Edengrad cover
Edengrad screenshot
Genre: Role-playing (RPG), Simulator

Edengrad

Edengrad – the game that has won post-apo aficionados’ hearts

Huckleberry Games’ production was released over four months ago. Difficult start has passed into history, and now every update introduces many new solutions to the game. Players all over the world have fallen in love with the Polish vision of postapocalypse, as each day more and more of them decide to live the life of a mercenary!



Edengrad is a game that takes inspiration from legendary productions, such as Fallout and Mad Max, and although the studio located in Poznan encountered some problems after the premiere, their production is getting better and better. All thanks to regularly updated mechanics, ambitious quests and interesting solutions that make the genre fanatic loses track of their time after connecting the server.

Each new update introduces a number of improvements, and although the team’s goal is to optimize the game and leave the Early Access phase on the Steam platform as soon as possible, it’s worth mentioning that elements valued by players, such as setting up towns, introduction of marketplaces or quests that stand out from competitive productions, are well developed.



Edengard's authors claim that fans of the production contribute greatly to its development – they share their ideas and report all the elements that need improvement. The profile on the Facebook platform, which has gathered nearly 4,000 active users, continues the game narration, presenting the greatest advantages of the production to potential recruits and engaging them in numerous contests.

Since its release, on April 4, Edengrad has managed to become even more confident on the indie games market – the game has found an experienced publisher that is well-known to Polish players, Fat Dog Games team. Its presence at many gaming events, such as China Joy, Nordic Game, Pixel Heaven and PGA, can mean only one thing – the production is alive, feels fine and you’ll hear more about it!



The authors of Edengrad point out that the entire team is constantly working on improvements to make the game even more enjoyable. Although they can’t be bored – the company will soon debut on the NewConnect market, and Patryk Borowski, CEO of Huckleberry Games, smiles mysteriously at the question concerning the new project – the work on production is in full swing.

It’s clearly presented by updates that introduce several changes, such as:

-new quests;
-changes in the graphic interface;
-building shelters;
-creating towns;
-encrypted chests;
-marketplaces and trade;
-the farming system;
-wars of towns;
-amazing animations;
-extensive skill trees.

To keep up to date with changes implemented in the game, feel free to like the Edengrad’s fanpage. During PGA event fans will have an opportunity to meet-and-greet the team and discover the wastelands of Arizona on 6-8 October in Poznan.

0.4.2 - changelog

Known bugs:
The game engine has been upgraded to Unity 2017, which has left some functionality out of service, reports have already been submitted to the Unity team and we are waiting for a solution.

Known bugs in animation after introducing temporary solutions:
- while attacking and moving, the character may move his hips in strange ways;
- dodge and roll animations will not have a smooth transition;

Some of the screen effects have lost compatibility with the latest version, and we had to update them to something that did not work the same way as before, so that in some locations the colors may look different from the previous version.

Quests:
-added new quests on maps Shelter(2), Lost Highway(99) and Yuma(11): (KK) (KS)
--“Hard nut”(99,11);
--“For the shelter”(11);
--“Vendetta”(11);
--“Remedium”(11);
--“Scribble”(11);
--“Bookworm”(11);
--“Pursued”(2,99);
--“Last Favor”(2,99);

Balance:
-reduced chance of disease and insects on plants and their initial strength; (TM)
-increased initial soil quality in farming beds; (TM)

Mechanics:
-from now on to cut a tree or mine minerals player don’t need to have appropriate weapon equipped. If he don’t have it have it in hand, the item with the highest efficiency is selected and the character will use it for the activity; (FM)

