If you enjoyed playing Eternal Radiance, you can check out our next project Nezori which is now on Kickstarter! Nezori is a charming action RPG where you play as a fox girl on a quest to find the legendary hot springs in a land inhabited by fox and wolf girls! If you enjoy storie
If you enjoyed playing Eternal Radiance, you can check out our next project Nezori which is now on Kickstarter!
Nezori is a charming action RPG where you play as a fox girl on a quest to find the legendary hot springs in a land inhabited by fox and wolf girls!
If you enjoy stories with cute kemonomimi characters like fox girls and wolf girls, you should check it out!
Build v1.01R1 Changelog Optimized performance Optimized memory usage Minor various finetuning adjustments Minor UI fixes Improved collision handling while rolling for the player character Adjusted ornwood enemies's damage values to be slightly lower in the first level of the game
Build v1.01R1 Changelog
Optimized performance
Optimized memory usage
Minor various finetuning adjustments
Minor UI fixes
Improved collision handling while rolling for the player character
Adjusted ornwood enemies's damage values to be slightly lower in the first level of the game
Adjusted autosave so that it now runs on the background thread for a smoother experience
Adjusted the game's default graphics quality settings presets
Increased celeste's shield explosion radius
Adjusted guard counter's timing to be slightly easier to use
Finetuned and tweaked some assets for better performance
You can now do an air attack while rolling in the air
Added traditional chinese localization
Player characters now take 50% less damage while using their finisher ability
This version 1.0 update contains the final chapter in the game, and the game is now complete. We have made numerous finetuning adjustments to the game and have also localized it into Japanese. Our next step will be porting the game to consoles. We hope you have enjoyed playing Et
This version 1.0 update contains the final chapter in the game, and the game is now complete.
We have made numerous finetuning adjustments to the game and have also localized it into Japanese.
Our next step will be porting the game to consoles.
We hope you have enjoyed playing Eternal Radiance and we appreciate your support throughout the game’s development.
The beta test build for chapter 6 in the game is now available for testing and this is the final chapter. There's lots of various quality of life changes and adjustments since the last update. We have also added Japanese language to the game and finetuned the chinese translation.
The beta test build for chapter 6 in the game is now available for testing and this is the final chapter.
There's lots of various quality of life changes and adjustments since the last update. We have also added Japanese language to the game and finetuned the chinese translation.
For feedback, you can let us know over on the steam forums, email or on discord.
To access the beta test build on Steam, here are the steps.
Right click on Eternal Radiance on your Steam Library -> Select Properties -> Select the Betas Tab -> Select the test branch.
Chapter 5 is now available! There's lots of various changes and improvements since the last update. There's only one more chapter remaining before the game is completed. For feedback, you can let us know over on the steam forums, email or on Discord. Thank you for your patience!
Chapter 5 is now available!
There's lots of various changes and improvements since the last update. There's only one more chapter remaining before the game is completed.
For feedback, you can let us know over on the steam forums, email or on Discord.
The beta test build for chapter 5 in the game is now available for testing. There's lots of various quality of life changes and adjustments since the last update. For feedback, you can let us know over on the steam forums, email or on discord. To access the beta test build on Ste
The beta test build for chapter 5 in the game is now available for testing.
There's lots of various quality of life changes and adjustments since the last update. For feedback, you can let us know over on the steam forums, email or on discord.
To access the beta test build on Steam, here are the steps.
Right click on Eternal Radiance on your Steam Library -> Select Properties -> Select the Betas Tab -> Select the test branch.
Chapter 4 is now available! There's lots of various changes and improvements since the last update. For feedback, you can let us know over on the steam forums, email or on discord. For the list of changes, you can look at them over here. Thank you for your patience!
Chapter 4 is now available!
There's lots of various changes and improvements since the last update. For feedback, you can let us know over on the steam forums, email or on discord.
For the list of changes, you can look at them over here.
The beta test build for chapter 4 in the game is now available for testing. There's lots of various changes and improvements since the last update. For feedback, you can let us know over on the steam forums, email or on discord. Some assets have not been completed yet which is th
The beta test build for chapter 4 in the game is now available for testing.
There's lots of various changes and improvements since the last update. For feedback, you can let us know over on the steam forums, email or on discord.
Some assets have not been completed yet which is the sound effects
A) Boss Character - You'll know who this is when you try the game. B) Goblin Mage Purple Breathe Attack
To access the beta test build on Steam, here are the steps.
Right click on Eternal Radiance on your Steam Library -> Select Properties -> Select the Betas Tab -> Select the test branch.
Main Changelog
Adjusted target lock-on mechanics so that it now uses line of sight as a conditional check.
Many various improvements & finetuning adjustments
Optimized performance in several areas such as memory management
Added potion of return to world map
Add turning animations for big monsters
Finetuned & remade some special effects for characters
Adjusted heavy golem's basic attack animation's anticipation frames to be slightly faster
Nerfed celeste's melee stun talent slightly
Your party members will now teleport to your current position if they are too far away even if you're in combat.
