Echoes of Extinction
Steam News 2 February 20263mo ago

The future of Echoes of Extinction - New Dev-blog #27-28 are Out!

Echoes of Extinction Dev-blog — December 2025 & January 2026 Islander – Project Lead Hey Extinctioneers, welcome to another dev-blog. These past weeks have been a big push around the Tech Demo and the launch period, wit…

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
  • Maps
  • UI and audio
  • Events
  • Server
  • Gameplay
changedIslanderThese past weeks have been a big push around the Tech Demo and the launch period, with a lot of work going into stability, performance, UI, sounds, map polish, and core gameplay improvements. We’ve also had consistent weekly iteration based on feedback, balancing things like night vision, nutrients, AI spawns, and growth, while squashing crashes and improving the overall experience.
changedKouga– UI/UX Designer
addedKougaNew month, new work. You may have noticed my designs being implemented in the game already, such as the compass and the chatbox. After completing the basics, I started a full redesign of the Dinosaur TAB menu, and it was a real challenge.
changedKougaAlso, why is this Eocarcharia over 64 tons? (Joke, no worries.) My next goal is the skin editor and character selection. You can have one human and one dinosaur on each server, and I need to make sure people can check both and clearly understand they’re different slots.
changedKougaThis month has also been busy. Some of my UI is already implemented in the game, such as the main gameplay UI, compass, and chat. I made more progress on Human TAB and Dinosaur TAB, but most importantly, the CREATION TAB.
changedKougaI’ve been joining the game servers every week to ensure all exported images and vectors are working correctly, while also taking notes on the gameplay experience. So far, I’ve gathered this:

Echoes of Extinction Dev-blog — December 2025 & January 2026

Islander

– Project Lead

Hey Extinctioneers, welcome to another dev-blog.

These past weeks have been a big push around the Tech Demo and the launch period, with a lot of work going into stability, performance, UI, sounds, map polish, and core gameplay improvements. We’ve also had consistent weekly iteration based on feedback, balancing things like night vision, nutrients, AI spawns, and growth, while squashing crashes and improving the overall experience.

Thank you for the support throughout the Tech Demo and the Kickstarter, we managed to hit our goal on Kickstarter with 126% funded, which is crazy, it’s been a wild start to the year.

Video: [dynamiclink href="https://youtu.be/rP14E-4LV6g"]

Kouga

– UI/UX Designer

New month, new work. You may have noticed my designs being implemented in the game already, such as the compass and the chatbox. After completing the basics, I started a full redesign of the Dinosaur TAB menu, and it was a real challenge.

I finished it not long ago, but things will likely change a bit.

Also, why is this Eocarcharia over 64 tons? (Joke, no worries.) My next goal is the skin editor and character selection. You can have one human and one dinosaur on each server, and I need to make sure people can check both and clearly understand they’re different slots.

This month has also been busy. Some of my UI is already implemented in the game, such as the main gameplay UI, compass, and chat. I made more progress on Human TAB and Dinosaur TAB, but most importantly, the CREATION TAB.

I’ve been joining the game servers every week to ensure all exported images and vectors are working correctly, while also taking notes on the gameplay experience. So far, I’ve gathered this:

  • Difficult to find Dryo AI

  • Wood and stone collectable meshes aren’t intuitive

  • Missing group system (very important)

  • No teleport buttons for admins/devs

FuriousSmaug

– Programmer

Hey all. I don’t have much to say for the earlier part of this period, partially because you already know a lot with us releasing the Tech Demo, and partially because I’m still in shock at how much support we’ve gathered. This is my first major project, and it’s been a phenomenal start.

The finishing touches and optimizations were put in place, requiring all of us to work together to make it happen quickly and efficiently.

Looking forward, the Tech Demo will remain open for about a month or so, depending on how it goes. We’ll continue updating it as needed until it’s in an acceptable spot, and then we’ll focus on Early Access. New abilities and Purussaurus are on the horizon, along with the environmental tolerance system to start making way for the major hygiene system. Even further into the future, the first 14 playables are now publicly known, with the following revealed next: Gallimimus, Utahraptor, Chasmosaurus, Spicomellus, Enigmosaurus, and Spinosaurus.

It’s been a wonderful start to the new year. Our Tech Demo and Kickstarter were a great success, funding more than required. Seeing everyone enjoy the game and provide feedback throughout has been a blast.

This month you’ve seen various changes with the dinosaurs as we updated the Tech Demo each week. Night vision had some of the largest changes, starting with very dark, foggy vision and ending with outlines in dark areas, being able to see distant mountains and trees, and increased brightness and range. We’ve also been balancing nutrients, AI spawns, and growth, as this was the first time we could really see the game function in an active environment.

Source

Steam News / 2 February 2026

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