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Hi Hackers!
Today marks the end of week 1 for the launch, I want to thank everyone who helped and reported issues as well as helping me troubleshoot some of the more intricate ones. You all are truly a great community and I am humbled!
For todays fixes:
Fixed a rare soft-lock when an Extraction shield regenerated during an active hack.
Fixed successful Extractions before the 2150s sometimes failing to advance to the next era, particularly with imported or legacy saves.
Focus Fire now retains its current target while selecting a replacement, rejects invalid targets, and consistently directs damage and visual effects toward the selected target.
Neural Virus Codex discovery now unlocks correctly through Neural Root Access, including on existing and imported saves.
The unlocked third Software slot now appears consistently in the Black Market, Character GEAR screen, and bottom HUD.
Enabling or disabling Software in the third slot now updates CPU, RAM, Network, and equipment bonuses immediately.
Mission success calculations and previews now consistently include rolled equipment Success Rate bonuses.
Open Mission and Extraction panels now refresh their requirements and success information when equipment changes.
Fixed missing “attempts remaining” mission text across all supported non-English languages.
Hi Hackers!
Just a small patch with things I didn't have time to put in yesterdays patch and a couple new things.
Fixed a rare soft-lock when multiple Architect Override choices appeared in rapid succession.
Fixed free ₵0 gear offers failing to equip or move to the stash.
Improved skill-tree tooltip spacing and screen-edge positioning.
Fixed Major and Keystone nodes not showing their purchasable pulse or acquired glow.
Fixed Signal Boost descriptions overflowing their cards.
Fixed CHARACTER, AP, SP, and GEAR text clipping or overflowing in the bottom HUD.
Quick edit, added a fix for immortal sentinels and tooltip for 'abandon run' so its clear you retain your fragments!
Special thanks to Axas and JtheP for the bug reports and testing assistance!
Thanks to everyone who played and gave feedback, you folks are awesome!
Also thank you for bearing with me as I fix the issues and please, keep reporting them on discord!
Full disclosure, I am one guy and for the most part only human, so I am positive there are notes I have missed and bugs that probably still lurk. I will fix everything ASAP to ensure the best experience for everyone. Thank you for bearing with me!
After that... Well I have plans on adding more content (free!) in the coming months. What content? It's up tot he community, however, for now... Bug fixes and QoL!
Improved Steam Cloud restore reliability.
Steam Cloud now detects genuinely different progress histories and preserves both device versions before resolving conflicts.
Fixed spent Data Fragments sometimes returning after restarting the game.
Fixed offline factory resets allowing old cloud progress to reappear later.
Quitting to the Main Menu now properly ends the run, preventing old missions, equipment, and modifiers from returning later.
Older saves retain permanent progression while obsolete mid-run snapshots are safely removed.
Lifetime Data Fragments are now tracked separately from the spendable balance.
Fragment Hoarder and Steam statistics no longer lose progress when fragments are spent.
Fixed Cross-Run Echo scaling from unspent fragments instead of lifetime fragments earned.
Harmonic Convergence now activates correctly after completing a Run Directive.
Fixed achievement progress not saving correctly after restoring a cloud save.
Achievements no longer unlock unexpectedly while idling on the Main Menu.
Fixed duplicate story-mission records inflating achievement progress.
Recovered achievement rewards now apply from the beginning of the current run.
Improved compatibility with older saves missing story-progress data.
Fixed very large credit balances wrapping into negative numbers.
Large balances now display and save correctly across shops, the HUD, Run Log, and run summaries.
Passive Dark Ledger income now correctly respects its per-run limit, including after reloading.
Fixed the Run Log reporting incorrect lifetime credits and highest Alarm reached.
Fixed landmark hacks occasionally becoming permanently unclickable.
Landmark completion effects and sounds now finish correctly when the panel closes.
The Black Market marker now survives era transitions and is restored if unexpectedly missing.
Special mission types no longer stop appearing after being skipped or removed during an era transition.
Manual and automated completion paths can no longer resolve the same mission twice.
Critical hacks no longer repeat rewards, Alarm changes, achievements, or other completion effects.
