[previewyoutube="KWrrOS5J5iw;full"] After a long wait, the Midgar Studio team is happy to announce that Edge of Eternity will be release on June 8. The roadmap you've been following since the Early Access release will be completed with the arrival of the game's final two chapters: A Message From Beyond and The Ascent. These two new pieces of content will provide 5-10 hours of additional gameplay. To reach the epic conclusion to their quest, Daryon and Selene's party will have to find the famed mount Berenroth and thread the most dangerous Clockwork Field in Astrya.
It's all thanks to you!
As a result, Early Access ends on June 7. We would like to thank all the players who have helped us make the game experience better with each update, whether minor or major. Your feedback has allowed us to take a look at the development process to identify and improve what was wrong. We are eternally grateful for that!
Your endless support push us to deliver the best experience possible. Just like before, we will continue to update and polish the game until the release day.
For newcomers, don't hesistate to join our Discord!
Last chance to grab Edge of Eternity with a 33% off before price raise!
It's your last chance to grab Edge of Eternity at $16.74 before the price increase on April 14. At this date, the price will goes up to $29.99.
Official Keyart
Check out the last keyart for Edge of Eternity made by the artist Maeka below! It replaced the last video background on the game menu and will cover the future box art.
Patch Notes
Added new battle feature: Scan (Toggled with ALT key with KBM and DPAD UP with Controller)
Added new key art to main menu and loading screens
Improved memory usage
Speeded up loading in the openworld
Added GPU occlusion culling (reduce NPC CPU load)
Global CPU performance improvements
Improved terrain UV blending quality (prevent burnt far terrain)
Reduced weapons and armor bonus level range (will remap existing items)
Fixed CPU performance diminishing while moving on the openworld due to some physic issues
Fixed audio stuttering issues
Added an option to control the distance object update rate
Added an option to rescale the UI
Turrets will not activate during Junkyard's puzzles
Cleaned music transition between open world and dungeon
Burn status damages are now taking into account for residual fire damages bonus objectives
Remaining effect after using firebombs
Red widow Rock throw not disappearing
Target Available for hack feedback not displaying
Danger Effect not disappearing when Nepentha roots spawn
Team member equipment will no longer be displayed after leaving the party
Restored Energy interface will not spawn several times when spamming sleep
Toggleable pause menu during loading
Collisions fixes
Skip cutscene interface displaying when pressing escape during a multiple choice dialog
Team formation not applying in some cases
Enemy Drone will no longer be able to move on player nexus
Battle interface displaying during fanfare when swapping device
Minor balance tweaks for Derek & Gavin and Mantis Fight
Minor balance tweaks for Light From Above Spell
Fixed bugreport input field not useable in 4K resolution
Added two new sidequests in Chapter I
Fixed some lighting issues when hour is changing abruptly
*Note: as we are hardworking on the polish right now we are pushing a lot of patches live, if the patch size is an inconvenience we highly suggest you to mute the patching Steam: How to disable automatic updates
Fixed huge performance drop when moving character
CPU performance improvements on NPCs updates
Fixed an animation stance reset issue that was breaking a lot of cutscenes
Fixed vanguard puzzle progression softlock
[Experimental] : Added UI rescale feature (for example if playing on a smartphone in cloud streaming it can make the UI scale adapted to it)
Tough love is now tracking progression even if the quest is not tracked
Fix audio transitions in some timelines
Fix Loud sound after battles / Rest
Minor Patch
Added Olphara Defense introduction dialogs
Fix Softlock occuring with skills using arc targeting
Fix Sunken Cathedral quest not updating after receiving the Nepentha Heart
Fix Pilitch Quest toggling last quest dialog instead of initiating the quest
Fix wrong music played when entering areas
Fix Switch leader button not appearing when toggling a member from reserve
Fix use item animation not played when using repulse bombs
Fix softlock occuring when interacting twice with the crafting table during the orokko trap crafting tutorial
Fix Tough Love, using potion no longer increase hit counter
Fix Bug that was preventing player from opening any menu after completing Battle items tutorial
Fixed minimap mask not updating while being offscreen and staying in place
Fixed out of bound exploits with the Nekaroo
CPU optimizations for battles
Crafting minor rebalance
Fixed a few softlock cases
Fixed a timing issue where conditions could not be taken into account before starting a trigger
Minor Patch
Bugfixes and adjustments:
Major Theia Skills power and efficiency rebalance
Fixed audio bug that could disable completely the audio after a battle and using a teleportor in certain conditions
Fixed the quest "Tough Love"
Fixed a bug that was displaying the interact UI to talk to an NPC while being mounted on a Nekaroo
Fixed a bug that could prevent Daryon sword model swap to work after completing the intro
Updated experimental features manifest
Fixed a performance bug that could freeze the audio thread during gameplay while cleaning memory
Minor loading time improvements
Minor performance improvements
Fixed a performance issue where terrain navigation would be rebuilt too oftenly while crossing the world (prevent some lag spikes)
