Edge of Eternity cover
Edge of Eternity screenshot
Linux PC Mac PS4 XONE Switch PS5 Series X Steam Gog Epic
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Edge of Eternity

Minor Patch




  • Vastly improved loading performances and reduced game size by implementing data compressions on datapacks (already active since yesterday)
  • Fixed an issue on auto-cutscenes that could sometime snap wrongly a character at the wrong height
  • Fixed a bug that was allowing to teleport even if the teleporter is locked using the confirm button instead of clicking on the teleporter
  • Cleaned up minor visual issues in quests: Bare necessities, Biting the hand, Sunken Cathedral
  • Experimental: Deployed experimentally a change that attenuate the strength of character facial expressions during cutscenes for feedback purpose (don't hesitate to give us feedbacks with that change on the EOE discord)
  • Various minor fixes & crashfixes

Minor Patch




  • Added missing dynamic events and quest translations (FR, ES, JP, CH, GER)
  • Improved and uniformized a few character materials from the intro (Herana, Reynan, Sil, Ordo, Zandra, Supplicant)
  • Fixed a bug that made Daryon's eyebrow not following the eyelid correctly when he is in soldier uniform (intro)
  • Added a few camera automations on the tutorial stalker boss to generate better camera plans
  • Improved terrain shader of the Battlefield and Mother House maps (reduced "Pixelation effect", improved lighting and added some noise)
  • Fixed a bug with the Keyboard Mouse combo (was not present when using a controller) where Ordo was not highlit during the potion tutorial
  • Zandra concentration bar will last until the end of the tutorial message during the casting interupt tutorial (Stalker boss)
  • Fixed some trees on the first maps that were not taken into account for battle camera dithering
  • Improved loading performances and reduced loading related stuttering during the first maps (intro, snow, warehouse, battlefield, elon village)
  • Fixed a bug that could despawn the supplicant from the followers after a specific battle in the tutorial battlefield
  • Fixed a ground snapping issue when spawning some decor interacts (technomage turrets, eggs)
  • Fixed an UI bug that was opening the pause menu when exiting the save load menu using the "Esc" key
  • Improved characters eye texture to reduce the "red eye" effect
  • Fixed a bug that was preloading some unused assets when the game start
  • Fixed a bug that was preventing some collectibles feedback FX from displaying
  • Fixed a bug that could corrupt the rendering when the Sky quality setting is lower than 0.3
  • Improved a few dynamic events
  • Added new UI audio feedbacks
  • Fix tentative for a rare bug that could prevent action bar from being filled in the first tutorial

Edge Of Eternity - Beta release



Edge Of Eternity is entering its Beta phase!

This new update brings a huge amount of polish to the existing game, from fixing bugs to cleaning-up animation and optimizing UI.

Spanish is also available as a language option now!

[previewyoutube="BvoPOlVDcMY;full"]

Here are some (but not all!) improvements we made to the game:

Complete Rework of the BattleCam

  • You can now switch from tactical to combat view by pressing “CTRL”.
  • Camera is now following all actions as a film, seeing the combat as if you were in the game.
  • Vegetation occluding has been implemented.

[previewyoutube="NsO69Bhjr-Q;full"]

Cutscenes has been reworked

  • We reworked the characters lipsync
  • More animations for each scene from Chapter 0 to 1
  • Daryon squad got a visual upgrade

[previewyoutube="_Oxy9_6HMbo;full"]

Crafting system

  • Crafting stations came to the game, you must go to a city to craft your items
  • Weapon crafting is now a crafting tree system!



Dynamic Events

  • You can unlock events while traveling through Herelsor and Solna plains

[previewyoutube="FGk5pkb99n0;full"]


With the Beta release, our game is entering a new stage, and we hope that you will like this new update!

A discount will start at 7:00 pm CEST and last for a week: this will be your last chance to grab the game before the price increases!

Come play with us!

