Full notes
Full Echoes Below update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Maps
- Balance
- Compatibility
Hey Operators!
We’ve made some major progress across multiple systems recently - this update focuses on gameplay depth and immersion.
FPV DRONE SYSTEM
The old UAV has been completely reworked. Previously, the UAV was just a passive tool, activated via the PDA, it circled above you while you controlled the camera. That system has now been completely replaced with a fully controllable FPV drone.
You now have direct control over a low-altitude reconnaissance tool that fundamentally changes how you approach scouting and most important - it allows you to scout interiors as well!
Key features:
Fully manual flight with FPV-style controls
Independent camera (180° vision cone)
Instant recenter functionality
Zoom for long-range target tracking
Signal strength system (range-based limitation)
Battery and durability management
Each player can only own one
It can be repaired if destroyed (repair kits can be crafted or looted)
It can be recharged when the battery is depleted
If lost (crash or signal loss), its position is marked for retrieval
Drone Customization System
Flying too close to enemies can potentially reveal your drone's position. They can and will hear the drone if it's too close and actively try to shoot it down. However, since we've also recently introduced an audio obstruction system to the gameplay, the drone's sounds can be masked by other, much louder ambient noises. Flying during a thunder storm for example will decrease the risk of enemies hearing the drone, allowing you to get much closer to OPFOR positions.
PROCEDURAL CHARACTER MOTION
We’re continuing to push immersion through procedural animation systems.
This update includes a small preview of what’s already in place:
Dynamic foot placement adapting to terrain and body position
Real-time balance adjustments when characters are moved or rotated
Head and upper-body tracking reacting to targets (e.g. the FPV drone)
The clips shown here are from the engine editor to directly showcase how the system behaves in real time by manually pushing and rotating characters to demonstrate how the body stabilizes itself - as you can see in the clip of us ‘bullying’ that poor fella.
This is only a slice of the system.
It extends beyond humanoid characters and will also apply to other rigged entities in the game.
Additionally, this system is integrated into FPS gameplay, where it enhances player arms and weapon handling with layered procedural motion on top of traditional animations.
CONTROLLER SUPPORT
We’ve also started implementing controller support.
This is an early step and currently partial. Full support will be expanded further, most likely after the Early Access launch. For now, you can seamlessly switch from mouse & keyboard to controller and vice versa at any time. The support covers most of the FPS gameplay, FPV Drone, Land- and Sea-Vehicles. Aircrafts are not yet covered but we're working on that. Some keybinds for the FPS gameplay require some more work due to the limited amount of buttons on controllers.
There’s more in progress behind the scenes, and we’ll continue sharing as we move closer to Early Access.
We’ve also started working on a brand-new trailer. This time with a strong focus on combat. Alongside that, we’ll be updating the Steam store page with new screenshots and GIFs, releasing everything simultaneously with the new trailer once it's done.
We wish you all a great time!
Echo Division
Source
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