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Added 4 new cards
Clonation (UNSTABLE):
"Collect every artifact twice. To unlock: collect at least 6 identical artifacts in a run"
Can be doubled by the card "Choice"
Absorption (CRIMSON):
"Every 3 enemy hits taken, the next one is converted into healing. To unlock: survive an enemy hit with 1 HP"
Weapon Master II (Rare):
"Increase the maximum number of carryable weapons by +1. To unlock: reach the maximum number of guns that can be carried"
Can be doubled by the card "Choice"
No u (Common):
"Eliminate common enemies that hit you. To unlock: take 20 hits in rapid succession"
Added 2 new settings
'Plague Spread' Opacity:
(Lets you choose the opacity of the vulnerability spirits produced by the "Plague Spread" Equipment)
High Contrast (Sludge):
(Gives a bright red border and particles to sludge puddles)
Buffed the "Slingshot" Upgrade card:
Increased the Direct Damage bonus of "Expansion" (+70%, was +20%)
Increased the Bullet Size bonus of "Higher Trust" (+100%, was +30%)
Increased the max limit of the "House Wins" card (from x-1 to x3, was from x-1 to x2)
Decreased the number of presses required to bypass the "difficulty lock" from 10 to 1
Increased the base brightness of the entire game
Slightly changed the appearance of sludge puddles by giving them an animated purple-ish border and particles
Adjusted the placement of some settings in the Keybinds and Camera menus
Changed the color of some settings to make them stand out better
The value for the "Screen Shake" setting no longer turns red when set to "Off"
Added a visual indicator when the player receives healing from the "Still Standing" Upgrade or the "Absorption" Card
Changed the confirmation message when trying to bypass the "difficulty lock"
The text on the "Quit"/"Menu" button is now yellow (was red)
Turning the "'Plague Spread' Opacity" setting all the way down to 0% will disable all vulnerability spirit animations, improving performance
Corrected a misspelling in the "Plague Spread" Equipment
Now, when a shield breaks, the player will still receive temporary invulnerability, so all shields don't get destroyed within a couple of frames
Fixed a bug that displayed "NotFound" on the gun purchase button when changing language
Fixed the selected difficulty name not updating when changing language
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Reviews are vital for a game's success. It doesn't need to be detailed. Even a single word is enough, thank youIncreased the Critical Chance granted by the first "Vulnerability" upgrade to +5% (was +1%).
The red bullet trail effect is now unlocked by the "Blood Sacrifice" upgrade instead of "Higher Caliber" (the previous upgrade in the right branch of the Damage upgrade card).
Fixed a bug that caused the transition covers in the main menu to leave a half-pixel gap on each side.
Fixed a bug that didn't properly optimize the colliders for the Icon of Tyranny's attacks.
Fixed a bug that, in rare cases, displayed the wrong artifact after its intro animation ended.
Fixed a bug that could cause the player to "teleport" outside the map bounds during the Icon of Tyranny boss fight.
The temporary invulnerability now also triggers when the "Still Standing" upgrade is active, but its duration is halved, so you can still take damage, just not every single frame.
Fixed the size of the transition overlays in the main menu on monitors with aspect ratios other than 16:9.
Fixed the transition from the in-game music to the boss fight music on the "Surface" map.
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Echoes of Red's new VISCERA Update has just come out, and at the same time, the Steam SUMMER SALE has begun!
To celebrate both events, Echoes of Red will be available at 30% off.
If you saw the game in the past and told yourself something like, "I'll grab it when it goes on sale",
this is the time to get it at its lowest price ever.
Thank you for the support you've given Echoes of Red so far, and I hope you'll have fun with the new VISCERA Update!
-TERMAX
New MAP, New BOSS FIGHT, New ELITE, New CARD RARITY, plenty of optimizations, and much more, FINALLY AVAILABLE!
An entirely new map has been added: Viscera. This new map expands horizontally, features its own themed enemies and sprites, and prevents blockers from spawning during Elite encounters.
A brand-new boss and boss fight against the Icon Of Tyranny.
A new Elite exclusive to Viscera has been added: the Biomass.
