Skip to content

Echoes of Creation – Version 1.1.0.0 Patch Notes

1 General

Version 1.1.0.0 is by far the most major update so far, and contains new features, significant extensions to existing content, and a large number of changes to the core game with the goal of improving Echoes of Creation on a fundamental level. The most notable areas of change are the endgame, the item crafting system, game balance, and general game progression. While these patch notes contain or at least mention most significant changes, due to the size of the update as well as the circumstances of development it is close to impossible to include every adjustment in detail. So, it is recommended that beyond reading this document, you enter the game with a refreshed mindset and re-discover what it has to offer as you play!

As many items, classes, and abilities are being affected with this update, there is no guarantee that existing characters will be functional in the same way they were before, and the existence of legacy items is, to a certain degree, unavoidable. Thus, after a lot of consideration, the following approach has been decided on to create a fair system for everyone.

With the launch of version 1.1.0.0 on the 21st of January, all prior save states will exist in a place called “Realm 1”. Further, there will be a new realm available where all gameplay progress will be reset entirely. As an existing player, you will have the ability to switch between realms, choosing to either continue playing on an existing save state, or to have a fully fresh experience on Realm 2. New players will automatically begin playing on Realm 2, and will not have the ability to switch. If you are an existing player, you can be assured that while your gameplay progress will be reset, you will not lose any Soul Essence (premium currency) or anything you have purchased with Soul Essence by switching to the new realm.

2 Endgame Rework

  • The Nexus of Creation is no longer infinite, and no longer contains any boss encounters. Instead, it now implements a tiered progression system
  • Added the “Crucible of Creation”, a new zone to complement the Nexus of Creation
  • Implemented a new system which allows characters to further customize and improve rewards gained within the ethereal void as they progress
  • Enemy difficulty and reward scaling within the Nexus of Creation has been adjusted significantly
  • Existing endgame progress as well as existing leaderboards have been reset fully

3 Item Crafting

The current crafting system causes issues at a fundamental level especially during later stages of the game. As arcana becomes less limiting as a factor, the best way to create powerful items inevitably becomes to repeatedly reforge an artifact item until it obtains four perfect modifiers, sometimes multiple hundreds to even thousands of times. While this process is highly undesirable from a balance perspective, it is also not fun to perform as a player, in combination leading to the need of a significantly overhauled crafting system.

Within the new system, item crafting has been divided into two stages. During the “Item Discovery” stage, an item can be modified significantly through the use of mutability with the goal of creating a worthy piece of equipment. In the subsequent “Item Refinement” stage, which is entered when the amount of mutability on an item reaches 0, the final product can be further improved incrementally through the use of arcana.

Importantly, while unique items have no mutability, the crafting operations available during the “Item Refinement” step can be performed on unique items as well.

3.1 Item Discovery

  • Added item mutability: Each non-unique item is found with a certain amount of mutability depending on its item level as well as random variance. Subsequently, crafting operations during the “item discovery” phase require an amount of mutability
  • The Enchantment Limit system on items has been removed from the game
  • Item Enchantment
    • Items can no longer be enchanted once their rarity has reached maximum to upgrade a random modifier to the next tier
    • Now costs 1000/4000/20000 arcana (previously 1000/5000/25000)
    • Now has a significantly higher chance to add high-tier modifiers
  • Item Reforging
    • Now costs 2500 arcana (previously 4000)
    • Now has a significantly higher chance to replace the selected modifier with a high-tier modifier
  • Item Infusion
    • Added “Item Infusion” as a new crafting operation. Infusing an item consumes all remaining mutability in exchange for a chance to upgrade a number of modifiers to their next tier based on the amount of mutability consumed
    • Modifiers upgraded via item infusion ignore item level limitations

3.2 Item Refinement

  • Item Purification
    • Now costs 1000/2500/5000/20000/250000 arcana based on item rarity (previously always 10000)
  • Item Enhancement
    • Added “Item Enhancement” as a new crafting operation. Successfully enhancing an item will increase its enhancement tier by 1 and improve the magnitude of its implicit modifier by 10%
    • The maximum enhancement tier is 10, with the cost of each attempt increasing and the success chance reducing with each tier

3.3 Modifer Locking

As reforging and purification now belong to two distinct crafting steps and can no longer be used in an alternating manner, one of the main usecases for locking modifiers has been removed. Further, the amount of times an item can be reforged being limited by mutability leads to the conclusion that with the new crafting system, modifier locking has lost a significant amount of its use. Thus, it has been removed from the game.

