In this update3
Full notes
Full An Eternity Gone By update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Performance
An Eternity Gone By changes
🎉 We're in Steam Next Fest!
After months of hard work, we’re thrilled to announce that An Eternity Gone By is part of this October's Steam Next Fest! 🤠🃏
📥 If you haven't already, feel free to give us a wishlist to stay tuned for the full-release! 🎮 Have fun playing the demo, and enjoy the Fest!
🗓️ Set your calendars for a January release!
We also wanted to update you all that we are pushing the release date of An Eternity Gone By from November to January.
We know it's important to keep a quality bar, and so the team is taking the team to give the game the love and polish it needs to give you the best play experience!
💻October Dev Change Log
In addition, the dev team is continuing to update the game as we work towards launch. Below are the changes from the past month - we're going to make this the best game we can, y'all 😤
Major Changes
Rebalanced the 240 prefabs in the game for a better combat experience
Reorganized the 30 market place stalls to balance variety better
Redid the settings menu from scratch to make it much cleaner
Minor Updates
Gave Mirai a new illusory trail when she bends space to dash forward
Adjust the height that many large objects are raised up
Add ragdoll to enemy clock
Did a palette swap on the firebird to make it more "fire"
Update the objective text with a more readable background and new fadeout
Updated the compass and timer UI to be a little cleaner; new version incoming soon
Extended DPad controls to now work on UI
Upscaled some food items for better hitboxes
Add new audio stinger at combat start
Added new sfx on pause menu, skill menu, hand weights, and benches
Redid the wood textures to look nicer
Changed snail trail color to purple to give it more contrast
Updated game over text
Used better compression on storybook panels to reduce used storage space
Started using better versioning so that player log shows game version
Bug Fixes
Fixed layers on too many level 2 objects to list them
Fixed missing sound on literally hundreds of rocks
Patched many of the holes present on mesh bottoms
Fixed bug where looking up/down slowed down run speed
Fixed bug where storybook used wrong control scheme
Fixed collectible to use fixed updates and improve interpolation/attraction logic
Fixed UV and shader on waterfall
Fixed bug where controller does not click SFX on UI buttons
Fix missing pumpkin stem
Fixed bug where water audio didn't play
Fixed missing references on Blazebeak
That's all for now, folks!
With love 💖, - The Trashfire Team
Source
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