A new song has been added: "Viscera" (composed by ZYLENXX).
A new card rarity has been added: UNSTABLE.
Added 2 new achievements: "GUTS, HUGE GUTS!" and "'Scuse Me".
Added a new setting: Bullet Opacity.
Added a new cinematic.
Limited the maximum Health bosses can have on "Beginner" difficulty to 80,000 and on "Challenge" difficulty to 250,000.
Reduced the Devour's speed debuff on higher difficulties (-25%, was -50%).
Normal projectiles now despawn after 10–15 seconds.
While temporarily invulnerable, the player can now push enemies back by moving through them.
Reduced the number of Souls required for the first level on each difficulty (15, 20, 19, 18, 17, 15, 15, 15, 15; was 15, 30, 24, 21, 18, 15, 15, 15, 15, 30).
Increased the Health restored by the "Vigor" Upgrade (+100 HP, was +35 HP).
Restored the old animation for Vulnerability Spirits.
Updated the main menu background.
Slightly adjusted the button "spring" effect.
Cards are now grouped by rarity and unlock status.
Slightly adjusted the vertical positioning of card rows.
Added a "Buy:" label below each equipment item.
The weapon "Buy" text now changes color depending on whether you can afford it.
Camera zoom is now locked during boss fights.
Added shadow pixels beneath certain warning effects.
Weapons dropped upon death now disappear when you revive.
Reworked the "To Unlock" text, making it easier to read.
Added impact frames.
The leaderboard menu can no longer be hovered when Survival difficulty is not selected.
Made the "Low Health Vignette" effect more opaque.
Greatly improved overall performance by disabling HUD elements outside the screen.
Greatly optimized how Vulnerability Spirits are handled.
Greatly optimized Mushroom spawning and processing.
Optimized how shield damage indicators are displayed.
Increased the Fixed Time Step (0.05s).
Greatly optimized how enemies flip their sprites when changing direction.
Removed stuttering from the main menu.
Greatly optimized bullet handling (movement and on-screen checks).
Greatly optimized enemy projectile spawning.
Reduced the time before the "Weapon Upgrade" animation can be skipped (0.5s, was 1s).
Reworked the music system, allowing tracks to be swapped during gameplay in future updates.
Added subtle ambient background sounds that play during gameplay.
Added a "whoosh" sound when entering or leaving the Map menu.
Reduced some of the higher frequencies in the "White Beam Spawn" sound.
The leaderboard now correctly loads when Survival mode is already selected.
Fixed compatibility issues with old saves (including missing equipment textures and improperly initialized lists).
Fixed a bug that allowed interaction with the "Banish", "Reroll", and other buttons in the Upgrades Menu before its intro animation had finished.
Fixed shadow pixel issues in certain Upgrade icons.
Fixed music fade transitions between the main menu and gameplay.
The weapon selection hover sound can no longer be heard while in the main menu.
Fixed the initial alpha value of the Photosensitivity screen.
Fixed chains sometimes appearing disconnected between gun icons.
Fixed a bug where the Mineral Pet could occasionally break the same mineral/grave twice.
Fixed a bug that caused post-revive invulnerability (while having Buried Blades) to last 0 frames.
Fixed a bug that broke scrolling in the Statistics menu.
Fixed a bug that caused invisible enemies to start following the player again after their Health had been restored.
Others
Reworked how out-of-bounds checks are performed.
Removed manual sorting from non-selected cards.
I've poured my heart and soul into this update, and I truly hope there won't be any bugs and that you'll all enjoy it!
Feel free to join the Discord if you'd like to report a bug, suggest something, or simply hang out with the community.
Have fun!
-TERMAX
thanks to a new card coming in the Viscera Update:
Description:
Icon:
The Viscera Update will be released tomorrow, and alongside a new map, a new boss, a new elite, and much more, it will introduce a brand-new card rarity: UNSTABLES.
These are extremely powerful cards, and the first one you'll get to play with is "Convergence".
Just a small sneak peek at what you'll be able to play for free in tomorrow's update!
