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"TLDR: Wait for Laurel's unified build that will include all the QoL+ Translation base ready for both campaigns (End of EarlyAccess) Or Wait 3-4 Months to get ONLY BASIC QoL in the (Old / Current) Steam Build only to be scrapped later on and replaced with the new build, adding another extra 3-4 months of delay to Laurel's Campaign."
Hello everyone, first of all I would like to thank everyone for the support, especially to the kind members of our community that support us daily and kindly answer/help users on the forums when we are unable to.
I would like to address something that is the main reason for my stress and I want to listen to the community to make sure I'm doing the right thing. I'm talking about the QoL Updates of Echoes Of The Living, let me explain:
When I started building Project Moon (Echoes Of The Living) I made a HUGE mistake, I never planned how the game would be translated or even if it would ever be translated. That big mistake led to a code that did not allow the use of traditional methods of translation and in order to release the Game in Spanish (My main language) I had to duplicate a build and rework the entire code. That's why there are two different builds of Echoes Of The Living and why the saves are not compatible between builds.
What does this mean? This means that every update has to be coded and tested twice before releasing the updates. This way of working ended up in massive issues (like the corruption of the save system that happened a few days prior to release and took me so many months to finally fix).
Since the code can't be copy pasted between builds, if I miss a single value or make a tiny mistake it can take days to find the issue and fix it.
That's why since the release of the latest big update (the one that finally fixed the save system and added all the extra content) I decided to rework and optimize even more the code, this time with translation in mind. So... yes, that means that there is a third and the universal final build now.
This is the build where I have been adding all the Quality Of Life Improvements mentioned in all the previous posts and where I'm developing Laurel's campaign.
Some of the QoL Improvements are:
Map System with more info and icons.
New and Reworked Animations.
Fixed Frame Perfect Input Freeze Issues.
Reworked how I-frames work.
Improved Boss AI and movesets.
Visual enhancements and reworks in the Caves Areas.
2780 new interactable/inspectionable areas (Liam's Campaign).
New Difficulty+ Mode.
More RNG events.
Inventory improvements.
Storage Box Improvements.
Being able to skip the "tutorial" section.
Examinable and interactable weapons from the inventory.
And Many MANY more.
So here is the thing: In order to release these updates I need to redo everything I made two times, one for the old English build and one for the old Spanish build. Since the new build had all the code rewritten, it is not compatible with the current (Steam) builds, that means reworking all the code to make it work in the English build and then re rework the code to make it work in the Spanish build.
Since I'm the only Programmer / Level / Environment / Lighting designer this task would take several months of only focusing on porting the QoL Improvements to the old builds instead of developing Laurel's Campaign, delaying the new campaign between 3-4 months.
So here is the dilemma: Do you prefer to wait for Laurel Campaign + All the new QoL Improvements or do you want me to fully focus on these updates and delay Laurel's Campaign?.
To be honest I feel like no matter what I do... I'm doing the wrong thing. If I focus on finishing the game I feel like I'm turning my back to the community and not supporting my Early Access game. If I focus on releasing all the QoL Improvements then I'm forced to delay Laurel's campaign, extending development costs and slowly killing the "visibility" for the full release while increasing the chance of removing content in order to finish the game.
I just want to let everyone know how the development of Echoes Of The Living goes and that even if I feel overwhelmed and overloaded with work and stress, this project is a long time dream for Laura and I and we will always take care of it with the maximum love and dedication as we have always shown.
Please feel free to politely express your opinions and remember that Laura and I are always reading your comments, suggestions and feedback. The forums are always active in case you have more questions or you need any help.
Best regards,
Alvaro and Laura, MoonGlint Team.
Hello there!
First of all and as always, Laura and I want to thank everyone and especially all the supportive members in the forums that helped us answer, offering help or sharing helpful tips to players.
As we keep making good progress on the development of the new campaign, today we want to show you some really interesting features and weapons of Laurel's campaign.
Tactical Knife and Metal Baton:
Laurel's high agility allows her to use short range melee weapons with high efficiency, dealing faster hits from a safer distance.
