Evercore Heroes : Ascension - Strawberry
Are you the number #1 hero?



Be a true hero and write history!

HEY HERO! Yeah, YOU! Big news- like, HUGE!"

To celebrate our demo we are running a contest from Thursday until Steam Next Fest ends on the 3rd of March!

The goal is simple, get your friends together and be the team or player at the top of one of the challenges at the end of the event to win the grand PRIZE!

You can find our ground rules [HERE!]

What can you win?

Every player (solo or that is part of a party) that wins any of the challenges will get a shard/power-up named after them in a future update of the game! How cool is that?!!

Co-Op Strike Team Challenges



The whole team wins, regardless of who placed the submission.

Gold is counted for one player on the team and only at the end of a finished run. We do not count what was collected during the game, only what's left at the end!

If two teams tie on time - the team with the player on it that holds the most gold at the end will win!

SOLO Hero Mode Challenges




Achieve the fastest finish time possible as Fyn, Cynder or Lotus! Pick your favorite or try all of them!

On a tie - we'll go for the player with the most gold at the end of a run!

HOW DO I COMPETE?
To compete we ask you to make a video recording of the victory screen that holds:

  • The completion time of the run
  • The amount of gold owned at the end of the run
  • The names of all players in the party - you can do this by clicking the 'hero info' at the bottom right.
See the gif below as example of what we'd like to see - but then, don't get defeated like me!

Once done you can upload this as public/unlisted video on Youtube and share the link in the dedicated space on our Steam forums by replying to the correct challenge discussion.


For recording you can use any program you are comfortable with. Some options are OBS, The Win11 snipping tool, Xbox Game Bar and/or Nvidia Experience recording. We will not be able to accept screenshots!




Nitrous Firetruck - James
  • Added missing objects back to fire calls near the airport

  • Increased timer from 60 to 75, giving you 15 more seconds to complete each call

  • Slightly increased default speed of the firetruck

  • New water tank filled notification UI

  • Achievements Menu Updated

  • Added some more details around the map

  • Added 6 new calls

  • Removed Christmas decorations and updated main menu screen

  • Removed clicking sound in main menu UI and replaced with hovering sound

  • Using the SkipCall powerup no longer crashes the game (my bad)

  • Crashing into obstacles at high rates of speed no longer crashes the game

  • Updated UI for the abilities and you can now use 1, 2, 3 & 4 on keyboard to use your abilities

  • Added nighttime map back into the game and updated the freeplay map
Hearthkeeper - prancingdeathstudios
Some values changed, more bugs fixed and the introduction of a few more character traits.
LIFE EFFECT - Effect Studio
Greetings, friends. Only 6 days have passed since the game's release, and the results of the game's player activity are great. During this time, I have received a lot of comments, suggestions, comments and suggestions, and I have already fulfilled many requests. During these 6 days, I have released 5 updates with fixes and upgrades of what the players asked for, I try to read every message in my project networks and respond to everyone. I am glad that you like the game, we will develop it together, so please write a positive review to the game if it gives you good emotions. Also, I will be glad to see you in my discord channel for the game LE. I'm still working on the game, and there will be a lot of interesting and new things coming soon. Friends are in touch.
Evercore Heroes : Ascension - Volibar


Thank you so much for getting in and playing the first Demo of Evercore Heroes: Ascension! Your feedback has been really valuable, so keep it coming. There's more to come in the demo as well, so stay tuned!

We've got our first patch for you today, mostly focused on some bug fixes and quality of life improvements, with a few small balance changes as well.

Bug Fixes & Quality of Life Improvements
  • Fixed various issues with menus not behaving properly while using Keyboard.
  • Fixed an issue preventing AZERTY Keyboard users from being able to rebind controls.
  • Fixed a rare issue that was causing players to lose some functionality after interacting with an NPC.
  • We've temporarily removed the Abandon Run button from Hero mode.
  • Note: this is related to why you must quit the game each time, as sometimes players are getting into a bad state after a run, allowing them to matchmake, but preventing them from getting into the match (and thus ruining it for all players). We're working hard on a fix for this issue and will share more updates as they become available.
  • Fixed a rare issue where a player might go through a teleporter and straight back to the main menu in Hero Mode.
  • The Contest of Fortitude and Gauntlet objectives should no longer progress while a player is dead.

Balance
NOTE: we're preparing a larger set of balance changes when we introduce Core Powers, but these are just some quick changes in response to early feedback.