4 New Feature – Item Synthesis

A new feature has been added to the Shrine, Item Synthesis, allowing characters to spend favour to create items of any selected base type, with significantly increased rarity and quality.

The shrine upgrades in the middle branch which previously improved the cost of various crafting operations have been replaced with new upgrades which improve the Item synthesis process in various ways.

5 General Game Balance

  • Experience
    • All experience requirements and gains have been lowered by a factor of 10 to allow for less over-the-top numbers (this change is purely visual)
    • Experience requirements have been increased slightly between levels 81 to 90, and significantly between 91 and 100 to reflect the increased amount of progression post-campaign
  • Arcana
    • Arcana gain scaling per enemy level has been reduced, and base arcana gain has been increased. The goals of this change are to allow for more crafting early and ensuring a smoother arcana economy curve while progressing
    • Arcana gained from item extraction has been increased significantly, most notably for unique items
  • Item rarity scaling per enemy level has been reduced to allow for more scaling later on without breaking game systems. The base drop chance of unique items has been increased to combat this change
  • Base offline rewards have been improved, now providing approximately 15% more rewards compared to before against level 100 enemies relative to active play
  • Dexterity no longer inherently grants accuracy rating. Instead, it now grants 2% increased global defences per 10 dexterity
  • Each character level now provides +3 to accuracy rating (previously +2)
  • The inherent recovery of energy shield after combat is now 25% of maximum energy shield (previously 20%)
  • 25% of armour now inherently applies to chaos damage (previously 0%)
  • The amount of damage reduction provided by armour has been reduced slightly
  • The power of evasion has been reduced slightly at high amounts of evasion rating
  • Significantly lowered the ailment threshold of enemies, making it far easier to apply non-damaging ailments
  • In the current endgame, physical damage proves to be significantly more dangerous than any other damage type for many builds. One reason for this is that easy access to resistances causes most characters to have capped elemental/chaos resistances, leading to a disproportionate amount of damage reduction against these types which in turn is balanced out by increasing enemy damage to extreme amounts. This increase in enemy damage to combat player resistances then causes physical damage, which there is no direct resistance against, to deal too much damage in practice compared to any other type. Thus, in order to bring damage types together, the following approach is implemented: All sources of resistances in the game have been reduced in power and accessibility, and the damage of enemies has been lowered accordingly under the assumption that the average character will now have lower resistances to any damage type compared to before. If implemented correctly, this will lead to enemies dealing the same amount of damage of any non-physical type in practice, while dealing comparatively less physical damage, lowering the specific threat of this single type
  • Enemy stats gained per level have been adjusted significantly to appropriately reflect the curve in player power gain and other balance/progression changes

6 Classes

6.1 General Class Changes

  • Passives which grant elemental resistances now grant 3% for t2 classes, and 4% for t3 classes (from 4/6%)
  • Passives which grant life/mana/energy shield on kill now provide 45 for t2 classes and 60 for t3 classes (from 30/40)
  • Passives which provide mana regeneration rate now provide 15% for t2 classes, and 20% for t3 classes (previously 12/18%)

