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completely overhauled how mech boosting works. player is no longer punished and ultimately destroyed for zealous boosting, the desire to boost, etc., rather rewarded with additional boost via simple minigame
fixed mech engine audio sometimes not playing
enabled pause menu while in mech
mammon ring now doubles quantity of gathered metal stars while equipped
shepherd's ring now augments certain attributes while equipped
bubble band now enables a new action
fool's cap equip modifies certain stats
molester's head equip modifies certain stats
jester hat equip modifies certain stats
reworked chest system to hopefully feel better / more responsive
added 3 new types of chest, replacing the old generic ones
improved responsiveness of wall button triggers (and made them bigger)
added windowed mode
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Eternity Egg, 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 Eternity Egg 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.
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hello, I'm making a small update to add a much requested "air stop" move, and to fix existing time trials.
added a new base move: air stop. this allows players to stop mid-air by pressing F on keyboard / left stick click gamepad. this hugely improves air control and makes more daring dash movement possible to control.
fixed existing time trials (they should now properly display your best time and the course tier times) in these locations:
Hollow of Destinies
Upper Frogton
Pinkbobble Plateau
Ancient Tree
tweaked some time trial record times to make them a bit less brutal. anyone who has beaten those old times, huge respect
added interact prompt when entering mech
the next couple of updates will focus on finishing what I had to cut for the Early Access release back in December. so while technically "new" content, it's all still very familiar and I'm keen to start on truly fresh stuff, which I expect will be in full swing by April.
so March will likely consist of adding cut content, like I mentioned, as well as potentially expanding some of the emptier existing levels (like Goliath Station, and Castle Bogplex). I suppose that counts as new stuff, too.
anyway, I expect to be working on expanding existing levels to some degree in parallel with any new stuff, throughout the course of the whole year, leading up to 1.0 realease out of Early Access. that is to say, I'm sure that expanding existing levels won't stop at what is done in March.
in other news, I've been trying to keep up a practice of free form daily renders, as I find it helps keep me motivated and often leads to design thinking/ideas.
here's one of them, featuring the old cow cannon NPC (sans cannon), that I will probably try and work into a level of some sort.
thanks again everyone for the continued support and patience - hope you, reader, have a good day.
quite a few people reported that damage wasn't working after the last patch.
this simply fixes that by ensuring that your dealt damage is multiplied by min. 1 (instead of 0) in case you hadn't sunk any points into the power attribute yet.
I've tested this between Steam Deck and Desktop and it seems to work.
if any issues arise, please let me know in the Discord.
Changelog
fixed vertical wallrun raycast being too long and causing jank
royal chef now immediately reacts to you breaking all mirrors in the ice acropolis (before you had to leave then re-enter)
royal chef now immediately reacts to you giving pig king sweets (before you had to leave then re-enter)
fixed a couple of broken overhanging cliff edge meshes in orb hollow that would block vertical wallrun exit & cause you to fall to death
fixed throwable gizmo arc incorrectly showing a green orb at the destination, in cases where the path is invalid
minor dialogue spelling errors
fixed chalx's flower quest
fixed phong's emporium incorrectly hiding items the player already has
added automaton repair kit to phong's emporium
fixed oolix's automaton quest
added rootrot salve item in alchemist's lower tower
added some more interiors
idiot giant's health meter now more accurately follows it
idiot giant parasite persists after you leave area and return
demon heart of idiot's domain has a small cutscene to make location more obvious after defeating idiot giant
fixed power attribute. it wasn't working to scale the player's damage at all. this still needs balancing a bit but at least now it actually works.
improvements to overworld position saving / player position saving in general. still some edge cases where player might respawn in void in overworld, but this should solve some common issues.
added developer-side testing support for cloud saves. it's not working yet but this is so i can do some testing.
this week I'm back working on the game full-time, after a short winter holiday.
here is an update which mainly brings the highly requested "player controls help" in the form of a simple, easy-to-ignore, but just as easy-to-read menu window.
