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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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Minor Patch

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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
  • Fixed some NPC stacking in Herelsor

 

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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. Often the differences with native resolution are not noticeable and it offers a huge boost of performance.

 

 

Comparative table to check how enabling DLSS in Edge Of Eternity will better your performance:

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Also note that all these tests were before the latest optimizations so it might get even better on your computer.

For achieving this Midgar Studios also want to thank the NVIDIA team who got really involved in the development, giving advice and helping Edge of Eternity becomes the very first game made with Unity joining the DLSS family.

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Intermediate Chapter is available!

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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.

 

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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

 

 

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Edge of Eternity will be released on June 8th!

 

 

After a long wait, the Midgar Studio team is happy to announce that Edge of Eternity will be released on June 8th. 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 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.


Check out the lastest key art 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.

 

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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
  • Added an additional character scene
  • Text fixes in Chapter 0.5
  • Cutscenes fixes in Chapter 0
  • Added new hunting quests
  • Added craft items descriptions
  • Improved crafting loot tables
  • Added new monster
  • Added a new lore tombstone in the desert
  • Minor animation fixes
  • Global polish of the game

 

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  • Minor rework of the Battlefield environment (Chapter 0).
  • Minor rework of the Mother House environment (Chapter 0).
  • Fixed multiple soft-lock cases.
  • Complete rework of the crystal merging craft.
  • Fixed a few animation bugs in the cutscene system.
  • Fixed a bug that could block entering into combat mode after a teleportation on some specific cases.
  • Fixed a crash case in the Vanguard and in the Junkyard.
  • Fixed a bug that was preventing Foot IK to work properly on the main character.
  • Reworked LOD distances to reduced further popping.
  • Balancing: Flee chances are now 100% if the battle is possible to flee.
  • Balancing: Reworked crafting components loot tables.
  • Balancing: Completing every battle challenges for the corroded croctas will give a more balanced sword.
  • Balancing: Made hard difficulties harder and easy difficulty easier.
  • Balancing: Difficulty now affect backstab damages multipliers, backstab damages from enemies are now reduced in normal and easy difficulty.
  • Balancing: Reworked level sync for hard difficulty.
  • Fix Chest Nut quest preventing player to seal the deal even if you had the money. For people who had the bug, you'll need to refuse the deal once in order to fix the issue.
  • Nerf Drone Vigilance spell is no longer preventing player from moving to the targeted case but you'll still get shot.
  • Fix Theia not gathering energy on her spell.
  • Fix Soft-lock when interacting with a tombstone in the Scorched Halcyon.
  • Hellmaw boss has now its own Behavior.
  • Fix overlapping musics after sleeping at the nekaroo farm.
  • Fix Daryon special attack is no longer dealing backstab damages.
  • Fix scripted event not triggering for Mercury and Kora fights.
  • Improve Vanguard Boss behavior.
  • Fixed consort soldiers not wielding their swords in battles.
  • Added visual impact feedback with screen-shake and flashes for strong attacks (flashes can be disabled in the game settings menu).
  • Fixed some errors that could prevent some scenes from triggering correctly.
  • Fixed a bug that could send the camera into space after a special attack.
  • Fixed a bug that caused flickering on the mini-map icons when toggling between full screen map and mini-map.
  • Fixed graphic clipping issues with techno-bandits.
  • Fixed a bug with the exclusion map area system that could allow to load a map that should not be allowed to.
  • Fixed a bug that was preventing the achievement "The Reunion" from triggering.
  • Fixed display of the status menu in 4:3 screen ratio.
  • Balancing: Nerfed shadow-step.
  • Balancing: Daryon special attack will not trigger backstab damages when done from behind anymore.
  • Fixed a bug that could break inventory display if the item doesn't exist anymore in the database.

 

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