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Steam News3 September 202510mo ago

Progress in Developing ETERNITY

Developing Eternity has been an amazing ride. Creating a strategy game, even a small one like this, has been a long-standing dream, and seeing it come to life has been a real privilege.

Full notes

Full Eternity update

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

What changed

0 fixes6 additions3 changes0 removals
  • Events
  • Gameplay
  • Store
addedBuilding a game like this is a real challenge, even at the “indie” scale. There are countless systems, mechanics, content pieces, artwork, and more to add, test, validate, redo, and then… redo again.
changedFleet movement . Ships move around, avoid obstacles, dock in planetary orbits, can be deployed in “cinematic” mode (zoomed in, detailed) or normal.
changedLife Support Shortage Consequences . Having zero of a resource and not being able to restock from the fleet, leads to dramatic consequences for your ships and crew.
addedShip Modules. In Eternity, everything a ship does is thanks to a specific module that has been installed. So, it is possible to add, remove or research new modules to add to ships.
addedR&D . The tech unlock system is fully functional. Techs are available for research, unlocking new Functionalities , Systems , Ship Modules or Upgrades for existing ones. The current layout is placeholder, but the final one is being worked on.
addedProducing the final Tech Tree screen. It will accommodate all the tech categories and more technologies to unlock, as well as some new surprises.

Developing Eternity has been an amazing ride. Creating a strategy game, even a small one like this, has been a long-standing dream, and seeing it come to life has been a real privilege.

And then there’s all the great input from you: players who enjoy strategic, emotionally engaging games where conscience plays a role alongside planning skills. So far, the discussions have been insightful and constructive. You’ve pointed out issues, opportunities, and perspectives we never would have considered on our own. For that, we give you our deepest thanks, for your support and for taking the time to share your feedback!

Building a game like this is a real challenge, even at the “indie” scale. There are countless systems, mechanics, content pieces, artwork, and more to add, test, validate, redo, and then… redo again.

That being said, we thought it would be interesting to share the current state of the project and give you a realistic glimpse of what’s coming Let's start with the past. What is done and playable right now?

  • Linked Resources for Life Support. Oxygen consumes water to generate, water consumes oxygen, and food consumes both. Power keeps the generators running. An automatic system redistributes resources across the fleet to the ships that need them most.

  • Mining. The game spawns asteroid fields with resources on them. They are finite. Some resources can be mined right at game start, others require tech unlock to be harvestable.

  • System jumps. When the fleet or a self-sustaining ship reaches a Jump Gate, it activates and provides the list for linked solar systems. Each system jump has a Hyperdrive Fuel cost.

  • Fleet movement. Ships move around, avoid obstacles, dock in planetary orbits, can be deployed in “cinematic” mode (zoomed in, detailed) or normal.

  • Life Support Shortage Consequences. Having zero of a resource and not being able to restock from the fleet, leads to dramatic consequences for your ships and crew.

  • Ship Modules. In Eternity, everything a ship does is thanks to a specific module that has been installed. So, it is possible to add, remove or research new modules to add to ships.

  • Crew Management. Players can transfer crew between ships or they can allocate them to operating ship modules.

  • Debris Salvage. Any debris from ships, stations or of unknown origin can be searched for salvage, enabling players to retrieve precious Refined and Fabricated Materials. This is done using a Salvage ship, for which we haven’t completed the final asset yet, so, a placeholder is in the game.

R&D. The tech unlock system is fully functional. Techs are available for research, unlocking new Functionalities, Systems, Ship Modules or Upgrades for existing ones. The current layout is placeholder, but the final one is being worked on.

Next is what is currently being worked on:

  • Producing the final Tech Tree screen. It will accommodate all the tech categories and more technologies to unlock, as well as some new surprises.

  • Adding more Techs (unlocks, upgrades, blueprints) and Ship Component Blueprints, to the game. The goal is to allow mining more Raw Resources, more Refining Recipes, more Fabrication Blueprints and Starting ship components in the category of Life Support and Scanners.

  • Adding the final asset for the Salvage ship. While the 3D model is the definitive one, it is still missing textures and VFX.

  • Producing the final Cargo Hold Management screen.Each ship has its own cargo hold, which can store

Source

Steam News / 3 September 2025

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