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Genre: Role-playing (RPG), Adventure, Indie

Eternal Step

Stealth patch for v1.2

I super secretly fixed the fact that Stinger and Scaper lore texts were the wrong way round and a problem with trapdoors on floor 40 before anyone notices.


Eternal Step patch - Version 1.2 update

So we start this year with more Loot as Eternal Step see's its first update in 2016.

Our main goal at the moment is to boost the levels of loot to be roughly the same as swords ( 2 pages worth basicly). this will then pave the way for some of the bigger updates outlined in our 2016 roadmap.

Which if you havent read do so now and get hyped for more hard content.

The christmass boss as far as me and Paul could see was not defeated and you now will have to wait till christmas 2016 before fighting him again.

So without any more delay the updates.



Eternal step is now updated to v1.2. Main new inclusion this time are 8 new armours.

New

  • New armour Ninja gear, start each floor invisible for a few seconds.
  • New armour Fervent, blood hurts enemies.
  • New armour Hero, Upgrades sword beams.
  • New armour Verve, 50% more health.
  • New armour Steadfast, don't recoil on hits.
  • New armour Resurrect, come back to life once.
  • New armour Fearless, Half your health to double power (all damage types.)
  • New armour Superstition, Higher chance of special floors.
  • New way of showing lore at card selection.
  • Skill descriptions on skill selection.


Adjustments

  • Level up will now heal you to full health.
  • Updated door and brick to show they fragment into two.
  • Bigger card zoom size to more easily view the text
  • New code to stop the same normal floor variant happening twice in a row.
  • Graphics changes to the title screen and some level objects.
  • Old lore book removed to make way for the new version.
  • Floor 100+ normal floors altered in difficulty. (yes that means harder.)


Bug fixes

  • Stopped yet another bug that could stop the loot from showing on floor clear.
  • Stopped some moves hitting twice when they should only hit once.
  • Some spawned chests spawned more than once on top of each other.

Eternal Step Roadmap for 2016

Roadmap for Eternal Step 2016

So before me and Paul sign off for the year and enjoy Christmas and some actual downtime we want to share with you some thoughts and our roadmap for Eternal Step.

Since release me and Paul have managed to get a few content updates out and I'll be honest Paul has pretty much worked flat out since launch with no downtime to get those updates released.

It's always been part of our plan to add content and we think we have added a nice amount since launch. But we also have some big plans for next year.

Most of the updates we have done so far have been quick things we knew we could get out in a week to ensure we added more random content early after launch. Our plans going forward won't change much however we want to add more hidden and more complex enemies and hidden items.

So far all our rare enemies have been relatively easy to spawn, but going forward we hope to add some that are less simple or straight forward to spawn and some weapons that won't simply just drop off enemies. We will start to add some complexity and hide things going forward.

We have also added all this content free so far, myself and Paul are not sure if all additional content will be free going forward, however we stand by our studio rule which is not to charge money for any new content unless it's 33% of the base game! We will stand by that with anything we add to Eternal Step.

We have loved reading the feedback and watching people play the game etc, it's a little sad to see people so quiet, however it's amazing to see that people have had a good time getting loot.

Now before we show you the roadmap I think we need to make sure you guys understand something. The roadmap and updates are totally dependent on me and Paul supporting the game. I have a full time job and Paul is broke and taking extra work just to pay his bills so we have to work on Eternal Step in our spare time. At the moment we have no idea how the game has sold and although we will honestly try and fulfil this roadmap. As I'm sure you all appreciate, we all need to earn sufficient money to eat and pay the bills and can't indefinitely support a game that noone is buying! And as another one of our studio rules is to be honest, that’s what we want to do with you.

So do not look at this roadmap as 100% guaranteed, however it's the things we really want to add.

Roadmap for Eternal Step 2016

The below is a list of things we want to add to Eternal Step in order of how we would like to add them, however things may change.

Rare monsters for every normal type of enemy
We want to add the remaining Tower's rares so that each normal enemy has a rare monster that can take you out.

One life mode
One life mode is going to be the hardcore mode for Eternal Step, where there will be no checkpoints, you cannot pick your loot before going in, and once you die that's it.
The mode will feature leaderboards for weekly and daily runs so feel free to post your highest floor and claim victory!

The arena
A special floor that is a gladiator-like arena with multiple fights and a mini boss at the end.

New traps
We want to add new traps to boost the current set with some traps being a bit more amusing like the delusion trap.

Elevator floor
New floor that acts as an elevator to take you up a few random floors.