Taser Gun:
A Custom Taser Gun developed by Wilhelm Supplies for the Alba City Police Department. Its unique ultra charged wireless needles allow it to fire two times per cartridge. Don't let the Warning Message annoy you and use it at Max Voltage!.
Make sure to make the most of each shoot by using the environment, a deep puddle can be your best friend!.
Flamethrower:
Summer is near and so are the BBQs! This well known weapon is a must of the Survival Horrors and has finally landed in Echoes Of The Living, now you can roast zombies and burn bugs!
Grenade Launcher:
Let's bring the big weapons! Laurel doesn't know how to craft grenades but that doesn't mean she can't blow things up.
Laurel has not as much experience as Liam with handguns, that means that her reloading times will be longer.
However her time at the fire range has paid off and allows her to reload Shotguns and SMG's way faster. (These are also the new Standard Animations for the Shotguns as we mentioned on the other post)
Laurel also has unique passive skills that will make the gameplay quite different from Liam, her height and weight will allow her to move faster and easier to avoid enemies, she will be also able to dodge incoming attacks if timed properly. These advantages also have a downside, since Laurel's HP is lower than Liam's and while her extra pockets will help you carry more items, her weapon slots are more limited (Keep an eye for upgrades!).
Her smaller size compared to Liam will also allow her to reach areas that Liam can't reach, unlocking new areas of the City and allowing progress on her story.
And last but not least, a feature to examine and interact with your weapons!.
This feature is part of the inventory/item box upgrades that will include stackable grenades, a better map system and the storage box list not resetting after picking an item.
And that's all for now! I want to apologize for the updates not being as common as these past months but being a team of just two is making things much more time consuming and Laura and I are 1000% focused into finishing Laurel's Campaign. None the less we are always reading your feedback on the forums and taking notes!.
Thank you so much for being part of the Development of Echoes Of The Living.
See you in the next update!
Best regards, MoonGlint Studio (Alvaro and Laura).
Hello there!
First of all and as always, Laura and I want to thank everyone and especially all the supportive members in the forums that helped us answer, offering help or sharing helpful tips to players.
We are fully recovered from the Flu/Covid that tied us to bed for almost 2 weeks and we are happy to be back on track with the development of Laurel's Campaign!.
So... what's cooking?
Laura and I finally resumed the development of Laurel's Campaign but that doesn't mean that the base game will stop getting fixes and updates, we would like to thank all the users that kindly reported and uploaded videos or pictures of the bugs or glitches found, this greatly help us to detect, track and fix way much faster the bugs.
In the upcoming hotfix a lot of the reported issues will be addressed, the most important ones are the ones related to some achievements not unlocking or not working as they should, collision issues and softlocking the game in the inventory under reaaaally frame perfect circumstances.
There are also planned some major QOL Improvements that will release on future updates (Maybe some of these will make it in time for the next patch).
New Map Features:
The map will now display unfinished puzzles or key elements that needs certain items (These will only appear once the player has interacted with the world element and will disappear once it is completed).
Stackable Grenades:
Grenades won't be limited to 3, you can stack them up to 25 and it will auto stack as soon as you pick or craft one.
A new error sound and message will pop up when the player is trying to craft a grenade but there isn't an empty weapon slot (A lot of players have complained about the grenades not working while trying to craft one without any free weapon slot, this will make it more clear).
Amount Of Heal Items On Each Mode:
Depending on the mode you are playing on, some healing items will or won't be available. This will help balance the health items in harder modes.
Amount Of Floppy Disk On Each Mode:
Depending on the mode you are playing on, the number of Floppy Disks available will be different. This will help balance the gameplay in harder modes.
New Shotgun Animations:
I'm working on a new Anim Offset/Attack animations for the standard shotguns that will make aiming up more sense, working in a similar way as the Double Barrel Shotgun.
As Laura and I have always mentioned, we want to make each campaign feel like its own game but at the same time we want to allow the player to connect all the dots and understand each character point of view. In Laurel's Campaign you will be finally able to reach a lot of places you couldn't access in Liam's Campaign (And Viceversa).
Yes! that means you can finally use these!
Laurel also has unique skills that will allow her to traverse or access other areas (Similar to Liam being able to lift heavy items or push heavy boxes).
