On Steam NextFest


๐ŸŽ‰ We're in Steam Next Fest!

After months of hard work, weโ€™re thrilled to announce that [i]An Eternity Gone By[/i] is part of this October's Steam Next Fest! ๐Ÿค ๐Ÿƒ

๐Ÿ“ฅ If you haven't already, feel free to give us a wishlist to stay tuned for the full-release!

๐ŸŽฎ Have fun playing the demo, and enjoy the Fest!


๐Ÿ—“๏ธ Set your calendars for a January release! 

We also wanted to update you all that we are pushing the release date of [i]An Eternity Gone By[/i] from November to January. 

We know it's important to keep a quality bar, and so the team is taking the team to give the game the love and polish it needs to give you the best play experience!


๐Ÿ’ปOctober Dev Change Log 

In addition, the dev team is continuing to update the game as we work towards launch. Below are the changes from the past month - we're going to make this the best game we can, y'all ๐Ÿ˜ค

Major Changes

  • Rebalanced the 240 prefabs in the game for a better combat experience
  •  Reorganized the 30 market place stalls to balance variety better
  • Redid the settings menu from scratch to make it much cleaner

Minor Updates

  • Gave Mirai a new illusory trail when she bends space to dash forward
  •  Adjust the height that many large objects are raised up
  •  Add ragdoll to enemy clock
  • Did a palette swap on the firebird to make it more "fire"
  • Update the objective text with a more readable background and new fadeout
  • Updated the compass and timer UI to be a little cleaner; new version incoming soon
  • Extended DPad controls to now work on UI
  • Upscaled some food items for better hitboxes
  • Add new audio stinger at combat start
  • Added new sfx on pause menu, skill menu, hand weights, and benches
  • Redid the wood textures to look nicer
  • Changed snail trail color to purple to give it more contrast
  • Updated game over text
  • Used better compression on storybook panels to reduce used storage space
  • Started using better versioning so that player log shows game version

Bug Fixes

  • Fixed layers on too many level 2 objects to list them
  • Fixed missing sound on literally hundreds of rocks
  • Patched many of the holes present on mesh bottoms
  • Fixed bug where looking up/down slowed down run speed
  • Fixed bug where storybook used wrong control scheme
  • Fixed collectible to use fixed updates and improve interpolation/attraction logic
  • Fixed UV and shader on waterfall
  • Fixed bug where controller does not click SFX on UI buttons
  • Fix missing pumpkin stem
  • Fixed bug where water audio didn't play
  • Fixed missing references on Blazebeak


That's all for now, folks!

With love ๐Ÿ’–,

- The Trashfire Team

Get Eternity Gone By

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