You can wishlist Edge Of Eternity on Steam:

https://store.steampowered.com/app/269190/Edge_Of_Eternity/

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 #6

Bugfixes and ajudstments:


  • Added ES localization
  • Updated global localization
  • Added haptics vibrations throughout the game
  • Revamped loot chances / tables of a lot of drops throughout the game
  • Improved a few cutscenes
  • Added new shading for teethes of characters
  • Savepoints are now grouped by areas
  • Locked savepoints will now be displayed in red instead of being invisible
  • Enabled new dynamic events
  • Added a feedback VFX on world collectibles
  • Fixed a bug where collectibles on the world could not disappear after looting
  • Ordo will not take a death stance during the tutorial battle when defeated
  • Fixed Selene eyelashes not following blendshapes
  • Muted a few SFX during cutscenes and combats (savepoints for example)

Minor Update




  • Added local minimap to cities (Herelsor, Tyr Caelum, Jagholm, Wurldendz)
  • Added raymarched dithering to vegetation during battles to prevent camera obstruction from the vegetation
  • Added new "generic" battle AI for non scripted enemies (will be able to use decor interacts like balistas for humanoid and crystals for humans and non humans against the player / heal & buff their friends and try to use different strategies against the players)
  • Fixed an issue with choices DPad button mapping
  • Fixed a timing issue that could restore the UI during a dialog (and in some extreme case could cause a softlock
  • Fixed a potential infinite loading issue when teleporting from a specific teleporter to another
  • Fixed a minor popup issue in battle with KBM configuration
  • Collisions fixes
  • Animations cleanup
  • Added new SFX in various cutscenes
  • Fixed a bug that could load twice a submap
  • Dampened "vibrations" when using the cinematic battle camera with the mouse

New Dynamic Events




We are improving on the Dynamic Events system in Edge Of Eternity. While this feature had been implemented since alpha release, we wanted to expand it to new areas and make the map more lively. You can now encounter over a dozen new events when exploring the Herelsor and Solna plains.

Key locations

Dynamic Events will start around 3 different type of places:


  • Marketplaces from Herelsor and Solna plains
  • Stonehenges from Herelsor and Solna plains
  • Arena next to the Lighthouse on Solna plain


https://youtu.be/FGk5pkb99n0
Many events will take place in those exact locations, but some can occur within a 500 meters radius, or get in your way directly. Those quests will change over time so you won't get the same objective twice in the same place: for example if you have to look for a certain treasure chest, the next occurrence may not be in the same area.

https://youtu.be/R24JGnuODKA
Don’t forget that you can get the game on Steam (or wishlist it that helps us a lot!) here:

https://store.steampowered.com/app/269190/Edge_Of_Eternity/

You can also follow Edge Of Eternity on Twitter & Facebook & Dear Villagers on Twitter & Facebook to stay up to date on the game.

Minor Patch



Bugfixes and adjustements:

  • Introduced new minimap system with area discoverability (and soon localized area names)
  • Implemented bosses battle objectives superbonus reward
  • Fixed a softlock case on some specific quest and dialogs with the recent changes
  • Fixed a bug that could prevent the Save UI from opening when the Save UI have been automaticaly removed
  • Fixed some wrong footsteps SFX material definitions
  • Fixed a bug that could remove the music after a loading (like unstuck) after a battle
  • LipSync improvements
  • Added SFX in various cutscenes
  • Adjustment of a few postprocessing areas
  • Removed deprecated end of chapter cutscenes

Summer Update #5

Features:



Added the first 15 inn character scenes


Unlockable through the game, those character scenes will deepen the bonds between characters and give more informations about the lore of each character

(Warning: this video contains a scene that is part of those 15, don't watch it if you don't want to be spoiled)
[previewyoutube="MGdxTt1DZVo;full"]
More characters scenes are coming in the future!

Added new accessibility options in the game settings menu


You can now choose the default battle camera mode in the game settings menu (between cinematic and tactical).

There is also an option to display the full battlegrid while in tactical camera, you can select the opacity of the battlegrid display in the game settings menu.



Variable ATB cost and move action ATB cost changes



We introduced a new mechanic of variable ATB cost, meaning that an action *can* cost less than 1 ATB, for the moment we added it only to the move action that now cost 0.5 ATB instead of 1 ATB. The ATB cost is displayed as a yellow overlay ontop of the ATB bar while hovering a skill (Keyboard/Mouse) or selecting it (Controller). The "haste" stat is now affecting skill that have variable ATB cost, meaning that having more haste can reduce further the ATB cost of the move action up to 0.3 ATB with a very high "haste" value.



Level Sync Improvement


Level sync have now been extended and have three options selectables from the interface and difficulty menu: Enemy (Scale the enemy level to your level if the enemy is higher level, easy mode), Disabled or Player (Scale the player level to the enemy level if the enemy is lower level, hard mode).