6.2 Class-Specific Changes

  • Warrior:
    The mastery effect now grants +100 to maximum life and 15% increased strength (previously +200 to maximum life).
  • Fighter:
    The mastery effect now grants +15% to all resistances and 5% increased experience gain (previously +15% chance to block and +250 to accuracy rating).
  • Hunter:
    The mastery effect now grants 100% increased post-encounter life recovery (previously +20% to all resistances).
  • Rogue:
    The mastery effect now grants +150 to accuracy rating and 10% more attack- and cast speed (previously +15% chance to dodge).
  • Sorcerer:
    The mastery effect now additionally grants 10% reduced mana cost of abilities.
  • Juggernaut:
    The passive branch which granted life on kill has been replaced with one which grants increased life recovery.
    The mastery effect no longer grants “Regenerate 2% of life per second” and instead now additionally grants “+25% to armour effect against chaos damage” and “When hit, recover life equal to 4% of prevented damage”.
  • Barbarian:
    The passive branch which granted mana on kill per point has been replaced with one which grants life on kill.
    The passive branch which granted armour ignore percentage has been replaced with one which grants increased attack speed.
    The mastery effect no longer grants “Enemies left below 25% of maximum life with hits are executed” and instead now grants “Hits ignore 50% of enemy armour” and “10% chance to deal double damage with attacks”.
  • Champion:
    The mastery effect no longer grants “Take 20% reduced damage while your life is at or below 50% of maximum life” and instead now grants “Take 1% reduced damage per 4% missing life” and “Once per stage, if you would die, your life is set to 1 instead”.
  • Windrunner:
    The passive branch which granted armour ignore percentage has been replaced with one which grants mana on kill.
    The mastery effect now inflicts 15% shock and 10% chill on enemies at the beginning of an encounter (from 20% and 10%), but inflicts stacks which last permanently.
  • Pathfinder:
    The mastery effect no longer grants “Your inherent recovery of life after an encounter is doubled” and instead now grants “Take 20% less damage the first time you are hit during an encounter”.
  • Assassin:
    The passive branch which granted armour ignore percentage has been replaced with one which grants life on kill.
    The mastery effect now additionally grants “Enemies have 25% less evasion rating against critical hits”.
  • Trickster:
    The mastery effect no longer causes enemies to gain speed in exchange for dealing less damage and instead grants “Enemies take 10% increased damage”, “Enemies have 5% less speed”, and “Enemies deal 5% less damage”.
  • Arcanist:
    The mastery effect no longer grants “Gain +20% chaos resistance and physical damage reduction while you have energy shield” and instead now grants “50% increased post-encounter energy shield recovery” and “Take 15% reduced physical damage while you have energy shield”.
  • Druid:
    The mastery effect which grants “20% of damage you take is applied to your mana before life” and “Regenerate 3% of mana per second” has been replaced with “While above 50% of maximum mana, 25% of damage taken is applied to your mana first” and “Regenerate 2% of mana per second”.
  • Destroyer:
    The passive branch which granted chance to deal double damage with attacks has been replaced with one which grants increased melee damage.
    The mastery effect now grants +25% chance to deal double damage (from 20%)
  • Berserker:
    The mastery effect now grants “Leech 10% of Hit Damage as Life” (from 8%)
  • Dragoon:
    The passive branch which granted increased ailment duration has been replaced with one which grants damage over time multiplier.
    The mastery effect no longer grants “Enemies take 10% increased damage per 1 second in combat during an encounter, up to 50%” and instead now grants “Enemies take 1% increased damage per 1% missing combined life and energy shield”.
  • Dervish:
    The mastery effect which granted “During an encounter, gain 12% increased attack critical hit chance per non-critical hit dealt, up to 120%, and 3% more attack speed per critical hit dealt, up to 30%” has been replaced with “During a stage, gain 5% increased attack critical hit chance per non-critical hit dealt, up to 100%, and 2% more attack speed per critical hit dealt, up to 30%”.
  • Mirage:
    The mastery effect no longer grants “Take 20% less life when you are hit for the first time during an encounter” and now instead grants “+5% to final chance to evade”.
  • Shadow:
    The mastery effect now causes your action bar to be filled by 35% on evade or dodge (previously 30%)
  • Reaper:
    The mastery effect no longer grants “Every 1 second, inflict 10% chill on yourself and enemies” and now instead grants “Permanently inflict 20% chill on yourself” and “At the beginning of an encounter, chill effects on you are reflected to enemies”.
  • Occultist:
    The mastery effect no longer grants “Your inherent recovery of energy shield after an encounter is doubled” and instead now grants “Deal 1% increased damage per 100 maximum energy shield”. The effect which granted “50% more energy shield” has been lowered to 40%.
  • Archmage:
    The mastery effect now grants “100% increased effect of attunement modifiers from abilities” (from 50%)
  • Ascendant:
    The mastery effect now grants “Regenerate 5% of Life per second” (from 3%)
  • Chieftain:
    The mastery effect now grants “Enemies take 40% increased elemental damage” (from 30%)