you can find this new control tips window in the bottom-left of the in-game OrbOS menu (Escape key / Start/Options gamepad button, then click or cycle the tabs with gamepad bumpers)
full changelog:
added simple control tips window to in-game menu (for mouse/keyboard and gamepad)
fixed egg #108 in ancient tree
fixed some minor jank with the recently added sensitivity input menu when navigating via gamepad
fixed player attributes not resetting on new game
fixed mech menu not displaying current engine module
fixed a double-stacked energy pot in Idiot's Domain
added volume slider settings to player prefs so they persist between sessions (on the same computer)
removed items from Mech Garage shop (for now, because they weren't supposed to be there)
fixed a bug with NPC dialogue not properly resetting on new game (this would also cause issues across different saves)
fixed a bug with current NPC dialogue sometimes marking the wrong dialogue as read, resulting in broken dialogue sequences
fixed pig rescue quest not properly persisting saved pig data after leaving and returning to the area
fixed mirrors in ice acropolis not properly counting breaks (and added some missing mirrors)
fixed King's Sweets quest (King can be administered to, Chaos Core is now properly rewarded, etc.)
off I go...
today marks the milestone: 10,000 copies of eternity egg sold.
that's more than I expected to sell in the first 12 months of early access, sold in the first 12 days.
what does this mean? well, for one, I can continue to work on the game as planned without having to worry about getting another job for the time being.
it also means that despite many extant bugs, and the fact that the game is still very much a work-in-progress, people want to support development and perhaps (though I am hesitant to indulge such presumptions) even seem to be somewhat enjoying the game in its current state.
i'll probably be a bit quieter over the next couple of weeks for the holiday season but there is a lot to be done and I'm excited to keep working on the game, especially once the majority of bugs are smoothed out and I can return to working on new stuff, as well as refining/improving existing systems.
anyways happy holidays everyone and don't forget to leave a positive review if you want to place a brick in the foundation supporting continued work on eternity egg.
Changelog:
added controller x/y sensitivity settings
added basic resolutions menu (just 16:9 for now)
fixed gamepad input on main menu (recent patch broke this somehow)
improved gamepad navigation on volume sliders
fixed tree core door spawn coordinates
fixed flautista infinite golden gnome key bug
fixed broken chest in orb hollow (probably)
possibly fixed time trial data not showing correctly
I just wanted to push this one live sooner rather than later so that people had access to sensitivity controls, as a lot of people have been asking for that.
this update took a bit longer than usual due to the time spent reworking save/load data to prevent issues in the future.
now there should be fewer issues with save corruption/random save files appearing in slot 3/other stuff like that.
I also fixed a bunch of bugs. some stuff that was previously unaccessible due to broken quest state checks, is now accessible.
there are a few expected oddities with this update, the main one being that you will spawn in Idiot's Domain as a safety measure (result of the save data migration). you will also lose some overworld checkpoints (they are all easy to get back to).
it's a trade-off for a more robust save system that will hopefully result in less corruption moving forward.
added auto saving
refactored certain unstable data to avoid future corruptions
attempted a best effort migration for old data
expanded details in main menu save slot before loading
fixed energy rank saving/loading
fixed metal stars saving/loading
fixed energy collected saving/loading
fixed broken collider in E.D.E.N. City gate turret
fixed "leave" option not working in manager phong's shop after certain dialogue
fixed lag spikes on energy collection
increased collider size on gnome pipes (so they're more responsive)
fixed gnome pipe quest
fixed being able to get gnome flaut from flautista's cupboard without golden gnome key
fixed random despawns of EVERYTHING in upper frogton
fixed total demon hearts and entropic parasite counts in the zone info pause manu window being incorrectly counted
fixed tree hermit's dialogue/his portion of the quest
fixed caged creature collision in orb hollow
fixed windmill keeper quest
fixed orb hollow location incorrectly counting some collectables from upper frogton
made time trial demon talk trigger radius smaller
fixed lack of wall run on a pillar in upper frogton
added a grate to the back of the big pirple pipe off upper frogton cliffs
fixed flashing camera on elevator to/from upper frogton
improved formatting for inventory item counts
fixed flautista's dialogue/infinite gnome key reward glitch
fixed a bug where flying into location entrances in orbmechwould softlock the game (you can no longer fly into them in mech, this was never intended)
fixed fast travel location runoff/scrollability with too many locations
fixed main menu phantom slot selection/loading with controller
fixed some egg cluster hit boxes in ancient tree
made broken eggs remembered so you don't lose progress if you leave the area
made pipe buttons in pinkbobble horizons remembered
fixed woodmind guardian elevator doors + rootrot salve application
fixed leaving orbtek garage messing up overworld coordinates
fixed bird aficionado quest
buffed bounce stamina regen
fixed observatory quest
fixed orbtek garage upgrades not costing any money
fixed on death energy reset
fixed energy/metal star counts updating in items menu
fixed incorrect position on exit flautista's house
fixed a soft lock related to getting stuck in a chimney in serpent's rest
fixed a bunch of messy save data that was possibly causing incorrect overworld positioning (but not 100% that this issue is completely fixed)
tidied up the way save files are organized
made it so that the game backs up your last played save slot every session
added a button to open the gate to exit ancient tree's inner hollow
fixed saving/loading mech position in overworld
fixed some colliders in RoGF
fixed birds respawning after you give them to bird aficionado
fixed collectable tracking in RoGF
there are still a few broken quests, which I will be fixing over the next few days alongside work on a simple non-invasive optional tutorial (just to make the basic controls more clear) and some kind of control input sensitivity mapping.