Bugfixes and improvements



  • Modified damage feedbacks
  • Modified weakness and resistance feedbacks
  • Improved Ordo face blendshapes
  • Improved LipSync and Face animations in a few cutscenes
  • Improved a few cutscenes
  • Nerfed Borborygm boss
  • Fixed timing of a few FX
  • Added animation transition for "animation pose fixed" entities on the world
  • Fixed a bug with some dynamic events that was ignoring the state requirements
  • Minor lighting upgrades on some cutscenes
  • Removed battle rating as it was a bit redundant with battle objectives
  • Fixed a bug that could softlock the Mantis boss on a very specific situation
  • Fixed missing music at some locations
  • Fixed a few audio volume issues
  • Fixed a bug that could prevent some visual FX from spawning during battles when animations are too short
  • Fixed a missing UI prompt during the camera tutorial
  • Rework of the doppleganger shader
  • Added new 2D portraits for secondary characters (autocutscenes)
  • New Dynamic Events on Herelsor Plain / Solna Plain / Heretic Trail
  • Fixed a graphic bug that could corrupt the screen when framerate is very low or when the game have microfreezes
  • Rework of the cutscene completion save system to prevent some save corruption issues in some autosave reload situations

New Monster Families!



As we focus on your gaming experience with this polish update for the Beta Release, we are improving monsters and classing them by type creating “families”. Lands will look more lively thanks to the addition of some monsters including two great families, one which started on Chapter V release and the other is totally new to the game. Please welcome the Slimes and the Dododiluses!

Slimes



Slimes are a common trope to most RPGs. These slimy masses from the swamps of Heryon are masters when it comes to adapting - not only to their environment, but also to the attacks of adventurers trying to take them down. They easily shrug off physical attacks, and keep on evolving to resist the elements you use against them! The first slimes you might encounter, in the Herelsor Swamp, are sure to give you nightmares!
Their expertise at disguising themselves might surprise you; they blend into the landscape so well that in some places, like the Clockwork Fields, they are nigh invisible.










Dododilus



Despite its less than athletic appearance, this reptile is not to be taken lightly. The dododiluses haunt the depths of Herelsor plain and hunt for adventurers who lack preparation. They won’t be gentle with you and their powerful, bladed tails might make you regret ever crossing their paths - not to mention their strong jaws.









While slimes are already in game, dododiluses will make their first appearance in the Beta Update.

And about that, we have good news for you:

The Beta Update is coming on August 12th instead of August 14th!


We are moving forward this date for internal reasons but nothing to worry, you will have all the promised content as announced!

Summer Update #4 (Bugfix update)

Bugfixes and adjustments



- Added new title screen background.
- Threaded auto-save code to reduce stuttering while crossing the world.
- Improved multi-choices UI.
- Fixed a bug that could make the camera underground during some auto-cutscenes.
- Fixed a bug that could make some characters disappearing during auto-cutscenes.
- Reworked a few chapter 1 cutscenes / sidequests cutscenes to the auto-cutscene system.
- Fixed a bug that could make references to some textures lost after teleporting back and forth to a far point of the map.
- Fixed a bug that could make the UI appear during a cutscene sequence in between two cutscenes.
- Changed location of the "Gurrn" boss battle scene to prevent some positionning issues.
- Reduce fog effect of the "Heavy Snow" weather.
- Added an option in the game settings menu to extend controller support (if your controller is not working with the game it can make it work), activating extended controller support will disable controller specific features like rumble.
- Improved Camera Feedbacks on "Mercury" boss.
- Improved a bit loading performances by making map loading sequential instead of parallel.
- Added new dynamic events.
- Fixed a bug that was causing an infinite casting on drone missiles.
- Ambient occlusion and screen space reflections will now ignore Skin and Hair shaders (will fix some ghosting issues on those).
- Fixed cloth infinite stretching during cutscene pauses.
- Added safeties to a few UI to prevent UI stacking.
- Replaced the spell puzzle in the forest by a new puzzle.
- Fixed a softlock case on some specific battlegrid calculations in a rare case.
- Improved a few shader elements on the scenery of Elysian FIelds.
- Added new character portraits for the auto-cutscene system.
- Improved SFX overworld.