TERMAX out :)
Hi everyone, TERMAX here,
The new update now has a name:
(The thumbnail is temporary, and I'm open to feedback!)
It's the biggest update I've ever made, featuring:
a brand-new map (Viscera)
a new custom boss fight (against the Icon of Tyranny)
a new elite enemy (the Biomass)
optimizations
balance changes
and more!
Keep in mind that this won't be the last update the game receives, as I'm constantly coming up with new ideas. I just wanted to release it before Summer Fest, and since I'm a solo developer, it's hard to push frequent updates.
Thank you all so much for the support you've given Echoes of Red so far, and get ready for the new update! (25th of June, at 10 am Pacific time)
Reviews are crucial for an indie game, especially for new devs like me :D
Even a few words can help A TON, both by providing feedback and improving visibility!
I've spent 3 years working on this game, so please consider leaving a review. Thank you <3
PS: Even just a word is enough :)
Congratulations to everyone, especially the top 10 players! 🎉
Added the possibility to MANUALLY AIM. By pressing RMB (rebindable), you can now toggle this mode and point each weapon in a specific direction of YOUR CHOICE.
When receiving damage from an enemy, the player now gets 0.35s of invulnerability.
Every menu now grants 0.5s of invulnerability when closed, so the player can't take damage or get grabbed instantly.
Added the "Map Selection Menu", ready for the NEXT BIG UPDATE.
Player inputs are now twice as responsive.
Sub-Elites can no longer spawn with more than 4x the health of the last Elite.
The "Devour" Elite now gets half of its "difficulty speed multiplier" boost.
Decreased the "big wave spawn multipliers" for each difficulty (1.5x-10x-8x-6x-4x-2x-2x-2x-2x, previously 3x-10x-9x-8x-7x-5x-5x-5x-5x).
Removed the 5-15% chance for an Elite to spawn at the start of a run on higher difficulties.
Reworked the auto-aim system. It's now snappier than ever.
Decreased the base Snake's Max Health (1200, previously 1500).
Reworked how props such as graves, minerals, mushrooms, and more are handled by the game, making them ~10x faster in terms of performance.
Every prop is now pooled instead of being generated from scratch every time.
Completely reworked how props are enabled/disabled near the camera margins.
Changed the mineral collider from a box to a circle.
Reworked how mushrooms are generated and how their animations are handled.
Greatly optimized how the game checks if a zone is covered in dark sludge.
The game now preloads 9 chunks (previously 3) to prevent any form of stutter in the early game.
Reworked how chunks are generated/unloaded. No more stutters while moving around the map.
Optimized how each damage number handles its initial calculations when spawning.
Added some "shadow pixels" under the invulnerability indicators on enemies.
Increased the size of damage numbers (3, previously 2.5).
Changed how card descriptions appear. The game no longer displays the rarity text for each card, leaving more space for descriptions while also centering the unlock requirements.
Added warning triangles to the sides of the "Madness", "One Hit", "Endless Elites", and "Survival" difficulties.
Decreased the minimum shake factor (0.3, previously 0.4).
Added camera shake when eliminating an Elite, defeating a final boss, obtaining a new weapon level, or acquiring another weapon.
Slightly changed the "Madness" and "One Hit" difficulty icons.
Added spacing between the earnings icon and its value when destroying a grave.
Changed the "Brightness" and "Screen Shake" text colors in the pause menu from red to yellow.
Added a scrolling sound to the language slider.
Fixed some language misalignments in the main menu pause menu.
Going back with the "Back" key from the language menu no longer plays no sound.
Fixed a misspelling in the Italian translation of the "Star Pet" card.
Some HUD elements in the main menu that weren't supposed to be visible were still showing while playing on Steam Deck.
The "Locked Content" text in the demo had no custom font.
The "Devour" Elite no longer follows the player when the "Stealthy Dodge" equipment is active.
Fixed a bug that left the "Beginner" difficulty title in Italian if it was the last selected difficulty before loading the main menu.
Others
The transition screen now remains visible until the game loads the first chunks.
You now have to be inside the relevant menu to scroll its content with the mouse wheel.
