




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
I just pushed up a build that fixes two achievement issues and an item with one particular wand not working like it should. I still don't have access to an artist but I have managed to purchase some assets that will allow me to hopefully populate the town island with some more stuff, and also finish out the fire island. Things are being worked on, its just a bit slow as I'm a programmer with very little eye for art. :D Thank you for sticking with me and I'm hoping to have something here in the near future! Thanks!
We've got a nice discount on the game coming up for the Spring 2024 Sale. I am still actively developing Echoes of Mayhem, I just had to move past the Fire Island update since it needs models, artwork, and animation work, which I myself can't do since we lost our artist last year. I am still working on securing someone to help with all of that, hopefully have something ironed out here by summer. I have tons of plans and things I want in so bear with me please! I'm a solo dev and a programmer by trade so I can't do the artsty stuff. If you have any questions or comments please post on the forums or email me directly: strom@chargingllama.com Thank you to everyone whos stuck with me, it means everything! Strom
Hi Everyone! Its been crazy since the Early Access launch back in February and just wanted to update everyone as to what's been going on. I lost our artist to his real job back in June, our launch numbers were nowhere near what we had expected, and in turn it was not enough to support him working on the game full time, let alone part time so he stepped away from the project back to his fulltime job. I've been trying to pick up the pieces since then and I just don't have the skills to do the modelling, art, and world design currently. The good news is that I have been working on a pitch deck and I'm putting things into motion to get some Publishers to see the game and to see about securing some funding to bring on a few people to help work on the game. I've also had some personal stuff come up in the last year and that's slowed me down as well, but that's not an excuse and I apologize for being slow on the updates and content that I said I would push out. Its coming, I just need some help since I'm solo now. So hopefully we'll get some traction here and get some interest from a Publisher and help get the Multiplayer and Fire Island content in, and then on to the rest of the game in the coming year. Thank you again for being part of the Charging Llama family and supporting us from launch till now, and hopefully beyond! If anyone has any comments or questions feel free to hit me up at strom@chargingllama.com Strom
Work on the Fire Island continues, my artist has had to step away from the project for an indefinite period of time so things have been a bit slow since I'm wearing all the hats now (coding, design, art, modelling, etc). I wanted to share with everyone a sneak peek at the new Hammer and Great Hammers that will be coming out in the Fire Island update.
There will be 5 one handed hammers, and 5 two handed hammers, these will fit in nicely with the swords and axes and give us a blunt weapon type for really putting the hurt on undead. (They take bonus damage from blunt).
I hope to have things finished up this month and I'm working as fast as I can I just ask everyone to be patient with me as I'm solo on this now so there's lots to do and I'm the only one to do it. I appreciate everyone's feedback and ideas that they've submitted and I look forward to hearing more from everyone.
Work on the first elemental island is progressing pretty well. Today I wanted to talk about the design idea and what you can expect from the first iteration of our first open world area. On each corner of the main island there are mysterious broken shores that are linked to the new elemental islands, below is a glimpse of what the portal will look like to the fire island once it has been restored and activated.
The portal will require an amount of resources, I haven't decided what tier yet, but probably T3 stone. In addition the final T3 boss in the starter dungeon will drop elemental shards that are needed to restore the fire crystal and activate the portal.
This is a WIP sketch of the fire island as its being worked on now below. This island will be roughly three times as large as the main town island and may be smaller or larger in the final version but this is the idea so far. There will be enemy camps you have to fight through with a mini-boss on each smaller island, with some rewards chests and resource nodes scattered around the island. The final end point will eventually have a dungeon where you fight to free the elemental of his corruption. (Not available on island release, will be an update after the island is released).
The update is going to come in three waves, with the first update targeted for release at the end of the month, with the following 2 updates coming the month after.
This patch has a few minor fixes and some work on our multiplayer code that is coming along nicely. We have had multiplayer support in since day one of the game, I just made the decision to pull it on our Early Access launch as the new dungeon system that I designed did not play well with the older multiplayer design. This patch is the first pass on making the current dungeon system multiplayer friendly. There will be several more updates coming out and I'm hoping to have multiplayer live sometime during summer. We also are hoping to have our first of four elemental island updates in towards the end of May.