Build v0.05R2 Changelog Remade and improved the Gardor cave environment in the game. Minor audio adjustments Minor bug fixes Optimized performance regarding handling many enemies on screen General performance optimizations
Build v0.05R2 Changelog
Remade and improved the Gardor cave environment in the game.
Minor audio adjustments
Minor bug fixes
Optimized performance regarding handling many enemies on screen
Build v0.05R1 Changelog Localization Text Changes Added heavy attack mechanics for the player (heavy attack restores mana on hit, and works against enemy guard) You can now guard counter from any state,(previously you had to be in the idle state) You can now attack earlier while
Build v0.05R1 Changelog
Localization Text Changes
Added heavy attack mechanics for the player (heavy attack restores mana on hit, and works against enemy guard)
You can now guard counter from any state,(previously you had to be in the idle state)
You can now attack earlier while in the dash charge state
Basic ranged projectile is now an ability called Azure Shot. You can use this ability while moving as well.
Some finetuning adjustments to the kylia boss
You can now use right mouse button to exit out of UI menu screen.
Max MP & MP Regen stats on items have been nerfed since you can now regain mana by using heavy attack. Party member will now restore more mana on basic attacks
Added potion of regret so that you can reset talent tree points (available in chapter 3 onwards)
Party members will no longer start combat by themselves and will only do so when you're already in combat
Add UI menu wrapping for inventory / shop / quest / help / saveload menus
Build v0.04R9 Changelog Added new goblin death animations for melee goblin & ranged goblin Minor bug fixes The talent screen now shows the number of talents points you have allocated to the specific tree (e.g offensive / defensive) Minor text typo fixes Minor engine version u
Build v0.04R9 Changelog
Added new goblin death animations for melee goblin & ranged goblin
Minor bug fixes
The talent screen now shows the number of talents points you have allocated to the specific tree (e.g offensive / defensive)
Minor text typo fixes
Minor engine version update
Added minimap rotation settings to options menu
You can now extract enchantment / disenchant an item even if the item is equipped on your character.
Added shortcut keys for show abilities / quests / equipment
Build v0.04R8 Changelog Adjusted palm tree textures in the desert so that they look more accurate in terms of silhoulette from far away Minor bug fixes Fixed an issue with the ghost in the snow skit not being displayed again if you missed it (it shows a quest) Fixed a bug whereby
Build v0.04R8 Changelog
Adjusted palm tree textures in the desert so that they look more accurate in terms of silhoulette from far away
Minor bug fixes
Fixed an issue with the ghost in the snow skit not being displayed again if you missed it (it shows a quest)
Fixed a bug whereby joystick secondary UICancel button weren't getting disabled sometimes after dialogue ends when a notification panel appears.
Extracting an enchantment will no longer destroys the item
If your item is equipped and you try to disenchant / extract enchantment, it will now play an error sound to make it noticeable.
Adjusted guard counter so that you can start attacking more quickly after performing a guard counter. [This means that it'll feel better to use guard counter during combat]
Build v0.04R7 Changelog Adjusted the skit UI HUD component to be more noticeable. Adjusted some of the forest boss attacks's hitbox timing to be more accurate. Adjusted celeste's stun handling to fix the stun-locking problem when you are being attacked by multiple enemies or dama
Build v0.04R7 Changelog
Adjusted the skit UI HUD component to be more noticeable.
Adjusted some of the forest boss attacks's hitbox timing to be more accurate.
Adjusted celeste's stun handling to fix the stun-locking problem when you are being attacked by multiple enemies or damage sources.
Adjusted airbourne handling code so that party members will be pushed away if u jump on them.
Improved airborne handling code so that it will push enemies / party members away before collision happens instead of after collision has been detected
Fixed a minor bug whereby party members were reviving with 0.15HP instead of 15% HP.
Adjusted default goblin's jump attack to disable collision temporarily and have consistent behavior with other types of jump attacks.
You can now set how often your party member use their abilities in the abilities screen
Enemies that are on top of another enemy will now be pushed away
You can now enter a gameplay location from save points via the world map if you have interacted with the save point
Refactored skit dialogue handling so that skit dialogues will now repeat 2 times instead of disappearing if you missed them.
Adjusted snow wolf so that it attacks more frequently
Fixed a bug with reflect projectile talent tree not reflecting the projectile directly to the enemy target
Added the "Interact" controls keybinding to the options controls screen so that you can remap the controls.
Build v0.04R6 Changelog Increased the projectile speed for ruby & valana's default ranged projectile. Reduced damage taken modifier for the hard mode difficulty for your party members Added controls to use WASD keybinds to navigate the UI menu. Added controls to open dialogue
Build v0.04R6 Changelog
Increased the projectile speed for ruby & valana's default ranged projectile.
Reduced damage taken modifier for the hard mode difficulty for your party members
Added controls to use WASD keybinds to navigate the UI menu.
Added controls to open dialogue history with mouse scroll wheel.