To trigger the final boss fight, the boss must enter a 16:9 zone, regardless of the monitor aspect ratio.
Removed Herobrine
Hi everyone, here's TERMAX.
Thank you all so much for the support and kind words on the game and the last update-teaser post!
Given that the game is currently in a very deep development phase (I’m breaking a lot of eggs to cook a huge omelette), I don’t think I’ll be able to post many small updates anytime soon. Instead, you’ll get all the new features in one massive update!
Huge progress has been made on:
The new boss (lemme cook)
The new map (lemme cook)
Added a manual aim mode
No more stuttering when generating new map chunks + lots of optimizations
QoL improvements and balancing
Also, those personal things I mentioned in the last update-teaser post have gotten a little better, and that made it possible for me to focus more on the creative side of this new update.
Thank you everyone for the support you’ve given me so far.
Truly, it means a lot! <3
The Survival leaderboard has been reset as announced in the last post.
It is now monthly, and Survival has shifted from Challenge difficulty multipliers to Madness multipliers.
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The Survival leaderboard has been converted to a monthly one and will reset on the 3rd of each month.
Survival now uses the difficulty multipliers from Madness difficulty.
Changed how the "Veteran" Upgrade works:
The active Veteran x2 bonus must now end before a new elimination countdown can start.
Reduced the Veteran x2 bonus duration to 5s (was 10s).
It now uses the displayed eliminations instead of the internal ones to avoid confusion.
Reworked the "Reaper's Touch" Upgrade: "Common enemies that damage you are instantly eliminated. 0.000001% chance to eliminate Superior enemies (including Elite and Boss) with a single bullet."
Enemies no longer have a 20% chance to not damage you on contact.
Enemies eliminated by the "Obliteration" Equipment no longer spawn vulnerability spirits (due to major performance drops).
The Dash Cooldown is now capped at -80%.
Increased the number of particles emitted from sludge zones to make them stand out more, even when covered by bullets.
"Muzzle flash" particles are now rendered below weapons and enemies so they don’t cover them.
The damage flash interval on enemies now increases from 0.3s to 0.6s, reducing visual clutter when many enemies are on screen.
Updated visuals for the right branch of the Damage Upgrade card:
The "Blood Sacrifice" Upgrade no longer turns bullets red, but only enables blood particles (previously, red bullets with yellow trails made the scene harder to read).
The "Higher Caliber" Upgrade now changes BOTH the texture and trail of each bullet to their red versions.
Added a flashing indicator on the souls bar when the Veteran bonus is active.
Shortened the "Off" label for the FPS limit in Portuguese and Turkish, as it exceeded UI limits.
The "Star Pet" card blocked enemies even when damage came from non-enemy sources (like buried blades).
Some elites were not spawning in the editor — now fixed (and ensured it works in the final build as well).
Fixed a bug where an Artifact could be shown but a different one was granted.
Correctly displayed the Dash Cooldown in the statistics menu.
Hi everyone, I'm TERMAX, the solo developer behind Echoes of Red.
I'm currently working on a huge update: a whole new map with new mechanics, enemies, interactables, cards, and an entirely new boss fight.
Since there’s a lot I need to handle in the meantime on top of that (making videos for the game, new music, marketing, etc.), and considering that this update is not only huge but also aims for a much higher quality standard especially in terms of animations (particularly for the new boss) I'm getting buried in work from every direction. Although I’ve already been in a burnout state for the past ~2 months, I’m still pushing forward, trying not to fall into an even deeper burnout.
On top of that, I haven't been going through a great time recently due to some personal issues, which I’m trying to resolve or at least improve.
All of this is to say: don’t worry.
Even if you’re not seeing as many updates as before, I’M STILL HERE,
and so is, and will be, Echoes of Red. I’m sorry if the game won’t receive updates for a while; I hope you understand.
Thank you so much for all the support you’ve given me until now. You can stay up to date with all the behind-the-scenes development updates on the official Echoes of Red Discord.
And prepare yourselves for the arrival of the
I'm working on a much, much bigger update that will include a new map, new enemies, new interactables, and an entirely new boss fight.
