One Step From Eden cover
One Step From Eden screenshot
Linux PC Mac PS4 XONE Switch Steam Gog
Genre: Shooter, Real Time Strategy (RTS), Role-playing (RPG), Strategy, Adventure, Indie

One Step From Eden

Patch v1.2 - Chaos Control

Patch Notes 1.2 | 4-3-2020

First of all I want to state my intentions as a game designer.

My biggest goal is to make the game as fun and interesting for players as possible. That is what I personally want. I'm not trying to make a hard or easy game. I'm trying to make a game that challenges players and allows them to explore combos and mechanics and have fun with them.

Please know I have the best intentions in mind even if I may make design mistakes here and there. If I make a bad change, I'm willing to admit it and find another solution.

Sometimes it should be hard to help push you towards improving but this has to be done very carefully. Sometimes it should also be chaotic to throw a rush of excitement and panic at a seasoned player, but this scenario is rare and should not be an every-battle occurence like it can be now.


--Difficulty Changes--



1. The chaotic part of the game (mainly mid-late game) are pretty messy. I'm introducing a new system that calculates the current number of live enemies on the field and increases the time between their attacks dynamically. Chests and minions will also affect this amount but to a lesser degree.

This should give you more breaks during the onslaught of the later battles, reducing the need to "burst" down an enemy at the start of battle, and help keep things strategic while still retaining a "fair" level of difficulty. I highly doubt I'll get this formula exactly right on the first try so please let me know your feedback on it!

2. Easy mode is not something I want to just tack onto a game. Making everything "80%" slower is a pretty lazy design choice and not something I'm comfortable with doing. I've made changes to open up more opportunities to hit and avoid bosses between attacks.

It seems like the first world is slow enough for most players since it already has some "limitations" such as not spawning more than 2 enemies. I'm going to extend this limitation to the second world for non-ascension runs.

I've reworked the way higher tier enemies appear based on luck, leading to a smoother curve throughout runs.

I love a challenge and don't want to take that away from hardcore players. Most of the changes I'm making are not just about making the game "easier" but slower, more strategic, and easier to understand. If you're here for the difficulty, there are plenty of ascension levels I will continue to balance.

Hopefully these and the quality of life changes below help make the game more manageable.

This isn't the end for making the game more accessible. I'll keep working on it.


--Spells--



AirSlash
-
Rarity: 1->0


Ambient Burst
-
Rarity: 2->1


Blast Crystals
-
Rarity: 0->1

Not a great beginner friendly spell and gets in the way sometimes. Making it a bit less common.


Booster Shot
-
Rarity: 0->1

A bit too advanced for a common.


Detox
-
Mana: 1->0

It doesn't do much atm, I want it to deal dmg equal to triple instead of just double poison but I'd have to re-localize in every language so it may take a while.


Energizer
-
Damage: 40->90
Dmg increase per cast: 20->30


Flurry
-
Range: 2->3
Shots: 10->12

I love this spell, I think it's awesome but it was just a bit too situational and hard to use. Hopefully this makes it much more viable, even without root/tilebreak/summons.


Gambit
-
Damage: 20->30


Jam Slam
-
Rarity: 0->1


Kunai
-
Anchor: Yes->No

Adding Anchor seemed unecessary, instead I reduced the effects of a couple artifacts that worked a little too well with kunais.


Last Letter
-
Z Damage: 200->250


Magic Claw
-
Damage: 40->60


Minefield
-
Rarity: 1->0

Great against bosses that move around a lot, especially for newer players.


Orbital Beam
-
Rarity: 0->1
Time to hit: 0.7->0.6

Many newer players were taking this spell but it's not very beginner friendly. It's also not used in many builds so I'm increasing the rarity.


Pyroblast
-
Damage: 100->50
Explosion dmg: 50->100

This should help the spell feel a bit more "explody" and powerful, rewarding nice placement but not affecting single target damage since the explosion also hits the target.


Sera Cannon
-
Mana: 3->2
Rarity: 2->3

For most builds 2 Mana fits this spell perfectly. It shouldn't be too easy to get for money builds since it can be so powerful, so instead I'll be increasing the rarity. This way normal builds can still enjoy the spell, but not have it clutter the options too much.