New weapons and armour
We want to boost the current selection with even more rare weapons. The cost to create these weapons will start to get pretty high as more and more rare ones are added

Random effects for normal weapons
We want to boost people using normal non-rare weapons, our idea being to add some random effect statuses that a player can use to activate a temporary boost, so for example a lightning one will add a lightning effect to your weapon.
This will give a bit more weight to normal weapons if you don’t happen to find a rare or run out of them.

Range weapons and Magic
This is going to be a bigger update as we plan to add range and magic to the Tower.
We don't want to add another 2 books to the menu though as we feel the menu is getting a little overloaded, so range and magic drops will work more like a Castlevania game. They will drop allowing you to pick them up and use them straight away but you can't store them and you can only equip one at a time. So magic and range will be pickup and use.

However we have put a twist on this meaning to unlock more range weapons and more magic you have find the enemy that unlocks it. Once you manage to take down these epic foes they will add that piece of magic or ranged weapon to the loot table of possible drops. We want these enemies to be tough and hard to seek out so happy hunting.

The Fragment Machine
This machine will allow you to spend fragments to purchase random cards ( you won't be able to select the card) You can spend a certain amount of sword fragments for a random rare card, and the fragment machine might hold hidden rewards also.

Weekend Boss
We want to create a weekend boss that appears just at the weekend, he will have 4 forms one for each season and will only appear at the weekends giving you some reason to jump in.

More holiday content
As you might have noticed we have bosses that appear only around certain holidays and then disappear and we want to carry on this trend. This allows us to add rare cards that you can only get at certain times a year.

More floors
Our aim is to push the floor count to 200 and have a new main boss at the end.

New boss forms
We want to use our existing bosses and give them new modes and new moves so at higher floors you can come across them again and them offer you a new challenge.

Boss floors
A floor in which a random boss may appear.

Helmets
This is iffy at best at the moment, however we would like to add more customising to your little crusader and have helmets be rare drops from harder enemies.

More status effects
Expect effects like stun etc to appear in the game as we expand our enemies.

New enemies
We will be adding new enemies post floor 100 when we get around to doing it.

Portals
We want to add a random element that presents you with more difficult content. Portals will feature multiple floors with a boss at the end but will yield exclusive loot.

Combine cards
This is also very iffy and we need to see if it's possible really but our idea is to combine cards to craft a new card and let you play around with it.

Even more treasure and evil floors and puzzle floors
We want to keep adding the random mini game floors to break up combat and mix things up.


Things on this list may change, some things may get removed or tweaked but we will explain why if we have to, and of course we might also add things as me and Paul talk about new ideas a lot.

So happy Christmas for OMWGusto!!! Enjoy the holidays and thank you for supporting us. Hopefully you can see some amazing stuff is planned for the coming year!

Eternal Step patch - Version 1.12 update

Christmas boss is now ready to challenge!

The world of Terra may not celebrate christmas as we do.

However the City of Omina does exchange gifts between the rich and poor alike to help struggling people make it though the winter.

They also hold a feast lasting from the 18th December to the 8th January, as ordered by the council of Nine.

The festive boss is a nod to a myth told to children who get gifts around this time.

The myth is that a monster lives inside the gifts, and if you are bad it will come out, grab you and pull you into present to be lost forever.

However if you are good then the present will show you a gift inside instead.

The council made an actual version of this for the tower.

Remember if you like lore then read the lore book everytime you get a new peice of gear or fight a monster to learn more.

--

Thanks for your patience with the delay to game updating. Paul had to take on some other work for three weeks so was unable to fully dedicate his time to the game. We hope everyone enjoys the patch and has a good Christmas holiday. If you don't celebrate Christmas then happy usually get time off work days!

Sadly a new update to the engine has hapepned but that is still in beta, which shown great results for lower end PC performance, was unable to be implemented yet due to old saves not working with the newer update. Hopefully this will be fixed soon then most users should see a noticeable improvement in performance.

We have asked about a fix for this or work around yet currently nothing has come back!



New

  • Christmas boss added till the 8th January.


Adjustments

  • Thanks to new Christmas boss code, King Slime and Master Handy will spawn enemies based on your level and not floor level.


Bug fixes

Christmas is coming on the 18th of Decemeber

A cold wind is blowing into the tower as winter is coming.....

Well at least Christmas is coming, the 18th will see a new boss enter the tower and much like our halloween boss hes out to kill you all.

So get ready for more details closer to the 18th.