If you’ve been wondering why the update schedule has slowed down, that’s why.
Thank you for your understanding!
The cinematic bars are now correctly animated when the game is paused
Added a short explanation of what Artifacts are in the "Proficiency" upgrade
The Archon of Red's lasers are now rendered above everything else (but below the player)
The Chalice of Patience's small icon that follows the player turns red when its buff is negative
The cloud of "stupid littles" and the blockers no longer flash when taking damage, reducing resource usage and preventing lag spikes
Fixed missing characters in Simplified Chinese, Traditional Chinese, Japanese, and Korean that previously appeared as empty squares
Raised the "outside screen position" for the weapon title upgrade animation, which was slightly visible in certain languages
Others
Reduced the game file size from 210 MB to 152 MB
Added four new perk bonuses to the level IV weapon of each class:
Pistols (Hand Cannon): Reloading creates a Reload-Token. Every 100 Reload-Tokens reduces the Reload Speed to 0s for 5s
Machine Guns (Minigun): Spirits summoned by the 'Nature Spirits' Equipment deal 0.01% of the enemy's Maximum Health per hit
Shotguns (Quad Barrel): Each Dash grants a Dash-Token. Every 10 Dash-Token releases a fused bone explosion that damages and ignites enemies
Plasma Weapons (E-Machine Gun): Each activation the 'Obliteration' equipment gains +1 activations after 5s
Fixed a bug where the background wouldn’t load when returning to the main menu
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Reviews are vital for a game's success. It doesn't need to be detailed. Even a single word is enough, thank youAdded a new Card: House Wins: Most Upgrade values are randomly multiplied by ×2 to ×-1. (To unlock: Complete at least one branch in all 16 Upgrade Cards)
Added a PHOTOSENSITIVITY WARNING screen at the beginning.
Reduced the "Big Wave" chance per second (0.003, was 0.0036).
Increased the chance for sub-elites to drop an artifact in the "Greed" Upgrade (20%, was 10%).
Greatly optimized the method of reading/writing save files, mostly noticeable on low-end systems.
Fixed a bug where every critical damage number ignored the current "Damage Numbers Opacity" setting if it wasn’t 100% or 0%.
The "DODGED" text is now correctly displayed in Japanese, Korean, Simplified Chinese, and Traditional Chinese.
Fixed a bug requiring the player to restart the game if more than one Card was unlocked during a run to register each one.
Fixed a bug that broke Card descriptions in multiple languages.
Fixed the color of the "shadow pixels" under the "Be Sure" and "Spring Hands" icons.
Fixed a bug where the "Active Cards" statistic title updated too early after changing the language, causing it to display the previous language translation.
The 'PLACEHOLDER' in the "Be Sure" card is now replaced with the Endless Elites difficulty title in the French and German translations.
Others
Changed "shuffles" to "rerolls" in the English translation.
The exclamation mark in the Cards menu now disappears if the player opens the Equipment menu while already in the Cards section.