7 Abilities

7.1 General Ability Changes

  • Abilities now require significantly more experience per level. While previously, a main ability would reach level 20 at approximately character level 80, it will now do so at character level 100. This change allows spells to keep scaling during the endgame to keep up with high-tier attacker weapons
  • Adjusted the power progression of all spells per ability level to reflect changes in other areas of the game. Most notably however, all spells deal significantly more damage at high ability levels (~30% more damage at level 20)
  • Tier 3 abilities are now unlocked when the preceding tier 2 ability reaches level 12, corresponding to approximately character level 60 with the changes mentioned above (previously ~character level 40)
  • Adjusted the mana cost curve of all abilities with the goal of creating a more linear cost progression

7.2 Ability-Specific Changes

  • Empowered Strike
    Now has a base damage multiplier of 100% (from 110%).
  • Crushing Blow
    Now grants 25% chance to deal double damage (from 20%)
    Now has a base damage multiplier of 105% (from 120%)
  • Consecration
    No longer grants “Hits ignore 50% of enemy armour” and instead grants “+50% chance to inflict elemental ailments”
  • Vigilant Stance
    Now grants “25% increased defences” (from 40%).
    Now additionally grants “Hits ignore 50% of enemy armour”
  • Double Strike
    Now has a base damage multiplier of 50% (from 45%)
    Now has an attack speed multiplier of 115% (from 125%)
  • Reave
    Now grants +4% to base critical hit chance (from +8%)
    Now additionally grants “Enemies left below 25% of maximum life with hits are executed”
    Now has a base damage multiplier of 100% (from 110%)
  • Cataclysm
    Now grants “+25% chance to deal double damage”
    Now has a base damage multiplier of 155% (from 190%)
  • Glacial Shard (previously Glacial Prison)
    No longer grants “+2% chance to deal triple damage per 1% effect of chill applied to enemies” and instead now grants “+4% to critical damage multiplier per 1% effect of chill applied to enemies”.
    Now additionally grants “50% more chill duration”
    Now has a base damage multiplier of 120% (from 75%)
    Now has an attack speed multiplier of 85% (from 90%)
    Now has a base mana cost of 5 (previously 4)
    The attunement modifier now grants up to 80% critical hit chance (previously “Hits penetrate 20% of enemy elemental resistances”)
  • Smite
    Now gains additional base mana cost equal to 8% of current mana (from 5%)
    The attunement modifier now grants up to “Hits penetrate 20% of elemental resistances” (previously +60% to critical damage multiplier)
  • Vengeant Thorns
    Now has a base damage multiplier of 75% (from 80%)
  • Exsanguinate
    Now additionally grants “Bleeding enemies have 50% less recovery from all sources”
    The attunement modifier now grants up to 40% increased physical damage (from +40% to damage over time multiplier)
  • Cyclone
    No longer grants “2% more attack speed per hit dealt during an encounter, up to 40%” and instead now grants “2% more attack speed per hit dealt during a stage, up to 40%” and “At maximum effect, your hits additionally ignore 50% of enemy armour”
    Now has a base damage multiplier of 45% (from 50%)
  • Bladesurge
    No longer grants “Hits ignore 50% of enemy armour” and instead now grants “+50% chance to inflict shock”.
    Now has a base damage multiplier of 40% (from 35%)
    Now has a base mana cost of 5 (from 4)
  • Noxious Strike
    Now grants 100% more poison damage (from 50%)
    Now has a base damage multiplier of 85% (from 100%)
    The attunement modifier now grants up to +40% to damage over time multiplier (from +30%)
  • Behead
    Now grants “Enemies left below 25% of maximum life with hits are executed, increased by 1% per 20% critical damage multiplier” (previously 10% execution, increased by 1% per 10% critical damage multiplier)
    Now has a base damage multiplier of 115% (from 110%)
  • Quickdraw
    Now has a base damage multiplier of 80% (from 90%)
