Fading Echo
Steam News 12 November 20256mo ago

Hair Force One

Hey Legends! We know it’s been a couple of weeks since our last update. As you can suspect, we’ve been busy planning the next steps following the end of the Closed Alpha Playtest. While we’re cooking up what’s next, tod…

Update log

Full Fading Echo update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

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  • Gameplay
  • Balance
  • Performance
  • Compatibility
  • Store
changedHey Legends!Here’s a quick dive into how we approached it, the challenges we ran into, and how we ultimately got the look and movement we were aiming for.
changed🌪️ Our Goal: Hair That Moves Like a FluidWe applied wind forces to simulate that flowing, floating movement, but with an important twist: the gravity acts in reverse. Instead of falling downward, the hair lifts upward, as if it’s weightless or being pulled by unseen energy.
changed⚙️ Challenges Along the WayEarly on, our simulations were too realistic. The hair responded so sharply to the forces that it started behaving like a rigid tube instead of something soft and fluid. We had to fine-tune the balance between physics realism and artistic control, taming the motion until it felt smooth and natural again.
changed⚙️ Challenges Along the WayPerformance Bottlenecks
changed⚙️ Challenges Along the WaySimulating that many strands of hair in real-time is… heavy. It can cause performance drops, especially when the system tries to calculate full hair physics for every strand.
changed⚙️ Challenges Along the WayTo fix this, we focused on simulating only a portion of the strands in full detail — several hundred of them — and then generated additional strands that mirror the movement of those “parent” strands. This technique keeps the hair looking rich and full while drastically reducing the performance cost.

Hey Legends!

We know it’s been a couple of weeks since our last update. As you can suspect, we’ve been busy planning the next steps following the end of the Closed Alpha Playtest.

While we’re cooking up what’s next, today we’re pulling back the curtain on one of the more subtle but visually powerful, aspects of Fading Echo: the hair of our main character. Getting it to feel right took a mix of artistic vision, technical problem-solving, and a whole lot of iteration.

Here’s a quick dive into how we approached it, the challenges we ran into, and how we ultimately got the look and movement we were aiming for.

🌪️ Our Goal: Hair That Moves Like a Fluid

From the beginning, we didn’t want the hair to just fall naturally. We wanted it to flow to feel almost alive, constantly reacting to the environment like a fluid in motion.

To achieve this, we modeled the hair separately and then reattached it to One, allowing us to fully control how it behaves depending on the surroundings.

We applied wind forces to simulate that flowing, floating movement, but with an important twist: the gravity acts in reverse. Instead of falling downward, the hair lifts upward, as if it’s weightless or being pulled by unseen energy.

This created the unique, ethereal effect we wanted, hair that seems to dance and rise, perfectly matching Fading Echo’s surreal atmosphere.

⚙️ Challenges Along the Way

Of course, trying to control every strand came with its own set of headaches.

  1. Too Realistic, Too Wild

Early on, our simulations were too realistic. The hair responded so sharply to the forces that it started behaving like a rigid tube instead of something soft and fluid. We had to fine-tune the balance between physics realism and artistic control, taming the motion until it felt smooth and natural again.

  1. Gravity That Doesn’t Behave

Getting the “anti-gravity” look without breaking the system meant a lot of testing, tweaking, and, let’s just say, a few amusing bugs along the way.

  1. Performance Bottlenecks

Simulating that many strands of hair in real-time is… heavy. It can cause performance drops, especially when the system tries to calculate full hair physics for every strand.

To fix this, we focused on simulating only a portion of the strands in full detail — several hundred of them — and then generated additional strands that mirror the movement of those “parent” strands. This technique keeps the hair looking rich and full while drastically reducing the performance cost.

  1. GPU Compatibility Issues

One of the more unexpected problems came when we tested on AMD GPUs. The hair, which looked fine on our NVIDIA setups, simply didn’t appear at all. That issue forced us to rethink some of our shader and rendering techniques to ensure visual consistency across hardware.

✨ The Final Touch

After countless iterations, tweaks, and physics experiments, we finally reached the result we wanted: hair that floats, flows, and feels alive.

It reacts to wind, light, and movement — but always with that distinct, otherworldly “anti-gravity” vibe that defines Fading Echo’s atmosphere. The end result isn’t just a visual detail; it’s part of One’s identity, reflecting her presence in the world and reinforcing the surreal atmosphere of Fading Echo.

🌊 Flow with us

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Source

Steam News / 12 November 2025

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