New Upgrade: Artifacts Upgrades:
Prodiciency: Artifacts Damage: +20%
left branch:
New Rules: Common enemies have a 0.0001% chance to drop an Artifact
Blessed Path: Artifacts Damage: +50% per Weapon Level beyond the first
GREED: Sub-Elite enemies have a 10% chance to drop an Artifact
right branch:
Twisted Blessing: Remove negative effects from Artifacts. Weapon Damage: -10% per Artifact owned
Path of Symmetry: Choosing an Artifact you already own restores 100% Health
MIRROR: The next Artifacts will always be a copy of the last Artifact you chose
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Prevented the Devour elite from spawning in Beginner and Challenge difficulties
Reduced Devour speed (2.2, was 2.5)
The "Mother Pet" card max health bonus is now capped at +100%
Added new statistics: Gun Damage, Owned Artifacts, and Artifact Damage
Reduced bass by 4 dB in boss and main menu music
"Upgrade Available" sounds are now in stereo
Bullets now deal 100% damage when the target is very close (previously ~90%)
Health is now capped at the current Max Health
Reworked the check for how many enemies are alive to prevent the game from going above the max cap (After 30 minutes, it would fail and the game would spawn tens of thousands of enemies all at once, resulting in an instant crash)
The targeting logic is no longer being handled for the "Sentient Guns"
Centralized the movement logic of the "Nature Spirits"
Removed the "Critical" visual effect to greatly improve performance and visual clarity
Centralized the OnDisable functions for both enemies and bullets
Removed the +1 indicator on the bottom-left magazine icon whenever a shot is restored
After the Archon of Red, the game will no longer spawn any "Snakes-wave", "Littles Cloud", or "Stupid Littles Cloud"
There can now be a maximum of 30 snakes alive at the same time
The "Sentient Gun" artifact is now rendered on top of the weapons
Added some "shadow pixels" to the plus and arrow icons on the dropped guns
Made the vulnerability effect smaller to cover less of the enemy
The guillotine visual effect is now rendered below enemies
Enemies that shouldn't take any form of knockback now correctly stay in place instead of being pushed by bullets
Fixed a bug that made the Survival difficulty require multiple presses if the "Challenge" difficulty wasn't already completed
Weapons no longer target inactive enemies if there are other active enemies available
Fixed a bug that disabled the Archon of Red's animations
If the "select key" was already pressed when the Upgrade or Artifact menus opened, the player will need to release it before being able to press buttons, in order to prevent accidental inputs
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Reviews are vital for a game's success. It doesn't need to be detailed. Even a single word is enough, thank you
Added 2 new enemies:
Totem: makes every enemy in its range invulnerable to all damage sources. Runs away from the player. Only spawns on Master difficulty and above
Unstable Tank: a tank that explodes into 3–4 enemy projectiles when eliminated. Only spawns on Expert difficulty and above
You can now enable "High Contrast" mode for the player, which turns it green
Player visibility has been greatly improved: it is now rendered on top of everything (except for a few selected effects), along with the weapons, which have been placed slightly further away from it
Added some "shadow pixels" to the "invisibility ready ring" above the player
Lightnings have been redrawn to be less obstructive. The impact "spark" is now hidden, except when triggered by the boss or the Discharge upgrade
The reroll icon in the upgrades and artifacts menus is now animated
Muzzle flash sprites are now rendered in front of the weapons
The "Magnetism" upgrade now makes everything move smoothly
Added a "+1" indicator on the bottom-left magazine icon whenever a shot is restored
Sub-elites are now always rendered on top of common enemies
The "blood splat" effect on the enemies is now rendered below them
Centralized the movement logic for all enemy projectiles
Reworked how eliminations are handled to improve performance
Reworked bullet bounce logic to make it much lighter
If "Numbers Opacity" is set to 0, damage numbers will not be generated
Centralized the logic for damage number movement
The intro section of songs is now disabled once the loop starts
"Fortress" upgrade: Damage taken +5% (was +15%)
"Bone Scythes" artifact: Max health -22% (was -33%)
Boss fight and main menu music are now stereo and better mixed
Reduced the volume of the "Machine Guns" class shots
Fixed a bug that caused "frozen" bullets
Fixed a bug that allowed the player to obtain more weapons than the maximum limit
The "Signed Pact" artifact now correctly doubles only the damage enemies receive from the player
Fixed a bug where enemies sometimes didn’t take the second hit from the "Personal Affair" upgrade
Fixed a bug that caused the "Sentient Gun" to fire in incorrect directions
Fixed a bug that made Snakes unhittable by bullets
Fixed a bug where tutorial texts overlapped with previous languages when rapidly changing language