  • Scattershot
    Now has a base damage multiplier of 50% (from 45%)
    Now has an attack speed multiplier of 115% (from 125%)
  • Rending Arrows
    Now additionally grants “+4% to base critical hit chance”
    Now has a base damage multiplier of 105% (from 120%)
  • Imbued Arrows
    Now has a base damage multiplier of 110% (from 105%)
  • Hail of Arrows
    Now additionally fires loaded arrows once 10 arrows are loaded
    Now has a base damage multiplier of 55% (from 45%)
    Now has an attack speed multiplier of 240% (from 300%)
    Now has a base mana cost of 3 (from 4)
  • Toxic Rain
    Now has a base damage multiplier of 30% (from 25%)
    Now has an attack speed multiplier of 100% (from 120%)
    Now has a base mana cost of 3 (from 2)
  • Snipe
    Now has a base damage multiplier of 180% (from 200%)
    Now has an attack speed multiplier of 65% (from 50%)
    Now has a base mana cost of 5 (from 6)
  • Puncture
    Now has a base damage multiplier of 145% (from 170%)
    Now has an attack speed multiplier of 85% (from 70%)
    Now has a base mana cost of 4 (from 5)
  • Explosive Shot
    Now has a base damage multiplier of 50% (from 45%)
  • Shockfrost Arrows
    Now has a base damage multiplier of 95% (from 90%)
  • Mana Bolt
    Now deals 12-15 base damage (from 14-16)
    Now has an added damage multiplier of 135% (from 150%)
  • Kinetic Blast
    Now deals 11-13 base damage (from 10-14)
    Now has a base critical hit chance of 16% (from 12%)
    Now has a base mana cost of 4 (from 5)
  • Lightning Tendrils
    Now inflicts +0-2 hits per cast
    Now deals 3-9 base damage (from 4-14)
    Now has an added damage multiplier of 60% (from 90%)
    Now has a cast time of 0.8s (from 0.6s)
    Now has a base mana cost of 5 (from 4)
  • Ice Spear
    Now additionally grants “+1% to base critical hit chance per 5% effect of chill applied to enemies”
    Now deals 12-16 base damage (from 13-17)
    Now has an added damage multiplier of 140% (from 150%)
  • Fireball
    Now additionally grants “+20% chance to deal double damage”
    Now deals 10-14 base damage (from 10-18)
    Now has an added damage multiplier of 120% (from 140%)
    Now has a cast time of 1.25s (from 1.2s)
  • Soul Drain
    Now grants “Leech 8% of chaos hit damage as energy shield” (from 10%)
    Now deals 5-8 base damage (from 5-7)
    Now has an added damage multiplier of 65% (from 60%)
  • Spectral Razor
    No longer grants “Gain 4% increased critical hit chance per hit dealt during an encounter” and “Hits ignore 4% of enemy armour per hit dealt during an encounter” and instead now grants “Hits ignore 50% of enemy armour”, “Gain 1% more critical hit chance per hit dealt during a stage, up to 50%”, and “At maximum effect, additionally gain +50% to critical damage multiplier”
    Now deals 3-4 base damage (from 3-5)
    Now has an added damage multiplier of 35% (from 40%)
  • Static Lance
    No longer grants “+50% to maximum shock effect” and instead now grants “When the effect of shock on an enemy reaches its maximum, your next hit deals 4% more damage per 1% effect of applied shock and removes all shock afterwards”
    Now deals 7-11 base damage (from 8-12)
    Now has an added damage multiplier of 90% (from 100%)
  • Blizzard
    No longer grants “50% more chill duration”, now instead grants “+15% to maximum chill effect”
    Now deals 5-8 base damage (from 6-9)
    Now has an added damage multiplier of 65% (from 75%)
  • Blazing Radiance
    Now causes the user to take fire damage per second equal to 4% of current combined life and energy shield (previously 10%)
    Now has a base mana cost of 1 (previously 3)
  • Dark Pact
    No longer grants its previous effects, now grants “Deal 1% more chaos damage per 1% missing combined life and energy shield”, “Leech 10% of chaos hit damage as life”, and “Excess recovery from life leech is applied to your energy shield instead”
    Now deals 12-15 base damage (from 12-16)
    Now has an added damage multiplier of 135% (from 140%)
    Now has a base mana cost of 5 (from 4)

