issue where players would fall into the forest chasm and lose their items.
• Fixed an issue where certain outposts and arenas would provide their resource rewards without those outposts/arenas needing to be completed first.
• Fixed an issue where outposts and arenas could be repeated more frequently than intended. Each now has a reactivation time of 6 hours.
• Reduced the quantity of refined essence granted from outposts.
• Fixed an issue where omega weapon upgrades would not unlock.
• Fixed an issue where special characters in the server name will crash the game.
• Fixed an issue where other crucibles could be activated while a siege is in progress.
• Fixed some areas where the player can get stuck or pass through rocks. (This will be an ongoing process.)
• Fixed an issue where music would not play properly if the SFX volume was set to 0.
• Fixed an issue where monsters regen/evade when on the other side of a bridge.
• The VFX properly resets on the tutorial base after completing the tutorial.
• Removed stacked radiation volumes from radiation zones.
• Added temporary invincibility when a character spawns into the world.
• Increased danger warning for the Razorgnats.
• Adjusted difficulty of sieges in the sulfur area for solo players.