Laurel also has unique passive skills that will make the gameplay quite different from Liam, her height and weight will allow her to move faster and easier to avoid enemies, she will be also able to dodge incoming attacks if timed properly. These advantages also have a downside, since Laurel's HP is lower than Liam's and while her extra pockets will help you carry more items, her weapon slots are more limited (Keep an eye for upgrades!).
Also since Laurel is less experienced than Liam in combat, she lacks the ability to execute tactical reloads with guns, however she can reload other weapons more efficiently than Liam.
We will get into more detail in the next updates but for now let's take a closer look at some of the areas that are part of Laurel's Campaign! Can you connect the dots? Let us know in the comments!.
Thank you so much for being part of the Development of Echoes Of The Living.
See you in the next update!
Best regards, MoonGlint Studio (Alvaro and Laura).
(IMPORTANT NOTE: The Spanish version of the Game uses a different build that has been already scheduled to upload and will be available in the following hours)
(AVISO IMPORTANTE: La versión en Castellano del juego usa una build diferente que ya se ha puesto en cola para su subida, estará disponible en las próximas horas)
Hello there!
First of all and as always, Laura and I want to thank everyone and especially all the supportive members in the forums that helped us answer, offering help or sharing helpful tips to players.
Wow, we have been working non stop since the release of the game to make sure everything works as it should and always trying to offer the best experience to the player.
At this point Laura and I are both cream cracked but it is totally worth it since we can finally release the update that adds all the content and fixes that it should had have in the initial release + a lot of new fixes and content.
Please, let us know if you find any issues or bugs and as always we will try our very best to fix them as soon as possible!.
Save System 100% Restored. (Now you can manually save in all the PC´s)
New Difficulty Modes (Beginner, Experienced and Survivor).
2 New Secret Cinematics.
2 New Secret Endings (Only Available on Survivor Mode).
2 New Outfits (Obtainable with the New Secret Endings).
3 New Infinite Weapons (Unlockable only in Survivor Mode, can be used in any mode).
2 New types of Collectibles:
Mini Snailgers: 35 of these colorful snails are hiding in plain sight! destroy all of them in Survivor Mode to Unlock a New Infinite Weapon!
Custom Cards: 5 unique poker cards are hidden in Alba City
Achievements:
Added 70 Achievements.
Steam Points Store:
Added Trading Cards, Badges and Points Shop Items like Emoticons and Backgrounds.
Added Free Avatars of the Game in your Steam Avatar Section.
Cloud Saves (Will be available in the next few weeks as we need to make sure it doesn’t mess with this update)
You can now block zombie attacks with a breakable melee weapon, instead of getting bite it will reduce the durability of your current weapon, this % will depend on your Difficulty mode, (If the durability is under 15% it won’t act as shield).
Reworked enemies collision, no more walking brick walls, making it easier for the player to avoid enemies.
Smoother Thumbstick movement.
Reworked Flare Gun collisions, Flare projectiles are bigger now and won't miss enemies that often.
Reworked Grab and Bite Animations, making the gameplay more fluid.
Added an extra kick button for the mouse (now you can Kick with C or middle mouse button).
Added the ability to target environment interactive objects.
(Pressing L3/Numpad 0/Mouse Wheel Up While Aiming)
Added the ability to re-retarget the closest enemy while aiming.
(Pressing LB/RControl/Mouse Wheel Down While Aiming)
Updated “How to Play” info displaying the new buttons/keys.
Added tutorial explaining how to target environment interactive objects and re-retarget the closest enemy.
Added a New Option for Steam Deck Users to increase the draw distance (This will address the issue of chunks of the level not displaying).
Cinematics will now display the current outfit.
Cinematics are now skippable ( Hospital and Lodares Passage Cinematics aren't possible as they act as loading screens and a few shorter ones).
Locks in the Lockpicks Minigame are now more varied.
Reworked all the Archives, now it highlights key words in green.
Added more facial details and texture work to some cinematics.
Slightly reduced load times in several areas.
The Storage box will sort weapons first and items next.
Weapons now display the ammo and durability inside the Storage Box (Infinite Melee Weapons will display x0).
Unlocked weapons can now be found in the Storage Box.
