You might have noticed it already if you play since the first released chapters of Edge Of Eternity, but some music themes for environments now change after some time or depending on the story. While wandering in the lands of Heryon, you must have visited the Herelsor plains. These gigantic plains full of a luxuriant vegetation have a recognizable epic theme the first time you discover it. This theme is supposed to make the player feel the adventure our heroes have embarked in & the vast new world they still have to discover.
After some time in the plains, the theme evolves while keeping some aspects of the original theme. The epic & adventurous feel is being replaced by a composition that gives off a more ambient vibe. Cédric Menendez, composer for the game, has worked hard to make a clear musical motif that captures the feel of the Herelsor plains that is kept from one track to another. The new theme is more focused on a calm contemplation of the nature, leaving some space for the wildlife & environment sounds.
It might be a tiny feature for some, but it really shows how the music can influence the players’ immersion & alter their general feeling of Edge Of Eternity story. The video below shows Herelsor plains theme transition from epic to ambient, try to spot what is kept from one track to another.
https://www.youtube.com/watch?v=FuQNA4XPNoI
If you’re interested in the work of Cédric Menendez on Edge Of Eternity, we strongly suggest that you visit his Soundcloud page, he’s regularly sharing bits & tracks of his work on the game.
You can also follow Edge Of Eternity on Twitter & Facebook & Dear Villagers on Twitter & Facebook to stay up to date on the game.
Summer Update #3
Major Changes:
Craft Rework Crafting is now available at crafting stations inside cities instead of the status menu, also the weapon crafting have been reworked in an evolution tree system with discoverable recipes.
Equipment Dismantling Old equipment and crystals can now be dismantled from the inventory menu inside the status menu to get crafting elements.
Chapter 0 Squad Model Rework Left: new, Right: old
Mercury Boss Rework Mercury boss from Chapter IV have been reworked to made it clearer, added also feedbacks for hackable elements with Ysoris.
Bugfixes and ajustments
Fixed an issue that was randomly restoring the UI and movement lock during a dialog or an auto-cutscene
Added new sound FX
Forced Nekaroo dismount on certain type of auto-cutscenes to prevent spawning characters under the ground
Added two new dynamic events overworld
Added preloading system for dialogs and cutscenes, when getting close to a cutscene or dialog trigger, it will be loaded in background to prevent synchronous loading when interacting with NPCs or triggers
Fix for Selene scarf physic getting through her clothes
Improved monster animations through the game
Fixed a bug that could cause displaying only the first character of a dialog during an auto-cutscene
Fixed a few audio transitions issues
Fixed a bug that was removing music after the elder orokko fight
Improved animation and lipsync in a few cutscenes
Collisions improvement for the new battle cinematic camera
Fixed a bug in chapter 3 that was preventing main quest progression
Fixed a collision issue that was breaking some battle moves
FIxed a collision issue during some Nekaroo races
Moved concentration bar position in battles to match the new camera angles
New Crafting Skill Tree coming on Beta!
We are reworking the weapon crafting system to make weapon acquirement feel more unique and rewarding. We worked on weapons set to bring you with more weapons and their own tree for crafting enthusiasts.
- Shamanic Series for Selene -
Every weapon set will be related to a specific part and location of the game where you have to gather resources and use low-tier weapons to craft better ones. Basically, by amassing different weaker weapons, you will slowly but surely reach a point where you can create a superior, stronger weapon; a new sword for Daryon or a new scepter for Selene, making their wearer stronger than they ever was and rewarding your efforts properly as you fend off the monsters of Heryon’s wilderness or the Archelites’ weapons.
It was important to us to make weapon acquisition a worthwile part of the game, to give our players a sense of progression for their gear and making them feel like adventurers from classic RPG, literally going from rags to riches when it comes to their weapons.
During this summer, Edge Of Eternity will go through very important steps. We have been in Early Access for nearly 20 months now and it has allowed the game to grow progressively into what it is today. Our epic JRPG now represents more than 30 hours of gameplay, shared between six chapters (including Chapter 0 - Seed of Destruction, which serves as a prologue to the story). More than half of Daryon and Selene’s quest is already part of the game, and our small indie team is fully dedicated to deliver the final chapters over the next months!
On August 14th, Edge Of Eternity will enter its beta phase.
Despite all our efforts we know that our game is not flawless. It's time to address these flaws. Rather than add more content to the game, like we usually do, we decided to step back and fix everything we can to make the game smoother and more pleasing to play, both for newcomers and veterans. This includes bug fixes, animation clean-ups, UI optimization and many more updates that feel necessary to apply to the game; in other words, it will be a huge composite update that includes all the smaller ones we wanted to add to the game.