Skipper
-
Defense reduction duration: 15s
Damage: 50->120

It's an awkward spell to hit. I'm increasing the damage but putting a timer on the defense reduction to round it out for more builds. It should still be good for multi-hit builds but with more of a "combo" feel.


Sweeper
-
Damage: 40->60

Felt a bit weak since it could miss so often.


Sword Row
-
Rarity: 1->0


Tsunami
-
Damage: 40->50

Felt a bit weak for it's name.


Wall
-
Rarity: 0->1

Not usually useful, making it a bit less common.


Waterfall
-
Damage: 50->40
Anchor: Yes->No

Feedback seems to be that it's more fun if you can move around during it and I agree. I'm reducing the damage a bit to make up for it.


Zenith
-
Mana: 1->0

Kind of annoying to have to keep track of having enough mana to pull off the combo, hopefully this makes it a bit more viable without "step/dash" spells too. I think the risk/reward justifies this change.



--Artifacts--



Adaptive Armor
-
Armor: OnTakeHit->AfterTakeHit
Rarity: 2->0

This artifact helps with some the more overbearing "multi-hit" attacks like diamonds or rotating saws. Moving the Defense to trigger After the hit, before it was basically 10+ free defense (not in-line with other artifacts). I'm lowering the rarity to make it more accessible to newer players.


Card Thrower
-
Consume dmg: 30->20

Worked a bit too well with kunais, 20 dmg is still a nice bonus.


Cassidy's Scarf
-
Rarity: 2->1


Chaos Frag
-
Removed all movement effects
Self-Fragile: 99->9
Self-Poison: 40->20

I intended for it to be a silly challenge, but most people did not have fun with it and it could ruin runs. This should make it much more viable for normal runs, and a nice pick for Self-Fragile builds.


Icing
-
Rarity: 1->2


Pet Kitty
-
Rarity: 2->3


Resistant Strain
-
Rarity: 3->1



--Characters--



Saffron Gen
-
Artifact: None->Soul Food
HP: 100->300


Gunner Default
-
Slightly increased cooldown for Default Gunner's weapon.


Hazel Alt
-
Weapon now deals true damage equal to structure's HP instead of 999


Selicy Default
-
HP: 900->1000
Mana Regen: 0.4->0.45


Selicy Alt
-
HP: 900->1000
Mana Regen: 0.1->0.15


Violette Default
-
Weapon back Shield: 30->40
Weapon bot Mana: 2->2.5

Player should be rewarded more, the change from 30->40 shield makes Corset easier to trigger without being punished for it. I thought it might be too strong at first, but I think the risk/reward justifies this change.



--Enemies--



Decayer
-
Now takes 5 true damage on hit
Shield on hit: 50->40

This enemy is pretty annoying, the 5 true dmg on hit will give players something to do instead of just waiting until it kills itself.v


Artillery
-
Loop delay increased


Healdon
-
Poison attacks made more visible


Avenger (Cactus)
-
projectile speed decreased to give player more reaction time



--Other--



Added an extra chance for branching paths on the 4th zone, my intention is to make the paths less "strict"
Increased loot rarity in early game. You should be seeing a few more epics in the early game and legendaries in general. One of the reasons is to increase diversity and options at the start of the game.
Campfire Healing: 40*5->50*5
Increased a few enemies attack delay, giving the player more time to dodge.
Reduce enemy shield regen buffs and hell pass 9 health regen
Removed +5maxhp from upgrade pool for Ping (could be used to gain infinite health)
Missile Silo hazard time: 35s->40s
Gate's hit-shader is 30% opacity instead of 70% since the sprite is so large
Time Slow/Stop now affects shuffle time
Hell Pass 04 now reduces boss healing by half instead of removing it completely


Modding
-
Added support for custom descriptions
Moved uploading and updating to the "YourMods" folder instead of the workshop folder


Quality of Life
-
Added a sound effect to Reva's assist
Added a "quit" button the pause menu
Improved logic for previews, like moving when doublecasting structures
Dark zones will now color future zones "red" when highlighted to show that the rest of the world will be dark.
Increased visbility of broken tiles
Lowered Gate HP, but increased it's defense - multi-hit and flame builds were having too easy of a time while most other builds were having a harder time against the Gate. In the end it's toughness is about the same but it should be easier to beat in general.
Player tile will be extinguished from flames when downed
Violette's music boss attacks are now "green" with a cross.
Last picked skins/loadouts will be saved as defaults even after restarting



