HomeGamesUpdatesPricingMethodology
Steam News25 June 20269d ago

June 2026 - QoL Update

💻June 2026 Quality of Life Update 🌌 UI · Skill Tree 🌳 Improved navigation experience within the skill tree. Complete visual interface overhaul.

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

2 fixes2 additions1 change0 removals
  • Compatibility
  • UI and audio
  • Maps
  • Balance
  • Gameplay
added💻June 2026 Quality of Life Update 🌌UI · Skill Tree 🌳 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.
fixed💻June 2026 Quality of Life Update 🌌UI · Settings ⚙️ Minor visual update to the settings panel: rounded corners. Fixed navigation issues within settings menus.
fixed💻June 2026 Quality of Life Update 🌌Graphics 🎥 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.
added💻June 2026 Quality of Life Update 🌌Gameplay & Design 🛠️ 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.
changed💻June 2026 Quality of Life Update 🌌Miscellaneous Fixes ✅ 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

addedUI · Skill Tree 🌳 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 · Settings ⚙️ Minor visual update to the settings panel: rounded corners. Fixed navigation issues within settings menus.
fixedGraphics 🎥 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 🛠️ 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.
changedMiscellaneous Fixes ✅ 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.

💻June 2026 Quality of Life Update 🌌

  1. UI · Skill Tree 🌳

    • 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 · Settings ⚙️

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

    • Fixed navigation issues within settings menus.

  3. Graphics 🎥

    • 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 🛠️

    • 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 ✅

    • 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.

Source

Steam News / 25 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.