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Steam News25 June 202611d ago

June 2026 - QoL Update and the Steam Summer Sale ๐Ÿ˜Ž

Hey, y'all - we've made a ton of new quality of life updates to the game over the last several months! You can grab AEGB at a discounted 50% off during this Summer sale.

Full notes

Full An Eternity Gone By update

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Repeated intro

Hey, y'all - we've made a ton of new quality of life updates to the game over the last several months! You can grab AEGB at a discounted 50% off during this Summer sale. Thank you for playing with us as we've continued to build on AEGB ๐Ÿ˜„

What changed

2 fixes3 additions1 change0 removals
  • Gameplay
  • Compatibility
  • UI and audio
  • Maps
  • Balance
addedHey, y'all - we've made a ton of new quality of life updates to the game over the last several months! You can grab AEGB at a discounted 50% off during this Summer sale. Thank you for playing with us as we've continued to build on AEGB ๐Ÿ˜„
added๐Ÿ’ปJune 2026 ๐ŸŒŒUI ยท Skill Tree ๐ŸŒณ Improved navigation experience within the skill tree. Complete visual interface overhaul. Added visual feedback for button selection: confirmation and rejection states. Video preview for certain abilities and related image display. Full keyboard/mouse and controller support added.
fixed๐Ÿ’ปJune 2026 ๐ŸŒŒUI ยท Settings โš™๏ธ Minor visual update to the settings panel: rounded corners. Fixed navigation issues within settings menus.
fixed๐Ÿ’ปJune 2026 ๐ŸŒŒGraphics ๐ŸŽฅ Shadow distance increased: max range set to 300 m with 4 cascade splits instead of 2. Antialiasing enabled: MSAA 8x. Dash visual effect is now rendered correctly. Fixed stretched textures in level 2. Level 1 clock now displays the correct materials. Entity silhouettes (enemies and player) are now visible through walls and scenery. Dissolution effect applied to defeated enemies. Added a decoration piece on a level 1 map border for better immersion.
added๐Ÿ’ปJune 2026 ๐ŸŒŒGameplay & Design ๐Ÿ› ๏ธ Vitality chests introduced, differentiated by color. Additional chests (currency and vitality) added in levels 1, 2 and 3. Final boss rebalance: Level timer increased to 15 min. Reduced penalties caused by fall-through-floor bugs. Below 65% boss HP, enemy summons now appear progressively instead of all at once. Level 3 "aged" rebalance: adjusted enemy wave spawn timing. Level 2 "young": enemies can no longer spawn inside the central tree. Second arena enlarged for better visibility (especially the candy cane enemy). Improved item physics: magnetic pull effect around telekinesis-grabbed objects, and temporary high-frequency collision checks when thrown to prevent clipping through scenery. Certain non-movable items in level 3 can now be retrieved by the player.
changed๐Ÿ’ปJune 2026 ๐ŸŒŒMiscellaneous Fixes โœ… Boss can now correctly summon enemies mid-attack. Previously, simultaneous attacks caused summons to be skipped. Repositioned various scenery objects in scenes 1 and 2. Added and adjusted colliders on multiple objects to better match their visual shapes. Added new collision layers to limit unintended interactions between game elements. All object scales are now positive. Negative scale values were causing collider issues.

An Eternity Gone By changes

addedHey, y'all - we've made a ton of new quality of life updates to the game over the last several months! You can grab AEGB at a discounted 50% off during this Summer sale. Thank you for playing with us as we've continued to build on AEGB ๐Ÿ˜„
addedUI ยท Skill Tree ๐ŸŒณ Improved navigation experience within the skill tree. Complete visual interface overhaul. Added visual feedback for button selection: confirmation and rejection states. Video preview for certain abilities and related image display. Full keyboard/mouse and controller support added.
fixedUI ยท Settings โš™๏ธ Minor visual update to the settings panel: rounded corners. Fixed navigation issues within settings menus.
fixedGraphics ๐ŸŽฅ Shadow distance increased: max range set to 300 m with 4 cascade splits instead of 2. Antialiasing enabled: MSAA 8x. Dash visual effect is now rendered correctly. Fixed stretched textures in level 2. Level 1 clock now displays the correct materials. Entity silhouettes (enemies and player) are now visible through walls and scenery. Dissolution effect applied to defeated enemies. Added a decoration piece on a level 1 map border for better immersion.
addedGameplay & Design ๐Ÿ› ๏ธ Vitality chests introduced, differentiated by color. Additional chests (currency and vitality) added in levels 1, 2 and 3. Final boss rebalance: Level timer increased to 15 min. Reduced penalties caused by fall-through-floor bugs. Below 65% boss HP, enemy summons now appear progressively instead of all at once. Level 3 "aged" rebalance: adjusted enemy wave spawn timing. Level 2 "young": enemies can no longer spawn inside the central tree. Second arena enlarged for better visibility (especially the candy cane enemy). Improved item physics: magnetic pull effect around telekinesis-grabbed objects, and temporary high-frequency collision checks when thrown to prevent clipping through scenery. Certain non-movable items in level 3 can now be retrieved by the player.

๐Ÿ’ปJune 2026 ๐ŸŒŒ

  1. UI ยท Skill Tree ๐ŸŒณ

    • Improved navigation experience within the skill tree.

    • Complete visual interface overhaul.

    • Added visual feedback for button selection: confirmation and rejection states.

    • Video preview for certain abilities and related image display.

    • Full keyboard/mouse and controller support added.

  2. UI ยท Settings โš™๏ธ

    • Minor visual update to the settings panel: rounded corners.

    • Fixed navigation issues within settings menus.

  3. Graphics ๐ŸŽฅ

    • Shadow distance increased: max range set to 300 m with 4 cascade splits instead of 2.

    • Antialiasing enabled: MSAA 8x.

    • Dash visual effect is now rendered correctly.

    • Fixed stretched textures in level 2.

    • Level 1 clock now displays the correct materials.

    • Entity silhouettes (enemies and player) are now visible through walls and scenery.

    • Dissolution effect applied to defeated enemies.

    • Added a decoration piece on a level 1 map border for better immersion.

  4. Gameplay & Design ๐Ÿ› ๏ธ

    • Vitality chests introduced, differentiated by color.

    • Additional chests (currency and vitality) added in levels 1, 2 and 3.

    • Final boss rebalance:

      • Level timer increased to 15 min. Reduced penalties caused by fall-through-floor bugs.

        • Below 65% boss HP, enemy summons now appear progressively instead of all at once.

    • Level 3 "aged" rebalanceadjusted enemy wave spawn timing.
    • Level 2 "young": enemies can no longer spawn inside the central tree. Second arena enlarged for better visibility (especially the candy cane enemy).

    • Improved item physics: magnetic pull effect around telekinesis-grabbed objects, and temporary high-frequency collision checks when thrown to prevent clipping through scenery.

    • Certain non-movable items in level 3 can now be retrieved by the player.

  5. Miscellaneous Fixes โœ…

    • Boss can now correctly summon enemies mid-attack. Previously, simultaneous attacks caused summons to be skipped.

    • Repositioned various scenery objects in scenes 1 and 2.

    • Added and adjusted colliders on multiple objects to better match their visual shapes.

    • Added new collision layers to limit unintended interactions between game elements.

    • All object scales are now positive. Negative scale values were causing collider issues.

With love ๐Ÿ’–,

  • The Trashfire Team

Source

Steam News / 25 June 2026

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