This is an update focused on the start of some localization work. I have exported all of the supported languages to a folder called "Localization Tables". If anyone wants to help localize any of the language files it would be greatly appreciated and I will add you to our credits as well. We have a full french localization (by Zelpix, thanks!) but need help with the other languages. Localization FIles ending in: (E.g....Exported XLIFF_en.xlf = English) de - German en - English es-ES - Spanish fr - French it - Italian ja - Japanese ko - Korean pl - Polish pt-BR - Portuguese (Brazilian) zh - Chinese (Simplified)
This should fix wands from not casting in the proper direction on one particular T3 dungeon.
Sorry for the delay on this update, its been a hectic couple of weeks. This update includes the first iteration of the Colosseum and Parry mechanic and a handful of tweaks and fixes. Combo System The new combo system is live. The biggest change players will see is higher rarity items will now do a higher amount of combo damage on the third hit, it now scales with rarity levels. I'm also going to be adding in some more combos with debuffs, and buffs to help players out a bit. Parry This new mechanic will allow players to parry a downward attack from enemies once per enemy attack cycle, you will see a white flash showing when the parry window opens up attacking with a melee weapon during that time will trigger a parry. Parrying an enemy will immediately cancel that attack and stagger the enemy. This is a work in progress and I'm looking for feedback from players on how it feels, timing, and reward. I've thought about adding a damage burst on parry, or a stamina refund to the player, things like that would be welcome feedback. Colosseum The Colosseum is behind the archery range and allows players to test their abilities in a wave style fight. You can pick what tier and what difficulty you go up against and will have different resource rewards for winning the entire wave. Again, this is a major work in progress feature, resources and waves will need some tweaking and some balancing. I will be adding more waves, and varying enemies in the next update. I've also thought about adding the option for challenging bosses, or multiple bosses (T1 + T2 + T3 boss all at once? steamhappy) Bug / Tweaks - Fixed a few level colliders, casting wands in certain directions on some levels should function properly again. If you find any places where you aim and cast and it goes in a weird direction please post a screenshot on the feedback forum and I'll get those fixed. - Fixed collider height on T2 Dungeon room 2s floor to prevent some edge cases of falling through the ground. - Added a background panel to echoes to better show rarity colors. - Items and Resources will now save on pickup instead of dungeon completion, should help prevent lost items in cases of crashes.
It's been a crazy busy month since the Early Access launch on February 20th! We appreciate everyone's support and feedback during this time. We've been hard at work on our first group of roadmap changes. A few things we've been working on include combo system improvements, a colosseum, and new dungeon layouts. I hope to have an update out by the start of next week with the Colosseum and combo changes, and Dungeons will follow after that with a few other things as well.
Here's a sneak peak at some internal scriptable object screens of what some of the new things that Combos can do:
Here you can see that combos have a duration for a few different things, in addition to a damage value, some combo triggers, effects, and rarity multipliers. This lets the more rare items do more damage now and trigger spells (procs) on targets like poison, or burn effects. Plus a few more extra things below.
Combos also allow for self stat buffs, this means a successful combo can increase any of your stats for a set duration of time, like a successful three slash combo could increase your damage by 2 points, or dagger combos could increase your crit chance.
This is the same for enemies, you can now apply target debuffs to their stats, a success three hit combo could debuff their physical damage, or health regen.
We also have resist and vulnerabilities now! This means a successful combo can reduce healing taken by the target, or increase damage taken by certain sources. Land a three hit fireball combo, now the target takes 25% more damage from fire as an example.
This new system allows for some really amazing combinations of attacks using different weapons, a player could dash in, triple hit with a dagger, increase their critical chance, dash out, and then blast away with a hard hitting fireball wand for extra crit chance, there really is an endless amount of things we can do with this.
In addition, this opens up all sorts of new multiplayer combos once we get multiplayer put in later this summer. You can have dedicated players debuffing certain aspects of enemies while the others in the group take advantage of that.
Here's a sneak peak of the entrance area to the new Colosseum as well:
We hope you check out the new changes this next week, and as always we look forward to hearing your thoughts and feedback on these new changes!
