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- Reworked looting tasks which now have a duration and hero animation. - Reworked how fishing tasks finish to fix the casting while moving bug. - Fixed a bug where the quests were not sorting correctly. - Post session stats no longer count enemy reaps. - Treks - > Runs. - Autocasting now activates by default. - Autocast should no longer get stuck on when wiping a save. - Echo | Tasks is now the default starting buff. - Fixed a bug where return on death would send the player back into a run after the death timer expired. - Fixed an issue where the last saved was not accounting for auto saves. - Library now shows quests instead of goals. - Added new users top the credits. - Steam cloud is now enabled fopr everyone. - New save regression detection system. Wow that's a mouthful. I am now working on a new gearing system. This means that for the next few days there won't be new versions on the main branch. You can get the latest unstable version if you're on windows under the games properties>Beta
- Slipstream bug is now fixed for trees and crops as well. - Versioning updated to be a little more flexible, first number is the release, second is major updates and third is minor updates - On your travels screen now has additional info about how many runs you did and how many kills you got when retreating. - Reduced the stick counts for fence quests. - Defense is now shown as a percentage on the heads up rather than a flat value.
- Fixed a bug where the hero wasn't visually depleting rocks when using slipstream - Defense description update - Now shows the percentage in the upgrade screen. - Player scaler now buffed to 25 from 60 - Enemy scalar remains at 60
- Made a couple of backend changes to chest tasks to hopefully fix the issue with them. - DeathUI is now correctly anchored to the left. - Console is now password protected. - Meet The Old Timer Achievement - Potential fix for getting stuck on death.
Small trees are no longer tasks,
Quests that are ready to complete will now appear at the top of the noticeboard,
3 new fence related quests to get the farm protected, yields a total of 300 additional distance.,
Made some progress on quest descriptions/names. All the crop quests are now done!,
Bones in chests 100% -> 10%,
More levels for regen and health,
Instead of onions for the first few levels echo duration now takes wheat,
Updated Combat Milestones,
Updated and added new Mining Milestones
Best /m now shows on each resource in the resource tab of stats,
On windows the title of the window now shows the same status as steam rich presence,
Distance based buffs no longer expire based on time,
Reworked buffs to be quest rewardable, and quest upgradeable,
Goals -> Quests,
There is now a console command to abandon-run,
Skills window should now close on death,
Added decor for Farmlands, Woods, and River,
Removed non description upgrade texts.,
Eva now gives tracking twins quest which involves meeting the Twins in the farmlands.,
The Twins now give a quest to fetch Eva's radish order for them.,
New Information quest after A Fishy Situation, Rewards the two echo buffs.
For now the rest of the buffs unlock when you get buff slot 2.,
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Farming now has Milestones up to level 50.,
Dice will now correctly enable itself again,
Trees now correctly show in the stats screen,
Removed the dead instance of the movement buff,
Hopefully fixed that pesky river bug,
The hero should no longer switch targets mid combat
Various typos and grammatical changes. Thanks @tanty.,
Slimes now only have 3 spawn stages, one for small, one for medium, one for large. Their colours have different rarities, and higher tier ones scale faster with their level. Small slimes start at 50 and spawn all the way to 1000 distance, not accounting for any map offsets.,
The enemy you are currently fighting now shows its hp to the right of its health bar.,
The map start buttons now hide themselves while any town window is open.,
Valid Goals now automatically pin themselves.,
Buff slots are now able to be toggled to autocast specific slots. I call this Echo Casting.,
Enemies now show their name while you're attacking them.,
Added a new window that shows your total earned resources since beginning a run.,
Swapped the Settings and stats buttons.,
Floating text now shows your resources at the location you get them and has icons for each resource type.,
Added medium and large slimes back in.,
Added the rest of the crops back in.,
Added the rest of the ores back in.,
Added all Alter Echoes back, and added goals to get them.,
Added back the Medium and Large slimes.,
Alter Echoes have been overhauled, they instead now produce 1% of your best resource per minute of that resource type. This will scale with goals.,
Buffs no longer have a cost.,
Buffs are no longer able to be stacked.,
Another UI overhaul,
Reworked save system allowing for 3 save slots.,
Enemies level now takes into account their starting spawn distance as well as the map offset so you don't start out fighting level 5+ slimes.,
Chunk drop chance 50% -> 70%,
Crystal drop chance 20% -> 40%,
Skeleton Swordsman
Damage/lvl 0.1 -> 0.25,
Defense/lvl 0.05 -> 0.1,
Enemies now spawn on the river.,
Inventory is no longer incorrectly offset.,
All slimes now have drops.,
Hero can now once again get past 125 run distance.,
Hero now keeps a list of enemies that are engaged to avoid leaving combat unintentionally between skeleton fights.,
Improved enemies to keep a list of themselves for access by the player instead of using findobjectsbytype constantly.,
Reworked backend to allow localization to be pushed to google sheets and pulled from.
