Quick fix for the first time data loading, game got stuck in the main menu when first opening the game.
Hey, For the past 2 months I been reworking the game and I am finally ready to share.
- New Cards - all cards have been reworked. There will be base cards that are always in play does not matter which character you are using (~50 cards), and each character will bring additional cards to the play (30+ cards). In the current version there will only be base cards, but Butcher cards will be added soon.
- New Relics - 31 total relics, only 8 are old, other are new. Changed that you can get some relics only in the market, or only after the fight.
- Every level got visual upgrade, no more tiles flying in space.
- UI visual changes, for better readability.
- New card type Monuments - when placed card is not discarded, so each card can only build one Monument, which usually has passive ability, similar to relic.
- New resources added and some removed.
- New cards and relics are now locked with Packs, which can be unlocked with Stars. Each Pack contains 4-5 cards/relics.
- Game is faster, now instead of 50 days, you will only have 40, but the enemy cost is lower.
- Game has saving. You can resume game from where you left off.
- Cloud saves work correctly.
- Added Loading Screen.
Hey, Smaller update for the demo is here! What's new:
- New relic - Extra Grain - At the start of each fight gain 1 extra day for every 5 cards in your deck. Great way to get extra turns by having a bigger deck.
- New relic - Knitting kit - Whenever you play 4 cards a turn draw an additional card next turn. Support for the lower costs cards and a great combo if you increased your max energy.
- Added a feedback form in the end of each run, for you to share your thoughts.
- Visual improvements and bug fixes.
Hey, Another update for the demo is here! What's new:
- New relic - Hunting tools - Each time a deck is shuffled produce either Labor or Weapons. Most difficult to get resources are given for free every few turns. And if your deck is small or you draw lots of cards this becomes very strong.
- New relic - Sacred Bones - Get an Energy for every building of yours destroyed. This makes cards like Ruins and Scavengers Guild just amazing. It helps with the last turns when you try to survive for the last energy production bearable and move a lot faster.
- New relic - Bottomless Horn - Every 3rd turn you get a free Gem. No downside to it, just more plays.
- New card - Orchard - a 2 cost card producing food and wood most common resources so a great fit to any deck. But in addition produces Labor for each card drawn this turn. So if your deck has lost of "draw a card" cards this is a perfect fit.
- Lucky Energy Relics got improved, now gives extra Energy not only for the exactly 7 but for 3 and 12 production too.
- Cards got nerfed: Carpenter, Charcoal kiln and Quarry.
- Cards got buffed: Manor, Pike Maker, Ruins and Weapon Recycler.
- Card UI fixes, now rarer cards have visuals. Card description got bigger so text should be easier to read. Faster appearing resource conversions near the card.
- Mountain Village and Snow Stronghold got easier, especially Snow Stronghold was too hard.
- Visual improvements and bug fixes.
Hey, Seekers of Eclipse is now participating in the Tiny Teams Fest. Please Wishlist our game! With it another update for the demo is here! What's new:
- New relic - Metals Delivery - Each turn gain stone, metal or weapon resource. This relic should help you out with buildings requiring these resource at the start and even if you haven't taken those buildings in a longer game it should help you out with energy production.
- New card - Wheat Field - a 0 cost building that produces nothing at the start but each turn it plants a field if there are empty spaces around which produces food. So good placement is especially important.
- New card - Sculptor - When placed creates a rock sculpture in an adjacent space, which acts as a rock for other building adjacency. This is a huge help for coal mine and quarry as it lets you create your own rocks.
- Star unlocks got cheaper as not many people unlocked them.
- Language fixes as not every letter was supported by the font we used.
- Visual improvements and bug fixes.
Hey, Another update for the demo is here! What's new:
- New relic - Luck Pendant - Upgrades random card in hand at the start of each turn. Great boost for longer fights and makes upgrading in camp and in market less needed, but randomness of it can sometimes not give the upgrade that you wanted.
- All of card balance got reworked. Most of the cards still have the same purpose but values are different.
- A new resource - Lumber - Mostly created from wood so now there is a way to convert wood to energy better.
- 10 new cards:
- Library - Converts wood and food to labor. When played draw 2 cards.
- Smithy - Converts iron to weapons. When played draw 1 cards.
- Carpenter - Converts wood to lumber. When played get a random building card which costs 0 this turn.