Ending Result Screen now also shows Heal Items used, Enemies Killed, Number of Saves and Difficulty.
Now is easier to kill small enemies with the knife.
Now you can pet Wulfy!.
General
- Fixed a Bug that showed the wrong ending (Madness) and outfit in the post credits scene
- Audio and Brightness settings now save and apply correctly.
- Fixed an issue that allowed the player to obtain negative Floppy Disk Numbers making the game unable to save.
- Fixed several collision issues with the biomass.
- Fixed an issue with the rail cameras that desynced the camera if the player examines an item.
- Fixed not being able to exit the Map using the correct key/buttons.
- Fixed the map not displaying the correct key/button icons.
- Fixed an issue with throwable and melee weapons that allowed the player to "destroy" the next weapon in the inventory.
- Fixed some items not showing the model while examining them.
- Added some missing zombies with special cameo outfits.
- Added a “Teleport” fix on areas where the player could get out of boundaries and end up falling to infinity and beyond.
- Fixed an audio issue when reloading any area with worm enemies.
- Updated the Lockpick tutorial to be more clear for deaf users.
- Renamed some rooms in the Maps to match the key description.
- Fixed some model minor clipping in the Outfits.
- Fixed an issue that added extra % cost on insta kill melee weapons if the player was aiming up or down.
- Fixed a minor culling popping issue when loading an area.
- Fixed several typos.
- Added missing SFX in some cinematics.
Iron Gates:
- Added missing keyboard tutorial for the movable box.
Peacock Pub:
- Fixed a Bug that caused a fatal error after falling through the tables in the PUB.
- Fixed Zombies not moving in the background in the PUB Door Burst cutscene.
- Fixed Collision and placement of the Zombies behind the Security Roller near the Save Room in the PUB that had a chance of softblocking players making them unable to exit the Save Room.
- Fixed Pendantel’s Diary floating on top of the desk.
Streets after the Pub:
- Fixed an issue that allowed the player to enter Downtown B via the sewers even if the sewers were blocked by biomass.
- New placement for certain enemies in Downtown B to avoid a 0.001% chance of getting softblocked and not being able to leave the Save Room.
- Fixed an issue that allowed Pendantel to Spawn in its previous form after you beat/find him in the Crypt section.
- Fixed an issue that allowed the player to spawn 2 Pendantel's breaking the laws of space and time.
- Fixed Music not playing after the enemies enter Fioribello Theater.
- Fixed Magnum Ammo inside a Police Car being unpickable.
- Fixed a bug related to the City Hall Gates Crest Puzzle, now you need to collect or at least try to collect all the crests in order to be able to interact with the puzzle.
Office Apartments:
- Fixed a Softblock that trapped the player inside the Office if the Safe Puzzle was left unresolved and the game was Saved/Loaded.
- Fixed an Issue with the Seeker enemy at Octavia’s Office being invisible or not being able to move trapped behind a window.
Construction Site:
- Fixed an issue with the door event resetting after loading.
Reaves Hospital:
- Fixed worms at the Hospital Sewers being able to spawn infinitely.
- Fixed several ammo pickups events spawning before they should in Downtown and the Hospital.
- Fixed several collision issues in the Hospital.
- Fixed enemies respawning after loading the area if the Reaves' Crest has been already picked up.
Park/Cemetery:
- Fixed the map showing an incorrect texture inside Blade's Crypt.
- Added Missing Save Room Music to the Save Room near the cemetery.
- Added multiple missing lore items inside Blade's Crypt.
- Added missing sounds for the traps inside Blade's Crypt.
City Hall:
- Fixed Zombies not moving in the elevator cutscene at the City Hall.
- Moved some Zombies placement in the City Hall to avoid being grabbed as soon as you enter a room.
- Fixed Metal Scraps pickup in the City Hall's Floor not playing the "Floor Grab" animation.
- Fixed enemies not “freezing” while using the VHS or the Elevator.
Underground Tunnels:
-Fixed an issue that prevented the player from inspecting the “Old Key” from the inventory.
Wilhelm's Manor:
- Fixed an issue that allowed enemies to attack the player while playing the "rope" animation in the upper garden of the Mayor's Manor.