also want to say a huge thanks to everyone who has been helping test these fixes on experimental branches over the past week! your help has been invaluable.
if you have any issues with this save please let me know in the Discord:
I'm currently working on a fix to prevent future save corruptions.
In the mean time, I'd recommend people back up their saves.
It just means you're less likely to lose progress in a worst-case scenario.
You can do that by making a copy of the "EternityEgg" folder at
/yourusername/AppData/LocalLow/USERLANDS/EternityEgg
Hopefully I can figure out how to prevent future issues but I figured it's a good idea to remind people to back up just in case.
Thanks for your patience!
Day 1 bug fixes/minor improvements:
added more clear save/quit button to pause menu
buffed idiot giant
made intro cutscene skippable
fast travel regens health instantly
standing around energy shrines will ambiently recharge health
fixed broken colliders in upper frogton and orb hollow
fixed an issue where you couldn’t enter orbmech until you left the area then returned
fixed music stopping after death
fixed pause menu infinite stamina / flying exploit (RIP)
fixed broken time trial clock overlays if you leave the area/enter an interior
fixed idiot giant’s health bar showing through the floor
fixed returning to idiot’s domain (contraptions should now persist, thingamabobber speech shouldn’t repeat, assuming you’ve defeated the dimension guardian)
fixed bogplex castle pit entry
fixed double pot spawn in idiot’s domain
99% sure I fixed bird aficionado’s quest (he should accept 10 birds now)
fixed weird camera angle in a couple of the gnome houses
fixed lack of void in certain areas of ancient tree
fixed getting stuck in the gates in idiot’s domain
fixed getting stuck in ice acropolis gatehouse
fixed broken pipe in pinkbobble plateau
Tomorrow I’ll be focusing on a minimal tutorial style system in idiot’s domain to explain basic controls/input, as I want players to be able to understand the basic movement set.
Just wanted to say thanks to everyone for supporting the game. Launching into early access has gone way better than I anticipated and I'm excited to keep working on the game and improving things with feedback from the community.
If you haven't joined the Discord already, it's a good place to discuss the game and share suggestions/bug reports etc: https://discord.gg/PvJBPFsSdZ
im pretty happy with where the game is at for an initial early access release, but there's surely still a ton of work to do
that said, the game currently has:
an intro cutscene to establish the lore/setting of the game
15 different locations to explore
20 NPCs to meet and interact with
15 different enemies of various difficulty to encounter
4 bosses
bunch of different items/equipment to find
some time trial minigames
tons of collectables
unique music for all locations
a couple of secrets...
and i've got a bit of content that i'll probably drop over a few updates during the rest of December (adding a few more enemies, fleshing out some locations, and obviously bug fixing, etc.)
i'm super excited to release into early access but i do want to manage expectations and be clear that it is EARLY ACCESS
so if you are looking for a polished game with 0 bugs, 0 jank, etc, i'd recommend you wait for the full release next year.
but if you're a devout egghead and want to support the project + help contribute to the shaping of the game alongside the early-access community, then you can BUY THE GAME NOW!
oh yea and the price is lower while in early access.