Discover the macabre world of Lovecraftian horror in our latest project, Necrophosis. The demo is now available for free download. While we paused development on Eresys to focus on Necrophosis, rest assured we're back on track. future patches for Eresys are in the plans! Experien
Discover the macabre world of Lovecraftian horror in our latest project, Necrophosis. The demo is now available for free download.
While we paused development on Eresys to focus on Necrophosis, rest assured we're back on track. future patches for Eresys are in the plans!
Experience the world of Necrophosis firsthand. Download the demo today and prepare to confront the unknown, make sure to add it on your wishlist!
0.8.2 TEXTURE WORK OPTIMIZATION AND GAME SIZE REDUCTION In this small update, we've implemented a variety of texture adjustments and optimizations. Hopefully to enhance the gameplay experience, particularly for users with lower-end PCs. These changes wont be noticeable visually a
0.8.2 TEXTURE WORK OPTIMIZATION AND GAME SIZE REDUCTION
In this small update, we've implemented a variety of texture adjustments and optimizations. Hopefully to enhance the gameplay experience, particularly for users with lower-end PCs. These changes wont be noticeable visually as we did not want to downgrade the game's visuals, the changes just aim to improve texture loading times and overall game stability.
Notably, we also managed to significantly reduce the game's size!
OPTIMISATION AND TEXTURE WORK -Changed, tweaked and properly scaled textures to appropriate sizes to improve optimization -The game should be faster and be more stable, with even a slight performance increase for some users with lower-end PCs -Reduced game size by approximately 13 GB, bringing it down to 27GB!
OTHER -Minor collision fixes on a few paths of the island -Fixed some small texture issues/errors -Slightly increased the number of wax statues
LOCALIZATION -Fixed a few French and German localization errors (thanks to the comunity reports!)
DEVELOPER MESSAGE Although not a major patch, reducing the game's size was a significant improvement prompting immediate release.
As for our upcoming project, Necrophosis, the demo is almost complete. We've finalized the gameplay segments and are currently in the polishing stage. Within a few more weeks, we'll be unveiling new details along with a trailer to announce the demo release!
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.8.2 Innsmouth
0.8.1 AMD FSR AND FIXES In this small patch, we added AMD FidelityFX Super Resolution (FSR) to potentially enhance performance on lower-end systems, along with a few minor fixes and tweaks ADDED FSR 2.0 This is a new option in the video settings menu Adjusting FSR to Quality / Pe
0.8.1 AMD FSR AND FIXES In this small patch, we added AMD FidelityFX Super Resolution (FSR) to potentially enhance performance on lower-end systems, along with a few minor fixes and tweaks
ADDED FSR 2.0 This is a new option in the video settings menu Adjusting FSR to Quality / Performance settings can result in a notable increase in FPS. During our testing, substantial FPS improvements were observed on the Lobby, Temple, and Innsmouth maps However, no significant performance changes were identified on Sentinel Island Nevertheless, if you encounter performance issues, it's recommended to try out this option
Innsmouth
-Fixed a possible bug where the bell SFX would only play for the host -Tweaked some of the book pages locations -Fixes and tweaks to some collision components
Sentinel Island -Fixed a few pages stuck in terrain -Slight change to an event regarding a portal near a sacrifical place, the portal now disapears after the creature is spawned -Fixed and tweaked locations of some of the collectable cards spread across the island Additionally, modified the requirements for the cards to spawn. Previously, the requirements for them to appear was too high Now, as long as you have created at least one blood sphere, all cards can be collected
Other -Tweaked the values of the "View Distance" option in the video settings -Added 3 less common resolution options 2560×1600 / 2160x1440 / 1440x900
-Fixed certain Hungarian localization errors, credit to "Ateszkoma"
DEVELOPER MESSAGE This is just a small patch with the few fixes we made in our spare time, our full focus is still on the demo of our next project "Necrophosis" Stay tuned for details and updates, more information soon!
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.8.1 Innsmouth
0.8 ERESYS FULL RELEASE In this new patch we have added a new playable map, the cursed fishing village Innsmouth! With this third map we would like to mark the full release of the game, as it is the last large piece of content we had originally planned for eresys, however this do
0.8 ERESYS FULL RELEASE In this new patch we have added a new playable map, the cursed fishing village Innsmouth! With this third map we would like to mark the full release of the game, as it is the last large piece of content we had originally planned for eresys, however this doesn't mean the end! (More info below)
NEW MAP -Added new map "Innsmouth" the cursed fishing village The players are tasked with lifting a strange curse that plagues village, a curse so strong, it breaks any light the cultists would use to defend themselves! Initially devoid of otherworldly beings, the village remains unsafe as a horde of sea creatures will emerge from the depths to stop you from completing your task. Since direct confrontation with the creatures is not an option, you must proceed cautiously, moving diligently and seeking hiding spots when necessary.
We intend for innsmouth to be a more slow paced experience, a break from the intensity of the Abyssal temple, however we will keep an eye out for player feedback and make changes accordingly!