- Fixed a softblock that prevented Octavia to help Liam inside the Mayors Studio.
- Fixed Zombies being able to grab you through doors in the Mayor's Manor.
- Added text to all the locked doors.
- Fixed a low res material while inspecting “The Book Of Secrets”.
- Adjusted several zombie locations to avoid insta grabs as soon as the player enters a new room.
Caves:
- Added a few missing music areas.
- Overdose: Beat the game in Survivor Mode meeting “Madness” requisites, Heal more than a “certain amount” of times, Save more than a “certain amount” of times and “don’t be nice” to Pendantel at the PUB.
Reward: BadBoy Outfit, Iron Fists (Infinite Melee Weapon)
- Nightmare: Beat the game in Survivor Mode meeting “Hope” requisites while healing and saving as “liiiiiittle as possible” and find a "For your eyes only hidden item”.
Reward: Detective Outfit, Z-Buster (Infinite One Handed Shotgun)
Thank you so much for being part of the Development of Echoes Of The Living
See you in the next update!
Best regards, MoonGlint Studio (Alvaro and Laura)
Hello there!
We are finally compiling, testing and uploading the Pre-Update builds, this means that the game will show players additional info about the update, even if it is not available to download yet, tha's why we want to mention a few things:
IMPORTANT REMINDER: Checkpoint Data will be removed with the New Update, only the Manual Saves will remain available
Steam Point Items, Tradding Cards and others may appear as available now but will be part of the Update.
Achievements should be now visible for everyone but won't be unlockable until the patch releases.
"Laura and I will do a few more runs to check if everything is finally working as intented and we will release a new announcement with the release of the patch"
Hello there!
First of all Laura and I want to thank everyone and especially all the supportive members in the forums that help us answering, offering help, sharing helpful tips and provide detailed bug reports that help me to find and fix issues quickly.
Also apologize for the time this update is taking, restoring the Save System was not an easy task and has been really stressful and time consuming. Testing everything related to the Save System is taking us way more time than we initially had in mind, since I'm the only programmer, 99% of the testing relies on Laura and we need to be very very very cautious to make sure not a single bit of data is lost or any softblock is created by accident.
Now that the manual has been restored 100% we have been able to bring back all the additional content and features that were tied to it.
So... when will the update be released?
We are still aiming for this month or early February, but I want to make sure everyone is up to date with all the progress we made with this post. Laura and I have been working non stop on this update and we are really happy to finally be able to show how the development goes and what kind of features, fixes and additional content it brings!
This update will include:
Essential Fixes:
- Manual Save System restored at 100%, now you can manually save from the Start to the End of The Game with Floppy Disk, no more Checkpoint system on the streets after the PUB.
(BE AWARE that ALL Checkpoints will be DELETED with this update, so make sure to have Manual Save data available in the PUB or the CITY HALL section).
- Audio and Brightness settings will be saved correctly and won't reset anymore.
- Reduced load times in several areas.
Quality of Life Improvements:
- Now you are able to target defensive items in the world with a key/button:
- Now you are able to re target the closest enemy.
- New Grab and Bite animations that allow a faster and fluid gameplay:
- Reworked enemy collisions, no more walking brick walls, this will avoid frustration caused by unfair enemy grabs or getting stuck between zombies making it now easier to avoid enemies.
- Reworked smaller enemies collision, now you can knife down those pesky worms and roaches.
- Storage box items will be sorted into weapons first, then items, it will also show the amount of ammo, quantity or durability of each weapon, making it easier to find what you are looking for:
- Now the cutscenes will show your current outfit:
- Cutscenes are finally Skippable (only a few of them are still needed to load/save data, but none of them are more than 6-8 secs long).
- The result screen will show number of Saves, Health Items used, Enemies Killed and Completion Time.
- Added the option to Kick with the middle mouse button.
- Smoother Thumbstick movement .
- Cloud Saves.
New mechanic:
- Now you can block Zombie grab attempts with a Melee Weapon (Except the Knife)
This "blocking" feature will be only available if you are aiming with a melee weapon, if you miss the swing or the zombie grabs you before you land a hit instead of losing HP, the weapon will take a %, if the weapon is under 15% or the player is not aiming it won't block any grab (This feature ONLY blocks zombie attacks).
