Echoes of Extinction
Steam News 31 January 20251y ago

The first playable Eocarcharia re-made! New Devblog #16 is Out

Islander - Project Lead Hey Extinctioneers! We’ve had an eventful month tackling everything from biome enhancements to new AI systems, improved crafting, updated animations, and fresh skins. This work builds upon our co…

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
  • Performance
  • Store
  • Gameplay
  • UI and audio
  • Maps
  • Workshop
addedIslanderHey Extinctioneers! We’ve had an eventful month tackling everything from biome enhancements to new AI systems, improved crafting, updated animations, and fresh skins. This work builds upon our continued efforts to optimize performance, enrich gameplay, and expand the variety of experiences available in our world.
changedMordy-PieThis month had its ups and downs but I revised a concept for a potential Arctic/Mountain biome Dryosaurus skin, more on the way since we will be needing many skins!
changedMordy-PieHalfway done on a skin for the Gallimimus as well, should be done next month for sure.
changedPneumaTribal Gameplay Designer
changedRobert Frost IIISound Designer
addedAirSickLowLanderThe redwoods biome now stretches across its entire planned area, with well over 1,000,000 trees and plants while performing better than ever at the same time. Every inch of the map now has the correct landscape material for its’ respective biomes as well.

Islander

- Project Lead

Hey Extinctioneers! We’ve had an eventful month tackling everything from biome enhancements to new AI systems, improved crafting, updated animations, and fresh skins. This work builds upon our continued efforts to optimize performance, enrich gameplay, and expand the variety of experiences available in our world.

Alternatively, you can watch our latest devblog video or read the full write-up below. Enjoy!

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Mordy-Pie

- Concept Artist

This month had its ups and downs but I revised a concept for a potential Arctic/Mountain biome Dryosaurus skin, more on the way since we will be needing many skins!

Halfway done on a skin for the Gallimimus as well, should be done next month for sure.

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Pneuma

- Tribal Gameplay Designer

First month on the team, I’ve been working on the crafting system for tribals. Currently focused on getting our first tier, bush-craft, into a fully fleshed out state. This in order to test and experiment with our systems as much as possible before expanding into later tiers. The current tier allows for a fully nomadic crafting progression, giving players the opportunity to improve their survivability before committing to a base location.

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Robert Frost III

- Sound Designer

This month I worked on the footstep sounds for Eocharcharia, next month I hope to work on more sounds for the current Dinosaurs!

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AirSickLowLander

- Level Designer

Most of my time this month has been dedicated to the redwoods biome, as well as some work with our climate and weather. There have also been some major optimizations done for the jungle biome, with small foliage becoming much more performant than before.

The redwoods biome now stretches across its entire planned area, with well over 1,000,000 trees and plants while performing better than ever at the same time. Every inch of the map now has the correct landscape material for its’ respective biomes as well.

Landscape texture repetition has also been improved, with distant tiling now being hidden. Next up, close tiling!

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Chikangia

- Programmer

This month, I focused on several key aspects of Tribal's development and some global systems:

- Third-Person Animations: I adapted our animation system for third-person gameplay, adding features like turn-in-place, aim offsets, and new animations to enhance character fluidity and responsiveness. - Foliage Harvesting: I refined the foliage harvesting system, improving the mechanics and introducing new items, weapons, and tools to expand gameplay options. - Corpse Decay System: Corpses now decay over time, visually decomposing. Additionally, players can harvest resources from a corpse using a knife. - DLSS Widget: I integrated a new DLSS widget, providing better in-game control for fine-tuning DLSS settings. - Audio System Updates: I improved the audio system, allowing players to adjust music and SFX volumes individually through the settings menu. - Swimming Overhaul: The swimming mechanics received a complete overhaul. Players can now dive, drown if underwater too long, and experience slower movement in shallow water. This system gives us more control over water-based interactions. - Grouping System: I also began work on the grouping system, implementing its foundational functionality as a base for further expansion.

Thanks for following along with our development! Stay tuned for more updates next month!

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Danik

- Programmer

This month I have done some Tribal AI cleanup related to ranged combat and started implementing a quest

Source

Steam News / 31 January 2025

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