- Garden - Produces food. Increases max energy from food by 1.
- Bakery - Produces cooked food. Increases max energy from cooked food by 1.
- Sawmill - Converts wood to lumber. On turn whenever you play a card it produces an additional lumber.
- Coopers - Converts wood and coal to lumber.
- Woodcarvers - Converts wood and food to lumber.
- Pike Maker - Converts lumber to Weapons. When played pick a card in discard to be placed on top of your deck.
- Builder - Converts lumber to labor.
- Two new soundtracks for the Snow Fortress and Desert Camp.
- Visual improvements and bug fixes.
Hey, Another update for the demo is here. What's new:
- New relic - Shiny Rocks - Clearing fog where are rocks costs 0 energy. This helps out in two ways: with cheaper exploration and shows you where you can find rock.
- New level - Mountains village. Lots of rocks but not so many trees, so getting wood is harder, but mining is easier. This will appear instead of desert (current first level after tutorial). With this map all demo levels have 2 different options that you can encounter in each fight.
- Desert (first level) main structure and towers got cheaper to destroy.
- Visual improvements and bug fixes.
Hey, Another update for the demo is here. What's new:
- New relic - Traveling Merchants - Your starting platform will now acts as a market, when building adjacent buildings you will get random resource. With this it is less risky to take cards with a cost of resources that you don't produce, and a fun puzzle for the start of the fight.
- New relic - Glowing Necklace - Start combat with 5 energy. Either easier to save up for a tower that will attack you or start destroying towers on turn one.
- New relic - Strange Spices - On your first turn draw 3 additional cards and 2 extra gems. Huge first turn, great for higher cost buildings to place in the perfect spot.
- Fixes to the unlock system, as stars would not save correctly and bought relics would get locked again after game restart. In addition relic prices got smaller.
- Unlocked relics in the main menu will now show what they do.
- Desert (first level) towers add less cost to other towers.
- Swamp (second level) each tower got cheaper.
- Snow (third level) will start building multiple towers per turn faster.
- Visual improvements on fog, outlines, lightning and more.
- When finishing tutorial you will now see what cards are added to the tutorial deck.
Hey, Another update for the demo is here. What's new:
- New relic Magic Spender - Every turn if you spend at least 3 Energy you will get an additional action. This should be a great help for longer fights where you have to destroy towers, but not so good in the early turns of the fight.
- New Map - Swamp Tower - second fight now will be either the Forest Castle or Swamp Tower. In it you will find enemies that put down swamp spots that restrict your building possibilities. The map itself is smaller so more expanding needed and with a lot less trees, so wood resource becomes a lot more scarce.
- Unlock system got reworked. Now you will not get to unlock one card and one relic at the end of the run, but you will collect stars that will be as currency for unlocking new cards and relics.
- Enemy Camp (First map) has new different tower that it builds.
- Tutorial improvements.
- Now all maps have rocks in them.
- Towers threat increased. After some days in each map enemies will start building multiple towers on the same turn.
- Balance changes.
Hey, As promised a demo update is here. I will try to do these every two weeks, each update will have some new content and improvements based on your feedback. What's new:
- New relic Bribery - you can destroy enemy towers by paying resources. This helps with excess resources you have and early on while energy production is low. But take care and don't spend them all as you still need energy to destroy main structure.
- New resource icons.
- Beta feature button added, as I don't have resources to translate new content to all the languages. So new content will only be in English and only active when this is pressed.
- Tutorial improved - lost of bug fixes and card explanation added.
- Resources fly when used, easier to understand what is paid and what is produced.
- Enemy structures now have range when hovering.
- Starting wood is reduced as it was too easy.
- Enemy towers became cheaper.
- End turn button now has indicator if anything is targeting your buildings.
- Some missing sounds added.