Bug fixes:
-fixed a bug where in some situations when using market, window of the city was opening; (TM)
-fixed position of gas mask in hunter’s set; (FM)
-fixed bug with size of some weapons held in left hand; (FM)
-during animation of fatigue when holding weapon in hand, attempts to attack/hide weapons and jumping ended up preventing the character from moving. This has been fixed; (FM)
-after the duel instead of respawn window poping up, character should get up after a few seconds; (FM)
-by taking over the city, leader of the organization should become its full owner; (FM)
-fixed a bug where the slider in the inventory and container windows could not be clicked; (TM)
-fixed conversation with Haruko medical crate; (TM)
-building objects bound to action bar can now be used; (TM)
-fixed bug which caused states to not be displayed after relog even if they were active; (TM)
-items efficiency in their inventory descriptions is now displayed correctly; (TM)
-after harvesting and re-planting, hydration is set to the default level; (TM)
-rock textures should no longer change their resolution based on map they are placed on; (FM)
-fixed position and rotation of the torch when the character is wearing it; (FM)
-when removing/equipping a shield with unseathed weapon, attack speed should not longer change; (FM)

Miscellaneous:
-added possibility to completely disable shadows in graphical settings; (TM)
-gates in the shelter now use Occlusion Portals technology, so what lies behind them does not overloads the GPU so the game should run smoother; (FM)
-added missing tobacco model to the game; (TM)
-from now on when attacking the city center before the start of the war, there is information about the time remaining to begin it; (TM)
-added tutorials to farming system; (TM)
-in the GUI of farming we have added notification when the plant is dead and a tip for optimal hydration; (TM)
-chicken and bison animations were updated; (TM)

0.4.1 - changelog

Bug fixes:
-fixed building shelters and campfires outside of cities (TM)
-fixed refreshing issue in container window(TM)
-fixed travelling with world map on first toggle of map(TM)
-fixed Haruko dialogue which was freezing the game. Also added some protection for future situations like this(TM)
-fixed selling items in markets(TM)
-fixed building Compost Box(TM)
-market management permission is now visible in organization panel(TM)
-fixed issue with critical damage happening always when attacking mobs(TM)
-fixed weapon attacks synchronization of other players(FM)
-from now, using item from action bar should ignore destroyed items(FM)
-from now, using water bottles from action bar when you don’t have that type of bottle(50% filled) will cause using other type of bottles(75% filled)(FM)
-interaction view should now be able to work with keys binded in key binding settings(FM)
-fixed bug with installing doors and window in walls(TM)
chests created by players should now be able to be ciphered(TM)
-fixed tooltip in skill tree window that wasn’t disappearing in some situations(TM)
-fighting with Lomax should now work in Eye for an eye quest(TM)

0.4 Economy Update - changelog

Maps:
added new city map - Red Mesa; (SG)

Quests:
-in quest “Operation: Roadrunner” it is now required not only to kill roadrunners but to use crafted bow for that; (KB)
-possibility of fighting Zeus was restored and dialogue with him after the win was fixed; (KB)

Items:
-added new items in cooking and farming tree. Already existing ones were updated; (KP) (SG)
-added glass to blacksmithing tree; (SG)
-market was added in building tree; (SG)