  • Wallumps the Wicked should be slightly more wicked now.
  • Snowgobblers should now correctly ranged attack, making the Thrashclaw fight more difficult.
  • Increased Fyn's basic attack slightly
  • Note: we'll keep an eye on the big guy for a larger balancing pass, but for now this is just to help Fyn players a small amount.
[/i]
  • Increased the duration of the Stun effect applied on Fyn's Shield Toss ability.
  • Note: we want Fyn to be able to effectively disable in co-op, as well as have windows of opportunity to apply damage in Hero Mode. We will continue to refine his core ability loop in future patches.
  • [/i]
  • Increased the base damage of the Poison status effect (found in Wild).
  • Note: while Wild has a lot of shards that play off one another, we felt like the base damage of the effect needs to come up. We will make more changes to this tree in an upcoming patch.
  • [/i]
  • Poison Pop (Wild) should now apply 2 stacks of Poison on application.
  • Diamond Cells (Invention) has had its refresh rate lowered from 15 seconds to 10 seconds.
  • [/list]

    What we're working on
    • The team is working on fixing an issue that will allow us to get rid of the pesky forced "Quit Game" flow. This is a tricky one, but we'll keep you posted - thanks for your patience!
    • We're aiming to get the Core Powers system enabled soon. You can currently gain Core Keys and Core Gems in runs, which will save to your account if you want a head-start.
    • When we enable Core Powers, we will have a large set of balance changes at the same time, taking the game from Rogue-like to its intended Rogue-lite and allowing progression.
    Feb 17
    Tricula - Calabiyaur
    [color=#41b6ea]Changes:[/color]
    - Added a coin to level 28 ("Pool day").
    - It is now possible to jump over rolling balls.
    - Added changelog.

    [color=#FF7378]Bugfixes:[/color]
    - Spikeball no longer rolls in wrong direction after being pushed.
    - Coffin no longer unlocks after teleport.
    - It is no longer possible to jump while standing on a connected falling entity.
    - Entities can no longer be pushed into other entities.
    - Double-clicking on "Back to Map" no longer crashes the game.
    - Entities that are standing on both moving and unmoving ground will no longer be moved along.
    - Fixed several issues with undo.
    - Held entities can now also be shifted.
    - Fixed several visual issues.
    Community Announcements - Loki
    ===================================
    HOT FIX BUILD 0383-CL4557 shipping
    Main Branch
    ===================================


    Added:
    - Edit Loadout From Main Menu
    - Access the range from Main Menu training page
    - Server browser should show currently selected game mode

    Edits:
    - Edit green coloring on bulls shirt cosmetics

    Fixes:
    - Fix player cannot use escape menu when spectating
    - Fix team label always displays as 'Bulls'
    - Fix med packs missing from dropped backpacks

    0383 Dedicated
    EXFIL - Loki
    ===================================
    HOT FIX BUILD 0383-CL4557 shipping
    Main Branch
    ===================================


    Added:
    - Edit Loadout From Main Menu
    - Access the range from Main Menu training page
    - Server browser should show currently selected game mode

    Edits:
    - Edit green coloring on bulls shirt cosmetics

    Fixes:
    - Fix player cannot use escape menu when spectating
    - Fix team label always displays as 'Bulls'
    - Fix med packs missing from dropped backpacks

    0383 Dedicated
    The Anomaly Project - Kekdot
    1. Fixed the nurse from not despawning when players proceed to the next level
    2. Fixed the rotating mannequin on the office chair, clients didn't hear him laugh when coming close
    3. Added a fun suprise at the end of beating the Storage map
    Pure Logic - sigmund.hoien
    Hi,

    Here comes an important update that gives you more control of how and when the puzzle verification sequence is being triggered.

    Up until now, each puzzle verification has been initiated by a left or right click basically anywhere on the screen (after all signals have been actively set). The exception to this is when a user-set signal has been clicked. That clicked signal has then been changed or reset, basically making it possible to review and change signals for as long as needed before deliberately clicking "anywhere" to confirm.

    The upside with such a solution is that it is very flexible, and it requires a minimal amount of time and effort to move the cursor over to some kind of dedicated submit button. The downside, as being reported by a couple of players (and probably experienced by several others), is that if a permanent/fixed signal has been clicked (in good faith that is was a signal that could be changed) the puzzle verification would be unintentionally triggered, with the rage and horror that probably has followed in some of these instances...

    So, to make these critical moments much more safe and predictable, and to provide a rather large "confirm button" as close to the active puzzle area as possible, the verification process will now be triggered by clicking the "Click here to confirm..." text itself. The relevant tutorial texts have been adjusted somewhat, and these texts will now turn white when being mouse hovered, to make it as obvious as possible that the tutorial text itself needs to be clicked to advance.

    I hope that this is an important step in the right direction, at least for some of you. And at the same time I hope the adjustment doesn't create confusion or any kind of annoying extra effort for existing players, which may be using solving strategies where this accidental confirmation thing hasn't been an issue.

    I'm happy to receive any kind of feedback or comments on the update.

    Now, back to creating more puzzles for Mirrors of Epiphany :)

    Sigmund
    ...