We express our sincere gratitude to all the players for their continuous support. The release of "Echo" has now reached its one-year anniversary. In this version update, the latter half of the story will be added, and numerous adjustments and corrections have been made to enhance the gaming experience. We hope these changes will provide players with an even better gaming experience. To celebrate the one-year milestone, the game is currently available at a special discounted rate of 22% off. Take advantage of this offer and join in the celebration.
[New Features]
Added a new game plus storyline (all updates completed).
Translations for Spanish and Latin Spanish are not yet complete and will be temporarily displayed in English.
[Adjustments]
Adjusted the growth system calculation.
Modified the action consumption.
Tutorial prompts will now be invisible based on character positions.
Extended the respawn time for all enemies.
Increased the attraction range for dropped items.
[Fixes]
Fixed an issue where bosses would be unstuck when hit by specific skills.
Corrected abnormal UI displays in certain cases.
Addressed a problem where specific terrains could cause the game to freeze.
Resolved an error occurring during the settlement of illusions.
We need your game reviews to let more players know about our game. Please feel free to leave your likes or suggestions for improvement for Echo, thank you.🙏
Strike 3.0: Complete overhaul of Strike. For my third major iteration of the Strike/Weapon system, these are the major changes:
Strike now uses a "combo" system. Every weapon type has their own unique attack pattern consisting of 3 or 4 animations. Moving or casting other abilities instantly cancels the combo. The final attack of each combo has increased damage and applies an Element (based on your weapon).
Auto-attacking has been removed. Pressing strike will just immediately start the attack animation in place, instead of trying to run up to the enemy. Projectiles now don't automatically follow their target but rather just fly straight at the desired direction. This removed any sense of janky/unresponsiveness related to targeting/range issues. It will also make implementing controller/steamdeck much easier.
Reworked the augments that no longer made sense with the new system. Like "Opportunist" now makes it so your next Strike skips straight to the final combo attack. And Heavy Blows is now Invigorating Strike which makes it so after landing your final combo attack, your next ability has significantly increased effectiveness.
Motion has been re-implemented into animations. This is pretty rare for top-down arpg, Path of Exile 2 is the only one I've seen mention implementing it. In Strike 2.0 I removed all motion from animations to help with multiplayer desyncing, and because it could often result in janky feeling combat in various situations. However when it worked, I think it really elevated the gameplay feel. So this time, I've solved the multiplayer issues and most importantly, I've implemented some algorithms to make sure the motion disables itself in relevant situations, mostly regarding standing very close to an enemy(s). Previously your character could sort of slide by or push them, resulting in floaty combat. But now it will check for those situations and act accordingly.
Other Combat changes:
Lots of abilities/augments have had their animations changed/improved.
Reworked a lot of Vfx. removed some of the more janky/cartoony placeholder vfx. Added Distortion (the air distorting effect you see on a hot day on the road) to many effects which really helped sell their powerlessness.
Systems:
Added a built-in dash\dodge ability that every character starts with. This is a feature that I've gone back and forth on many times throughout development. I've tested many iterations over the years and it may continue to evolve, but I think it's time to get a version out to the public. One thing I think will set my version apart from other games is that it's open to augmentation via the normal systems. For example if you have the Major Trait, "Apparition" (stuns all enemies you dash through), that will now apply to this built-in dodge as well, etc.
You can now freely remove and replace augments in your ability and trait slots - the Augment Remover item is no longer needed. While it does remove a bit of the meaningfulness of choices, it also makes leveling up smoother and allows for easier experimentation of all the millions of possible combinations. You can exchange your Augment Remover items at the Trader in the Hub for other crafting items.
Quality of Life
Added lots of Gameplay options in the Settings menu to better tailor your experience. Like disabling screen-shake, the click-to-move mouse indicator, blood fx, etc. Please let me know if there are additional aspects you'd like to have control over.
Graphics/Visuals
Fixed most of the LOD popping issues (when objects like trees suddenly pop into place as you run by) that was created after I implemented some performance improvements a few patches back.
Fixed that pesky jitter bug, where the player would jitter while running on certain PCs due to a refresh rate / fps issue. (At least on my test rigs, please let me know if you still experience this).
Cleaned up the Graphics settings, removed some nonsensical options, reorganized it better. I still need to expose more options to better tailor the graphics to your preferences. I've run into a few snags when trying to do so I need a bit more time to work out the best solution.
I upgraded the game engine to the next major version. This provided some new tools and features that I desired, but also came with its own new set of bugs. For example, if an item drops in a stream/river the text UI hovering above it that says its name now appears as if it's underwater. It looks pretty cool, but for clarity I need to sort that out. Also, choosing your character on the Title screen often has a lag spike. I found the root of the issue but it will take some time to adjust my load systems.
