Echoes of Extinction
Steam News 31 December 20241y ago

A 2024 Recap of the development of Echoes of Extinction! New Devblog #15 is Out

Islander - Project Lead Hello Extinctioneers! We hope everyone had a wonderful holiday season. As we wrap up the year, the Echoes of Extinction team has plenty of exciting updates to share. Below, you’ll find each devel…

Update log

Full Echoes of Extinction update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes3 additions6 changes0 removals
  • Events
  • Server
  • Performance
  • UI and audio
  • Balance
  • Gameplay
changedIslanderWe hope everyone had a wonderful holiday season. As we wrap up the year, the Echoes of Extinction team has plenty of exciting updates to share. Below, you’ll find each developer’s contributions and progress for this month. Let’s dive in!
addedChikangiaMerry Christmas everybody! This month, I’ve been focusing on optimizing inventory and items on the server side. These changes reduce bandwidth usage and server stress, especially when dropping large quantities of items. Additionally, I overhauled the Inventory UI based on new concept art from Void , and implemented a base crafting system with a queue so players can craft simple items in their inventory.
addedAirSickLowLanderMy primary focus this month was on the redwoods biome , which required heavy optimization due to its massive trees and dense foliage. After reworking the models and making performance tweaks, the biome now runs at roughly double the previous frame rate. I also updated the visual aspects of the redwoods with new paths, rivers, ravines, mountains, and a giant sequoia trunk bridge.
changedAirSickLowLanderOther improvements include replacing the ocean with a better-performing water system, implementing the same system for streams, and significantly reducing disk usage by trimming redundant tree models. Finally, VRAM usage is way down thanks to switching to virtual textures, channel-packing textures where possible, and standardizing materials. These changes strike a balance between visuals and performance.
changedVoidHey everyone! This month, I’ve been heavily focused on Inventory and Looting UI work. The goal was to create a clean, easy-to-understand interface without overwhelming the screen. We chose orange as the primary colour, with slight texturing to maintain a cohesive style. Below is the prototype we’re using to update the current in-game UI!
changedVoidI’ve also finished the Blood UI animations for idle, walk, trot, and run states when your creature is bleeding. They look fantastic in our playtests, adding a heightened sense of realism to damage feedback.

Islander

- Project Lead

Hello Extinctioneers!

We hope everyone had a wonderful holiday season. As we wrap up the year, the Echoes of Extinction team has plenty of exciting updates to share. Below, you’ll find each developer’s contributions and progress for this month. Let’s dive in!

Alternatively you can watch the video showcase on our YouTube channel!

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Chikangia

- Programmer

Merry Christmas everybody! This month, I’ve been focusing on optimizing inventory and items on the server side. These changes reduce bandwidth usage and server stress, especially when dropping large quantities of items. Additionally, I overhauled the Inventory UI based on new concept art from Void, and implemented a base crafting system with a queue so players can craft simple items in their inventory.

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AirSickLowLander

- Level Designer

Hey everyone!

My primary focus this month was on the redwoods biome, which required heavy optimization due to its massive trees and dense foliage. After reworking the models and making performance tweaks, the biome now runs at roughly double the previous frame rate. I also updated the visual aspects of the redwoods with new paths, rivers, ravines, mountains, and a giant sequoia trunk bridge.

Other improvements include replacing the ocean with a better-performing water system, implementing the same system for streams, and significantly reducing disk usage by trimming redundant tree models. Finally, VRAM usage is way down thanks to switching to virtual textures, channel-packing textures where possible, and standardizing materials. These changes strike a balance between visuals and performance.

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Void

- Graphic Designer

Hey everyone! This month, I’ve been heavily focused on Inventory and Looting UI work. The goal was to create a clean, easy-to-understand interface without overwhelming the screen. We chose orange as the primary colour, with slight texturing to maintain a cohesive style. Below is the prototype we’re using to update the current in-game UI!

I’ve also finished the Blood UI animations for idle, walk, trot, and run states when your creature is bleeding. They look fantastic in our playtests, adding a heightened sense of realism to damage feedback.

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FuriousSmaug

- Programmer

Hey all!

I’ve been revamping several of our current systems, squashing bugs, and optimizing memory usage for both clients and servers. A significant update involves refocusing our species roster. We’ve pared down from 75+ to 60 total (35 playable, 25 AI) to ensure each species feels unique and impactful within our ecosystem.

Below is our final roster—Islander and I are excited to confirm these as the core species moving forward:

Playable (35): Tapejara, Zhenyuanlong, Tropeognathus, Citipati, Arambourgiania, Dracovenator, Minmi, Pachycephalosaurus, Achillobator, Kaprosuchus, Telmatosaurus, Genyodectes, Enigmosaurus, Mussaurus, Irritator, Skorpiovenator, Titanoboa, Chasmosaurus, Eocharcharia, Megalania, Mastodonsaurus, Allosaurus, Tuojiangosaurus, Ouranosaurus, Bajadasaurus, Maip, Stegosaurus, Ankylosaurus, Deinocheirus, Purussaurus, Spinosaurus, Triceratops, Tyrannosaurus, Magnapaulia, Diplodocus

AI (25): Nemicolopterus, Semionotus, Dimorphodon (Tame), Horseshoe Crab, Beelzebufo, Scutellosaurus (Tame), Coelophysis, Bagaceratops (Tame), Liaoningosaurus, Arthropleura, Axelrodichthys, Moros Intrepidus (Tame), Dryosaurus, Onychodus, Cryodraken (Tame), Gallimimus (Tame), Europasaurus, Gigantoraptor (Tame), Kundurosaurus (Tame), Archelon (Tame), Thyreosaurus (Tame), Lokiceratops (Tame), Carcharodontosaurus (Tame), Apatosaurus (Tame), Megalodon

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Danik

- Programmer

Happy New Year everyone!

I’ve been busy implementing hostile tribal NPCs this month. We can now spawn hostile camps and roaming groups of tribals who hunt dinosaurs and other tribes using bows. There’s still optimization and bug-fixing ahead, but the core logic is in place and looking promising. (Check out the YouTube video for a showcase)

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HERNI

- 3D Artist

Hello

Source

Steam News / 31 December 2024

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