NEW NPCS -Added a few minor NPCs to the streets of Innsmouth
NEW CREATURE -Added a new type of creature ¨The fishmen of the depths¨ They act like a horde, frequently rising from the deepest parts of the ocean to devour anyone that they deem unfit for Innsmouth
NEW STORY -Added notes with story and lore about a character some of you might be familiar with
NEW MASK -Added a new unlockable mask, the aspect of the depths To obtain this aspect, players must complete a mission on the Innsmouth map on either difficulty
NEW ACHIEVEMENTS -Added 3 new achievements that can be obtained by completing Innsmouth related content Other -Slightly tweaked book glows when a page is close -Optimization fix to the texture materials of the corpses -Fixed a texture bug with the blood spheres atop ancient ritual site on the island -Slightly increased the timer for the event at the end of the abyssal temple -At the end event of the abyssal temple (Without spoiling too much) added a text pop up when you pick up the artifact -Slightly reduced damage dealt by the shadow creatures and the abyssal one -Slight tweaks some of the lightning VFX and SFX near the old ones summoning area
-Cultists now play a grunt sound effect when they are hit
-Added new sections in the cult guide about Innsmouth
-Attraction can now only be triggered on sentinel island (eye UI element is still present, to serve as a visual representation of how enemies perceive you) How your movement affects enemy perception remains unchanged, its just that in the new maps you can now jump around and move as fast as you want without being punished
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.8 Innsmouth DEVELOPER MESSAGE For a little over half a year of early access our primary focus was enhancing the game and implementing new content and maps, this patch marks our transition from early access to a full release. Main reason being that Innsmouth is the last main piece of content we had planned for Eresys. However, a full release does not signify the end of our support for Eresys, nor that we will never create new content in the future.
ANOUNCEMENT During the next couple of months, besides making small patches with fixes or minor tweaks for Eresys, we will shift our focus on our next project Necrophosis, and we aim to have a playable demo ready in a few months! We have been developing Necrophosis in the background, it is now beyond the concept stage, our vision and the world is slowly starting to take shape, we cant wait to show you once its ready!
0.7.1 ABYSSAL TEMPLE FIXES AND TWEAKS During the past days we released various quick patches with minor fixes and tweaks, we also added the Hungarian localization and a new setting in the video config menu. Here is a complete list of the changes and fixes: -Added Hungarian Locali
0.7.1 ABYSSAL TEMPLE FIXES AND TWEAKS During the past days we released various quick patches with minor fixes and tweaks, we also added the Hungarian localization and a new setting in the video config menu. Here is a complete list of the changes and fixes:
-Added Hungarian Localization
-Added ¨resolution scaling¨ option in the video settings menu, where you can scale from full resolution down to 75% It's a really good way to get some extra FPS if needed! (at the cost of a slight blur)
Sentinel Island Fixed a collision issue in the last room of the primordial cave Fixed some tight wall collision in some parts of the primordial pit tunnels Improved the location of the walkways near one of the cultist safe points
Abyssal Temple Fixed a possible respawn bug where you would teleport in the ground Fixed a bug where you would respawn when you got the bad ending of the abyssal temple Improved collision in some rough spots where the player could get stuck Tweaked how fast monsters disappear/appear after completing an objective Lowered the movement speed of the primordial fiend in the tunnel room Fixed some AI collision issues in between temple rooms
Other Fixed a problem with the book disappearing when it was dropped by a player Fixed a slight visual bug when selecting mad man difficulty for the abyssal temple Small fix to mission select/difficulty collision boxes
Tweaked the burn regeneration values for the shadows and the Abyssal one Slightly reduced creatures' movement speed while burning Slightly increased burning VFX for most creatures
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.7.1 Abyssal temple
FUTURE CONTENT With these fixes and adjustments out of the way, from now on we will fully focus on making Innsmouth (the third map), although at the moment we don't have an exact release date, we aim to have it complete by the end of the year!
0.7 THE ABYSSAL TEMPLE In this patch we finally release the second cultist mission, The abyssal temple! ABYSSAL TEMPLE -NEW MAP- The Abyssal Temple, the second map, offers a more linear and shorter gaming experience. A complete playthrough on Sentinel Island typically lasts aroun
0.7 THE ABYSSAL TEMPLE In this patch we finally release the second cultist mission, The abyssal temple!
ABYSSAL TEMPLE -NEW MAP- The Abyssal Temple, the second map, offers a more linear and shorter gaming experience. A complete playthrough on Sentinel Island typically lasts around an hour, or longer for those new to the game. In contrast, a session in the Abyssal Temple should take about 15 to 25 minutes.
-NEW CREATURE- The Abyssal one, is the main antagonist of the temple, it will constantly try to stop you from achieving your goal, becoming stronger and faster as you progress
-NEW NPC- -Added a new guide NPC in the coucil temple, interacting with this new NPC will start an Abyssal temple mission
-Main Objective tracker- -Added a new UI element that helps players understand the main objective aswell as track their progress (side missions are not displayed on the objective tracker) The new objective tracker is not exclusive to the new temple map, it also tracks the main objective on Sentinel Island After the objective updates the text fades away, but players can always bring it back up by press the "TAB" key (default key, it can also be rebound)
-Added the option "Hide objective tracker" in the gameplay settings menu, for players that want to disable this UI element
OTHER -Added a new interactable item in the game, a chest that can grant you resources The chests are available on both maps, Sentinel island and Abyssal temple -Added new collectables exclusive to the Abyssal temple, aswell as a new shrine, in the lobby library, where you can view the collectables obtained -Added 4 new achievements that can be unlocked by playing and completing the abyssal temple content -Important items necessary for progression (to open a door or for a side objective) now have a black highlight of the shape -Changed input settings menu layout to make it easier to read and use -Changed and tweaked cult guide layout and added new entries with details about the abyssal temple -Fixed some text of the cult guide to explain that monsters appear as you obtain book pages instead of blood spheres
-Temporarily added an ¨Unstuck Player¨ button in the top left of the in-game menu, pressing that button will teleport you to a random area nearby (While we improved collision and fixed many reported issues, we still wanted to add this to prevent players having to restart a game after getting stuck inside broken collision, this feature will be removed once the game is fully released)
FIXES -Fixed a bug in the photo mode, where the player fulll character would appear instead of the head if they were dead -Fixed a bug regarding the cursed tomes, the creature wouldnt spawn if the player was standing on the book -Fixed a posible bug where you could pick up more than one wax head at the same time and they would overlap and mess up left hand animations -Fixed a posible bug where the announcement wouldnt trigger to notify players they unlocked the grand cultist aspect -Fixed a few floating foliage assets and some terrain texture errors reported by the comunity (island map) -Fixed a texture issue regarding the creatures stuck to the walls beneath the primordial pit (island map)
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.7 Abyssal temple
FUTURE CONTENT Expect a few quick patches in the upcoming weeks where we fix any bugs reported and some tweaks and balancing of the abyssal temple, after that we will begin full focus on the next map, Inssmouth We already started working on it, so here is an early preview!