Crew, Virus, and Auto-Hack now apply the same mission-specific results as manual completion.
Failed manual attempts no longer leave missions incorrectly blocked from Auto-Resolve.
Closing a hacking minigame with Escape no longer also opens the pause menu.
Auto-Hack now correctly resets between runs.
Fixed Man-in-the-Middle hacks continuing after every packet had already been intercepted.
Fixed DDoS affecting the wrong zone or applying its effects more than once.
Corrected the pacing of Phishing, DDoS, and Neural Hijack phases.
Disruption timing now scales consistently with mission difficulty and overall game pace.
Trace-Back missions now provide more response time, reduce Alarm periodically, and apply a smaller timeout penalty.
Quantum Processor now skips phases shortened to less than two seconds.
Fixed several Phantom Circuit bonuses applying less power than advertised.
Area payloads now respect the Inner Ring’s level requirement while preserving Shield Bypass behavior.
Swarm Detonation now removes sacrificed payloads immediately from the battlefield, HUD, and selection state.
Added clearer Synaptic Relay instructions for real signals, decoys, and mistake penalties.
Synaptic Relay signals, decoys, correct inputs, and mistakes are easier to distinguish through symbols, colours, and sounds.
Added a warning before starting the final available Extraction attempt.
Mission attempt buttons now show the current success chance when requirements are unmet.
Fixed Focus Fire retaining conflicting mission and Extraction targets.
Area payloads and volleys now remain focused on the selected mission instead of spilling into Extraction shields.
Focus Fire targets clear when their shield is destroyed or removed.
Focus Fire indicators now accurately show mission, Extraction, and automatic targeting.
Destroyed or depleted targets are no longer shown as valid Focus Fire choices.
Fixed Focus Fire targeting not advancing its tutorial correctly.
Endless Mode no longer inherits zone pressure from the previous campaign.
Endless Mode is now established before story, Extraction, and payload systems initialize.
Fixed early-era passive Alarm pressure being omitted from its displayed stats.
Corruption bonuses can no longer push Auto-Hack or minigame auto-solve limits beyond their intended maximums.
Corrected Launder Pipeline so it applies the advertised 5% effect.
Fixed Memory Defrag’s grid disappearing after the pattern was shown.
Memory Defrag selections now highlight correctly.
Correctly placed and Decryption-assisted cells now count toward victory instead of forcing a timeout.
Memory Defrag corruption no longer obscures cell colours and clears when a cell locks.
The map remains clickable in heavily virus-saturated zones.
Stacked virus effects no longer hide missions or overwhelm overlapping markers.
Optimal Routing now displays AI PROCESSING immediately instead of showing an unnecessary network scan first.
Convergence and The Fraying no longer repeat handler dialogue during their completion sequences.
Gear-based attribute bonuses now correctly affect hacking, defenses, scanning, events, missions, and other gameplay systems.
Character attributes refresh immediately after changing equipment.
Corrected Elite Gear Protocol’s starting-gear tiers and rarity.
Starting-gear upgrades now correctly fill the third software slot when unlocked.
Fixed third software-slot issues involving equipping, refunds, salvaging, downgrading, and persistence between runs.
Corrected Master Armorer’s starting-gear tier cap.
Fixed Transcendent gear losing its unique special effect, full Tier 6 modifiers, or +55% base stat.
Tier 6 modifiers now use the correct Tier 6 value ranges.
Existing Transcendent items are repaired without rerolling or removing their current modifiers.
Transcendent hardware’s +55% base stat now affects Character Stats and mission calculations.
Fixed Paradox Engine’s Fragment Drop bonus replacing another modifier or being applied more than once.
Disabled software no longer counts toward special Tier 6 gear requirements.
Equipment-pool previews now show each item’s actual contribution.
Stash items now display a proper comparison against currently equipped gear.
Fixed gear icons missing from the stash and equipment drag preview.
Equipment comparisons now include CPU Hack Speed, GPU Success Rate, and Firewall Alarm Reduction.
Fixed long equipment tooltips overlapping or extending off-screen, especially with larger text.