As with the Halloween boss he will only be around for a certain amount of time, then you will have to wait till next christmas before he returns.

So if you want to collect his monster card make sure to join us during the holidays.

You may want to brush up on your christmas carols to help spawn this boss.

Until then!

Mac issues from last update fixed.

There were reports of the mac build having issues with the latest update after the engine was updated.

I have reverted to the previous engine build and re exported the game which has fixed the problem with the mac version loading that we tested.

Eternal Step patch - Version 1.1 update

Apologies for the small updates in the upcoming couple of weeks. Other work has stopped me working full time on the game but we should be back to normal in two weeks.

Critical moments have been added!!

We have watched and listened to feedback and now give you a way to know if the boss is close to dead.

The music in the game will change once the boss hits 20 percent health, this peice of music should get you pumped as you have almost killed the sucker...but then you die..nooooo

Other then that we changed a few things to makes peoples life easyer!

Rare monsters are still coming :)
Also Christmas content is still on the way YAY for Christmas and all the death that will follow.

New

  • New music plays when the bosses are under 20% health.


Adjustments

  • Slime appearance altered to look more like king slime.
  • Removed fragment video tutorial to help people get into the game easier.


Bug fixes

  • Possible fix to the rush ability throwing you offscreen sometimes that Th3Jok3r reported.
  • Orbbit projectiles should now take less cpu power.
  • Stopped Handy hiding in walls sometimes when losing armour.
  • Stopped Orbbits from floating into hard to hit positions.

Eternal Step art changes video

Hi Guys

below is the short video just showing you the changes we made to the game with our last patch.

this video is short and sweet and shows the changes to art we made over the last week.

So take a look and if you havent got the game yet make sure you do soon and get geared up.

Soon there will be new rare monsters to hunt and murder just like King Slime and also our christmas content is coming.

https://youtu.be/U1ZjzNxwMBg

Eternal Step patch - Version 1.1

Version 1.1 released

As we work towards doing the new rare monsters, this weeks patch is all about upgrading the visuals.

Following feedback we have changed the look of the visuals and enemies etc.

We feel this looks better and is closer to what we wanted to do in the first place.

Other then that we have a few fixes and balance tweaks.

We are also working on a way to tell you that a boss is almost dead :)
After watching a few people tackle bosses, the common question was "are they almost dead" or "how well am I doing"

So this change is also coming.

Rare monsters is still about 2 weeks away so get geared up for the hunt.

New

  • Art update for character animations. The main character and enemies will now not just have flat block colours.


Adjustments

  • New minimum damage for floors applied. (To stop higher floors killing heavy armour builds 1.)


Bug fixes

  • Change floor triggering all imps will now work properly.
  • Floor variant 125 door would open before all enemies were dead, now it doesn't.
  • Will D wisp explosions will no longer give exp.
  • Blocky card will now work on Encho's projectiles. Because he isn't that special.
  • Jacks maze will now be visible on low settings. thanks to Fantasy Batman for pointing that out.

Tips for getting started

To help out new players here are some tips that may come in handy while playing:
The checkpoints to floor 100 are before every 20th floor (floor 19,39,59,79,99) You can carry on from those checkpoints when you die.

It is best to store any new type of card you get first so that it is unlocked in the books.

Skills aren't affected by the weapon damage or attack value. They rely on your level and the skill emblems. If you find yourself only using skills focus into skill emblems not the attack emblem for more damage.

Adding a few points into potion emblems could make life easier. It only costs two emblems to have three max potions instead of two.

As you go up the floors enemies will start overtaking you with how much they kill you unless you put a few emblems in defense every so often to keep up.

Some combinations of equipment work well together such as Bleed for high damage output and nibble card to get the health back you lose off each enemy killed using bleed.

Don't dismiss the shield and only use dodge. It costs no stamina to block so you can attack straight after blocking an enemy attack. It also has other uses on later enemies.

Exp is always 1000 to the next level. when the floor is above your level you start getting bonus modifiers on exp. If you are the same or under a slime you get 6exp one floor higher is 12exp and two floors higher than you is 18exp. You will level fast if you are well below the floorlevel but at the same time if you needed to you could farm exp quite easily on earlier floors.

Later bosses might seem to have a lot of health but you can use cards to help you take them out fairly fast. Dark matter has great damage output for slow moving objects and combo in for example skeleton archer card to hit them even when you are running around.

If you have problems with bullet hell style avoiding (so sorry) then the blocky card is for you. Half the projectiles will never even get to you.