Increased base damage reduction while guarding from 30% to 50% and adjusted talent for guarding to 5%/10%/15%
Decreased scorpion enemy's burrow chase mechanics from 8s to 6s
Increased the finisher ability bar addition value from 2% to 4% when you use guard counter
Adjusted celeste's basic attack's final slash to deal slightly more damage.
Build v0.04R5 Changelog Added conflict checking for default controls gameplay input mapping (this means u can re-assign the default mouse inputs under controls) You can now remap the controls for the secondary party buttons under Input (keyboard) Fix bugs in the synthesizing UI s
Build v0.04R5 Changelog
Added conflict checking for default controls gameplay input mapping (this means u can re-assign the default mouse inputs under controls)
You can now remap the controls for the secondary party buttons under Input (keyboard)
Fix bugs in the synthesizing UI screen.
Fixed a bug whereby mystic scrolls and synthesized relics's rarity property weren't been set properly after creation.
Minor bug fixes
Adjusted guard counter to be a little bit easier to use in terms of timing.
Relics can no longer be leveled up and synthesizing them only allows you to add additional enchantment properties now.
Combining a scroll and relic together no longer uses the item with the highest level and instead use the stats from the main item.
Changed the synthesize_fail sound effect
Tweaked Equipped indicator on the UI screens to show which character has equipped the item.
Adjusted enemy's hit animations to be more responsive to the player's attacks
Added an UI animation for when the player's finisher bar is full to make it easier to notice that it can be used.
Adjusted player & party member's damage abilities so only some of them will cause enemy flying knockbacks (for example, celeste's ice strike will only cause flying knockbacks on the final ice strike).
Build v0.04R4 Changelog The tutorial section of the game should be clearer now as I have added more details to it. Adjusted secondary combat tutorial so that it will only show up after combat begins instead of after killing an enemy. Added a new tutorial tip section to show minim
Build v0.04R4 Changelog
The tutorial section of the game should be clearer now as I have added more details to it.
Adjusted secondary combat tutorial so that it will only show up after combat begins instead of after killing an enemy.
Added a new tutorial tip section to show minimap UI toggling tip (M) and use consumable shortcut (G) and also general tips
Prevent being able to use zaneth tome on party member because party members do not use talent points right now
Added a lower difficulty hint on the game over screen.
Increased player take damage SFX volume slightly
Increased some of the slime / goblin monsters's abilities SFX volume slightly
Adjusted a number of player-related SFXs for celeste.
Reduced melee goblin's base damage to be slightly lower
Added support for multiple plugged in controller devices.
Split up the initial introduction tutorial into two separate tutorials - Movement Tutorial & Basic Combat Tutorial
Fixed a bug whereby the player could possibly clip through walls if they tried to jump and roll quickly at walls very quickly.
Fixed a floating rock cliff environment object bug issue in the the desert_2 map.
Build v0.04R3 Changelog Reduced celeste's melee stun talent from 5s to 4s Reduced celeste's assasin backstab talent from 20%/40% to 15%/30% Party members now revive automatically after combat with 15% of max HP instead of 1 HP. Fixed a minor equipment comparision UI display bug w
Build v0.04R3 Changelog
Reduced celeste's melee stun talent from 5s to 4s
Reduced celeste's assasin backstab talent from 20%/40% to 15%/30%
Party members now revive automatically after combat with 15% of max HP instead of 1 HP.
Fixed a minor equipment comparision UI display bug when it should not show ruby when shopping for bows in the shop screen
Fixed a minor UI display bug when you extract a basic scroll from your equipment where it wouldn't display the name and description.
Adjusted player level up SFX to be slightly louder and tweaked the visual effect so that it's slightly more prominent.
Tweaked the level up HUD notification message's duration to stay longer on the screen from 5s to 8s
Adjusted default goblin's jump attack sound effect to be slightly louder.
Decreased some of ruby and valana's abilities mana-cost slightly
Decreased some of celeste's abilities mana-cost slightly
Decreased enchantment item level scaling slightly
Increased the number of potions given at the start of the game from 4 to 6.
Build v0.04R2 Changelog Increased mana orb drop chance from monsters (This means that you'll be able to restore mana more often now) Decreased heavy goblin's attack damage slightly Increased party member's mana restore on basic attack Decreased party member's basic attack cooldow
Build v0.04R2 Changelog
Increased mana orb drop chance from monsters (This means that you'll be able to restore mana more often now)
Decreased heavy goblin's attack damage slightly
Increased party member's mana restore on basic attack
Decreased party member's basic attack cooldown slightly
The name of the game has been changed to Eternal Radiance and I'm almost done with the new upcoming demo as well. The demo is about 1-2 hours long and it contains the first part of the story leading up to the forest event. It will also contain some of the RPG elements that we hav
The name of the game has been changed to Eternal Radiance and I'm almost done with the new upcoming demo as well.
The demo is about 1-2 hours long and it contains the first part of the story leading up to the forest event. It will also contain some of the RPG elements that we have been working on recently along with various improvements that were made for the demo.