In Hard/Survival Mode the weapon will take a massive % making the weapon able to "block" 1 or 2 attacks and reducing a lot the number of hits the weapon can deal.
New content:
- +50 New Achievements.
- Three New Difficulty modes: Beginner, Experienced, Survivor:
Beginner: Way more ammo, tons of health and unlimited saves. ( Making use of Echoes of The Living basic mechanics will make your run even easier)
Experienced: Standard balance, the one you have been playing since the release. ( Making use of Echoes of The Living basic mechanics are essential to survive)
Survivor: Less ammo and Stronger Enemies that deal CRITICAL damage. ( The knowledge of every single mechanic of Echoes of The Living is crucial)
"Also Survivor Mode brings a new challenge, the infection level will increase each time you get bitten or puked (not only when exposed to the fog as the other modes) and it won't decrease unless you use a mix of minced sapplings (Lore Accurate).
This makes enemies like the Fogger WAY more scary and dangerous since the player not only will need to keep track of their HP but also the Infection Level."
- New Tutorial/Training mode that allows the player to learn all the core and basic mechanics in the game before jumping into action!.
- 2 New Secret Endings.
- 2 New Secret Cutscenes.
- 2 New Outfits.
- 2 New Weapons.
- 4 New Melee Weapons, each one with its own strengths and weaknesses.
- Two new type of collectibles:
Hidden Cards: Collectible items that are "hidden" and won't glow.
Mini Snailgers: Collectible/Destructible items hidden in the world that have a unique glow color:
Bugs Fixes:
Big number of fixes that will be detailed on the patch release notes.
Steam Store:
Trading Cards, Badges and Points Shop Items like Emoticons and Backgrounds.
Oh my! What a list.
Once this update is released we can finally get back to work on Laurel's campaign while fixing any issues or bugs that players may find. Also we plan to release mini updates showing how the development of Laurel's Campaign goes, sharing pieces of media and posting cool features that are unique to Laurel's (Similar to the ones that are unique to Liam). Laurel’s Campaign will be available when leaving Early Access this year.
In the meantime let us know if you had any issues and we will reply back with a solution as fast as we can!.
Thank you so much for being part of the Development of Echoes Of The Living.
See you really soon!
Best regards, MoonGlint Studio (Alvaro and Laura)
Hello there! We just released a new patch addresing the following issues: - Fixed Fire Axe inside Octavia's Office used to give you a Baseball Bat intead of the correct weapon. - Fixed Laurel's meeting cutscene not playing or playing randomly, causing a softblock that didn't allow you to leave the Office. - Fixed Laurel dissapearing randomly after. - Fixed One of the walls in Octavia's Office was missing a collision, causing the player to fall into the void. - Fixed Medkit and Shotgun Shells not being able to pickup in Octavia's Office. - Fixed The Roller Door in Octavia's Office could be activated multiple times. - Fixed a Seeker Enemy not spawning or getting stuck in Octavia's Office - Fixed car and battery not spawning properly or not visible in the Garage - Fixed items not beiing able to pick up in the Garage - Fixed an issue that prevented the player to load the Construction Site Checkpoint, making Liam fall into the void without items. - Fixed an issue with the invisible Mosquito enemy, now it's collision won't block your path. - Fixed typos in the Construction Site. - Fixed an issue that caused Pendantel to spawn multiple times and not chasing you. - Fixed not being able to pick items inside Blade's Armory. - Fixend not being able to pick up items in the room where you pick up the Auto Rifle. - Fixed multiple items that were unpickables. - Fixed an issue with the combinable weapons part, now it will create the correct weapon. - Moved the second SMG to a more visible spot in the streets.