8 Items

8.1 General Item Changes

  • The maximum item level has been raised to 100 (previously 80), with items now continuously unlocking new modifiers in the modifier pool up to item level 100. Additionally, the maximum character level requirement to equip items has been raised to level 70 (previously 60)
  • The base stats of items now scale up to item level 80 (previously 60), with the new maximum stat values being similar to the previous amounts
  • Implemented changes to how modifiers on items are determined in general.
    • A weight bonus to modifiers previously dependent on the distance between the item level of an item and the minimum item level required by a modifier now depends on the tier of that modifier instead, making it easier for an item to roll high tier modifiers which have a low item level requirement (Example: Tier 1 life leech on gloves)
    • Added “Item Quality” as a new method to balance the likelihood with which certain modifiers appear on items of a specific item level. Generally, a higher item quality leads to higher tier modifiers being more likely to appear on an item. The item quality of an item mainly increases with its item level, with rare additional ways to boost this stat
  • Shields now inherently provide 25% chance to block (previously 30%)
  • The sword/silver sword/mithril sword as well as the greatsword/tempered greatsword/hallowed greatsword now provide accuracy rating as their implicit modifier (previously chance to block)
  • The amount of attributes provided by the implicit modifiers of amulets has been reduced to 20/30/40 (from 24/36/48) for non-onyx amulets and 10/15/20 (from 12/18/24) for onyx amulets
  • The implicit modifiers of carnelian rings no longer grant 8/12/16 life regeneration, and instead now grant 6/9/12% increased life recovery

8.2 Item Modifiers

  • The item level requirement, weightings, and power of most modifiers has been adjusted. In many cases, high tier modifiers are more powerful, but also more difficult to obtain. Below, specific modifiers and modifier archetypes which have received highly significant changes beyond this adjustment are listed separately
  • The power of many caster weapon modifiers has been increased significantly at high tiers
  • Modifiers which grant flat added damage are highly common and prominent, and while they fulfill their purpose for any attacker archetype character, they on the other hand have no use at all for casters, causing the existence of gear which is very often highly inefficient for this class. To combat this, all sources of flat added damage that are not on weapons have been removed from equipment, and replaced with modifiers which increase the damage of a type (Increased physical, elemental, chaos damage)
  • Removed all sources of energy shield recovery on kill as well as energy shield recovery on hit on non-unique items, as energy shield recovery in general is now treated as a rare occurrence aside from its high inherent post-encounter recovery
  • Easy access to leech is now treated as a core characteristic of physical damage. As a consequence, the “x% of attack damage leeched as mana” modifier now only applies to physical damage dealt
  • The magnitude of all resistance modifiers has been reduced
  • The magitude of added energy shield modifiers on accessory items has been increased significantly
  • The magnitude of life regeneration modifiers has been increased significantly at high tiers
  • The value magnitudes of all “on kill” modifiers have been increased significantly
  • The value magnitudes of modifiers which grant attack- and cast speed on gloves, rings, and shields have been increased at low tiers, and lowered at high tiers
  • “+x% chance to block” can no longer be obtained on swords and greatswords, and amulets can no longer obtain the two highest tiers
  • The “+x% additional physical damage reduction” modifier has been removed from the modifier pool
  • “+x% chance to dodge” can no longer be obtained on belts
  • “Increased local block chance” on shields now is a prefix
  • Added a new, special tier for each modifier which has significantly increased power, but can not be obtained via usual means

8.3 Unique Items

Nearly all unique items have received numerical changes, with many being reworked significantly. As the identity of many unique items is something to be re-discovered, there will not be further details given in these notes.

  • Luminosity has been removed from the game
  • A significant package of new unique items is planned to be added shortly following the launch of 1.1

9 Other Changes

  • Challenges
    • Reworked many existing challenges in terms of task types, difficulty, and rewards
    • Added new challenges to the “progression” branch
  • Character Activity System: Implemented a system which treats up to three characters as “active”, with remaining characters being “inactive”. Only active characters will generate offline rewards, with the current set of active characters being interchangeable at any time. This system is implemented with the intent of balancing offline rewards as more character slots are added in the future, and to lessen the felt “pressure” to have many characters at the same time in order to farm optimally
  • Currently, character re-speccing costs are static and thus both too expensive early on and too cheap at high character levels. To better balance this system, re-speccing costs now scale with character level (Reduced cost below character level 50, increased cost above character level 70)