0.6.9 QUICK PATCH This update is a quick patch that includes a few photomode tweaks and fixes. Additionally, we've incorporated new lightning VFX and SFX to enhance the overall mood of the temple PHOTO MODE TWEAKS -During photo mode, player name tags are now hidden -Added a butto
0.6.9 QUICK PATCH This update is a quick patch that includes a few photomode tweaks and fixes. Additionally, we've incorporated new lightning VFX and SFX to enhance the overall mood of the temple
PHOTO MODE TWEAKS -During photo mode, player name tags are now hidden -Added a button in the Main menu to open the ¨photo viewer¨ menu, so you can view pictures directly from the main menu, without having to start a game -Added SFXs for the pictures buttons of the photo viewer -Fixed some localization issues where the "photo viewer" button was called the "photo mode"
OTHER -Added distant lightning VFX and SFX, both on the island and the council temple maps -Added some missing fire SFX to the small fires of the temple -Reduced number of ¨wax head¨ (singleplayer respawn item) available on the Mad man difficulty
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.9
FUTURE CONTENT Since the initial early access release of Eresys until the present, we have consistently released a patch every week. While we want to maintain this work momentum, our current plan is to focus on making a larger patch containing a larger piece of content in the form of a new map. So while it may take a while until the next patch, rest assured, we will continue work on the game, as well as continue to keep our community updated on our progress and future plans.
We aim to complete "The Abyssal Temple" map by the end of summer and release it early autumn, so we hope you are looking forward to playing it!
0.6.8 PHOTO MODE In this patch we've added the photo mode, this new menu allows players to capture memorable moments in the game PHOTO MODE -You can open the photo mode in game by pressing the "P" key (key can be rebound in the input menu!) -The photo mode has sliders that allows
0.6.8 PHOTO MODE In this patch we've added the photo mode, this new menu allows players to capture memorable moments in the game
PHOTO MODE -You can open the photo mode in game by pressing the "P" key (key can be rebound in the input menu!) -The photo mode has sliders that allows you to modify the image and various controls for the camera that are listed in the menu itself -Photos taken with the photo mode menu are saved at "C:\EresysPictures", and if players prefer to use steam to take screenshots, the photo modes interface can be also hidden!
Additionally, we've added another menu that allows players to see their pictures in game (screenshots taken with steam do not appear in this menu) The photo viewer menu can be accessed from the in-game menu. Lastly, in single player matches or when playing solo in multiplayer, opening the photo mode will automatically pause the game, allowing players to take their time and capture the perfect shot without any interruptions
We are excited to see how players respond to this new feature, and we can't wait to explore the amazing pictures the community will share!
OTHER -Fixed a potential visual bug where the wood walker would appear as the voidwalker, although unreported the same thing could happen to the primordial fiend type enemies, either way its fixed now! -Some tweaks and optimization to some UI elements and the hide UI function -Opening your in game menu now hides all UI elements for the sake of clarity -Fixed some minor issues and a few localization errors reported by the community
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.8 PHOTO MODE
0.6.7 MAD MAN DIFFICULTY In this patch, we introduce a new difficulty made for experienced players, along with a brand-new character that can be unlocked by those who successfully beat the game on the new difficulty level. NEW DIFFICULTY The difficulty "Mad man" is now unlocked,
0.6.7 MAD MAN DIFFICULTY In this patch, we introduce a new difficulty made for experienced players, along with a brand-new character that can be unlocked by those who successfully beat the game on the new difficulty level.
NEW DIFFICULTY The difficulty "Mad man" is now unlocked, selecting it will apply the following changes: -Creatures have slightly more health and speed -Tweaked creature timers to be slightly more aggressive -Increased attraction timers and % chance to trigger in some cases -Pages are more difficult to come across -Victims drop less blood -Cursed ground victims still have infinite blood, however they have a higher % chance to curse you
Completing the game on this difficulty will reward you with: -New steam achievements. One for each of the 2 endings -Unlock the ¨Grand cultist¨ character (just getting 1 of the endings is enough)
NEW PLAYABLE CHARACTER -The grand cultist is now a playable character! Additionally, all the masks the player has unlocked are compatible with the grand cultist
OTHER -Slightly increased the number of ¨wax head¨ available (single-player respawn item) -The portal located on one of the cursed grounds, has a little surprise if you get too close (what was behind the portal is cut content, more info below) -Normalized audio volume for some of the creatures footstep and growl SFX, that were meant to be loud, but were set up too high -Fixed a potential bug where you wouldn't see your own mask when looking down after respawning -Adjusted and delayed when the random item placement and location selections are set at the start of a game Now it happens more gradually in order to stop any potential lag when the players spawned
A few days ago we also uploaded a hotfix 0.6.6.1 to fix a few issues reported by the community, we did not announce it then as it wasn't really much to note: -Fixed issues with the perception level (eye) and a potential lantern/map usability bug by reverting the sprint/crouch delay change made this last patch (regardless of the delay revert, the ¨no oil¨ text bug is fixed) -Fixed some important reported collision issues, and modified the collision settings for one of the types of tree assets we use -Adjustments to the terrain of one of the spawn areas -Fixed a floating rock found near one of the spawns
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.7 MAD MAN
FUTURE CONTENT We've decided on not adding a third ending as it would overcomplicate the island mechanics and bloat the story. Instead, we'll begin to focus on offering players more content in the form of a new map. The assets created for the scrapped ending will be repurposed for future content, most likely for the Insmouth map (3rd map). The upcoming patch will tie up any loose ends on the island and begin to shift our focus to the Abyssal Temple map (2nd map).