Notice: Like previous large updates, this update will be an ongoing process over the next few weeks working out the kinks and bugs. I anticipate adding small patches every other day or so as feedback rolls in. Please feel free to let me know what you love and what could use improvement. Pop into our Discord or here on the Steam forums. Thank you!
Hello everyone! It's finally here -- the 2.0 Beta is live right now and accessible for everyone! It's been a long journey -- the game has been literally reprogrammed from scratch using a more recent version of the engine, and better optimisation methods throughout. Scroll down for more details!
What is 2.0?
2.0 was a massive undertaking, and whilst some new content was included, it shouldn’t be seen as a massive content patch. 2.0 is a commitment -- to the future of the game. Basically, by reprogramming the entire game, it has allowed us now to create a perfect foundation to work off for the future. This starts now, continues with the Mobile/Switch version and then goes into new classes, more content and game modes.
I hope you can forgive the time away from updates. Its been a long road, but I'm very excited now for the future of the game!
How To Access
To access the Beta, all you need to do is go to your Steam Library, find Vault of the Void and right click -> Properties. You’ll see a “Betas” tab, if you click that, look in the dropdown for a branch called “rewrite-beta”, and you should be good to go!
How Is My Progress Affected
When you first boot up 2.0, your original game profile will be ported to the new save file system. This should carry everything over, but is definitely the most intensive part of the merge. If you suffer any bugs in this stage, please reach out to me and we’ll ensure to get it fixed or manually port your profile. So far throughout our testing with players, we’ve had no issues in this process!
A note however -- this process only happens once. If you move back to 1.x, play some runs, then switch back to 2.0, those runs won’t be ported over. It should be a one time thing -- and I definitely suggest staying on 2.0 if you can! Once 2.0 goes live as well, you won’t lose any of your progress!
What is Missing?
Currently in the Beta, two major things are missing: Controller Support and Daily Draft. These both should be included within the next week or two, all things going according to plan. 2.0 won’t launch live without these features.
The big concern here is just for Steam Deck players, who won’t be able to play 2.0 just yet. But I’m working hard to get the Controller Support fully implemented back so this is ready to go!
Reporting Bugs
If you suffer any bugs, please join the Discord (if you’re able to) and reach out to me. Otherwise, you can add me as a friend on Steam, or send me an email (spidernestgames@gmail.com), whatever is easiest for you! Please note, that any crashes will have their data sent to our crash log, and we should be able to patch and fix within 24 hours without need for contact.
So -- What's in it?
As I said, 2.0 isn’t specifically a content patch, however it does have some content changed included! Here is a general overview on 2.0 changes, then a list of the Daughter of the Void Balance patch changes, plus some general things as well!
2.0 General Updates
- New save file system, all .json, meaning human readable and easier setup for speed running events. - Proper seeding system. - Minor improvements to Threat Prediction. - Full new scalable UI, with minor improvements everywhere. Perfect setup for small screen devices like Steam Deck, Mobile and Switch - New minimal version UI for enemies, for small screens. - ALL enemies are now animated. - Tweaks to map generation system. - PlayOps system for future custom cards and items (more on that to come). All cards and items have been fully reprogrammed to use this system. - New text rendering engine. - New simulation system, which means damage previews are always correct now. This also simulates artifacts and buffs, and displays their previews to the player. - Enemy death preview when card or artifact plays will kill the enemy. - Better particles effect system. - Huge improvements to performance.
