Nearly ten years ago, we set out to make the game that would eventually become Echoes of the End. We've been documenting that journey on our YouTube channel since as early as 2018, and now, as we kick off the countdown to release (stay tuned for more on that soon!) we're taking a look behind the scenes.
Want to see how we got here? How we went from scanning character models with a single camera and a rotating stool to building a full photogrammetry station and our very own motion capture studio? Then this is the video for you.
Make sure you wishlist Echoes of the End on our store page, and follow this community hub for more behind-the-scenes looks and updates!
Get ready for an all-new adventure! Top Sellers will be bringing you its biggest update yet very soon. Our trailer is now live—watch it right away and discover what’s waiting for you! 🎬🔥
This isn’t just an update; it’s the beginning of a completely new gameplay experience!
🌆 A huge, explorable city — full of new opportunities and surprises around every corner!
💰 Brand new investment options — push the limits of the trading world!
🤝 And the best part: CO-OP mode is coming! Enjoy building your business together with friends!
👉 Trust us, you won’t have a moment to get bored in this city!
And don’t forget: The Huge Update is coming your way in Q3! Stay tuned and make sure your notifications are on, because the best surprises are still on their way! 🎉
👉 Watch the trailer now and share your thoughts with us in the comments!
With love,
💙 The Lymo Games Team
The fresh new episode 4.2 is now available and within your reach!
I want to thank you for your support. You’re amazing! Have fun and don't forget to share your feedback and review!
If you are curious about the changes that have been made, you can find them all in the link below.
Harbingers,
A new hotfix patch is available now to address some of the latest issues you reported and improve your experience in the lands of Eudros!
Fixed issue with NPC names not being visible
Fixed issue with some weapon components not showing the correct recipe (or any recipe)
Fixed flickering issue when mounted in third person
Fixed issue with some components not snapping to the correct sockets
When starting to craft a weapon, the camera now centers on the center of the anvil (where the arrows for the minigame spawn)
The rubble covering the anvil at the Harbinger’s Stronghold should now always be destroyed after mining all of the tutorial nodes
Fixed inconsistent armor values on storefronts and storage tooltips
Fixed issue with duplicating enchanted items in storage
Fixed issue that caused spear cores to not be craftable
Fixed issue that would cause all gear to inherit the color of the Tattered set you get at the beginning of the game when equipped
Weapons are now auto-sheathed when you interact with an anvil, preventing odd animations
Custom-forged daggers are now detected as such and should not allow a shield to be equipped at the same time as them
Equipping custom-forged daggers when a shield is equipped now auto-unequips the shield, as it does with preset daggers
The dropdown menu when crafting weapon components should now populate in order of level. Lowest level components first, and higher components last.
Fixed issue with custom-forged rapiers sheathing on player’s backs
Fixed issue with custom-forged daggers sheathing incorrectly (one would appear on the back, similar to the rapier)
Fixed issue with custom-forged spears not allowing you to equip shields with them
Fixed issue that would cause shields to behave oddly when swapping between a 1H sword and a spear
The storage window can now be closed using ESC
Fixed issue that would cause your shield to be invisible when equipping a weapon AFTER equipping your shield
Made a few changes to “The Art of Smithing” and the “Guardhouse Weapons” quests that are found in Elderglen. These quests required you to craft weapons using the *old* weaponsmithing system. They now require you to craft components using the new weaponsmithing system.
Custom daggers now face the correct way
Hello everyone;
We woke up today to a Mostly Positive rating today on Steam. Our reviews have been coming in quite positive now that most of the server issues have been resolved. Thank you to all of you who left a review. That being said, we’re not even close to done, we’ve got a bunch of client performance improvements on the way.
We’ve also got some gameplay improvements (content, user experience improvements, and bug fixes) on the way! We’ve also started to prepare a public development roadmap of features and content releases so you all can know where the game is headed. Today, though, we’ve got an important announcement about wiping progress.
We are frequently getting asked questions about if/when the game will wipe or reset and how many times this will happen. We've have heard a lot of player feedback, discussed internally with the design team, and this is what we can commit to:
We will wipe everything ONCE at end of Beta/Early Access (this will be the only EXP wipe),
We may wipe just the world (but not character experience) before the end of beta, but only with a lot of heads up and only if necessary (see below),
There will NOT be wipes of anything after full release (end of Beta/Early Access)
We believe part of the enjoyment of playing a game like BitCraft over a long time, is the fairness and even starting-line for all players. As we make changes to progression during early access, this can skew how players are able to progress based on when they played. We obviously want to keep these progression affecting changes to a minimum, but there might be cases where things need to be balanced for the game to be healthy for years into the future, especially post full-release.
Additionally the beta world is already generated, if we want to or need to make changes to the world generation or otherwise significantly alter the world, we can only do some of these changes in new regions and not to existing regions, which might require a wipe to put these changes fully into effect. Again our plan here is to do whatever possible to add to or update the existing world rather than wipe, but in some cases it might be required.
I understand some of you might not be interested in playing with the knowledge that anything will be wiped in the future, but we believe for the longterm health of the game it's something we may need to do, and as such, we want to be as upfront as possible with you all.
We hope in spite of the potential wipes down the road you will give BitCraft a shot and I can say from many past playtests and Alphas, that by the time the full release wipe comes around, I believe it will be an exciting chance to replay a very different and improved version of BitCraft.
- Minch and the BitCraft Team
Hello everyone!
A small new update:
Added a Lock Decorations toggle for the aquariums, so you can’t accidentally move them while repositioning the aquarium.
Added a button at the top of all aquariums to quickly move all items from every aquarium into the inventory with a single click.
Fix: The aquarium count that shows how many fish of the same species you have across all aquariums now counts correctly based on the base fish, not the individual variants.
Fix: Fish with very long names (especially in German) may have had their names overlap with fish value in the inventory details.
I appreciate all your feedback, positive reviews and comments!
Happy Fishing!!