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Steam News5 June 20261mo ago

Echoes of the Hive β€” Back in Development πŸš€

Hey everyone. We're back. Development on Echoes of the Hive restarted last month after a short pause.

In this update7

Full notes

Full Echoes of the Hive update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone. We're back.

What changed

2 fixes3 additions11 changes0 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Performance
  • Events
changedHere's what changed.
fixed🧹 The Big Bug HuntWe swept the entire bug tracker and fixed 33 issues in a single pass. Not the flashy stuff β€” the kind of bugs that make a game feel bad:
changed🧹 The Big Bug HuntUI rebuilding every single frame instead of only on data change
changed🧹 The Big Bug HuntFrame rate cap set to 1000 β€” your GPU did not appreciate that
fixed🧹 The Big Bug HuntAll fixed. Game already feels snappier.
changedπŸ—οΈ Rewriting the FoundationThe codebase grew organically over time β€” systems tangled together, hard to change without breaking something else. Midway through a full Event-Driven Architecture overhaul that decouples everything into clean, independent systems.

Echoes of the Hive changes

changedHere's what changed.
fixedWe swept the entire bug tracker and fixed 33 issues in a single pass. Not the flashy stuff β€” the kind of bugs that make a game feel bad:
changedUI rebuilding every single frame instead of only on data change
changedFrame rate cap set to 1000 β€” your GPU did not appreciate that
fixedAll fixed. Game already feels snappier.

Development on Echoes of the Hive restarted last month after a short pause. The past four weeks have been intense β€” gutting old systems, fixing years' worth of bugs, setting up the engine for the game it deserves to be.

Here's what changed.

🧹 The Big Bug Hunt

We swept the entire bug tracker and fixed 33 issues in a single pass. Not the flashy stuff β€” the kind of bugs that make a game feel bad:

  • UI rebuilding every single frame instead of only on data change

  • Camera scrolling outside the world boundary

  • AI chase distances hardcoded (and way too aggressive)

  • Projectiles destroyed by background tiles

  • Frame rate cap set to 1000 β€” your GPU did not appreciate that

All fixed. Game already feels snappier.

πŸ—οΈ Rewriting the Foundation

The codebase grew organically over time β€” systems tangled together, hard to change without breaking something else. Midway through a full Event-Driven Architecture overhaul that decouples everything into clean, independent systems.

7 phases planned, all 7 merged. Engine now has:

  • Event bus so systems talk through messages, not direct references

  • Clean input handling decoupled from the player character

  • Tiles, items, saves, and world data as independent modules

  • Assembly definitions β€” Unity compiles only what changed, cutting iteration time

For players: means fewer crashes, faster loads, and a foundation we can build on confidently.

⚑ Performance Wins

Chased down every hotspot costing frames:

  • Coroutines spawning new objects every run β†’ now share a global cache

  • GetComponent calls in Update loops β†’ cached at startup

  • Camera lookups cached, object pooling introduced for effects

  • Tools and weapons now actually appear in the player's hands when equipped

Smoother gameplay, less GC stutter, better battery life.

πŸ“‹ Where We Stand

WhatCount
Pull requests merged since restart16
Commits~50
Bugs fixed33+
Systems decoupled7 major phases
Assembly definitions created6

πŸ—ΊοΈ What's Next

  • Chat system rebuild β€” moving to proper canvas UI

  • Magic system β€” spells that interact with weapons and equipment

  • Boss fight β€” Executioner fight in, more on the way

  • Performance audit β€” ongoing optimisation pass

πŸ’¬ Follow Along

Development updates will post here on Steam and Itch as we hit milestones.

Questions? Feedback? Drop a comment. We're reading everything.

β€” Leon Twemlow

Source

Steam News / 5 June 2026

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