Content Updates
- Self-Inflicted Agony: Moved to uncommon - Strike with Blood: Changed to "Gain or reduce Soultithe until you have 10(6)." - Soul Spot: Changed to always cost 3, stack, and add 50(75)% damage instead of 25(50). - Maddening: Changed to 0 cost and deals +3 damage. - Dance of Darkness: Now Rebounds at baseline, and the upgrade is Gain 2 Corruption instead. - Dark Reflection: Costs 2 instead of 1 and gives Corruption equal to twice the cost now. Upgrade now triples the cost instead of rigging. - Limit: The upgrade is now the baseline, and also has "Soultithe 1, 2(5) times." - Shadow Utility: Has rebound at baseline. The upgrade adds "or Purge" and increases Delay Block from 2 to 4. - Build Up: Changed the upgrade to "Add a Void Coin to Discard." - Confession: -1 cost pre and post upgrade - What Lies Waiting: No longer gives 2 extra corruption on upgrade. - Unshackle: Now gives Rage 25% at baseline but Opener only gives 1(2) Deathstrike instead of 2(3). Upgrade also adds Rage 25% to the Opener. - Tax Evasion: The upgrade adds "Threshold 13:" as a condition for it Expelling. - Debt Repaid: Changed from "random enemy" to "all enemies" and lowered the Threshold from 5 to 4. - Wreath: Added "Gain 3 Corruption." baseline - Cursed Shield: Blocks +2 pre and post upgrade. The rest of the text is replaced with "Deal 3(4) damage to all enemies." - Unleash Darkness: Changed the discard to "Discard: Gain 2 Corruption if below 20." - Upgrading it removes "if below 20." - Proliferate: Deals +2 damage and has 2 lower threshold pre and post upgrade - Actus Reus and Mens Rea: Changed the 10's to 13's - Curse of Plenty: Gives +1 Corruption on Purge - Father's Wallet: Changed to "Add 2 Void Coins to hand, and 1(2) to Deck. Opener: Add 1 Void Coin to hand."
Artifacts:
- Void Manipulator (Daughter Starting Artifact): Daughter now always starts with a free Green Void Stone. - Unceasing Gear: Its effects are now equal to twice leftover energy. Also has "If you end your turn with 0 energy, gain 1 energy." (This triggers before the check, so you always get at least 2 corruption and delay block) - Discarded Totem: Moved to Common. Also restricted from showing up as a random artifact from shops. - Page of Prayers: Won't show up as a random artifact from shops. - Rubber Band: Also has Block 3 when you fail to meet a Threshold. - Cracked Sundial: Also applies Vulnerable 1 - Ancient Idol: Increased Block from 4 to 6 - New Daughter Common Artifact: Unpaid Bill: At the end of the turn, if you didn't play any Attack cards, Delay Rage equal to your Rage (max 75%). - New Daughter Common Artifact: First Penny: At the start of each Battle, add an Upgraded Void Coin to your Deck. - New Daughter Uncommon Artifact: Dark Leash: At the start of every even turn, add an Upgraded Unleash Darkness to hand. - New Daughter Uncommon Artifact: Old Couch: At the start of every ODD turn, add Void Coins to Discard equal to the current Battle Round. - New Daughter Elite Artifact: Commemorative Coin: Each turn, the first Void Coin you add to Hand, Deck or Discard is Upgraded. - New Daughter Elite Artifact Onyx Pendant: From turn 4 onward, your first card played each turn has Ghost. - New Daughter Elite Artifact Nihil Guard: At the start of each turn, Block equal to the amount of Afflictions in Deck and Discard. Block 3 for each Affliction in hand. - New Daughter Elite Artifact Entrenching Tool: At the start of each turn, Threshold 1: Rage 25%. Threshold 10: Draw & Discard 2. - New Daughter Elite Artifact Synthetic Stone: Rigged cards cost 1 less. - New Daughter Elite Artifact: Condemned Katana: All non-X cost Attacks only ever require 1 Death Strike. - New Daughter Elite Artifact: Memento: At the start of each turn. draw an Affliction. If there are none in your deck, add a Void Coin to deck. - New Daughter Rare Artifact: Seed Crystal: At the start of each battle, add a Blue Void Stone to each non-stoned card in your deck.
New Cards:
- Contemplate: Rare Neutral Ability: 1 cost: Delay Draw 2. (Overcharge 1.) - Plunge: Common Daughter Ability: X-cost: Gain 3 Corruption X times. (Block 3 X times.) - Coin Toss: Common Daughter Ability: X-cost: Add X Void Coins to Deck. Add X Void Coins to Discard. Draw & Discard 1(2). - Harvest Season: Common Daughter Ability: 1 cost: Death Strike 1. Your next attack costs 1(2) less. - Torment: Common Daughter Attack: 1 cost: Deal 4(6) damage. Gain Corruption equal to damage dealt. Expel. - Revel: Common Daughter Heavy Attack: 2 cost: Draw 2 Afflictions. Deal 15(20) damage. (Purge: Add a Void Coin to deck - Possession: Uncommon Daughter Ability: 0 cost: This turn, deal damage to a random enemy equal to twice your excess Block and each time you discard a card, gain 1 Corruption. (Don't) Expel. - Lament: Uncommon Daughter Attack, 2 cost: (Soultithe 2.) Deal damage to all enemies equal to Soultithe. Gain Corruption and Delay Block equal to Soultithe. - Savings: Uncommon Daughter Ability: 1 cost: Add a Void Coin to Deck for every 6(5) threat. Draw & Discard 1 for every 12(10) threat. Expel. Discard: Gain 2(3) Corruption & Loop. - Oppression: Uncommon Daughter Buff, 1(2) cost: At the end of each turn, deal 25(50)% Corruption damage to all enemies. Expel. - Boiling Point: Rare Daughter Ability: 1(0) cost: Rage 25%. Death Strike 1. (Not) Inert. Expel. Discard: This triggers +1 next time it's played. - Good Karma: Rare Enlightened Buff: 2 cost: If you end your turn in Zen, enter Zen at the start of your next turn.