Mechanics:
-new farming system has been introduced: (TM) (MZ) (BD)
--plants have now new models and their growing looks more natural and smooth thanks to new shader;
--each plant will be described by set of statistics affecting its development;
--each species of plants will differ from each other by the given values:
grow speed;
---tolerance to pesticides;
---range of optimal hydration;
---periods of increased disease susceptibility;
---seasonality of plants;
--health of the plants will be affected by:
---hydration - each plant has its optimum hydration range, which, if not maintained, negatively affects its development;
---diseases - plant can get ill up to 2 times in the course of its growth. Lack of rapid reaction causes great damage;
---insects - plant may 4 times in its growth be the target of insect attack. Its lesser threat than disease;
--diseases and insects can be tackled with a new type of object in the game: pesticides (animal ones for insects and plant for diseases);
--growth will be affected by:
---plants health
---soil quality (which can be fertilized);
-markets were added: (KB) (TM)
--a marketplace object may be placed only in the city by a person with appropriate permissions in the organization;
--market allows you to put 200 stacks of items in it and each level of the city entitles you to place another market;
--offer duration is between 24 and 72 hours, depending on the player's choice;
--unsold items are transferred to the deposit, the same applies to the items purchased;
--it is possible to view announcements posted in all cities but player need to go to the city where the item is in order to purchase it;
--ads can be filtered to get the most accurate results:
---by name:
----placing an * replaces any string, eg, entering a M* phrase will return items such as an Manioc or Minigun;
----putting the word in quotation marks restricts the search to the given phrase eg "axe" will return only items with this name, will not show items "reinforced axe", "combat axe", etc.;
----if you add - before the word, items with that word in the name will be excluded, eg: -pointy axe will return all axes, but only those that do not have word pointy in the name;
----by separating phrases with words OR you can use several search queries simultaneously, for example: ore-silver or tin will show all ore and tin but the results will be reduced by the ore of silver;
---price range, type of item and city in which they are for sale;
--filtered results can be sorted by name, quantity, price and time left;
-new states system was created: (KB) (SG)
--from now states have their strength, uptime and they can affect character statistics;
--most of crafted food from cooking has been updated to give buffs;


Bug fixes:
-declaring a war cost now appropriate amount of City Coins (3); (TM)
-names of attacked objects are now displayed in correct language version; (TM)
-name of key needed in order to open military chest is now displayed in correct language version; (TM)
-fixed desynchronization; which occurred when one of the players used a ranged weapon; (FM)
-fixed bugs with timers; (KB)
-fixed bug with missing text on info window’s button; (TM)
-fixed the way ragdoll was working when player was in or under water; (FM)
-fixed an issue with incorrect display of respawn timer after death caused by finishing move; (FM)
-from now on it will be easier to interact with character that is stunned on object build by players; (FM)
-fixed bug with objects not rendering after moving from the shelter to the Lost Highway; (FM)
-messages such as "not enough energy" or "lack of resources" will no longer queue up one behind the other if their content is the same; (FM)


Miscellaneous:
-changed animation of unseathing most of the weapon by the player; (FM)
-new animations for holding firearms were added; (FM)
-added rubbing of character clothes while moving; (FM)
-improved loading of icons; (FM)
-player no longer will be visible to others until entire level is loaded; (FM)
-knuckle-dusters or claws should appear in both hands after equipped; (FM)
-first phase of game optimization has been completed: (FM)
--resources will be loaded when needed in the game, so everything will be enabled much faster;
--much less RAM will be used;
--player’s weapons will be loaded asynchronously, meaning they do not freeze the game when equipped. However, models won’t appear on the player immediately;
-PDA window has been redesigned and enhanced with new features: (TM) (AR) (KB)
--added a quest log that allows you to preview all current and completed tasks, with their descriptions;
--added a list of tutorials available in the game so that players will have access to them at any time;
--added list of organizations;
-UI modifications and fixes: (TM) (AR)
--refreshed windows graphics;
--standardized dimension and style of individual elements (headings);
--from now players can move items from inventory to container using drag and drop;
--loading screen window was refreshed;
-added possibility to assign own keybinds. This option is available in the control settings; (TM)
-accelerated animations of slide, roll and dodge; (FM)
-tested in our developer environment, the initial loading of the game (to the main menu) is now 4-6 times faster, and uses much less RAM memory. Slightly more than half of the resources has been optimized. Computers with large amounts of memory should not consume more than 7GB RAM, when prior to optimization this number could reach up to 11GB. Additionally, in the near future, full level streaming will be added, which will further reduce memory consumption and significantly speed up map loading; (FM)

0.3.3 - changelog

Quests:
-in quest “You shall not pass”, when player decide to fight, right bandit will spawn now; (TM)

Balance:
-amount of screws and nails crafted from one iron bar was changed to 10; (SG)
-damage done by bows was reduced by an average of 20%; (SG)
-armor of all combat boots was increased to match the cost of their crafting cost and level required; (SG)
-walls durability was greatly increased; (SG)
-increased hammer damage on average by 30%; (SG)

