Update log
Full Echoes of Extinction update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- UI and audio
- Balance
- Store
- Gameplay
Islander
– Project Lead
Hey Extinctioneers! Every month has just been getting better and more exciting, whether its new features being added to the Tech Demo or just progress wise, things have been looking promising. This month I put most of my focus on the map: designing several cave systems and an underground temple space as a future quest/lore hub for tribals. I also reworked stretches of coastline for better traversal and sightlines, and worked on the small island on the main lake. Furioussmaug and I also worked on adding more colours to the current creature skins to ensure more variety in colours. The rest of the team has been working super hard too and i couldn't be prouder of them.
Map Work:
Skins:
Vittoria Leto
– Artist
Hi everyone! This month I’ve been diving into designing the new icon for the Ouranosaurus UI panel and I’ve been exploring some fresh concepts for the different Kickstarter tiers. I’ve integrated the drawings from storyboards 1, 3, 7, 8, and 10 (the existing ones) with my own. Excited to see how these ideas evolve!
FuriousSmaug
– Programmer
Continued optimization and balance work on the Dino side for the Tech Demo, including combat test sessions with QA, plus new animation and sound hooks. Night-vision received a major tuning pass (scent next). We’re also ready to reveal the mystery playable, a Semi-Aquatic Apex: Deinocheirus —slotted up next, alongside pachy/draco/tropeo on the todo list—chosen to counter Purussaurus populations without overpowering on land. The next couple of months are focused on shipping the Tech Demo; QA progress is strong.
Soundrynx
– Sound Designer
Began creating threaten and attack vocalizations for Ouranosaurus (alt attacks may change as we iterate). I also synced prior Eocarcharia sets to both hatchling and adult animations so timing and intensity feel right in-engine. (Watch the YouTube video to hear the sounds)
MinizepWolf
– Tech Artist
Re-posed and weight-painted the tribal armor sets for both male and female characters, piece by piece, to preserve clean deformation. I also rigged a new skeleton to ensure natural motion across the full equipment range.
Arrived
– 3D Artist
Built a modular bridge kit that scales to any length. The pieces snap cleanly into our current environment workflow and are ready for wide use across biomes.
AirSickLowLander
– Level Designer
Wrapped a major round of map optimization and visual upgrades. Shadows are far less demanding now, and we’ve enabled Lumen hardware ray tracing. All Lumen presets use NVIDIA ReSTIR for the surface cache, reducing noise with a small perf win. I expanded foliage diversity per biome and began stitching rivers toward a single connected system. More world updates are on deck.
Chikangia
– Programmer
Polish sprint for the Tech Demo: lots of bug fixes and systemic optimizations, especially around inventory and item management. I also added a new Dino Character Menu with player-facing settings (time format, Fahrenheit/Celsius, etc.) to make the experience more configurable.
We’re getting close to showing you what we’ve been working on — stay tuned for the Tech Demo!
DrPenny233
– Cinematic Artist
Hello Everyone, This month I was able to get around to finishing up the cinematic that will play upon launching the game! It may get minor tweaks, but the current cut is ready for Tech Demo integration. (Full clip on YouTube Video)
Dre
– Social Media Manager
I started as
Source
