Update log
Full Echoes of Extinction update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Performance
- Fixes
- Gameplay
- Store
Islander
– Project Lead
Hey Extinctioneers!
This month our team has mostly focused on refining the current game, getting it ready for the much anticipated Tech Demo, which is now edging closer and closer to being released. QA have been working extremely hard at trying to catch every major bug possible for us to fix.
In the meantime I've been working on some more structures on the map, one being a big desert Temple, which will have a significant role in the lore. Not only this but I have gone ahead and took some images for our steam page to make it more up to date with the future vision of Echoes of Extinction. I have also completed a Dev-Blog video for you to check out:
Steam page:
Chikangia
– Programmer
This month, I focused primarily on stability, polish, and improving core systems.
QA Bug Fixes: I spent most of the time fixing bugs reported by our QA team to ensure a smoother and more reliable experience.
System Improvements & Optimizations: Several existing systems were refined and optimized to boost performance and consistency.
Ragdoll Enhancements: I improved the ragdoll behavior for both loot bags and Tribal characters, and optimized it for better performance in multiplayer.
FuriousSmaug
– Programmer
Hey all! This month has been filled with many bug fixes, tweaks, and optimizations as QA has been hard at work providing bug reports for us to fix. Most of the bugs were quick to resolve; however, a few were stubborn—such as certain sounds not playing and stamina having draining issues. All will be fixed before our tech demo!
While a majority of my time was spent bug fixing, the start of the month involved implementing the new Eocarcharia model, morphs, and textures, as well as adding a few improved animations. It is looking better than ever before, and I’ve had a blast running around on the new model lately.
---
HERNI
– 3D Artist
Hey everyone!
This month I’ve been a bit busy and managed to make some progress.
I focused on updating the modular structures. The logs I was using were way too thick, which caused issues with scale and fitting. So I went back and resized all the pieces, making adjustments to ensure everything connects properly.
It’s moving along quickly now, and the updated modular system should be ready soon!
---
Arrived
– 3D Artist
Hi everyone, this month I joined the team and finished my first asset: The first tribal workbench that Tribal humans will use to craft various first tier items. Excited to work on more!
---
AirSickLowLander
– Level Designer
This month has mostly been about bug fixes and optimization for me! That being said, I have done some work on the meadows biome. I’ve begun experimenting with foliage distribution and adding small points of interest, such as a broken dam leading to floodplains.
On the performance side, we have gained a significant amount of performance on the map this month. The Redwoods are far less demanding now, as are most of the jungle regions. Video memory demand is much lower, and draw calls have been reduced in every region, which leads to noticeably better performance.
---
Bohuslav_Salo
– 3D Artist
This month I’ve refined male character forms and proportions, fixed anatomy, and now I’m ready to make a low poly
Source