0.6.6 TUTORIAL AREA AND SUMMER SALE This patch we added a tutorial area to quickly learn the ropes of the game without having to spend too much time reading the cult guide. We would also like to announce that Eresys is part of the steam summer sale! TUTORIAL AREA -Added a new tut
0.6.6 TUTORIAL AREA AND SUMMER SALE This patch we added a tutorial area to quickly learn the ropes of the game without having to spend too much time reading the cult guide. We would also like to announce that Eresys is part of the steam summer sale!
TUTORIAL AREA -Added a new tutorial area in the temple (lobby map) where you can easily learn the basic mechanics of the game -Added grand cultist in that area This tutorial area is entirely optional, we've implemented it, so new players can learn the most important mechanics as fast as possible. However, the cult guide has more descriptions and overall much more detailed explanations, so if players are curious about all of the game mechanics they should still check it out!
FIXES -Fixed some minor visual issues with the book glow, that would potentially happen when multiple pages were overlapped the book's collision -Fixed a minor visual issue with the flame of the wax head when placed on a statue -Fixed a UI error regarding the oil counter location that would sometimes trigger when a player ran out of oil -The lantern now keeps burning even if you spam the run/couch button, there is a slight delay to check if the player is actually running or crouched before the burning stops -Tweaks and fixes to the interact collision of the grand cultists used in the temple library, and now the tutorial area -Changed some asset placement and tweaked some collision inside the "old structure" -Fixed a few collision bugs reported by the community regarding some roots and tree placement -Fixed a bug, also reported by the community, regarding the respawn statue inside the devoured house, players could respawn clipping into the ground
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.6
0.6.5 QUICK CREATURE UPDATE This is a small patch where we added a few new otherworldly creatures and a few fixes NEW CREATURES -Added a new minor creature around the lighthouse -Added a new minor creature in one of the cave systems -Added a new minor creature in the devoured hou
0.6.5 QUICK CREATURE UPDATE This is a small patch where we added a few new otherworldly creatures and a few fixes
NEW CREATURES -Added a new minor creature around the lighthouse -Added a new minor creature in one of the cave systems -Added a new minor creature in the devoured house These ¨minor otherworldly¨ creatures, are IDLE creatures that stalk a specific area, they deal quite abit of damage and have quite abit of health, but they can be permanently destroyed! To destroy this type of creature you must either burn in with light, or perform a more specific task like banishing a nearby powerful creature. So you must observe how they react once burned
-Tweaked the optimized pathing and timings of the ¨thing¨ in the basement of the mansion, to save performance -The ¨thing¨ in the basement is now destroyed once the mansion side mission is complete
-Tweaked some safezone collision to support the new creatures added -Tweaks to SFX, stats and other values for the ¨minor otherworldly¨ type creatures
FIXES -Fixed a minor visual error regarding the compass when picking up/dropping the map item -Fixed dropping the map when you had the book equipped, now you properly drop what item you have in your hand -Fixed a font problem with text displayed on the difficulty table -Fixed some of the new SFX not being tied to the SFX volume -Updated discord invite link
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.5
FUTURE CONTENT In the next update we are going to add a training area in the lobby, so players can quickly learn the basics without spending too much time reading the cult guide
0.6.4 QUICK PATCH In this patch we added a compass to further improve navigation, made a few changes to the mansion, and lastly a few minor tweaks and fixes. MAP UPDATE -Added a compass to help with navigation, it's a simple tool that should aid players in finding their bearings
0.6.4 QUICK PATCH In this patch we added a compass to further improve navigation, made a few changes to the mansion, and lastly a few minor tweaks and fixes.
MAP UPDATE -Added a compass to help with navigation, it's a simple tool that should aid players in finding their bearings We don't want to make it be another thing to worry about so the compass helps the players in a very seamless way: It's not a separate item, it is tied to the map item, which means its picked up/dropped along the map Holding the compass won't limit your carrying capacity, once an important item or a players head is picked up, the compass will hover over the map, so it frees your hand while still providing info
-Added map icons to represent the cultists spawn area, so you can better orientate yourself at the start of a mission -Added map icons for the primordial temple and the primordial pit
MANSION TWEAKS -Added more assets in the basement and generally improved its layout and atmosphere -We have also added another ¨thing¨ in the basement -Changed how the candles required for the mansion side event work Since the mansion event update we added the ability to pickup important items with your left hand, so now when you interact with a candle you pick it up and have to place it manually on the ritual table, makes the event abit more immersive and coherent, instead of candles randomly teleporting. (other than this small adjustment, the event remains unchanged)
-Fixed a potential bug regarding the creature in the mansion, once banished it wouldn't sync properly if players were very far away, and the creature could still be visible for some players when they finally got to the mansion -Fixed a minor visual error where the creature's shadow would remain visible for a few seconds after the banishing
OTHER -Adjustments to book glow intensity and responsiveness when looking towards a page -Additionally, the directional book glow now also considers the general height of the page, so players don't get confused to the whereabouts of a page that could be underground in a cave These tweaks should make the book feel abit more responsive, but keep in mind, the book glows when your camera is pointed in the ¨general area¨ of a page, you still need to explore, it's not supposed to guide you to the exact location!