-Fixed an isse that would softblock the player if kicking while firing the SMG
- Fixed a collision bug in the Hospital that caused the player to fall into oblivion. - Fixed an issue thar prevented the player to use the Hospital elevator if they have used the keycard but left the area. - Fixed not being able to pick items in the Hospital. - Fixed a bug related to the "Rust" puzzle, that prevented the player to finish it. - Fixed zombies appearing on the broken windows in the PUB. - Fixed and issue with the roaches killing you while trying to leave the PUB. - Fixed a bug that would set negative ammunition to your weapon if the last weapon used was a melee weapon. - Fixed a FireAxe pickup not givint the correct weapon in the underground room. - Fixed a bug with the Deagle not dealing critical shots. - Fixed minor checkpoint bugs. - Fixed an issue that prevented the player to Load a game if the player has reached the Checkpoint par of the game, to restore Load Game option and restore your previous save files. Make sure you start a New Game and reach the old house to make this option available. Thank you so much for your pattience and support! Laura and I are working non stop on updates! do not worry, we won't let you down!
Happy Halloween everyone, we are so excited to finally be able to launch Echoes Of The Living in Early Access.
As you may know, we faced several last minute troubles that took us a lot of time to address. While working under tons of pressure I made some mistakes that corrupted the entire save system (Laura is really angry at me) instead of delaying the release we have been working really hard to provide some temporal fixes that will allow to play the game from start to finish, since this is an early access release it wouldn't make much of a sense to delay the release for this reason. I guess we are now considered a real early access game.
These are some of the temporary modifications we had to make to be able to release the game:
- Reached certain point in the game, the manual save system wil be replaced with a "Checkpoint" system to avoid softblocks. (You can still save manually for almost half of the game)
- Map system has been temporal disabled since it was linked to the Main Save System (later on it will display player location, door status and unresolved puzzles.
- Achievement system has been temporal disable for this same reason (we left a few achivements to test future fixes)
- Spanish Voices and Text will be released in the next few days (we got all files from our voice actors yesterday so it was impossible to make it in time)
- End Result Screen will only show the Ending you got and what you have unlocked. ( Later on it will display enemies killed, number of saves, time and healt items used)
I'm so sorry for all the trouble this may cause to players, and let you know that we are working non stop to make sure all the features are back to normal as soon as possible.
Hello there!
First of all we would like to thank the community once again for the patience and support.
As you may know, we had to face a lot of challenges in order to get the greenlight but after a lot of obstacles we were finally able to join the Early Access program and we are really happy to share with you the Release Date of the Early Access with a brand New Trailer!
Echoes Of The Living will be available in Early Access just in time for this Halloween! (October 31th) with a 10% discount!
BUT THAT'S NOT ALL!
To thank everyone who patiently waited for news and supported us while we were struggling with the whole greenlight situation we will add an additional 10% discount to the Early Access price, that means a 20% discount for the Early Access Launch!
Echoes Of The Living base price is 24.99€/$24.99 but will launch with a price of 19.99€/$19.99 that will last for 10 days!
Now for an extra surprise:
Here you have a sneak peak of the outfits you will be able to unlock for Liam's Campaign, some of them even have unique weapons!
And that's all for now! we will see you this Halloween!
Laura and I want to thank you all once again for being so patient, we know that waiting can be really hard but please, remember that we are just a team of 2, without any kind of funding, kickstarter, publishing or financial support, working countless hours without any kind of profit trying to make the game of our dreams.
Best regards,
Alvaro and Laura
- MoonGlint Team
Hello there!
First of all we would like to thank the community once again for the patience and support.
Now let's get you up to date with the Development of Echoes Of The Living!.
As we stated on the last post here, many things has changed, one of the most important ones is the size and quality of the game.
Three years has passed since Laura and I released the first Alpha Demo and decided to quit our jobs to fully focus on the development of Echoes Of The Living. Back then the game we had in mind was WAY MUCH SMALLER, a short 2-4 hours game with a simple story that was identical for 2 playable characters.
The game has evolved into a 2 campaign experience with an average lenght of 12-15h per campaign with unique stories, characters, weapons, locations, bosses... We are finally getting to our goal and we couldn't be happier!
Here are some of the big updates we added to the game:
- Brand New Cinematics, no more scripted, static animations.
- Voice acting for every character.
- Each character has its own set of unique skills.
- 5 Unique endings for each character.
- In game unlockables such as weapons, skins and a few secrets we won't spoil!
- Steam Achievements.
- Steam Cards.
- New inspectionable system.
- Fully detailed map system.