--Bugfixes--



Major
-
Fixed gunner's changed weapon disappearing on load
Fixed memory leak with generated spells
Fixed logic for the Bravely Default achievement, you can now use Removals. Which I don't agree with but it's worded that way so..
Fixed a softlock where battles would get stuck when Soul Gun killed a structure and died at the same time
Shopkeeper skin will now unlock properly (it's nothing special, just the old version of her from the demo)
The end credits will now appear properly in all languages after cutscenes
Removing dueldisk and candywrapper will now properly reset their effects
Removing pacts will no longer softlock the game
Type of battle reward will correctly show up after shiso/chest rewards
Fixed a softlock where the player could get trapped in a corner during Violette's battle
Effects can now be properly searched in the library (Anchor, Flow, Fragile, etc.)
Changed most attacks to spawn relative to the player's position if they are on the other side of the field
Stasis did not remove shield from the player in some cases


Minor
-
Grail will no longer heal outside of battle
Hired gun and other spells will no longer trigger executions on structure
The gate can no longed be pulled
Character alt kits are now chosen when hovered over
Pet's will now follow the owner's facing direction
Mana regen text in stats screen is rounded
Disabled Hoarder achievement during previews
Added an extra frame of delay when opening the map, before selecting a zone, allowing players to use the same button for accept and map
Damage values will now show up for consecutive spells with the same damage under cast slots
Preview for Stasis will not work properly, losing the shield
Fixed a bug where the Shopkeeper was showing up twice in the previews
Doubling poison on an enemy will no longer show up as a stack of 0 poison
Spell and artifacts count will now show properly in the statistics screen



--Ending Notes--



Coming soon:
Accessibility options
Larger font sizes
UI Options

I know Co-op with separate characters is requested, but this feature may take a while. I will try to work on it soon.


We just hit 1000 reviews! Thank you all so much for your feedback, positive and negative. It all helps make the game better.


Fanart




Saffron by TinaCao


Saffron by JaxMagnetic


Saffron by Setzeri

Thank you so much for the art! And thanks to inkcurry for the banner!

Feel free to leave us a review on Steam!
>One Step From Eden - Store Page<

Patch v1.1 - Flow rework

Hey everyone, I got a really quick patch out fixing some major issues and making a few balance changes. The response has been amazing so far!

Patch Notes 1.1 | 3-30-2020

--Spells--



All spells with Gain 1 Flow : "Gain 1->2 Flow"

Flow was too hard to keep going unless you had only Flow spells. Gaining 2 Flow per spell gives you a nice amount of wiggle room for other synergies. This should also help Flow artifacts see more use outside of Flow builds.

Earth Prayer


Gain Flow: 3->4


Rock Cycle


Gain Flow: 1->0
Damage: 40->60

Rock Cycle was a bit too spammable infinitely. This still lets you spam Rock Cycle with the right build, just not forever.


Waterfall


Damage: 80->50
Gain Flow: 1->0
Anchor: No->Yes
(also added a green glow when you have flow)

Waterfall did way too much damage without any risk. Adding anchor gives some tradeoff for the terrible terrible damage it can deal.

Hopefully this helps make Flow more accessible and gives you more freedom with it. I still want it to be a powerful build if you have all Flow cards, but now there's more thought in balancing your stacks with Rock Cycle and Waterfall.


Kunai


Anchor: No->Yes

Kunais are a bit too strong right now. Watchlist.


Mine


Duration: 10->12

This should give you a little more time to activate Mine


Sera Cannon


Cost: 2->3

Sera Cannon can be a little too powerful without too much risk. Watchlist.


Shield Beam


Damage: 10->20
Shield on Hit: 10->20
Shots: 4->2
Time Between Shots: 0.11s->0.2s

Shield Beam could get a little too powerful with shield upgrades and hitting multiple targets. The shot reduction also makes it feel a bit snappier


--Weapons--



Slightly increased the cooldown for Bullet Hell Gunner's weapons. I want it to be more of a relaxed gameplay option, but their dps was a bit too high to experience the game.