I've had a few reports of French keyboard layouts using the AZERTY style not working. I was able to reproduce this today and fix it. Once you launch the game on a french computer or change your language to french it will properly function now. All you need to do is then go rebind your keys and everything should work properly. If not, please report it on the forums and I'll look into it more. (Tested on my English PC with Keyboard set to French)
Veuillez nous excuser pour la gne occasionne!
We've had the super talented Zelpix do a full interface and dialog translation of the game over to French. This build has all of the localization for the interface in, I'll have another update in a few days with the NPC dialog.
I've been working on controller support, this update should properly detect controllers and now aim towards the direction a player is facing and not use the mouse position. I have a basic steam controller config setup so you might need to adjust that through the Steam Controller bindings (not the in game bindings).
I removed the health regen on the tier 1 boss, and reduced his damage resistance by 10%. He should be a bit easier to take down now.
I'm not sure what happened in that last build, but somehow the graphics had something flipped that turned everything super dark. It should be fixed now, sorry about that!
In this update I have added the ability to dash towards your cursor instead of the direction the player is facing, there's a toggle in the Options menu to enable this. I also put in the first version of a Click to Move functionality, it has a toggle in the Options menu as well. Left click to move, the game will swing once on your first click, I'm working on some ideas for not making that happen but still allowing combat to feel natural without having to hold other keys down (Shift Click like in Diablo/PoE style games). I also added a "Force Move" hotkey like in Diablo/POE that works while Click to Move is enabled. I changed shields to be a push and hold mechanic instead of push to toggle, it feels more active this way. Also a handful of other fixes and tweaks.
The time has come and we are officially launched in Early Access! We are looking forward to interacting with all of you, the players! We have a feedback board here: Feedback Board and we have a discord here as well: Discord We hope to have a decent content update in the next week, we're working on a Colosseum where you can fight through waves of enemies. We're also adding a handful of Tier 2 and Tier 3 dungeon layouts as well. We are adding in staves, an upgraded version of wands that on hit do an area of effect damage. We would love to hear any ideas, requests, or wishes you might have. Thank you again for checking us out!
Nothing too big this update, just fixed keybindings that weren't saving and reloading.
I've added the ability to right click to equip items from your inventory over equipment slots, you can also drag inventory items to equipment items as well. I have tested this pretty thoroughly but might be some weird edge cases where it gets weird so if anyone finds anything please let me know.
Join the Echoes of Mayhem developers as they show off gameplay and answer community questions about the upcoming release on February 20th! This is our second and final livestream during the Steam Next Fest, make sure to come check us out and ask any questions you might have!
We had a few reports of not being able to swing in game, we thought this was related to an input system problem but it ended up being a regional import issue reading in our items file. Instead of parsing these values in with periods (like 2.35), they were being dropped and coming in as 235, which would prevent the player from swinging as they did not have 235 stamina. This has been fixed and I apologize to everyone who has tried to play the game on a non-English OS and had any problems, they should now be fixed.
Here's whats in the latest version:
Join the Echoes of Mayhem developers as they show off gameplay and answer community questions about the upcoming release on February 20th!
Getting more and more feedback on things so here's another huge update!
Getting more and more feedback on things so here's another huge update!
Newest update info!
New things in this update include:
The time has finally come after years of work to release our demo for the Steam Next Fest Press Preview! Our team of two hope you enjoy what we've come up with and if you have any questions or comments please feel free to contact us on the forums here, or: leonard@chargingllama.com Thanks! This is our v0.4.60-2023.01.26 launch.
We have some updates on the combo system, three hit attacks will now trigger a check to see if its a valid combo and if found it will display the combo and play a sound effect.
Blacksmith sound & particle fix Melee fixes Breakable fixes
FIxed some animation issues with the new 3 attack combo.
After a few years of development and being on Steamworks for the last year we've gotten the Alpha release of our steam page up! Its rough but its a start so bear with us as we work on improving things. Stay tuned and thanks for checking us out!
After a few years of development and being on Steamworks for the last year we've gotten the Alpha release of our steam page up! Its rough but its a start so bear with us as we work on improving things. Stay tuned and thanks for checking us out!
[ 6078 ]
[ 2083 ]
[ 4223 ]