Items:
-added recipe to create rivets in blacksmithing tree; (SG)
-added possibility to create sticks in forestry tree; (SG)

Mechanics:
-bandits with ranged weapons have gained new behavior. They do not run but change weapon to melee when the player approaches them. Every few shots they reload weapons. Those with one-handed pistols additionally have different aiming animations; (FM)
-bug with enemies shooting through obstacles should be much less frequent now; (FM)
-each weapon gained efficiency in attacking objects (walls, gates) based on their armor penetration; (SG) (TM)

Bug fixes:
-from now on there is pvp allowed on Yuma and Walnut Canyon maps; (SG)
-container window will now close after moving away from it; (TM)
-starting and ending the war is already working properly. In addition, after the end of the war, hit points of the city center are renewed; (KB)
-fixed wrong message when challenging to a duel; (TM)
-corrected City Coin notices, the required quantity is now given; (TM)
-inconsistent text in terminal dialogue mode has been changed, and there should be no situation where the terminal response text overlaps; (TM)

0.3.2 - changelog

Quests:
-“You shall not pass!” quest can now be completed; (TM)
-“A wild goose chase” quest can now be taken even when player rejected it before; (TM)
-corrected player position after going through the door in Ben the Butcher lair in quest “Vegetarian Sausage”; (TM)

Balance:
-amount of materials needed to produce arrows has been changed. From now on it is 10 branches, 10 feathers and one iron bar for 10 arrows; (SG)
-reduced probability of breaking lockpicks; (FM)
-the amount of armor of the Prototype W.A.R.P. set was increased by 50% on average; (SG)
-number of ammo crafted from steel was greatly increased; (SG)
-gunsmithing tree has been improved. New blueprints have also been added and the cost of producing certain weapons and ammunition has been improved. Changes are not final; (SG)
-amount of ore needed to craft iron bar was reduced from 5 to 3; (SG)

Mechanics:
-you now get experience in the survival tree for opening crates based on the number of combinations and difficulty level of their lock; (FM)
-from now on, loot drops from player when the resuscitation timer will come to zero. You can knock out your opponent speeding up the process; (FM)
-leader of the winning side becomes owner of all buildings when the city is taken over; (FM)
-from now on, people with the rank which allows of "managing city buildings" can destroy objects in the city. This should solve the problem of objects remaining after someone who has left the organization; (TM)
-city receives 3 day protection after being taken by another organization; (KB)
-it is possible to collect stones from the deposit without the use of a pickaxe in a manner similar to collecting branches from trees; (TM) (SG)

Bug fixes:
-there should be no situation in which, after the sliding, it was impossible to climb some stairs; (TM)
-from now on, you can not use the object recovery option if you are overloaded; (TM)
-from now on, you get quest items even if you are overloaded; (TM)
-added fixes for server restarts after 0.3.0; (FM)
-level of doppler effect in several audio sources has been reduced; (FM)
-fixed player's server position when in the ragdoll (the character thrown into the air should fall on the server side in the same spot as seen locally); (FM)
-when player shoots from the bow, the spine bone should no longer jump strangely; (FM)
-fixed audio of AR-12 robot; (FM)
-fixed the algorithm of drawing objects in containers; (TM) (SG)
-copper deposit contains now ore not just “copper” item; (TM)

Miscellaneous:
-when opening location map, player’s mark is enlarged and returns to its normal size after a while, which makes it easier to find own position on the map; (TM)
-from now on, mobs have names in two languages, not just English; (TM)