--Artifacts--



Beret

(Shopkeeper starting item)
Health Dropped: 90%->80%

Shopkeeper was a bit too resilient to getting hit.


Luna


Rarity: 0->2


Pet MaxHP increase per battle: 40->25



--Other--



Co-op


Base mana regen: x1->x2

Allowing both players to cast spells at a normal frequency should make co-op more fun and hopefully a bit more rewarding for the difficulty it adds.


Modding


Added a 'Mods' folder to StreamingAssets
Made updates use the 'YourMods' folder
Increased font size of mod descriptions
Made mods disable achievements
Fixed mods dissappearing after updating a mod


Quality of Life


Added a short hold for Skipping rewards, Upgrading, and Removing
Adjusted health values for ending bosses
Max Mana pact is now temporary during battle
Reva's assist is more reliable
Artifacts like Uranium that trigger constantly during battle will no longer affect the player while downed
Reduced the frequency of attacks in some mid-lategame enemies
Reva will unlock automatically at lvl 6
Saffron Chrono kit will unlock automatically at lvl: 4->2
Added 32bit windows support
JTang redid Terra's default outfit


--Bugfixes--



Achievements can no longer be achieved via preview
The library can now be searched for keywords in all languages
You can now click on shop buttons at all resolutions
Fixed a softlock in the normal ending loop
Generated spells like kunais will now be correctly destroyed in-between battles
You can now get skins by meeting achievement requirements again if you didn't reach the unlocks pane before
Playtime calculations should now be accurate when saving/loading
Adjusted size of boss hitboxes in normal ending
Upgrades for spells will no longer double when saving/loading
Fixed one of the ending cutscenes that was accidentally cut short
Character outfits will no longer show up unlocked multiple times
Pacts can now be removed (but not hell passes)


Minor


Fixed startup loading background not showing correctly
Fixed startup without Steam connection getting stuck
Fixed clicking the back button on the streaming pane
Fixed naming issue for Reva - Cyber skin
Preview characters no longer move during anchor spells
Rocks can no longer get artifact buffs in previews
Votes can no longer show up on display cards
Music no longer stops if the preview character dies
Stats will now update immediately after buying a new artifact
Flow can now be searched in the library


--Ending Notes--



The past few days have been super hectic! I'm really happy you all seem to be enjoying the game in the reviews and recommending it to your friends. I wholeheartedly appreciate that.

Coming soon:


Helping slower players where Saffron Chrono isn't enough
Making the late game more strategic but still difficult
Bugfixes
Accessibility options (like a toggle for button Holds)

I'm sorry if I haven't been able to respond to you online, I will do my best to catchup with you!

Thank you all so much for playing. Don't give up, stay determined :)
-Thomas


Fanart



Saffron by Makaroll



Saffron by 7thBeatGames



Saffron by Shawcody34

Thanks to these amazing artists for their awesome illustrations and inkcurry for the headers!

The Humble Brag - Spring 2020

[previewyoutube="J0QRDcn_-4k;full"]
Check out some exclusive new clips of One Step From Eden and other awesome upcoming indie games published by Humble Bundle!

Thanks to InkCurry for their awesome Hazel banner art!

We are just 2 days away from release! March 26th!

Coming to Steam and Nintendo Switch March 26th, 2020! + 10 min Gameplay Preview!


[previewyoutube="R64wyxTu0Ro;full"]

Check out 10 minutes of exclusive gameplay in One Step From Eden!

We've been wrapping development up and testing and making so final balance tweaks. Everything's finally approved and set for launch! Thank you everyone for all the support. It's finally happening, just 1 more week!

Stay tuned for some more character skins!
Let us know in the comments if there's anything else you want to see!

Character Skin Previews!


Saffron - Witch





Reva - Cyber





Hazel - Priestess



The skins are being create by @jtangc, one of my biggest personal inspirations for pixel art. It's been an honor to work with him!

Let us know which ones are your favorite, and what other skins you're looking forward to!
You won't need to pay extra for any of these!

One Step From Eden - PvP Preview!