-Adjusted some creatures, the ai pathing when running away, to support even smaller tighter spaces -Added a delay between the growls SFX of some of the primordial monsters so they don't constantly growl -Small Tweaks to the cult guide buttons layout, to support future entries, change shouldnt be noticeable
FIXES -Fixed the animations of the creatures at the bottom of the primordial pit (as well as the item variant) now the animation loops properly -Fixed a visual bug where menus would overlap if you opened the in game customization menu while you had a settings menu open -Tweaks to primordial pit creatures audio attenuation, now its growls can be properly heard from the top part of the pit
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.4
FUTURE CONTENT Working on the second map and the third ending of the first map
PATCH 0.6.3 PRIMORDIAL PIT The primordial pit is now unlocked, additionally we added a new cutscene and made some minor tweaks and adjustments PRIMORDIAL PIT The new primordial area and side mission are now available! -New area to explore -New creature added, a variant of the pri
PATCH 0.6.3 PRIMORDIAL PIT The primordial pit is now unlocked, additionally we added a new cutscene and made some minor tweaks and adjustments
PRIMORDIAL PIT The new primordial area and side mission are now available! -New area to explore -New creature added, a variant of the primordial fiend -New minor creature added -New side mission tied to the giant primordial inside the pit -Completing the mission will reward you with a blood sphere
Additionally, completing the mission for the first time will reward you with: -New steam achievement -New cultist aspect (mask) with different color variants, just like the others
CUTSCENES -Added a higher cultist in the temple map, if you interact with him, a new cutscene will play with lore about the world of Eresys
-When creating/stealing blood spheres, changed from camera cuts to videos with proper SFX (and just like before, these can be skipped) -Added new videos with visions of the old one that appear after you steal blood The creating/stealing sequences are similar to what was before, but load faster and don't impact performance as much since players don't have to load the area
OTHER -Completing the primordial events destroys the creatures guarding the areas That way you are free to explore the area and get any item pickups you might have missed
-Tweaked how long the monsters run away after getting burned -Start of mission tweak, once multiple players connect and a party is formed, only the host can interact with the fishman to begin a mission -Minor gameplay addition, now the book icon glows when near a page to notify you to check out the area (it glows even if the book isn't equipped!) -Added a discord server invite button at the top left of the game menu
-Fixed a bug where the primordial mask wouldn't drop on death
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.3 Primordial pit
FUTURE CONTENT We are working on a 3rd ending for the First map then we will proceed to the second map The temple of the old ones
PATCH 0.6.2 The Woodwalker In this new patch we added a new creature, safezone optimizations and improvements, changes to AI spawns and pathing, added encounter music and other minor tweaks and fixes NEW CREATURE -Added new creature type, the ¨Woodwalker¨ -These creatures spawn a
PATCH 0.6.2 The Woodwalker In this new patch we added a new creature, safezone optimizations and improvements, changes to AI spawns and pathing, added encounter music and other minor tweaks and fixes
NEW CREATURE -Added new creature type, the ¨Woodwalker¨ -These creatures spawn as you create bloodspheres (spawn changes detailed below) -The creatures roam near and between blood altars, trying to stop the players from creating blood spheres To not overwhelm the players they do not react to attraction as they are fixed on guarding the altars Blood altars are sometimes hard to come by, so following one of these creature is a valid strategy as they will eventually lead you towards one
AI SPAWNS AND PATHING CHANGES Changed what creatures spawn based on blood spheres and added creature spawns based on book pages found -The new creature ¨Woodwalker¨ will spawn when bloodspheres are created, 1 for each -Shadows and Lurkers will now spawn as the players picks up pages This change was made to make the early game slightly more eventful as well as to encourage the players to look for pages and blood at the same time, instead of picking up pages all game and rushing for blood near the end.
-How many creatures spawn has been slightly tweaked, but its still based on how many players are in the party (except the Woodwalkers, 1 will always spawn for each bloodsphere made)
-Adjusted VoidWalker pathing, instead of constantly wandering all over the island, now it prioritizes walking in the forest, specifically guarding the ancient ritual site in the center of the island -Changed the behavior of the start game shadows from idle to sequence patrol type instead, and adjusted the pathing of some of the shadows that will spawn as the game progresses These are minor changes just so the AI has abit more structure while still unpredictable, before due to the randomness of it all, it could be totally possible to not even see a creature until late game if you didn't trigger attraction
AI TWEAKS -Optimized and improved AI behavior regarding safezones -Tweaked how AI perceives sound from a player inside a safe zone -Tweaks to the primordial fiends AI, mostly to support the second variant of the creature, coming next patch
AUDIO UPDATE -Added encounter music, this new music track triggers when a creature finds and begins chasing you, the track will stop once the creature looses vision of you (If multiple creatures are chasing you, it will stop only once all of them lose sight of you, theres enough distance and you are safe) -Added 1 new track to the list of music used for the forest ambience and tweaked the song order list These changes should keep the background music fresh, and make the creature encounters and chases feel even more oppressive
-Tweaked fade in/out durations and start timings for most music triggers -Fixed a minor audio issue where a few of the screams of the Voidwalker and Lurker weren't tied to the SFX volume set by the player
FIXES -Fixed voidwalkers tentacles twitching while getting burned -Minor fix regarding voidwalkers attack collision rotation -Fixed a bug where the AI wouldn't leave you alone if you burned it while being inside a safezone -Fixed a bug where the achievement for the devoured house mission wouldn't trigger properly -Fixed a few reported collision and clipping issues around the devoured house and primordial temple
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.2 The Woodwalker
PATCH 0.6.1 Quick patch Updated and improved performance for some foliage, made the book pages location be randomized and other tweaks and fixes ISLAND FOLIAGE -Now the Whole environment is more rich with foliage -Modified all the foliage to increase performance by a few fps -Fix
