Changelog
Release notes for Echoes of Esker.
v0.11.1
2026-03-25This patch sharpens combat readability and control, with a more forgiving targeting flow, clearer target information, and better moment-to-moment feedback. It also updates trait progression pacing and trims down enemy durability so fights move faster.
- Added soft target assist so nearby enemies can be previewed and highlighted before you fully lock onto them.
- Added new targeting options in the settings menu, including auto-locking targets when you cast and when auto-attack kicks in.
- Expanded the combat HUD with a dedicated target card that shows the current enemy's name, level, health, and targeting hints.
- Added spellcasting presentation on the player character so casts read more clearly in motion.
- Improved combat and interaction failure messages so blocked actions explain what went wrong more clearly.
- Updated trait progression so deeper rings unlock based on points spent, with new tier progress shown directly on the Traits screen.
- Rebalanced enemy health to make regular encounters quicker to finish.
- Improved controller play by hiding the mouse cursor while using a gamepad and restoring it when you return to mouse input.
v0.11.0
2026-03-21This update introduces the first major guardian fight, a rebuilt trait screen, and more control over combat targeting and display settings. It also improves enemy reset behavior, projectile interactions, and spell presentation across battles.
- Added the Ring One Guardian encounter at the first gate, with the objective now surfaced in the info panel.
- Added manual combat target selection with target cycling, clearer on-screen indicators, and improved target persistence.
- Rebuilt the Traits screen into a radial skill tree with icons, better labels, and smarter tooltip placement.
- Expanded settings with display mode options plus brightness, contrast, and saturation controls.
- Added a collapsible info panel so guidance can stay visible without taking over the screen.
- Improved enemy leash behavior so foes reset more cleanly, return home faster, and recover while out of combat.
- Improved projectile behavior after dodges and let homing attacks continue past other enemies instead of fizzling early.
- Added new spell and boss attack visuals, including a cone attack telegraph and upgraded fire projectile effects.
v0.10.1
2026-03-13This update improves progression clarity and moment-to-moment controls, with better guidance as you level and cleaner skill management. It also sharpens combat feedback and smooths several local co-op and input edge cases.
- Reworked trait progression and skill-tree layout for clearer upgrade paths and more intuitive planning.
- Added in-game guidance popups and improved level-up messaging to better explain next steps while playing.
- Improved damage readouts so spell hits now display full dealt damage more consistently.
- Added keyboard camera rotation controls for easier play when using trackpads.
- Improved local co-op input routing and hotkey display reliability, including second-player binding visibility fixes.
- Fixed tap-vs-hold input behavior to prevent accidental quick actions at the start of held inputs.
- Adjusted ring gate generation to reduce back-to-back gate placement patterns.
v0.10.0
2026-03-05This release delivers a major combat and presentation upgrade, with a rebuilt spell system and much richer audio/visual feedback across battles and exploration. It also improves co-op camera behavior, controls, and settings for a smoother play experience.
- Reworked spellcasting with more flexible targeting, projectile behavior, and effect combinations for more responsive combat.
- Improved dodge and projectile interactions, including clearer mitigation feedback and better area-effect tracking during casts.
- Added new enemy variants with expanded ranged animations and smoother movement/attack behavior.
- Upgraded spell visuals with new projectile, impact, and telegraph effects, plus improved ring terrain and obstacle presentation.
- Expanded game audio with exploration/combat music, new spell and UI sound effects, and cleaner local co-op audio mixing.
- Expanded options with a dedicated settings menu, UI scale controls, and controller camera zoom support.
- Fixed multiple local co-op edge cases affecting camera collisions, split layout readability, and player input/menu interactions.
- Saves from older builds before this update are no longer compatible.
v0.9.2
2026-02-20This update expands combat flow with auto attack and level-based skill unlocks, while adding new in-game player options. It also improves cast interruption behavior, rebalances spell pacing, and fixes progression and input edge cases.
- Added auto attack for your primary attack while engaged in combat.
- Added level-based unlocks for core combat skills: Auto Attack at Level 2, Dodge at Level 3, and Sprint at Level 5.
- Added a new Grimoire settings tab with toggles for Auto Attack and skill cooldown timer visibility.
- Improved cast interruption rules: switching spells can now interrupt eligible casts, and dodging now cancels in-progress casts instead of letting them complete.
- Updated projectile timing so casted projectiles launch when the cast finishes, improving visual sync.
- Rebalanced several spell cooldowns to reduce spam and put more emphasis on movement and positioning.
- Fixed XP gain rounding and a menu-close input issue that could trigger an accidental dodge.
v0.9.1
2026-02-19This patch improves local co-op input reliability and cleans up several interface rough edges. It also fixes model download progress so large files report correctly from start to finish.
- Fixed a co-op issue where one player's open menus could block the other player's dodge and combat inputs.
- Improved controller assignment in local co-op so each connected gamepad is routed to the correct player more consistently.
- Updated on-screen input prompts so each player's HUD responds to their own active device instead of cross-triggering.
- Improved controller label detection and button naming for PlayStation and generic pads for clearer prompts.
- Fixed model download progress so very large files no longer reset to 0% partway through.
- Polished Grimoire tab layout with better spacing and margins for improved readability.
v0.9.0
2026-02-18This release adds a full progression layer with traits, spell loadouts, and waypoint-based exploration tools. It also introduces save slots, stronger co-op combat scaling, and broad controller and UI improvements.