[previewyoutube="vu-TXMWZAKc;full"]

What do you think of PvP?

Closed Beta is Out | Won Best Game Design at Tokyo Game Show! | Patch Notes



The closed beta for One Step From Eden has been out. Follow the twitter @OneStepFromEden for chances to get in!

I've been away at Tokyo Game Show 2019! Where we were selected for the SOWN awards and won Best Game Design!

But I'm finally back now and will be actively working on the game and updating the beta.




Wasn't sure the best way to get patch notes outside of discord. Hopefully this helps!

Patch Notes #1
1. Restructured battle end logic, no more soft locks on normal battles!
2. Fixed boss executions being interrupted and softlocking. Boss executions should now always kill you, if not #3.
3. After 10 seconds of being "downed" at 1 hp, you will regain control of your character, to prevent any softlocking
4. Addded final checks to ensure tiles exist before attempting to move there and soft locking
5. Structures and enemies will no longer explode when being cleared from the field
6. Added enhancements (below)
7. Limited some enhancements to encourage diversity
8. Fixed some incorrect descriptions and added stuff like damage of blade throws
9. Sparing bosses counts as a battle for pacts
10. Fixed black screen when loading a game
11. Added some tutorial tips
12. Shiso now starts with align instead of pull

Thank you for bearing with me on the bugs, it should get better and better as we keep going! :)

Let me know what you're most excited about and feel free to throw your ideas at me! I'll be reading them even if I can't respond right away.

Nerfs:
Hyperbeam reduces spellpower by 2
Duel Disk reduces spellpower by 1 everytime you shuffle

Changes:
Devour - heals 100 hp if it kills an enemy
CarpetBomb - rains down shots on a wide path and leaves flames on hit. Gain fragile. Can hit self.
ClawTraps - raised root duration from 2 to 4

New Spells:
Cynet - apply link to all enemies for 8 seconds
Salvage - destroy a structure in front to gain 100 shield and max mana

New Enhancements:
EarthboundPlus - give an earthbound stack
ExtendedMag - +4 shots and Jam
FragilePlus - hits apply Fragile
Overload - double damage and Consume
SummonHealth - double summon health


Patch Notes #2

Changes:
Set a minimum deck size, cards cannot be removed below 4 cards
Disabled mouse locking to center of screen after a duration while the game is the focused window
Add some unique/random dialogue lines

Balance Changes:
Blizzard - mana cost 4->5
Entrench - root duration 1->2
Earthen Armor - shield amt 70->40
Tractor Beam - rarity 2->1
Pull - duration shortened, rarity 1->0
SumTurretGun - mana cost 2->3
Circuit - dmg 40, rarity 2, mana 1, duration 3->2
Twoxin - posion 40->60

Pacts altered for balance, removed Heal pact.

ChocoMintChip Frost slow now only applies to enemies
Rose (artifact) now gives atk dmg instead of healing

MaxMana can only be raised in battle
Enhancements will now cost 1 extra upgrader for each enhancement already on the spell

Hazel's wrench now damages enemies for 25 instead of shielding/giving them spellpower
Gunner's weapon now fires a piercing laser

Bugfixes:
Make sure depleted/onequip artifacts are all saved in save/loading
Elecbug leaves tile as occupied when dieing
Boss last words will show up again when they are killed
Added attacks for Machgunner 3 and 4 (they're scary)
Fixde softlocking/going to negative hp when dieing right after killing a boss
Set hp after adding artifacts when loading a run
Fix restock button cost scaling
Fixed crash when removing multiple cards too quickly
Fixed Salvage not granting shield and mana (and non-spammable execute spells not proc'ing on summoned objects)
Fixed Midnight (now casts spells for 0 mana and consumes them)
Fixed Daffodil giving Removals every load
Fixed run timer to reset in between runs and get saved when loading
Fixed focus highlighting spell rewards that were not the same brand
Fixed softlock when skipping upgrades

Demo Released On Steam!



You can now download the demo on steam, on the right-hand side of the store page.

I'm not sure how many followers see these updates, so please let me know if you'd like me to start posting more news here!

Thank you!

Join the Discord Here! discord.gg/OSFE

One Step From Eden Kickstarter is Live! + Demo v140!