0.3.1 - changelog

Bug fixes:
-V hotkey no longer opens voice emote window. They are merged with gestures under G key; (TM)
-from now after choosing voice emote, window automatically closes as in case of gestures; (TM)
-fixed dropdown list in settings window so that all options are immediately visible; (TM)
-there should no longer be situation when containers like corpses and closets are empty; (TM)
-containers such as corpses, cabinets or medical boxes should no longer be locked; (FM)
-fixed a bug where sometimes the "interaction" hint on objects didn’t appear; (FM)
-fixed bug whereby using RMB outside the location map removes or places the player's marker in the wrong place; (TM)
-fixed a bug where once the "Eye for eye" task was rejected, it could not be activated later; (TM)
-corrected bug which caused dialogue with Martin after the task of "Hatchery of Monsters" to prevent further gameplay; (TM)

Update 0.3

Mercenaries, thank you for your presence during today’s stream – we’re glad that many of you decided to participate in it and asked us lots of questions. We appreciate all kind words and we’re looking forward to meeting you again – thanks to you we’ll be starting tomorrow’s work with even stronger motivation!

Although the game’s premiere was a great event for us, we didn’t have much time to celebrate it – we started to work on optimization and bugs’ elimination almost immediately.

As you’ve probably noticed, Edengrad is constantly changing. Having upgraded the game’s stability, it’s time to change a few things – today we’ve implemented the biggest update and the production has been enriched with several new features. We hope that you’ll like the newly introduced elements and will turn our servers red!

Take a look on changes:

-We’ve introduced the long-awaited wars of towns – another element following setting up fractions and interaction between organizations. Thanks to this new feature, the game’s world will become more dynamic and dangerous. -During the upcoming months we’ll introduce several new PvP-related features.
-We’ve improved servers performance, which will become more reliable and allow more players to enter the game.
-Talent trees have grown, offering now more opportunities of crafting weapons and constructing elements.
-The game has been enriched with new constructing elements, such as fences and doors.
-We’ve added action bar, thanks to which changing items or performing a specific activity will become easier. Thanks to this option you’ll be able to react faster in critical moments of a battle by assigning changes into certain number key. The interface will be refreshed soon and a quick access toolbar will get a new look.
-We’ve provided a resuscitation option – from now on you can help your comrades, even if they’re deadly injured.
-The number of animations has been doubled, thanks to which characters move in a more natural way.
-We’ve changed the cultivation system – the process has become more realistic and complex.
-We’ve added new lines and characters’ tones of voice.
-We’ve improved hints presented after moving the cursor over an item or a skill, and created a true knowledge compendium.
-We’ve introduced a possibility to grant privileges, thanks to which every member of an organization will be enabled to open the city door.
-From now on, players will be able to encrypt their chests.
-A mini game awaits those who seek for action – they’ll be able to open chests with the help of a lock pick.
-We’ve introduced a new map that will be continually developed (as for now, there’re two quests available).

The biggest upgrade isn’t only our merit – thanks to your commitment Edengrad’s getting better and better every day. We’re listening to our players’ suggestions and doing our best to adjust the game in such a way it gives you joy. A lot of improvements have been implemented thanks to you. We’re not resting on our laurels and we’re working hard to create a more polished and engaging world – we’ll present you a unique and interesting quest soon.

See you on the gaming tract!


0.3 - update video:
https://www.youtube.com/watch?v=NwJJd5Z2930

0.3 - changelog on Steam:
http://steamcommunity.com/games/381180/announcements/detail/1258040840413554243

0.3 - changelog on forum:
http://my.edengrad.net/topic/804-030-war-update/

0.3.0 - War Update - changelog

Quests:
-amount of experience gained for completing quests was greatly increased; (SG)
-added a new side quest in Gertrude's story line; (KB) (SG) (KK)
-from today, for 14 days (to 15.06), it will be possible to do a repetitive quest which reset daily. NPC starting it is in front of the shelter; (KB) (KK) (SG)

Balance:
-skill points required to unlock most abilities in talent tree was greatly reduced; (SG)
-all opponents now give far more experience for defeating them; (SG)