Runs are now abandoned in the stats when the application is closed mid run.,
"Distance Travelled:" -> "Distance Reached:".,
Wiki -> Library.,
Echoes now stay active up to 30 units ahead of the hero up from 20.,
Echoes now have icons instead of colours.,
Regen has been changed to a regular stat Upgrade.,
Donation quests and donation in general has been removed.,
Utoes removed from the game.,
Mildred is now Eva's cat.,
Entirely new quest line.,
Echoes now complete tasks on screen and return to Caleb if they cannot find any.,
Credits was moved to the settings screen.,
Disciples -> Alter Echoes,
Quests -> Goals,
Caleb now correctly paths around tasks.,
Ores now leave rock behind when they are mined similar to how tree stumps are left.,
New Maps
Farmlands,
Woods,
Mines,
River,
Enemies now have level and their level increases the further you go.,
Floating damage now just shows your actual damage without the additional values.,
Tasks no longer have a 0% chance to spawn after their maxX, instead their chance is reduced to 10%,
Defense has been buffed 0.01 -> 0.02,
Opening the stats window will no longer bug out the skills window.,
Large slimes now have the correct image in stats.,
Echoes are no longer multiplying Calebs stats.,
Rest of metal disciples have had their setup fixed.,
Echoes can no longer set the run distance.,
Autobuff no longer looks deactivated when returning to town after dying.,
A Slime in Time now correctly unlocks its disciple.,
Swaped to a flags system instead of booleans for the can spawn areas. Before it was a bool for each "Grass" "Sand" "Water" flags scales far better and lets me add additonal ones. EG "Mines" "MineWalls",
Rewrote the procedural generation to be data driven rather than hardcoded.,
Doubled the fidelity of pathfinding, movement should feel less jankey, and this allows for tasks to be pathed around by Caleb and Enemies.
Echoes no longer also receive the Autocast Echo.
New settings button.
Moved the skills window to the left side of the screen.
Dad joke can now be closed by clicking on it, or right clicking.
Dad jokes are no longer so powerful that they can block the inventory.
Echoes are now colour tinted.
Farming only: Yellow.
Woodcutting only: Green.
Fishing only: Blue.
Mining only: Orange.
Looting only: Purple.
Combat only: Red.
Combination of any: Caleb's colour at 70% alpha.
Added large variants for each of the slimes.
Added new crops to the town that show up as you earn disciples.
Added a fenced area around the crops.
Reworked the Town UI.
New intro quests.
New Font, sorry needed to do this for translation purposes.
New Dev note seciton just click on it to make it go away.
Updated Red and Pink slimes values.
Attack speed cost now starts at 2 and scales by 2 per level from levles 0-200 then starts at 5000 from level 201 and increases by 5 per level until level 1000 where it caps out.
Defense now scales up to 1000 where it maxes out.
Radish no longer spawns everywhere.
Nori Crystal disciple is no longer there.
Echoes finishing tasks no longer interrupt Caleb.
Fixed an issue where some fish were not dropping before 10km.
Combat triggers from enemies should now work properly.
Should no longer be able to cast buffs when dead.
Documented enemy balance and updated the references to make them easier to edit.
Echoes are now a thing.
Added Disciples for remaining resources.
Added Quests for the new Disciples using placeholder names for the NPC's.
Added Steam stat tracking for Reaps, Total Kills, and Slimes Killed.
Instant task milestones will now instead spawn echoes.
New text in inventory shows the last selected resource.
3 New Mildred quests for the remaining buff slots.
2 New Buffs: Echo, and Combat Echo.
Buff autocasting unlocks after casting 100 buffs.
Reduced the rate of chests by 25%-90% scaling with rarity. so whilst wooden chests had a rate of 0.2 before they now have a rate of 0.15 and Vastium chests have gone from 0.01 to 0.001 with the others having similar reductions in-between those values.
Fish have gone from 1.5 up to 2 across the board.
Dice now works again.
Reworked Disciple data into scriptable objects to make expanding the system easier, and the workflow is now in line with how the rest of the projects data management works allowing for an expandable system and a LOT less work in the editor.
Refactored Buffs, Quests, and Disciples to pull directly from the resources folder rather than manually managing a list of each that can be set wrong by the designer. (Not me I swear!)
Another rework on the map generation. Task categories now have their own set of weights which are iterated over first when choosing a task.
Quests now highlight with a star when you have one able to be turned in.
Quests now display their type category.
Chest opening sound.
Watering Sound.