PATCH 0.6.1 Quick patch Updated and improved performance for some foliage, made the book pages location be randomized and other tweaks and fixes
ISLAND FOLIAGE -Now the Whole environment is more rich with foliage -Modified all the foliage to increase performance by a few fps -Fixed an issue where certain foliage will not fade away at all after a long distance
IN GAME CUSTOMIZATION -Added a new menu that allows you to change your cultist aspect in game (menu only appears in the temple map) -The aspect menu change is at the right of the in-game menu, above the friends list (friend list relocated to the lower right) -Aspect changes made in this menu also save when closing the game
PAGE LOCATIONS RANDOMIZATION -Added randomized location element to pages and added 2 new possible locations for every page When the game begins the page's spawn location is randomized between the 3 possible locations around the general area, this should help alleviate the monotony for those who already memorized the page's spawn locations
IDOL PIECE ALTARS -Added a faint whispers SFX to the altars that create the pieces needed for the alternate ending -Added some text that appears when you get close to them Small additions to make those altars slightly creepier
OTHER -Added a few scrolls and book pages pickups in the primordial chamber -Changed warning type text triggers like the "cursed ground warnings" to only trigger once, it could be annoying seeing it pop up each time you get near them -Added ¨Primordial beings¨ tab in the cult guide, to explain that once fed, they can reward you with a bloodsphere -Slightly reduced the time Lurker (light monster) looks at you before running away -Changed friend list location to the lower right of the screen -Adjusted some of the safezones near the spawn areas -Adjusted player noise while in safezone
FIXES -Fixed a bug when launching the game, you needed to click once for the main menu to become responsive -Fixed a bug when using a controller you could change cultist appearance even if you weren't in the Host/Join menus -Tweaked AI so it's not able to attack when running away (before, after being stunned, while it was looking for a way to escape if you were in its path it would play the attack animation and possibly damage you, that was unfair and unclear) -Tweaked how name tags are set on spawn, to fix a potential bug where the nametags were swapped between players -Improved collision for some of the corpse assets we use for decoration -Simplified and improved collision of the pyramids with the cursed tomes on top -Fixed a possible bug where the collision for some collectables was enabled even thought the collectable was hidden (mainly the collectables that become available only after creating blood spheres) -Fixed an area where performance would drop around the alternate ending altar -Fixed a possible bug where the Primordial mask was defaulted to and selected without having completed the side mission required first -Fixed a few more minor bugs reported by the community
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.1
PATCH 0.6 PRIMORDIAL CHAMBER The gates of the Primordial chamber finally open! In addition to that, this patch also includes a respawn mechanic for solo players, proper death animations, a new mask and more bug fixes. PRIMORDIAL CHAMBER The primordial chamber is located near the
PATCH 0.6 PRIMORDIAL CHAMBER The gates of the Primordial chamber finally open! In addition to that, this patch also includes a respawn mechanic for solo players, proper death animations, a new mask and more bug fixes.
PRIMORDIAL CHAMBER The primordial chamber is located near the church with a light beam illuminating the gate, inside you will find: -Claustrophobic corridors to explore -A dangerous creature that roams the area -Minor creatures stuck to the walls -New Side Mission -Completing the side mission will always create 1 blood sphere (so you can always choose to do this mission and use 3 blood altars instead of 4!) -Additionally, completing the side mission for the first time will award you with an achievement and unlock a new cultist aspect (mask) for all players
CUSTOMIZATION -Added a new mask ¨Aspect of the primordial one¨ it can be obtained by completing the new side mission -The mask has 4 different base colors and 4 different eye colors
-Added save files for customization, so your customization choices are now saved when you close the game
DEATH SCENES -When you die a jumpscare will play showcasing the creature that killed you -Each cutscene has unique creature animations
SINGLE-PLAYER RESPAWN MECHANIC -Added new item ¨head of wax¨ (appears only when playing solo offline/online) This item is rare and difficult to come across, but it's incredibly useful. Once found, it can be placed on a wax figure. Should you meet an unfortunate demise, you will be resurrected directly at the statue, retaining all of your important items. Previously, we introduced features like the red beam and nametags to help players in co-op. However, these changes do not provide assistance to solo players. In response, we added this item with the hope of encouraging more solo play!
OTHER -Added ability to carry ¨important¨ class items in your left hand (at the moment only the new side mission requires you to carry specific ¨items¨) -If you are carrying a dead player's head, do not worry you can still carry important items, the item will change its location/scale to fit next to the head! (This has been done to prevent a player death from stopping your side mission progress) -On death you also drop important items, so mission progress isn't locked
-Tweaked victim corpse values, so there's a higher % chance of getting more blood fills -Slightly increased intensity of the hit effect when you get damaged while holding the lantern -Slightly reduced some of the AI investigation timers -Small adjustments to Voidwalker collision -More tree collisions replaced or adjusted -Tweaked collision of some shrubs and other small foliage that would block AI collision
FIXES -Tweaks to the map equip to hopefully fix a bug where it wasn't visible for all players (we couldn't reproduce the bug, so we will keep an eye out if the problem persists) -When a player quits/disconnects now he drops the map, so the map is not lost anymore -When a player quits/disconnects now he also drops any important item, so no side quest is locked -More fixes to customization, when unlocking a mask your appearance will change accordingly to fit the mask (cloth hood on/off) -Fixed a bug where some rocks would play wood SFXs instead of stone SFXs when stepping on them -Fixed a terrain texture problem around the windmill area -Fixed another possible bug where AI wouldn't leave you alone while in a safezone -Fixed tome demon not doing the damage amount he was supposed to do -Fixed a bug where some interaction text would flash on screen -Fixed more collision and visual issues reported by the community! -Fixed some words in the Chinese translations, thanks to the community for pointing out the issues and providing fixes!