Dashing is now only possible when timescale is equal to 1
Best damage is now saved only if dealt by the player
The game now enters the "Automatic Optimization State" if it drops below 56 FPS (was 60 FPS)
Improved the souls and scraps pooling system
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✨ Major Additions
Added 2 new enemies:
Totem: makes every enemy in its range invulnerable to all damage sources. Runs away from the player. Only spawns on Master difficulty and above
Unstable Tank: a tank that explodes into 3–4 enemy projectiles when eliminated. Only spawns on Expert difficulty and above
You can now enable "High Contrast" mode for the player, which turns it green
UI and Visuals
Player visibility has been greatly improved: it is now rendered on top of everything (except for a few selected effects), along with the weapons, which have been placed slightly further away from it
Added some "shadow pixels" to the "invisibility ready ring" above the player
Lightnings have been redrawn to be less obstructive. The impact "spark" is now hidden, except when triggered by the boss or the Discharge upgrade
The reroll icon in the upgrades and artifacts menus is now animated
Muzzle flash sprites are now rendered in front of the weapons
The "Magnetism" upgrade now makes everything move smoothly
Added a "+1" indicator on the bottom-left magazine whenever a shot is restored
Sub-elites are now always rendered on top of common enemies
The "blood splat" effect triggered when damaging the player is now rendered below enemies
Optimizations
Centralized the movement logic for all enemy projectiles
Reworked how eliminations are handled to improve performance
Reworked bullet bounce logic to make it much lighter
If "Numbers Opacity" is set to 0, damage numbers will not be generated
Centralized the logic for damage number movement
The intro section of songs is now disabled once the loop starts
Balancing
"Fortress" upgrade: Damage taken +5% (was +15%)
"Bone Scythes" artifact: Max health -22% (was -33%)
Audio
Boss fight and main menu music are now stereo and better mixed
Reduced the volume of the "Machine Guns" class shots
Fixes
Fixed a bug that caused "frozen" bullets
Fixed a bug that allowed the player to obtain more weapons than the maximum limit
The "Signed Pact" artifact now correctly doubles only the damage enemies receive from the player
Fixed a bug where enemies sometimes didn’t take the second hit from the "Personal Affair" upgrade
Fixed a bug that caused the "Sentient Gun" to fire in incorrect directions
Fixed a bug that made Snakes unhittable by bullets
Fixed a bug where tutorial texts overlapped with previous languages when rapidly changing language
Others
Dashing is now only possible when timescale is equal to 1
Best damage is now saved only if dealt by the player
The game now enters the "Automatic Optimization State" if it drops below 56 FPS (was 60 FPS)
Improved the souls and scraps pooling system
Added a public Survival leaderboard displaying the top 100 best times
✨ Added 3 new artifacts:
Sentient Gun: "A weapon with a mind of its own. Empowered by all statistics and does not reload. Counted among the weapons you own. Damage taken: +1% per weapon you own."
Chalice of Patience: "Not shooting charges a Direct Damage bonus up to +100% in 5s. Shooting decreases the bonus down to -50% in 10s."
Signed Pact: "All damage is doubled. Both damage dealt and damage received."
✨ Added 4 new cards:
That's Cheating: "Maximum cards: +2 (Max: +2)"
Shaman: "+0.1% Elemental Damage for each living enemy"
Rule Breaker: "30% chance to not consume shuffles"
Abundance: "Doubles the maximum number of souls that can be active simultaneously"
Balancing
You can now reroll artifacts up to 3 times
Decreased the maximum life factor a sub-elite can have compared to the previous sub-elite (x1.75, was x2.25)
Decreased the max "big wave factor" in Madness, One Hit, and Endless Elites (x5, was x6)
Tanks are now more reactive to player movement
Added a +1% Critical Change to the first Vulnerability upgrade
UI & Visual
Added particles to the sludge puddles
Translated the keybinds title into all 15 languages
Added a slow-time effect when grabbing a new gun
Added class, weapons owned, and weapon levels to the statistics menu
All artifacts are now rendered on top of guns
You can no longer save the order of non-selected cards. They will now be auto-sorted by rarity when launching the game
Optimizations
Reworked how lightning is animated
Greatly optimized the spawn logic of blockers during elite encounters
The game now waits 20s (was 10s) before exiting the "automatic optimizations" state, and now also resets this timer if the game drops below 60 FPS again
Added a buffer for saving how many x2-worth souls you have collected
Fixes
Fixed the animation when a shield breaks
Fixed a bug that kept the reroll button "pressed" after finishing the available rerolls
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Echoes of Red, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Echoes of Red statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.