We we will also seize this opportunity to add Spanish as a new language option!
Several very awaited updates are on the way :
The New Battlecam
It is maybe one of the most awaited updates we had in mind: a revamped, new and improved battle camera. It was quite a challenge to make the fights more understandable and more immersive at the same time. With this new cinematic battlecam, we believe we pulled it off: your eyes will be set behind each attacking character, following them as they attack and passing to the next. Edge Of Eternity’s battles will be more epic than ever before!
[previewyoutube="NsO69Bhjr-Q;full"]
Cutscenes Improvements
One of the greatest strengths of Edge Of Eternity, like many JRPGs, is its story. We want our players to feel involved and touched by the characters’ quest, their struggles, their failures and their most shining moments. A huge part of this relies on your ability to sympathize with the characters, to identify with them. To help with this, we’re reworking the cutscenes: we’re improving the lighting, the color and revamping the lipsync system; in addition to this, we’re making sure that their unspoken emotions are more visible, in order to let the player know what is happening, let them feel what is happening.
[previewyoutube="_Oxy9_6HMbo;full"]
New Character Designs
In the continuity of the cutscenes, we’re also reworking the character designs for the main characters - Daryon, Selene and their companions. The many NPCs of the game will also be progressively reworked as a next step, as the priority was not on them. You may have seen comparisons between the “old” Daryon and his new appearance on Twitter or Discord, but just in case you missed them, here they are:
[The new version is on the left]
And in case you’re wondering how significant the difference is for other characters, here is his squad from The Consort’s army: Ordo, Sil, Zandra and Kino!
[This is Ordo. The new version is on the left!]
[This is Sil. The new version is on the left!]
[This is Zandra. The new version is on the left!]
[This is Kino. The new version is on the left!]
Dynamic Events
Since making a game more organic doesn’t rely entirely on improving the characters and their appearance, we have to improve the world so it feels more alive as well. For this, we’re creating a system of dynamic events and spontaneous secondary quests that will grab your attention as you wander through Heryon, offering a certain variety to your adventures that it might be lacking right now. These new events will come with new landmarks in your game: look for them, and you might see something interesting happen!
New Crafting System
Finally, we want to make the acquisition of a new weapon feel more rewarding. To achieve this, we are creating a new crafting system, including recipes and materials gatherings; nothing beats a sword that you made yourself, with sweat and blood, when it comes to feeling epic and personal.
[previewyoutube="UJaAbQdbsaM;full"]
The updates above are just the main ones: they accompany a huge polishing operation for the whole game. The point of the Beta Launch planned for August is to make the game, in its current state, the best that it can be before going further and adding new chapters. Later this summer, an updated roadmap will be released to announce the dates of the future chapters.
Us entering the Beta Phase of Edge Of Eternity will also mark another change. From the very beginning of the project, we aimed at a game scope and price that is much higher than the current Early Access one. Based on the content we achieved and all the polish we are making for the beta stage, we feel that now was a good time to raise the price according to our plans, from €19,99 to €24,99. To us, this price raise is a message and a promise: augmentation means that we reached this step of the game - we’re finally approaching the completion of the game.
This price raise will not occur until the beta stage is fully launched on August 14th, and you will still have some time to enjoy it for a few days right after. So if you want to get Edge Of Eternity for its current price, you still have until August 24th to do so! Don’t miss your chance to get it while it’s on the “early supporters” price!!
Last but not least, we know that many are waiting for the console versions. We have a clear commitment to them: don’t worry, the plan hasn’t changed, Edge Of Eternity will release on PlayStation 4 and Xbox One when the game will be complete. We cannot afford to run an Early Access on multiple platforms, no more than we believe it would actually make sense. We know you’ve been very patient already but as previously said we are now in the final steps. Those versions are coming and the final release of the game will be simultaneous on PC and consoles!