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.6 PRIMORDIAL CHAMBER
PATCH 0.5.9 Quick Patch This week's patch is a quick one, where we added player Name tags (the option to disable them), Localization for 4 languages, tweaks to AI pathing/gameplay/death and some more bug fixes. LOCALIZATION Added localization support for 4 new languages: -Greek -
PATCH 0.5.9 Quick Patch This week's patch is a quick one, where we added player Name tags (the option to disable them), Localization for 4 languages, tweaks to AI pathing/gameplay/death and some more bug fixes.
LOCALIZATION Added localization support for 4 new languages: -Greek -Italian -Korean -Portuguese
PLAYER NAME TAGS -Added name tags to players The map is pretty large and It's easy to get lost, so we added name tags to help players find each other -Added option to ¨disable player tag¨ in the "camera settings" menu For people that don't want the extra UI element to mess up immersion
AI -Adjustments to all navigation pathing settings, for faster and better performance -Adjustments to height settings of the navigation pathing, AI should navigate steep terrain better and also navigate around small stuff like rocks or tree trunks much better now -More Nav Links around tricky positions to help AI navigate -Deer AI also checks if the player is a cave before triggering the scream -Deer AI now checks height distance before screaming, to hopefully stop them from screaming if the player is somewhere the deer shouldn't be able to react to -Tweaks and a bug fix regarding how speaking too loud triggers attraction -Minor tweaks to the Voidwalker AI
GAMEPLAY -Lantern Oil gauge in UI A discrete Icon has been added in the background of the Lantern icon, while not showing the exact amount, It does make it slightly easier to understand how much oil you are carrying without having to stop and check the sparks For the upcoming difficulty this icon will be hidden, for a more challenging experience.
-When you die a red light beam will appear above you -Once the player is revived, the light beam will remain visible for 5 minutes, giving players enough time to locate the death point in case they still need to retrieve dropped items The light and the name tag should make finding your fallen companions much easier!
-You now drop vials on death, vials are a limited resource, it was too punishing loosing them permanently on death -If any of the dropped vials were filled with blood, it will still contain it, so no gathered blood is lost -Slight rebalance to number of vial pickups available depending on number of players in party -Adjustments to dropped pages locations to leave space for the vials -Added a few more scroll pickups on the island
OTHER -Added crows flying around the island to improve atmosphere -Changed collision of various trees, should improve AI navigation and also prevent players getting stuck inside the trees
-Added ¨Stealing Blood¨ tab in cult guide, to explain that it's something you must not do and can lock you out of the ending
-Slight adjustment and reduction of the screen effect when looking at a creature without a lantern -Removed/tweaked some flickering effects to some lights on the island for better performance -Slightly increased light intensity for the lantern, just a minor adjustment to better see in the dark -Tweaks to the equip and unequip SFXs of the map/scrolls/pages
FIXES -Tweaks to interaction logic to hopefully fix a reported bug, where the ¨Unable to carry anymore¨ text would stay on screen and not allow you to pickup stuff (we will have to look more into this issue, as we couldn't reproduce the bug) -Fixed bug where burning SFX wouldn't play if you started to burn right after you stopped burning with the lantern -Fixed keeping scrolls on death, they should have been lost on death -Small fix to the black screen during transition menus, so it looks properly on windowed and larger resolutions -Location adjustments of certain item pickups around the spawn areas, so they don't appear to be floating -More fixes to collision and other minor issues reported by the community
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.9
PATCH 0.5.8 VISUAL UPDATE, NEW ITEM, NEW SIDE MISSION, BALANCING AND FIXES In this patch we did a major visual overhaul to the fog on the island, we added a new item to help on your mission, added a new side mission inside the devoured house, added support for 2 new languages, so
PATCH 0.5.8 VISUAL UPDATE, NEW ITEM, NEW SIDE MISSION, BALANCING AND FIXES In this patch we did a major visual overhaul to the fog on the island, we added a new item to help on your mission, added a new side mission inside the devoured house, added support for 2 new languages, some more balancing tweaks, a few minor tweaks to gameplay and some more bug fixes!
UPDATED VISUALS AND PERFORMANCE BOOST ON SENTINEL ISLAND - Polished the fog of the island and tweaked the colors to better match with the sky, now the overall island feels more creepy - The density of the fog has been increased to create more dread of what's ahead - Deleted an extra fog parameter which caused the sea material to look unrealistic from the distance - Some fog planes have been replaced with a more optimized version - Dynamic lighting, such as players lanterns, will look more immersive with the fog - Some water materials which caused FPS drops and MS lag have been polished - Several lights have been polished, to gain a small difference in the fps and ms With these updates the island has a more consistent look, less visual problems, most importantly an overall improved atmosphere and even a few extra fps in some parts of the map!
