Hello everyone!
This is the MadRock team, and the team lead of Eclipse 2: Invasion of Darkness. Today, we'll tell you how development is progressing, what has changed since the release of the demo, and what we're currently working on.



A lot of time has passed since the demo was released. We've done a lot of work fixing issues, drawn conclusions about the game's strengths and weaknesses, presented the project at Tokyo Game Show 2026, and nearly completed the second of our three major locations.
But let's take it one step at a time:
Thanks to you, we've received valuable information and detailed feedback on the combat system and have upgraded it. We've introduced a new mechanic for restoring energy for the metal arm (mana). Players will gain access to a new tool/weapon — an energy whip. Dealing damage with the whip restores energy.

The whip doesn't deal much damage compared to conventional weapons, but it can cover a large area around the character to hold back the advancing enemies. The whip also allows players to move quickly by pulling themselves toward enemies.
All of this allows us to fine-tune the balance of the combat system and makes it more spectacular and deep.
The skill tree has also changed. We've learned from our mistakes and changed the order in which skills are unlocked.

Gameplay and story pacing:
We started developing the second location with players' comments and impressions of the first one in mind.
The second location turned out to be larger, but the density of events, combat encounters, and quests has also increased. The alien invasion has become much more noticeable. Players encounter the invaders face-to-face more frequently, see the consequences of the invasion, and directly participate in attempts to save the situation and the people around.
We've also taken into account feedback about making it easier for players to move around the map, so fast travel will be added to the game. Players will be able to teleport between save fountains or travel with the help of guides.

We are currently in the final stages of completing the second location and will soon move on to working on the final, third major open location in the game.
General project improvements:
Alongside major and important features, we're also improving overall gameplay convenience. For example, picking up items and interacting with objects now use a single multifunctional button instead of two separate ones.
We've improved the readability and range of finishers. UI elements have been added or changed. Players can now see what type of weapon they're looking at (two-handed, one-handed, ranged, etc.), read item stats more easily, and much more.

All of this will be available in the full version of the game, as well as in a new demo that we plan to release closer to launch.
Tokyo exhibition:
This year, our team presented Eclipse 2: Invasion of Darkness at Tokyo Game Show. For this event, we prepared an exclusive level where visitors could experience all the changes mentioned above and defeat a mid-game boss.


The game received a warm welcome. We were happy to talk to visitors, received a lot of useful feedback, and simply enjoyed being part of such an important event in the gaming industry.
You can watch a video of the exclusive level from the exhibition here:
Finally, we'd like to thank everyone for adding Eclipse 2 to their wishlists, looking forward to our game, and believing in our team.
We are still working on the project without a publisher or an investor, relying entirely on our own enthusiasm. And we are very grateful for your support.
Be sure to click the "Follow" button on Steam and add the game to your wishlist if you haven't already, and we'll see you again in some time!
Yours, MadRock