Hello everyone Demo is out and you can try it out now! Please share your thoughts on our Discord: https://discord.gg/sMHweUSa And don't forget to join our newsletter: https://subscribepage.io/YjbvQV Thats it for now, hope to see you in the demo! Emilijus
Hello everyone Seekers of Eclipse Demo is coming out on May 10th! Demo will have 5 levels, 1 character, 50+ cards and 18 relics. In this update I want to show you new relics that got added after the Beta. Lucky Energy - If you produce exactly 7 resources it produces an additional Energy. Fun power for the early game, becomes hard to manage for the late game, but the benefits are great Stolen Tools - Enemies don't build towers for the first 2 turns. A great advantage for the early turns to build up the economy. Private Contract - You can buy Actions for gold. Especially good on turns when you need just one more action. Resource Crates - Random resource pickups appear on the map. New feature that you can find a resource crates on the map that give you a random resource. Thats it for now, hope to see you in the demo! Emilijus
Hello everyone Seekers of Eclipse is now participating in the Deck Builders Fest. Please wishlist our game!
Hello everyone Seekers of Eclipse is now participating in the Deck Builders Fest. Please wishlist our game!
Seekers of Eclipse will be available to be played for the first time! And for free! On March 8th we will start closed beta weekend where everyone registered will be able to play. In addition to the beta we are gifting the best scored player 50$ gift card of their choice! You can register here: [Registration]
Hey, First time to play Seekers of Eclipse is here and it is free! We will be hosting closed beta on March 8th - 10th. Join it here: Join here For the player who gets the best score during the beta we will be gifting 50$ gift card of their choice. Hope to see you there, Emilijus
Hello everyone Seekers of Eclipse is now participating in the Lunar New Year Festival 2024. Please wishlist our game!
Hey, this month I finished work on all map locations and now will move on to implementing relics. There will be 6 different locations in the demo:
Market, Temple, Graveyard, Gold Mine, Tavern, Camp
In the Market you will have an opportunity to buy any of the offered goods as long as you have the money. In the offer there will always be 5 cards, 3 relics, an upgrade any card offer and remove any card offer. Some items in the offer will sometimes be on sale.
In the Tavern you will get an offer of getting one new card that you can choose from 3 available.
In the Temple you will be offered a relic. When taking it there will be a chance of a getting a curse along with it. Each relic will change gameplay in some way.
Next time I will introduce relics and their effects.
Have a great day,
Emilijus
Hey. This month I worked on the campaign part of the game.
Between each encounter with the enemy you will travel through the Dark Lands towards the next encounter. The start and finish are set, but what you do in between is your choice.
The path is made from different locations. Traveling between locations costs time in days, which you can't spend too much as time is limited until the eclipse. When you run out of days you lose.
Each location will provide you a different way to improve your city deck or find new relics which give you special powers.
Next time I will write about what each location does or a preview of relics, which do you want to hear more about?
Have a great day,
Emilijus
Hello, everyone! We'd like to extend our warmest welcome to everyone new, and also to those who have been following our game from its early stages. It's great to have you here. We are aiming to actively post developer updates here! So follow us if you're curious about the game, and how it's going. Please consider wishlisting our game if you haven't already -- it lets us know how much interest there is, and helps the game gain visibility. Thank you for joining us! Emilijus Games
Seekers of Eclipse
Emilijus Games
Emilijus Games
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/2577850 
Choose a leader to gather up your people and set off on a journey to get back to the Lands of Eternal Sunshine. Your only way to do that is to make in time for the Eclipse and get everyone back. Build up your town deck to create the best resource engine this land has ever seen and battle your way through it to become the best Seeker of Eclipse.
Perfect your city and deck building skills, and set off for the Eclipse! Find the best path through Lands of Darkness while improving your town deck and managing days left until Eclipse.
At each enemy fortification you will build your town from cards that you have gathered. Each town will start from a humble beginning, but in a short time you will build an industrial city. Buildings are built by playing cards, they can produce resources, give one time bonuses once built or add ongoing boons.
Your buildings will produce and convert resources. Managing the resource demand and production of your town is the key to victory. You will manage how to spend your limited crystals on building new buildings, getting resources or activating special powers.
Enemies won't sit idle, they will build their own defenses. Some defenses will increase resources needed to defeat them, others will build towers that shoot your buildings.
After each obstacle you will get rewards that improve your odds of making it. Additionally you will choose a path to take and how to improve your town deck while managing days left until the eclipse.
As you progress after each run you'll be able to improve your starting town deck, unlock new cards, artifacts, leaders and road events. Embark on a journey towards the Eclipse!
https://store.steampowered.com/app/2577850/Seekers_of_Eclipse/
- OS: Linux/X11
- Processor: 2.5Ghz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Support for OpenGL 3.3
- Storage: 2 GB available space
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