Cinematic Battle Camera (Battle Camera V2) After months of work we are releasing the new battle camera of the game, it was completely remade from scratch, the camera offer you know two modes cinematic and tactical, the cinematic camera will focus on the action providing a cinematic experience and the tactical is fully manual to have an overview of the combat. [previewyoutube="6iIFTXysqWA;full"]
New loot window and FX / new notification window We revamped the loot window and notifications UI to be more rewarding and animated, the effects are modified depending on the item rarity. [previewyoutube="iI5c0vmYaf4;full"]
Bugfixes and ajustments
Fixed a bug that was preventing the loot database from being loaded correctly
Improved rarity modifiers feedbacks in UI by adding glow in the UI
Added more feedbacks and effects / animations to crystal sloting UI
Fixed a few UI adjustment issues in ultra wide resolutions
Improvement and unification of a few UI
Improved a few cutscenes (lipsync / animations)
Removed randomness from quest and chests rewards, they will be now similar through all save files
Fixed the "Sunken Cathedral" that was doable again after completion
Fixed a few quest markers that was getting back after completing the related quest
Replaced a few cutscene to the auto cutscene system
Fixed lighting too bright on some auto cutscenes
Added crafting station in the cities to prepare for crafting removal from the menu and weapon crafting revamp update
Junkyard puzzles are now optional (but skipping them will prevent accessing a reward)
Added new sound effects
Fixed a softlock issues on the Stalker boss tutorial
Added new locations on the openworld for future dynamic events and content use
Added a few missing localization entries
Modified the save proposition UI to the modal window system
Added next turn indicator in battles
Added ATB feedbacks on icon indicators
Fixed a few icon loading issues
Summer Update #1
New features:
Added difficulty and immersion settings (experimental)
Graphics:
Played character will now be clipped when the camera is close
Reworked ambiance and colors of the “Elon Village” scene
Modified VFX of multiple spells and actions in battle
Reworked terrain biome transitions
Added “war” background elements on the “Battlefield” scene
Disabled texture streaming on main characters to ensure that their texture is always in high resolution
Added NNAO for lower spec configurations ambient occlusion
Improvement of the horizon and sky in the open world
Improvements to the herelsor plain area
Improvements of the beach area on the openworld
Cutscenes:
Improvements of composition, shoting and sequencing to chapter 0 & 1 cutscenes
Improved animations of chapter 0
New lisync on the chapter 0 cutscenes
Interface:
Added ATB feedback on out of screen combat target locators
Added Turn of indicator on battle status UI (enemies and allies)
Added new difficulty and interface settings (ingame and when a new game is started)
New design for textbox
Added artworks to auto cutscenes conversations
Removed quest UI from the full map UI (was not much used and was very early)
Audio:
Fixed a few audio transition issues where the volume of SFX could stay at 0 after a cutscene transition
New sound Fxs for the Camp scene (Intro 1st chapter)
New sound Fxs for the scene before Robot Fight on Battle field (1st Chapter)
Better Default loudness balance between Music/Sound FX/Voices
New Dynamic System Music on areas : Herelsor Plain (Chapter 1) / Elysian Fields (Chapter 5)
Fallon’s Battle fight Theme Improved
General Improvement of Battle field Sound Ambiance
Footsteps added in some Chapter0 cutscenes
Reverb Added in the team basement (Chapter0)
Gameplay and balance:
Modified the maximum number of battle objectives during normal battles to 1
Balanced rewards of combats and battle objectives
You can now open chests while mounting Nekaroo
Ysoris Moves cost less energy
New Monsters Dodile and Dilu
Bugfixes:
Fixed a crash on the corroded mass battle of the Chapter III
Fixed a crash when specific conditions were met when starting a puzzle
Voice acting will not continue to play when pausing a cutscene
Fixed a case where spawn conditions would behave incorrectly with some specific quest objectives
Fixed an issue on the ATB update logic that could softlock battles in some rare scenarios
Fixed a bug with screen space reflections where the reflections could pass in front of the hair / skin shader
Fixed a bug that could prevent the big orokko from moving correctly during the camp destruction cutscene
Fixed a bug that could trigger a double weapon equipment spawn in cutscenes (one in the hand one in the back)
Diminished memory usage by removing some deprecated features and code
Fixed a battle transitions graphic issue on scripted battles (mainly Chapter 0)
Fixed a bug with bonus objectives where the rewarded item could have different modifiers than the one displayed in the bonus objective system
Fixed a few cases of the quest system not being notified of quest objective update
Fixed an issue with the main quest of Chapter V where the transmitter scene could be triggered after the vanguard one causing a quest state lock
Minor fixes to the new hair shader
Performance improvements on the battlefield scene
Performance improvements on the openworld
Fix Fallon mines behaviour when entering case
Golden Track fix track which stops before reaching the beetle position
Fix softlock when HoloDecoy receives elemental damages
Fix cover state removed for wrong characters when someone leaves a cover
Fix Fallon becoming unfocusable (during Landmine fight) when receiving 2 hits with elemental attack
Fix Battle bonus objectives appearing when the condition could not be fulfilled