Items:
-4 new torches were added to the building tree, which can be placed on the floor; (TM) (SG)
-added new item type: item that begins quest. Use the item to begin quest. First item in this category is the one from Limp Joe; (KB)
-added new item type: blueprint. Thanks to it, you can learn skills in talent trees. First blueprints will appear as reward in quests given by Zeus. (BD) (SG)
-added new item type - books. Each profession has 4 types of books, which can be used to gain experience in talent tree; (PB) (TM) (SG)
-every weapon and armor have now minimum level required in order to equip them; (SG)
-two new sledgehammers were added in blacksmithing tree. They are very effective against walls; (SG)

Mechanics:
-added new movement capabilities like jumping to the sides by double-clicking the direction keys, and the abilities to roll and slide. You have to press the stealth key during the run in order to roll. To make a slide you have to sprint and click the stealth key; (FM)
-added new system for opening padlocks on containers; (FM)
-player placed boxes will automatically be closed with a random code (which can be changed) - better the boxes, more combinations they have; (FM)
-added new metal doors and windows with additional functions like viewfinder; (FM) (MK) (SG)
-from now on you can resuscitate your fallen brethen!; (FM)
-sowing and care of the crop has been refreshed, which is a prelude to changing the whole system: (TM)
--in order to sow a plant, it is necessary to first build a farming bed object on the ground;
--then the soil on the garden must be plowed;
--selecting seed from inventory now opens the build mode (sowing);
--we are aware of the fact that the current plants are bigger than size of farming beds but new models are on their way;
--plants need more time and care to grow;
--actions related to interaction with plants will receive new animations;
--from now only available interactions with plants will be displayed;
-long awaited city was have been introduced: (KB)
--newly established city is protected for 7 days - at that time it can not be attacked by any organization;
--war goal is to take specific city, but attackers and attacked city owners are pvp flagged on every map (except the shelter);
--war can be declared by any member of the organization with the appropriate permissions, it costs one city coin, and starts after 24 hours. Only after that time pvp and possibility to attack the city will be unlocked;
--every city center have now its own hit points, which increases with the expansion of the city;
--if attackers reduces hit points of city center to 0, then the war is over and the city changes its owner to the invaders side;
-from now on chests have limited capacity - as in the case of equipment, capacity is calculated based on the weight of the items, not on the quantity. Different types of chests have different capacities; (KB)
-added private deposits to the game. Players will be able to use them in the shelter as well as in their own areas and cities (if you build deposit there). Regardless of where player opens the deposit will have the same content. Deposits also have limited capacity; (KB)
-some items have acquired new capabilities: (KB)
-permanent bind to character - impossible of trading it to another person. That kind of items is destroyed after dropping instead of creating loot bag;
--reusable items - can be used more than once;
--protection against dropping out after death;
-action bar - gives quick access to items and talents: (BD)
--you can drag any item from the inventory and the talent from the tree to action bar to bind it under the hotkeys;
--you can clear field by dragging icon out of it;
--you can use item/talent by pressing hotkey or simply clicking icon on action bar;
--displaying of action bar can be turned down in game settings window;
--elements pinned in action bar are stored in ActionBarConfig.json file in order to easily share users configuration;

Bug fixes:
-if server was reset during dialogue with npc, it was not possible to restart the interaction once again. This has been fixed; (TM)
-fixed a bug where the displayed damage when attacking player with shield differed from the actual damage; (TM)
-actions have been taken to prevent situations in which the player was inverted 180 degrees (upside down). However, if this happens, the / unstuck command should already fix it; (TM)
-fixed bug where markers over NPCs head were not visible immediately after login; (TM)
-fixed bug that allowed items to be taken from containers using the "take all" option even when the character was overloaded; (TM)
-fixed a bug, when player had to split item stacks into smaller ones in order to drop them, resulting in spawning an empty loot bag rather than filled with dropped items; (TM)
-you can no longer jump during dialogues; (TM)
-when a player leaves the organization or starts a new one, the tag above his or her head should immediately change; (TM)
-fixed a bug where a player could spend more than 10 points in a given skill; (TM)
-fixed a bug by which player dying in deep water was lifted and did not detect the water collision and thus flew into space; (TM)
-fixed bug which allowed to place plots not entirely in city area; (TM)
-lighting in mines near Lost Highway was fixed; (FM) (SG)
-fixed a bug where sometimes player character in the ragdoll started to deform strangely; (FM)
-sometimes changing weapons to another, you could not deal damage. This has been fixed; (FM)
-fixed the health bar of flying enemies so iit would not cover them; (TM)
corrected messages which were displayed in english even in polish version of the game; (TM)