Non-Daughter Changes
- Sloth: Added "Delay Block 20 next turn." to it. Cripple no longer goes from 1 to 2 on upgrade. - Envy: Costs 2 less pre and post upgrade. - Replay: Increased Delay Block from 4 to 5. - Smash: Is now Common. - Killing Blow: Is now uncommon and deals +4 damage pre and post upgrade. - Something Extra: Removed the Swift requirement. Is now 1 cost "All Attack cards played will also apply Bleed 2. Expel. (Rigged.)" - State/Peace/Strength of Mind: All 3 buffs now have "Desync. Chain 1." to let them fold into Chains easily. - That'll Sting: Is now. "Deal 7 damage. Apply Bleed equal to twice (thrice) damage dealt." - Union: Is now "Deal 2(3) Future Strike, 6 times. Deal 6 Shii, 2(3) times." - Wishbone: Is now "The first 2 times each turn you draw a Bane, Draw 1." - Flask of Blue Juice: No longer takes Max HP to pick it up. Just is a flat "After winning a Battle, gain 90 Essence if it was Perfect." - Celerity: Added "Purge: Draw & Discard 1." - Opening Move: +2 damage pre and post upgrade. Upgrade now gives +1 Overcharge. - Wound: Applies +2 vuln pre and post upgrade. - Crippling Blow: Increased the damage to 25(30). - Silver Medal: Changed from Uncommon to Common.
Firstly, we sincerely apologize for any concerns caused by controversial skin content.
Many players have contacted us to request refunds,. We understand how frustrating this can be and have been working as hard as we can to issue them. However, due to the high volume of inquiries, we've realized that issuing refunds to all players in a timely manner is not possible.
As a result, we're switching from a customer support refund process to a webpage refund process to make things a little smoother. Therefore, we kindly ask you to submit your refund requests through the link below in order to process them in batches and speed up the process.
- Change the final map. - Modify the structure of the ocean. - Adjust the initial screen display; now, to play in windowed mode, press F11. - Remove the destructible element counter. - Fix some exception errors. - The stable version is ready!
Creative Continents 1.0 Built ON: Unreal 5.0.3 Oranje 44:Source Verison Voxel, 1.2+ beta Verison, that allows source compile. Easy Admin Menu 1.1 Oceanolgy Ultra Dynamic Sky/Weather Survival Game Kit V2 ----- Many other asessts were used from the Epic marketplace, and CC thanks and acknowledges all of them for their help in creating This open world for players! Creative Continents is a Game that is built with the Idea of DCF (Digital Creative Freedom). In essance trying to give the player every chocie the devoloper has.
Just as a heads up, starting December 6th, 2023, the price of MediBang Paint for Steam will increase to $69.99.
With the recent release of Version 2.0, we proudly introduced exclusive features such as gradient maps and onion skinning. This price adjustment is an investment in bringing you even more exciting updates in the future. Your patience and dedication inspire us, and we can't wait to share what's in store.
We have also received inquiries about whether or not we can provide MediBang Premium to users who have purchased MediBang Paint for Steam. Unfortunately, due to the inherent limitations in linking our internal MediBang account system to Steam accounts, we are unable to offer this as a feature.
We'd like to also extend a heartfelt thank you for the incredible support we've received since the launch of MediBang Paint for Steam. Your contributions, especially those who have purchased the Steam edition, are truly invaluable to our small Tokyo team here at MediBang Inc headquarters. A special acknowledgment goes out to our solo developer, who has been exclusively dedicated to MediBang Paint since 2014!
Secure your copy of MediBang Paint for Steam at the current price of $49.99 before December 5th. Be the first to experience all the exclusive content coming your way!
Connect with the talented team that brought the game to life! Forthright Entertainment will be live during the stream to address your burning questions, provide valuable insights, and offer an exclusive playthrough of the current available stages of the first map set in Alaska for the early access release of "Twenty Below." Don't miss this opportunity to engage directly with the creators and get an inside look at the captivating world they've crafted and maybe get some information on upcoming content.