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Edge of Eternity

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Enthralling JRPG Adventure with Strategic Combat

In a world torn asunder, the people of Heryon pursues a desperate war against a mysterious invader. As this conflict opposing magic and technology grows to cataclysmic proportions, a new threat emerges from the battlefield. Wage epic turn-based battles as you follow Daryon and Selene in their quest to find a cure to the all-consuming Corrosion.

 

Early Access Launch Trailer

 

During this summer, Edge Of Eternity will go through very important steps. The game has been in Early Access for nearly 20 months now and it has allowed the game to grow progressively into what it is today.


Edge Of Eternity 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 Midgar Studios' 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.


A revamped, new and improved battle camera is being introduced to make the fights more understandable and more immersive at the same time. With this new cinematic battlecam, your eyes will be set behind each attacking character, following them as they attack and passing to the next.

 

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One of the greatest strengths of Edge Of Eternity, like many JRPGs, is its story. Players want 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, cutscenes are being reworked: improving the lighting, the color and revamping the lipsync system; in addition to this, 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. In the continuity of the cutscenes, they'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.

 

Finally, Midgar Studio wanted to make the acquisition of a new weapon feel more rewarding. To achieve this, they're 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.

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Midgar Studios has pushed out a couple updates in the past few days.

 

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 information about the lore of each character.

 

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 battle-grid while in tactical camera, you can select the opacity of the battle-grid 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 on-top 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 select-able 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).
 

Bug fixes and improvements
  • Modified damage feedback
  • Modified weakness and resistance feedback
  • Improved Ordo face blend shapes
  • Improved Lip Sync 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 soft lock 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 doppelganger 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 micro-freezes
  • Rework of the cutscene completion save system to prevent some save corruption issues in some auto-save reload situations

 

Minor Patch

Bug fixes and adjustments

  • Introduced new mini-map system with area discoverability (and soon localized area names)
  • Implemented bosses battle objectives super-bonus reward
  • Fixed a soft lock 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 automatically removed
  • Fixed some wrong footsteps SFX material definitions
  • Fixed a bug that could remove the music after a loading (like unstuck) after a battle
  • Lip Sync improvements
  • Added SFX in various cutscenes
  • Adjustment of a few post-processing areas
  • Removed deprecated end of chapter cutscenes

 

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New Dynamic Events

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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

 

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.

 

 

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Summer Update #6

Bug Fixes and adjustments:

  • 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
  • Save points are now grouped by areas
  • Locked save points 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 blend-shapes
  • Muted a few SFX during cutscenes and combats (save points for example)

 

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!

 

 

 

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

  • The Battlecam was revamped to make the fights more understandable and immersive, with the help of occluding and both a cinematic and strategic camera.
  • Cutscenes were improved upon, regarding lipsync, lighting and sfx in particular.
  • Character models were reworked
  • Dynamic events were added to make the world feel more alive, along with new landmarks.
  • The crafting system was reshaped, including recipes and material gathering.

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!

 

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Regular Patch

  • Improved Battle Camera
  • Fixed multiple audio issues
  • Increased flee chances
  • Re-enabled the fast-loot UI on collectible
  • Fixed a bug that could cause a game crash when getting near Jagholm due to a corrupted game script
  • Fixed a bug that could prevent loading a save (stuck on black screen) when loading a save containing a broken crystal on a weapon
  • Improved CPU performance by ~30%
  • Improved GPU performance by ~15%
  • Reduced RAM / VRAM consumption by 350 MB each (~750 - 800 MB total saving) in the open world
  • Fixed a transition issue that could break the rendering colors for a few frame after a loading
  • Fixed a bug that was preventing audio footsteps from working after changing leader
  • Fixed a bug that could make the NPC Atalanta not sit at the correct place after completing a quest objective
  • Fixed a bug that could break the audio when teleporting after the quest "Peek a Boom"
  • Implemented Stalker boss unique death animation and VFX
  • Fixed a few logic issues in the quest "Bare Necessities"
  • Added a few custom cameras for some side quests (will fix some sidequest cutscene where the camera was in the ground)
  • Modified outline of decor interacts
  • Removed the controller wide compatibility option as it was causing issues with the tutorial
  • Haptic improvements
  • Multiple crashfixes
  • Separated VSync from Framerate Limit and improved their behavior
  • Minor level design fixes
  • Added new sound fx
  • Added new visual FX
  • Minor UI/UX changes

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New Intermediate Chapter

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In addition to Chapter VI, the November update will come with a "0.5" Chapter taking place between Daryon's desertion and Elon Village.