NEW ITEM SCROLL OF THE ORDER These scrolls are a new tool we added to help escape any overwhelming situation -They can be found inside safezones or near important places, however they are a rare resource -You can carry up to 3 scrolls -Once you pick up a scroll you can equip/unequip it by press "3" / "Right D-pad" -Pressing the primary key "LMB" / "Right trigger" will activate the scroll -When activated a huge burst of light will appear then after a short time the scroll will fade away The light of a scroll: -Stuns all nearby creatures and makes them run away -Removes curses -Gives a temporary movement speed boost to nearby cultists The only downside to using a scroll is that it triggers attraction DEVOURED HOUSE UPDATE -Added side mission inside the house that once completed will allow you to banish the entity at the bottom -Added achievement for completing the side mission
-Added a walkway to enter from the top of the house -Removed invisible walls and Improved collision at the top of the house -Tweaked safezone collision for the house -Added damage collision to tentacles surrounding the house, so they can damage you -Added health to tentacles surrounding the house, so they can be burned by light LOCALIZATION UPDATE Added localization support for the following languages: -Japanese -French
BALANCING TWEAKS -Slightly reduced creatures' investigation timers -Creatures have slightly different health values based on number of players in party -Slightly changed how many deer spawn based on number of players in party -Small change to how many creatures spawn per blood spheres created based on number of players in party (its better we don't give out exact info on what/where spawns happen, it would take away from the experience) This is just to improve difficulty balancing, essentially making the game slightly easier if you are alone or slightly more challenging in a full party of 4 We try to balance the game so its both fun and not too hard while still being quite the challenge, so It's possible more balancing changes will come in the future especially when we finish "Madman mode", a difficulty mode where everything is turned to the max and a few more punishing variables are added! (but don't worry, we won't add that mode until we are happy with the regular difficulty)
OTHER -You can hold down the "Primary" or "Secondary" button to get a better look at the map/pages/book (this was partially in the game before, but now its more polished, responsive and the rotation of the hand has been improved for the map) -Slight tweaks to light levels during blood spheres 3 and 4 to make up for the slight change in visibility due to fog -Slight tweaks to how items like the map/book/pages are dropped when a cultist dies -Added some new candles and fog effects in the cultist temple -Added "Scrolls" tab in the cult guide, so players can read about the scrolls -Tweaks to the cult guide, moved the tab buttons to the right of the screen in a vertical line, now it should be easier to read and interact.
FIXES -Fixed a bug regarding swapping between your map and book pages, it could bug out the lantern when you swapped again -Fixed another possible bug when a player died, and he dropped pages and the map, the collision would overlap -Fixed bug that could crash the game when many pickup item collision would overlap -Fixed triggering AI while talking as a Corpse, and other potential bug where corpses would reset AI investigation timer -Fixed some bad movement settings that caused Shadow creatures to walk up trees or odd collision -Added a few more navigation links around some cliff/rock edges to help AI climb up/down (more to be added in the future) -Fixed a few more collision and visual bugs reported by the community!
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.8
FUTURE CONTENT ---- NEW MAP IN DEVELOPMENT ----
And some more sneak peeks from the upcoming temple area
ERESYS PATCH 0.5.7 MAP SYSTEM, LOCALIZATION UPDATE AND BUG FIXES & FUTURE CONTENT In this patch we added a much requested feature, a map system! Additionally, we have reimplemented certain localized languages and introduced a matchmaking feature, while also fixing some more b
ERESYS PATCH 0.5.7 MAP SYSTEM, LOCALIZATION UPDATE AND BUG FIXES & FUTURE CONTENT In this patch we added a much requested feature, a map system! Additionally, we have reimplemented certain localized languages and introduced a matchmaking feature, while also fixing some more bugs that were reported by the community.
MAP SYSTEM The map is no UI element, it is a physical piece of paper that needs to be picked up and equipped to use -The map item can be found at the spawn areas -Once picked up you can equip/unequip it by pressing "M" / Right D-pad -The map is initially blank, it only contains the outline of the island -As you explore and come across points of interest, like caves, important structures or certain safezones they will appear on your map as icons -Once you are close to a point of interest and its icon has been unlocked, that icon will glow on the map
We wanted to help the player navigate the island but at the same time we don't want to give out too much information, as well as not add any system that would take away the player's attention and break immersion, so we added this physical map, while it helps navigation players still need to be aware of their environment to understand their location and plan their next destination.
Lastly, players that are looking for a challenge or have the island layout memorized can just skip picking up the map, it is an entirely optional item.
LOCALIZATION SUPPORT These languages have now been properly translated and are fully supported: -Chinese -German 90% of the text has been translated professionally however we had to use machine translation on the new text added in these last updates, if any errors are encountered, we will fix them in future updates, stay tuned more languages are on the way.
MENU ADDITION -Added ¨Disable camera cuts¨ option in "Camera settings" menu, Enabling this option will remove all camera cuts or "cutscenes" when a bloodsphere or idol piece is created
-Added Matchmaking queue button in "Join Hunt" menu This button will make you join a matchmaking queue where it constantly searches for open public sessions and automatically joins when one is available. Though keep in mind there are many people that play alone or in coop just with friends, so if you can't find any matches for a long time it would be recommended to host a session yourself with the public setting turned on!
-Added "map" tab in the cult guide, where players can read about the map mechanic
TWEAKS -Tweaked % chances outcome when gathering victim blood on cursed ground -Added warning announcement when you try to host a session, but there is no internet connection or the steam connection is unavailable
BUG FIXES -Fixed a potential bug where victims on cursed grounds could give you blood even if you didn't have vials, or had them full -Fixed some collision issues in the church, more specifically the hanging "decoration" -Fixed more reported collision bugs regarding cliffs, rocks and other strange collision and texture issues, -Other minor collision tweaks and fixes
We thank you for patiently waiting for the patches, and we hope you have fun playing!
REMINDER This update is now live, if for whatever reason the update doesn't show up, restart steam. And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.7
FUTURE CONTENT We are working on something big and scary, It will be mostly underground, puzzles, jumpscares, and Creepy protoplasmic abominations, keep your teammates close!!! more to be revealed very soon!