- Added persistent save/load with multiple save slots so runs can be resumed later.
- Introduced waypoints and a new in-game Grimoire with dedicated tabs for traits, spells, and discovered waypoints.
- Added trait progression that now directly affects combat stats and spell behavior.
- Added spell loadout management and auto-fills empty hotbar slots with newly unlocked spells.
- Expanded combat with crowd-control slows, player death handling, and clearer enemy health feedback.
- Rebalanced encounters with party-size enemy scaling, zone-based spawn difficulty, and lower mage damage.
- Improved controller support across menus, including full Grimoire navigation and late controller connect handling.
v0.8.0
2026-02-12This update introduces local co-op play, a major visual upgrade for residents, and richer conversations during interactions. It also improves combat readability and resolves several UI and input edge cases.
- Added local co-op support with split-screen session handling for two players.
- Residents now use distinct character models, plus accessories and expanded animation sets.
- Interacting characters now turn to face the active player, and enemies better track the nearest player in co-op.
- Dialogue has improved context and can now present response options during conversations.
- Improved projectile spawn/impact placement for clearer combat feedback.
- Fixed notification routing so player one receives the correct on-screen messages.
- Fixed multiple input issues, including accidental movement or dodging while navigating menus.
v0.7.1
2026-02-05This patch focuses on combat clarity and stability, with persistent enemy defeats and more readable hit feedback. It also includes small spell balance adjustments and a safer NPC brain startup.
- Damage numbers are larger and clearer, with stronger outlines and better placement.
- Enemies you defeat now stay dead when you leave and return to an area.
- NPC dialogue brains now start safely on first launch, even if a model isn't ready yet.
- World transitions are more stable; the simulation pauses cleanly when gameplay isn't active.
- Spell balance tweaks: Firebolt max damage reduced slightly, Void Lance cooldown increased, and Claw Swipe/Molten Rune damage boosted.
v0.7.0
2026-02-04Combat has been expanded with stamina-driven movement, new spell targeting options, and more responsive enemies. The UI now makes spellcasting and combat feedback clearer at a glance.
- Added stamina-based sprinting and a dodge roll for sharper positioning.
- Expanded spellcasting with new spells, damage-over-time effects, and multiple area shapes.
- Added ground telegraphs and improved impact visuals for area effects.
- Made the spell bar clickable and introduced a full set of spell icons.
- Enemies now aggro when hit and feature improved movement and attack animations.
- Improved combat HUD feedback, including clearer health and damage readouts.
- Fixed Esc not closing NPC interactions.
- Fixed a scene reload issue when returning to the main menu.
v0.6.0
2026-02-01Enemy encounters and progression arrive with procedural spawns, experience tracking, and clearer combat readouts. Controller support and new menus make sessions easier to navigate.
- Added procedurally spawned enemies with distinct types and spawn rules.
- Introduced player experience and enemy levels, shown on the health bar.
- Replaced the placeholder enemy model with a full skeleton character and animations.
- Added a pause menu for in-game options.
- Added basic controller support with on-screen input labeling.
- Improved combat HUD feedback and interaction prompts.
- Refined ring terrain visuals with new textures.
- Improved the download portal with a refreshed theme and easier archive access.
v0.5.0
2026-01-28This update expands procedural exploration with ring-based generation and smoother streaming around the player. Simulation math now uses fixed-point values for steadier outcomes.
- Added ring-based procedural world generation.
- Streamed terrain chunks around the player for smoother exploration.
- Switched simulation and procgen math to fixed-point for more consistent outcomes.
- Press Esc to cancel NPC interactions.
- Added Vulkan backend support for Noema to improve GPU compatibility.
- Refreshed branding and build metadata for the game.
v0.4.0
2026-01-23Combat arrives with new UI, health feedback, and the first spellcasting options. The simulation now produces more consistent outcomes as systems expand.
- Introduced core combat mechanics and targeting.
- Added health bars for combatants.
- Added the flame burst spell.
- Made spells data-driven for faster iteration and expansion.
- Added combat and information UI panels.
v0.3.0
2026-01-21Upgraded the player presentation with a proper model, animation, and improved scene organization.
- Replaced the player capsule with a full model.
- Added animations to the player rig.
- Added outfit and hair meshes for the player.
- Improved node references and reorganized scene files.
- Added a textured ground surface.
v0.2.0
2026-01-19Expanded NPC interaction systems with a new runtime layer, streaming responses, and improved model downloads.
- Introduced the impure runtime layer for ticks, IO, and scheduling.
- Added deterministic interaction input frames and timeouts.
- Added dialog input and conversation history.
- Enabled streaming LLM responses.
- Improved model download flow and signed URL support.
- Added a default model refresh and reduced emotes.
- Showed a loading message while the llama server starts.
- Extracted Noema process management into its own class.
v0.1.0
2026-01-14Initial prototype with core simulation, Godot integration, NPC interactions, and export tooling.
- Scaffolded the simulation core with tests and deterministic movement.
- Added Godot project scaffolding, camera movement, and player control.
- Added NPCs, interactions, and basic LLM integration.
- Moved world data to files and added map chunking.
- Bundled llama-server and added game export support.
- Built a minimal website scaffold with auth wiring.
- Added initial design docs and ADRs.