Fixed a performance issue with battle when no actions has already been taken
Improved LOD settings in multiple maps to prevent some obvious popping
Improved area minimap markers
Fixed VFX orientation of spell Soul Sink
Nerfed wyrm monster
Improved landscape in Inel region
Moved weapon crafting tutorial
Minor Patch
- Added a new monster category on the beach area - Improved openworld loading times - Added a savepoint and a campfire at Gideon gate - Improved memory usage of the openworld terrain system - Reduced micro stuttering while crossing the openworld - Global terrain system minor CPU performances improvements - Fixed terrain "bending" being too strong on assets - Fixed wind parameters not correctly passed to terrain assets - Fixed player minimap marker "jumping" when mounting on a Nekaroo - Improved some LODs transitions - Fatigue stats modification will not be updated in realtime during a battle (prevent max stats to diminish after using an action in battle) it is sampled only at the beginning of the battle - Fixed some errors in the pathfinding system that was causing some NPCs/ Monsters to fly - Minor pathfinding performance improvements - Added a safety system to battle scripts (Auras / AI / Mechanics) to prevent that an error inside them softlock battles (for example recent issues with the Tough Love battle mechanic that was blocking a character in an "attack" loop) - It is not possible anymore to interact with a NPC while mounted on Nekaroo (aside from specific quests where you need to pick scent with a Nekaroo), fix some rare case where the party leader disappear after a cutscene when it was mounted on a Nekaroo - Fixed loading screen getting stuck when starting a battle during load screen - Fixed Petrus quest that was softlocking with a black screen
Intermediate Chapter is available !
The fishermen's village of Inel is happy to welcome you
Surrounded by sea and mountains, Inel remains spared by the torments of war. Nevertheless, this peaceful village is not a restful stop on Daryon's journey.
Taking place between Chapter 0 and Chapter I, this new open playground is the best way to apprehend the game’s core gameplay mechanics. In addition, new players will be able to go in depth with Daryon’s personality.
This new content include :
A new location with the small village of Inel
A Nekaroo Farm
Some new sidequests
New main story input
Take advantage of the current 30% discount to immerse yourself in the universe of Edge of Eternity during its Early Access.
UI
Reworked sprint bar
Cleaned up transitions between menus
Added a fade when the UI will be disabled
Fixed a bug that was creating inconsistent zoom levels on the minimap depending on the situation
World markers are now faded instead of being displayed at infinite distance (exception of quest / objectives / dynamic events markers)
Added markers to NPCs that have conversation
Cleaned up tutorial box apparition transition
Interact button will not appear if the character have no conversation with the current quest progression
Improved markers positioning with humanoids
Graphics
Fixed a bug where the ocean could clip when viewed from far away
Reworked Nexus display and added a transition with steepiness
Improved low end ambient occlusion setting
Improved sky shadows updating, it will now update in realtime instead of stuttered update
Added model clipping to followers when too close
Fixed contact shadow stuttering with low physic frequency
Fixed technobandits that were flying
Fixed a shader bug that was causing the stalker canon to have weird squares instead of distortion
Fixed Anselm vein blocking slope
Fixed flying asset in chapter 0.5
Gameplay
Fixed multiple imprecisions in Nexus Line calculations
Nerfed battle initiative damage and stun duration
Improved pursue and flee behaviors of enemies, it now use a pathfinder to prevent going back and forth
Added new monster “Dodilus”
Added an initial random delay for dots to prevent them ticking at the same time (make the battle easier to read)
Fatigue consumption of spells is now constant and not variable between spells (exception of special attacks that are still costing a major part of the fatigue)
Nerfed Conclave boss
Reworked Archelite Amplifier decor interact
Modified Mantis boss encounter
Balancing pass on stats
Balancing pass on loot tables
Fixed camera “locking” and “teleporting” when talking to a NPC while sprinting
Performances
Added DLSS auto mode
Improved volumetric fog performances
Improved openworld terrain performances
Improved game startup time
Speeded up all assets loading
Fixed a bug that was preventing resources from being released correctly from memory after unloading
Reduced memory usage of the game to ~2GB (will prevent crash on some low end platforms with 8GB of memory like Geforce Now or low end computers)
Fixed a mini stutter when changing terrain tile due to collision recalculations, now those are done in another thread to prevent stuttering
Fixed a freeze that was caused in some case by tutorial boxes
Cutscenes & Animation
Improved cutscene transitions
Fixed a few cutscene lock case
Fixed some case where the UI would stay during a cutscene
Fixed a bug where Daryon could be not present during an autocutscene if he is in the reserve party in some rare case
Fixed some characters that were still animated while supposed to be dead in the intro
Other
Fixes multiple softlock sources
Cleanup a few collider issue
Multiple bugfixes for NVIDIA Ansel
Improved multiple grounding behaviors to prevent flying NPCs in some cases
Don’t forget that you can get the game on Steam (or wishlist it, that helps us a lot!) just below:
Welcome friend! To celebrate the Intermediate Chapter update, the trip to Heryon is 30% off until Monday 22nd 7pm CET | 1pm EST | 10am PST!