- New puzzle systems.
- Several types of new enemies.
- New health conditions.
- New health items.
- New weapons.
- Reworked item combination system.
- Completely reworked AI for every enemy, making sure each gameplay brings a challenge with each enemy being a threat.
- Defensive/Ofensive items in the world (Barrels, Gas Pipes, Electrical Equipment...)
- And many many more!
This change of plans brought a lot of challenges, sacrifices and added an insane ammount of stress to our lifes.
Sadly the game suffered from a huge slowdown early this year, due the lack of sleep, proper alimentation and working under high loads of stress, I suffered from various health issues, one of them was a stress ulcer that didn't allow me to work for almost 3 months, so Laura was the only one working on the game while taking care of me. After that, our efforts had to be doubled in order to keep things up with our schedule.
It has been a crazy ammount of work, but we are finally so close to release the game via ...
A SPECIAL EARLY ACCESS
Q: "WOAH WOAH WOAH, what do you mean by Early Access?"
A: "Fear not, we know many of you are sceptical or don't trust Early Access but this one literally means Early Access to the Final Game.
Due how big the game has turned out, we have come to the conclusion of releasing one of the campaings first, so you can start playing the game while we finish the other one. It's important to mention that during the Early Access the game will be launched on it's final state, QA tested, fully optimized and playable from start to finish without placeholders or missing content (Obviously people may find bugs along the way that will be fixed via patches).
We think this is the best approach for everyone, so you can enjoy the game while we can relief some pressure and finish the remaining campaign."
Q: "So when are you finally releasing the game then?"
A: "If everything goes right we are entering the external QA phase by the end of the month, Laura and I already made a lot of internal QA to make sure this process takes the minimum ammount of time possible. After that its only a matter for time of Steam to give us the green light and announce the release date! So get ready to finally be able to play Echoes Of The Living this summer!"
Q: "Why not releasing only one campaign and adding as DLC the second one?"
A: "Splitting the game into parts or adding Paid Content is something we have never wanted for our game and since the very beginning we announced that there would be 2 playable characters.
We promised a game with 2 full campaigns and that's what we are going to deliver."
Q:"But I only want to play as Laurel"
A: "Well, you can always wait for the full release, but keep in mind that you will miss more than the half of the main story, since each character has its own story, part of the main story, locations, enemies, weapons, bosses... "
Q:"How long will it take to finish the other campaign?"
Short answer: "Way less time than you think"
Long answer: "Laurel campaign will be released this year, most of the work is done but some areas, bosses and cinematics are not done yet, we will keep you updated with the release date."
Q: "How many languages will the game support during the Early Access?"
A: "The game will be fully translated and dubbed into English and Spanish (Spain) for the Early Access, with the support on the EA we will be able to hire translators that can help us to localize the game (Text Only) to the rest of planned languages."
STEAM DECK
One of the most requested features was the game being able to run on Steam Deck. Well, we have great news for you! we were able to get our hands into a Steam Deck and we are happy to announce that the game is fully playable at Max Settings.
We hope to get the original Steam Verified label by the full release time.
IMMERSIVE SOUNDTRACK
Get ready to get immersed into the world of classic survival horror thanks to the soundtrack of MonoMemory with his awesome beats.
FUTURE PLANS
Why purchase a DLC when you can get content for free? We are releasing additional campaigns for Echoes Of The Living that will be unlocked once the two main stories are completed. This content will be released after the full release and will depend on the game success.
We are also planning to release the game on consoles later on in 2026 if the game is well received.
YOU WANT UPDATES? I'LL GIVE YOU UPDATES!
This is how the world of Echoes Of The Living has evolved!
From creepy and claustrophobic interiors:
To bloody streets and shady exteriors:
ROADMAP:
And that's all for now! Laura and I want to thank you all once again for being so patient, we know that waiting can be really hard but please, remember that we are just a team of 2, without any kind of funding, kickstarter, publishing or financial support, working countless hours without any kind of profit trying to make the game of our dreams.
Keep an eye for the next update, it may be the release date you have been waiting for!
Best regards
Alvaro and Laura
- MoonGlint Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Echoes of the Living, 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 the Living 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.