Clarified that Neural Accelerator’s exact success-rate display is informational.
Shop items remain purchasable when combined discounts reach 100%.
Corruption choices that would leave a new run without enough guaranteed RAM are now blocked before fragments are spent.
Unsafe choices display how much additional RAM is required.
The warning updates immediately after upgrades, refunds, language changes, or switching between Normal and Endless requirements.
Existing unsafe builds are redirected to Meta Progression for review when starting a run rather than being changed automatically.
Blocked Endless launches no longer leak into a later Normal run.
Fixed corruption requirement tooltips remaining onscreen after changing choices or closing the window.
Added a corruption summary showing the combined effect of active corruption choices.
Empowered bonuses now show their normal and corruption-boosted values separately.
Corruption empowerment activates only from a directly connected fork whose downside has been selected.
Clearing a corruption choice immediately removes its linked power boost unless another valid fork still provides it.
Hovering a corruption fork highlights all directly connected power nodes and paths.
Corruption tooltips and totals no longer display boosts from inactive, unresolved, or unpurchased nodes.
Skill-tree nodes now clearly distinguish owned, purchasable, unaffordable, and locked states.
Purchasable skills receive a clearer pulse without making unaffordable nodes look owned.
Skill branches retain their identifying colours, including Overclock’s orange styling.
Skill-tree nodes now have more breathing room while keeping outer branches reachable.
Meta-progression node names no longer overlap nearby nodes.
Long node labels resize or shorten to fit.
Fixed long skill descriptions and badges overlapping or extending beyond the screen.
Run Directives, Extraction, and Radial Command Codex entries now unlock when their systems become available.
Active Run Directives now show their descriptions in the pause menu.
Fixed the persistent terminal’s localized idle text being initialized too early.
Soft-pausing before opening the pause menu no longer loses the previous running speed.
Pause on Focus Loss is now correctly respected when the game runs in the background.
Special thanks to Axas, for helping me play test a lot of these as I wouldn't be able to do this by my lonesome as quickly!!!!!!!
It's been nearly 6 months since I first started working on Echolink in earnest after leaving a full time job to pursue this dream. Oh boy what a journey it has been thus far and I can't wait to see how Echolink evolves with the great community it's creating!
Enjoy the game, join discord, and give me all the feedback you can so I can take Echolink to the next level.
You all are the best, thank you! P.S Pro tip for all of you returning hackers, it is advised to reset your save game (can be done in the settings). As the entire game has been rebalanced dramatically.
This Week In EchoLink: Power, Corruption, And Cleaner Chaos
Meta upgrades now hit harder, with weaker nodes folded into stronger nearby upgrades.
Corrupted fork nodes now replace collapsed nodes, forcing you to choose how the system pushes back.
Corruption choices are clearer and more dangerous, from increased trace pressure to tougher mission conditions.
Corrupted nodes now have a stronger infected-console look with red visual treatment, distortion, and clearer feedback.
Corruption paths are easier to read, so you can see which route a corrupted choice is blocking.
Right-click refunds are now in the meta tree, including one-level-at-a-time refunds for multi-level nodes.
Hardware overload now gets a proper SYSTEM OVERLOAD warning panel with pulsing color and clearer impact text.
Tutorial flow has been tightened into short micro-briefs instead of heavier explanation blocks.
Progress reset now properly clears Recall Log data.
ICE Sentinel drain now scales correctly in later eras.
Meta auto-purchase paths now handle prerequisites and corruption blockers more reliably.
I have updated the demo version to include a lot of the new stuff that was added to the base version of the game such as the mega meta progression tree and some other QoL stuff.
I have also added another story mission to the demo to reveal a bit more of the mystery.
Also please join my Discord - https://discord.gg/a6xT3EnPaH
and follow the journey here -
Dive in and try out the exciting life of a hacker, meta-progression and kick ass music!
Loved it? Please hit that Wishlist button and drop your feedback in my Discord! https://discord.gg/RDhw3ACm
Want to follow the journey?
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This page aggregates Steam news feeds, patch notes, and developer announcements for EchoLink: Recursion, 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 EchoLink: Recursion 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.