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Steam News1 January 20267mo ago

DevBlog #5 - 2025 Recap

Steam post image Happy New Year! Happy New Year from all of us at TeaMug Studios!

In this update6

Full notes

Full Earths Edge update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions15 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedSteam post image Happy New Year!Happy New Year from all of us at TeaMug Studios! A lot has happened in the development of Earths Edge:
changedSteam post image Happy New Year!Refined core gameplay
changedSteam post image Happy New Year!Improved audiovisual fidelity
changedRefined core gameplayEM-BRs feel more weighty and Scorchers feel lighter. Interactions, movement and general combat responsiveness have been improved to make gameplay more intuitive and fun. UI Feedback has also massively improved compared to a couple of months ago, and work has just begun on implementing proper progression (Camos, weapon attachments, EM-BR Modules, etc.).
changedRefined core gameplayDuring internal playtesting we've really enjoyed what we have built so far, even without the progression system in place! Things will only improve from here on, and we're happy to share some playtesting builds with you sooner rather than later! Steam post image Gameplay has been improved across the board
addedRefined core gameplayAs with every blog post, we want to share some new information: Scorchers have been given a new passive ability to help distinguish between classes a bit more, in addition to the class specific weapon bonuses:
We’ve reduced build time from roughly2hours40minutesWe’ve reduced build time from roughly increased, buff

Earths Edge changes

addedHappy New Year from all of us at TeaMug Studios! A lot has happened in the development of Earths Edge:
changedRefined core gameplay
changedImproved audiovisual fidelity
changedEM-BRs feel more weighty and Scorchers feel lighter. Interactions, movement and general combat responsiveness have been improved to make gameplay more intuitive and fun. UI Feedback has also massively improved compared to a couple of months ago, and work has just begun on implementing proper progression (Camos, weapon attachments, EM-BR Modules, etc.).
changedDuring internal playtesting we've really enjoyed what we have built so far, even without the progression system in place! Things will only improve from here on, and we're happy to share some playtesting builds with you sooner rather than later! Steam post image Gameplay has been improved across the board

Steam post image Happy New Year!

Happy New Year from all of us at TeaMug Studios! A lot has happened in the development of Earths Edge:

  • Steam page & socials went live

  • Refined core gameplay

  • Improved audiovisual fidelity

  • Implemented Steam stats & achievements

  • Refactored our build pipeline

Steam page & socials went live

As of writing this blog, we've reached a total of 3099 wishlists on steam, which feels quite impressive given that we've only been sharing development progress for Earths Edge for just about 4 months.

Thank you for all your support, discussions and feedback! We really appreciate it!

Steam post image Graph of the daily wishlists actions since steam page launch

Refined core gameplay

EM-BRs feel more weighty and Scorchers feel lighter. Interactions, movement and general combat responsiveness have been improved to make gameplay more intuitive and fun. UI Feedback has also massively improved compared to a couple of months ago, and work has just begun on implementing proper progression (Camos, weapon attachments, EM-BR Modules, etc.).

During internal playtesting we've really enjoyed what we have built so far, even without the progression system in place! Things will only improve from here on, and we're happy to share some playtesting builds with you sooner rather than later! Steam post image Gameplay has been improved across the board

As with every blog post, we want to share some new information: Scorchers have been given a new passive ability to help distinguish between classes a bit more, in addition to the class specific weapon bonuses:

Assault:

  • Health regneration starts sooner

  • (new) Tactical Sprinting lets the Assault reach POIs even quicker

Heavy:

  • Thicker armor reduces all damage taken by 15%

  • (new) Reduced recoil for all primary weapons

Scout:

  • Improved cycling and reload speed for sniper rifles

  • (new) Improved targeting systems let the scout see target outlines through walls

Engineer:

  • The Engineer can carry one more grenade of each type

  • (new) While embarked on its EM-BR or attached to the hull of a friendly unit, it passively repairs the hull of the EM-BR Unit

Note: The abilities for each class are subject to change, and/or may be scrapped entirely based on future playtesting. We are trying to make the class selection more meaningful, so some abilites will be changed

Improved audiovisual fidelity

Placeholder animations and sound effects were replaced, drastically improving overall quality (duh).

Check out last months blog post for examples of soundcues! Steam post image Click the above Link to be redirected to the previous Blog Post on our Website!

Implemented Steam stats & achievements

To better track player engagement, meta weapons and primary cause of deaths steam stats were implemented to help balancing the game through real anonymous data.

To showcase a couple of fun stats and numbers (because data is always fun) during playtesting:

  • Total Kills: 20282

    • Of which were e.g.:

      • "critical" kills (e.g. headshot): 6010

      • SMG kills: 873

      • Incendiary grenade kills: 585

      • EM-BR Revolver kills: 425

  • Player deaths: 350

  • Total EM-BR Drops: 200

  • Shots Fired: 66290

  • Shots Hit: 42706

  • Respawns with LMG: 105

  • Stim ability used: 104

  • Distance traveled with Stim: 19.1km

Steam achievements also help track general progression and retention, as well as give the players something more to work towards (e.g. getting all achievements).

Here is a small excerpt of already added achievements, with more to come! Steam post image Achievement snippet showing a couple of achievements

For the nerds:

Currently, the stats are "manually" grabbed via the steam web api on script execution, which serves the data in a json format which is then parsed via script and inserted into a spreadsheet. In the future, we want to automate this process via prometheus monitoring and visualize the data via grafana dashboards. I like data :)

Refactored our build pipeline

We’ve reduced build time from roughly 2 hours to 40 minutes per build job by adopting a stateless disk snapshot strategy for our build environment.

The disk snapshot contains all necessary components (git, Visual Studio, engine, etc.) and cached build files so the machine cant start compiling a build right away once created.

We are currently building on Azure and want to run the compile job on other hardware so we can still use our local machine since the packaging is quite resource intensive.

Thank you again for your continued support!

Also check out our socials:

Website: Official TeaMug Studios Website

TikTok: TeaMug Studios TikTok

Discord: Earths Edge Discord

Source

Steam News / 1 January 2026

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