Instead of skipping the path to his mother's house, you will be the one to make the journey, get a first peek at the open world, familiarize yourself with the game mechanics, and have time to digest the exposure from the dense chapter 0.

Coming with this, we also want to introduce Nekaroos earlier in the adventure, even if your Nekaroo will remain in this area you will be able to enjoy the joy of playing with the cutest pet!

As for Chapter VI, it will be coming in November as planned!

 

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Facial Design Update For Main Character, Daryon

 

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Left is the old design, Right in the new design.

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Chapter VI is coming!

The Chapter VI: The God's Herald is on the way. Due to some late changes we are a bit behind schedule for this chapter, but it will be coming for the middle of December! Take a look at what is coming this chapter:


New area: Desert
A new chapter means a new area for you to explore. You will meet an old friend in this unique place - and the Consort is back!

DLSS 2.1 is coming to Edge Of Eternity
You must have seen it on Social Networks: DLSS 2.1 is coming for this update! If you missed it here is said NVIDIA article. Currently under the last tests, you will get a small peek about DLSS effects in Edge Of Eternity regarding FPS. A gameplay video is coming soon!

New special attacks for Daryon and Ysoris
If you already unlocked Selene's special attack you are going to love these new ones. Each character will have his/her special attack!

A new playable character is coming
We are planning to add a new character to the team and guess what: you already met her if you finished the currently available content. Who do you think will join the team?

More cutscenes for chapters 1, 3 and 5
To enforce the story we will add more story peeks from earlier chapters featuring the Ethereal Being you faced in Chapter 0.

 

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Some changes to our last roadmap announcement

In order to deliver the best version of the game for full release we made some changes to our plans: we are going to make chapter VII and VIII one very big chapter and release it for full game release in Spring 2021!

What does it mean for you?
Nothing. We don't change anything on the final content available, we're not making any cut to the content we wanted to offer.

Why these changes?
Consoles and side-content are the main reasons for this. As we reach the end of development of the game, we need to focus on optimizing the game for consoles and creating more side-content including the last one promised in the Kickstarter Campaign that isn't yet in the game: Nekaroo breeding!

About the new Intermediate Chapter
We announced that we will release an intermediate chapter earlier but sadly due to these changes we have to delay it to February.

We know that you may find the wait really long but this is our last step before the full release in Spring 2021!

 

Chapter VI New Areas

Chapter VI is coming with new environments! After the capture of Daryon and the group by the Consort you will travel to 3 new areas that we will reveal to you in this article!

 

Spoiler Alert: Some of these location might spoil you a part of the story.
 

The Scorched Halcyon

North of Elysian Fields is The Scorched Halcyon desert. Sand as far as the eye can see, it is even hotter near the magma pits or the lava river. The monsters in this area fight in large groups and will not hesitate to attack you fiercely!

 

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Refugee Camp

It's time to face the commander. After Daryon's desertion during the attack on the front lines and the many adventures that followed, Daryon will have to face his commander and his troops.

 

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Varlorian Pass

Located between Elysian Fields and The Scorched Halcyon, this pass corned between the mountains is infested by slimes and remains of Archelite ships. It will also take you to the Gates of Gideon which you will discover later in this Chapter!

 

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In this chapter you will rediscover well-known cities starting with Jagholm and Tyr Caelum in the thick of a war against an old enemy. There is also a fourth place you will discover by the end of this Chapter but we won't spoil you!

 

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