10 Monetization

The topic of monetization is not something I am particularly keen on addressing, and in an ideal world I would not consider implementing changes at all. For much of the time since launch, and especially the past two to three months, I have been developing Echoes of Creation with a more-than-fulltime commitment. This is something I do because I find it fun, and ideally I would be spending even more time working on both this game and game development in general. The unfortunate reality however, is that I have been doing this on borrowed time so far. In this moment, Echoes does not generate enough revenue to provide me with a basic living, and while my goal never has been to become rich doing this, I really want to create enough value to allow me to keep on working on games with all my time.

So, with this mindset, and to be able to continue developing Echoes in the future to the degree I have until now, I have decided to make a few adjustments to the current monetization. Before getting to the specific changes however, I want to assure all of you that I am committed to keeping the game a lightly monetized experience and one where spending should never feel like a requirement to enjoy the game. That being said, ideally I would like to provide enough incentive with the supporter pack where any long-term committed player that has the funds would be happy to purchase it in order to receive the bonuses it provides. With the circumstances explained above, I hope for your understanding with these following one-time changes:

  • Storage
    • The Storage System has been reworked, with “Storage Folders” now being called “Storage Units”
    • Each Storage Unit provides its own space, meaning that an additional unit will provide additional storage room (50 per unit), up to a maximum of 10
    • The Shrine upgrade which increases storage capacity now adds less per tier (+20, previously +50), however it increases the capacity of each separate storage unit
    • In practice, this means the following: As an existing player, you previously had access to 300 storage space (50 + 250 from shrine). Having two storage units by default, you will have the exact same amount of storage as before ((50+100)x2) with the option to purchase more space through additional storage units
    • As a new player, you will start the game with a single storage unit, however you will be able to buy a second unit with soul essence rewards obtained via gameplay, with the goal being that you will be able to reach a sufficient amount of space over time as you play.
    • Any existing storage folders are of course converted into storage units, and existing players which had previously purchased more than 8 storage folders will have the excess amount refunded
  • New advertisement: Offline Rewards Increase
    • When you obtain offline rewards, you will now have the option to voluntarily view an ad in order to receive 50% more rewards
    • The default offline rewards have not been lowered to make room for this advertisement, the additional rewards are just a pure bonus to what existed before
    • If you have the supporter pack, the additional rewards will of course always be added automatically
    • Finally, I want to make sure and communicate transparently that this will not become a trend to add further advertisement to the game. I dislike free to play games filled to the brim with advertisements as much as any of you, however in this single instance I view the additional ad as a very powerful tool to create more incentive for players to consider the supporter pack without taking anything away from free-to-play enjoyers directly
  • Supporter Pack changes
    • The supporter pack now grants +4 hours to maximum offline rewards timer, increasing the maximum time a character can receive offline rewards for to 12 hours (from 8 hours)
    • The supporter pack has been increased in price from $4.49 to $4.99, with an appropriate reflection in every other currency. I believe this slight one-time increase is justified by the additional content and polish added to the game since launch, and any revenue generated by it will of course be spent to allow me to open up more time for developing games/content for your enjoyment
  • Increased the price of Extraction Profiles to 60 soul essence (from 50) to make pricing consistent across all purchasable items
  • The large supporter pack now grants 1500 soul essence (previously 1250). If you are a previous buyer, you will of course receive the difference retroactively when you enter the game the first time from version 1.1.0.0 onwards
  • Added 6 new outfits to the game

11 Bug Fixes

  • Fixed a bug where the local damage gained by Basilisk Fang would ignore the damage multiplier of the selected ability
  • Fixed a bug where the “Reduced mana cost of abilities” modifier was treated as ‘perfect’ by the auto-extraction system at the lowest value
  • Fixed a bug where switching between the currently equipped item in the main-hand and off-hand did not work as intended
  • Fixed a bug where save progress could be reset in rare cases

Thank you for your continued support up until now, I really really appreciate it! For feedback on the update, feel free to either join our community discord or send an e-mail to echoforgegames@gmail.com, it truly matters.