Miscellaneous:
-new graphic design for location and city names was added; (TM)
added tutorial for city plots colors; (TM)
-refreshed appearance of all hints appearing in the windows. They will no longer go out of the screen. In addition to hovering over the object, they now show a lot more information; (BD)
-a new door opening privilege has appeared in the organization window. A member of the organization with appropriate permissions can open all doors within the cities managed by the organization; (TM)
-voice emotes for player characters were added. For now, 4 tones are available. Window with them is bind under "V" key. Those with the "loud" option are heard by other players at a very large distance; (In addition, you can play different sound levels with the command /voice [sound name] [sound pitch from 0.4 to 2], for example: / voice iDontKnow 1.5); (FM)
-added metal and wooden stairs; (MK) (TM)
-death screen was refreshed. There is now timer and option to choose where to respawn; (BD) (FM) (KB)
-interaction on server objects will no longer display “recover” and “destroy” options and if only one choice is available, it is executed without opening menu; (FM)
-added new icons in tailoring skill tree; (AR) (TM)
-display of skill name has been added if you hover mouse over one in character advancement screen; (TM)
-dialogue window was refreshed, both graphically and in code. In most cases, if the dialog option starts the quest, it will be highlighted. There should also be no more problems with bad scaling of conversation windows ; (TM)
-bed placed by the player in area he own may now be marked as a respawn point; (KB)
-graphic interface for wars has been created: (BD)
--in city’s main menu player can start a war if:
--city is not owned by your organization;
--city is older than 7 days;
--player have permission to start a war with this city;
--target city is not at war at the time;
--in the city management window there are also public bookmarks showing all the wars in which city and organization participate;
-falling from a height reduces durability of the equipment; (TM)
-from now on, the player can set his own marker on the location map, which will also be visible on the minimap; (TM)
-added 7 new hair styles, 3 new beards, and fixed the bug with their detachement from the face of the player. Now the beard will move with the player's mouth; (FM) (MS)
-added metal and wooden floor flaps to allow players to close access between floors in their buildings; (FM) (MK)
-city walls and gates were added in building tree; (FM) (TM) (MK) (SG)

information on servers wipeout

Mercenaries, many of you ask us questions concerning a WIPE – a reset of characters’ skills. As you’ve probably noticed, with every single update Edengrad is more stable, but unfortunately in the first versions of the game bugs appeared that enabled some of the players to level their characters up and gain top-end items too fast. We want our game to bring joy and satisfaction to all users; therefore, we took a closer look at talent trees and balanced them accordingly.

We’ve decided to do the WIPE on June 1st. The operation will take a few hours – our servers will be switched off on June 1st and we’ll switch them on after implementing the planned changes.

What does it mean to you?
-All players will start their game from the beginning
-All characters, skills and equipment will be deleted
-Keeping the character’s progress won’t be possible
-All towns will be deleted

After a few hours break, our servers will resume their work and you’ll be able to continue your adventure with the world of Edengrad.

Apart from the WIPE, on June 1st other surprises will be awaiting you and we’re sure they’ll make your gameplay more pleasant. Follow our fanpage to learn more. We’ll inform you on upcoming changes during the livestream on Twitch and Facebook on June 1st, at 4 p.m. CET.

Thank you for your understanding and see you on the tract!