Fix Ricochet softlock when used on empty case
Minor Patch
Balance: - Nerfed Mantis boss
Fixes: - Fixed a bug that was making Fallon untargetable when receiving two hits from one combo attack - Fixed some case of music not playing after a loading - Audio and SFX improvements - Fixed icon display in menu for new skills from Chapter V - Fixed weapon placement for Fallon
Minor Patch
Balance: - Nerfed corroded adds of the conclave they now do less damage, are weaker and slower - Firebombs cannot be stacked anymore on the same case
Fixes: - CPU optimizations (~20% CPU performance increase) - Battle tactical placements will not affect some scripted battles anymore (like in the vanguard) to prevent starting on an "instakill" grid - Fixed a bug with the sidequest "Own Devices" where the NPC from the first objective had the wrong dialog and was not making the quest progress - Fixed a bug that was not refreshing minimap marker visibility when changing map - Fixed an extreme lag case with the new playable character in battle - Fixed a bug that was causing a softlock when an entity apply a taunt before any entity is present in the aggro list - Optimized a bit the two battlefield maps from the intro (still need more optimization) - Fixed a few softlock cases - Fixed crystals overlap in the "Excelsior" weapon crystal pattern - Fixed a bug that was corrupting the hair rendering in some maps / graphic settings combo - Framerate limiter is now working properly - Fixed fog in warehouse intro map - Fixed a bug that was breaking the UI if taking a screenshot during a cutscene
Minor Patch
Fixes and changes:
Fixed a bug that was preventing biomes datas from being read properly (was causing wrong vegetation everywhere)
Fixed a bug that was provoking a blackscreen after the first cutscene of the game
Adapter the main menu and the first cutscene to 21:9 and 32:9 screen ratios
Fixed softlock when using the Fallon ricochet skill when using it on an empty case
Fixes and changes for the experimental feature Battle Cam V2
Fixed a bug that was preventing weapons recipe from Chapter V from working correctly
Fixed a bug that was allowing to open the save UI outside of a savepoint
Added a feedback form
The fifth chapter of Edge Of Eternity "In Enemy Territory" is now available!
Hello !
We’re glad to announce that the fifth chapter of Edge Of Eternity called “In Enemy Territory” is now available! We can’t wait to see what you think about the next steps in our main characters’ quest to save their mother.
https://youtu.be/q7A7dwdjmwQ
As the gears of fate continues to turn and the world changes around them, Daryon and Selene continues their quest in hopes of finding a cure to the dreadful Corrosion. They travels will take us in the most dangerous places in Heryon.
(Minor Spoiler alert for a part of the fifth chapter scenario)
Ysoris seems to know a cure to the metal sickness but it is on another continent: Avaris. Due to an Archelite blockade, our heroes are forced to look for a mean of transportation. Ysoris is suggesting Daryon & Selene to look for answers in the Elysian fields. In these wastelands ravaged by the war, lies a derelict Battleship the Vanguard. In it, lies their best hope.
But Ysoris is hiding many things & his “solutions” might be too dangerous to follow. Our heroes might learn new things about the Corrosion, but at what cost?
Here’s a full patchlog of what’s new in this chapter:
In Enemy Territory.
New Area : Clockwork Field
The Clockwork Fields : a terrible zone claimed by the Corrosion. In this nightmarish landscape full of terrible abominations, that the heroes will discover that their foe is more than what it seems.
New area : Elysian Fields
When the war broke out, this region became a battlefield. The sky itself was ablaze and countless people died in this inferno - but Heryon flora is resilient and nature slowly reclaimed her rights over the region.
New Dungeon : The Vanguard
One of the few Archelite warships that remained functional after crashing. It has become a no-man's land - a death trap from which no one gets out alive. And yet…
Return to Herelsor:
As they try to reach Herelsor for a much-needed debriefing, the heroes will discover that few things have changed during their absence and that those that didn’t yet… will soon do. Heryon is changing around them, and they might be forced to take action.
Changelog:
Reworker Skin / Hair / Eye shaders of the main characters (NPCs will follow in a future update) Fixed a few pathing issues with NPC and followers Added supersampling Added sharpening filter Improved performances Improved overworld ambiances Fixed a bug that was causing character placement issues during inn / campfire scene Rework of some old cutscenes Improved cutscenes transitions Added a notification when the current chapter is complete Fixed a few wrong input display case with PS4 controller Remade first two cutscenes of chapter 0 Fixed a few ZFighting cases Cleanup a few animations issues Clamped lighting HDR output to prevent bloom flickering on very rough surfaces Fixed an issue that was causing the teleport menu to stay hidden after a teleportation (was causing “random” teleportation”) Reworked first two cutscenes of Chapter 0 (intro space and battlefield intro)
We want to thank you for your support, even in these complicated times, we also want to tell you what we’re also working on known issues and bugs the game has during the following weeks. More news about that soon. Have fun in Heryon!
Don’t forget that you can follow Edge Of Eternity on Twitter & Facebook not to miss anything about Edge Of Eternity, you can also visit & follow our publisher Dear Villagers on Twitter & Facebook for more Edge Of Eternity news.