Lead Daryon and Selene for find a cure for the Corrosion, a terrible sickness spread by the Archelites invaders, who infected the world of Heryon. Currently in early access, Edge of Eternity includes six entirely playable chapters, diverse environments and a dynamic combat system offering 60+ hours of gameplay. Designed in the pure old J-RPG tradition, Edge of Eternity is an authentic experience with an original story set to music by the Japanese composer Yasunori Mitsuda.
P.S.: you can pet the Nekaroos
Have fun!
Don’t forget that you can get the game on Steam (or wishlist it, that helps us a lot!) just below:
Please welcome the long awaited feature: DLSS support!
If you are playing with a NVIDIA card DLSS-compatible, you can now turn it on to enjoy the game with beautifulest graphics! You can configure the different activation levels on Options > Graphic Settings page: Off, Ultra-Performance, Performance, Balanced or Quality.
If you missed it, we already shared in our Discord a comparative table to check how enabling DLSS in Edge Of Eternity will better your performance:
As you can see your FPS are going to grow without any quality loss! Also note that all these tests were before the latests optimizations so it might get even better on your computer.
For achieving this we also want to thank the NVIDIA team who got really involved in the development, giving advices and helping us as we are the very first game made with Unity joining the DLSS family. To accompany this accomplishment here is a comparative video made by us with the support of NVIDIA.
You can also follow Edge Of Eternity on Twitter & Facebook & Dear Villagers on Twitter & Facebook to stay up to date on the game.
NVIDIA DLSS is now available
NVIDIA DLSS is now available for NVIDIA RTX GPU in Edge Of Eternity, it can be enabled from the graphic settings menu.
DLSS allow to achieve much higher framerate by rendering at lower resolution internally and using AI upscaling, oftenly the differences with native resolution are not noticeable and it offers a huge boost of performances.
[previewyoutube="iTbcxd-hmIg;full"]
Minor Patch
Fixes and adjustments:
Improved performances when loading a submap (cities, jungle, areas, etc...), and reduced linked stuttering
Removed a lot of micro-freezes through the game
Opening a chest will not freeze the game anymore when using a low end CPU/HDD pair
Overall CPU/GPU performance improvement
Improved cutscene transitions through the game (and fixed characters popping during transitions)
Fixed some UI rendering in 21:9 and 32:9 ratios
Improved start battle loading speed (also it does not freeze anymore and the camera is not stuck in a weird position during this freeze anymore)
Cleaned Oboros tutorial battle nexus positions
Fixed multiple collisions issues
Fixed clipping issues in the Vanguard map
Fixed a bug that could spin the camera during a tutorial
Fixed some canvas scaling issues with tutorial area masks
Reduced "vibrations" when the battle camera was colliding
Improved drone animations
Improved Myrna cutscene in Herelsor loading speed
Fixed a bug with intermediary quest markers that would never update to the next one
Fixed multiple softlocks
Dense vegetation is now correctly clipping when using tactical camera or battle move
Multiple localization fixes
Fixed a bug where swapping Nekaroo model using the wardrobe when mounted resulted in the player getting out of bounds
Fixed issue with some corpse model that were still breathing and blinking