Hero death sound.
Animated Swan.
Quests now properly update their icons when you discover resources.
Distance buffs now properly reset when you restart a run.
Shifted task distance logic to task data and tidied up the formatting to make balancing easier in the future.
Created documentation for tasks.
Added patreons to the credits
Reduced enemy density 0.2 -> 0.18
Remade the inventory UI
Movespeed now caps out at level 250
New drop icons for Run Drop UI
Version number finally in options.,
Better watering can icon.
Retreat button now reflects that it is queued.
Fixed the shadow on the distance UI.
Clouds are now on the correct layer.
Restarting is recommended for this patch.
Reworked movement and Health costs.
Added the rest of the crops to the spawn logic (Oops)
Chests can now spawn on grass as well.
Caleb's shoes now require metal to break the sound barrier. You will still need plenty of sticks and slime to distribute the heat that is generated and avoid burns.
New meeting system for NPCs
Enemy Balance | Vision no longer scales with their power, should help avoid offscreen swarming.
All enemies now have a vision range of 7
All enemies now have an assist ally range of 5
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Pressing the return to town button during combat is now possible and queues up your return to town.
New button to auto return at the end of run when the hero dies so you can queue up a return rather than worrying about your lovely graphs.
You can now hold to repeatedly purchase upgrades you can afford.
Preferences are now saved when wiping
The reaper can now enter from the right as well!
Invisible buttons no longer have shadows.
Mildred can now walk backwards.
Fixed shadow on the buffs display in run.
Caleb now targets any enemies who engage with him rather than ignoring them till they hit him.
All tasks are now in the game, I have shuffled the ID's which means that your statistics will be all messed up. I'm not going to force a wipe but I do strongly encourage you to start over.
Upgrades for Attack, Attack Rate, and Defense have had their recipes changed so a fresh save will give the intended experience on those. However I still need to do health and movement, so feel free to wait till next patch.
Attack speed now entirely upgraded using feathers.
Damage now upgraded using various chunks and crystals.
Added 7 new chests.
Chest types are now guaranteed to spawn Bones, and Leather. As well as all ingot types at a 80% -> 10% chance at their respective distances from earlist to latest game ores.
Rarer chests provide more resources, rather than different ones.
Added quests for the remaining crops.
Added The first wiki content.
New descriptions for the Stat upgrades.
Shadows for run UI
Inventory no longer appears behind start run and other buttons.
Discord button was squished thanks Parzival
Created a bunch of chest animations.
7 New Ores
Nerfed Red Minislime
HP 100 -> 75
Defense 3 -> 1.5
Reworked the task sorting, a little less up and down should occur now.
Added Wiki
Eznorb ore now spawns from 40, down from 100.
Discord button
Slowed down the reap animation
Added a shadow for town buttons.
Hero health can now reach 0% on the healthbar.
Fixed a bug where duplicate entries would happen with the stats screen.
Separated the weight logic for tasks between Sand Grass and Water, we can now set density of tasks on each area separately.
Split fishing tasks so that they can show up correctly in the Tasks stats.
Split the tasks list into separate skill based lists to make setup of tasks far easier to manage as well as balance.
Quests window now shows completed quests.,
Quests
Daily Bread,
Sweet Summer,
Another fishy situation,
New Crops
Wheat,
Watermelone,
3 new Farming milestones.
Added a reap animation for instant kills, and for player death.
Disciple of slime.
Added a bunch of stuff to the town map.
Town windows now properly close when selecting stats, and visa versa,
New visuals in town for the disciples.
Fixed an issue where the wrong skill was selected when reopening the skills window.
Buffs
Vampirism,
Lerp
Added run duration as a graph view.,
Medium slimes have been added
Green 150 -500,
Yellow 220-1000,
Blue 300-1500,
Red 1200 - 2500,
Pink 2500 - infinity
Split Buffs away from Eva, Mildred is now responsible for buffs. Buff slots are now unlocked via quests.
Skills window now show the skill name just above the experience,
Skill experience now properly uses calcutils,
Buff time now shows as a time rather than a straight up number.
Slots that are not assigned, and unavailable buffs are now greyed out.
Distance based buffs are now possible.
Lifesteal buff now possible,
Instant tasks now possible,
Split Health into two components with an abstract base class. Now theres HealthBase, Health (For enemies) and HeroHealth
Reworked buffs
New **Combat Enhancer** buff (testing-only; will change)
Tooltips now trigger on hover (not click)
Dedicated tooltip for buffs
Combat sounds
Random loud-sound spikes removed
Achievement manager no longer gets destroyed
Large refactor for the buff system
Removed diminishing curve on buff durations now grant a flat value
New Quest **For the Jam!** (unlocks Corn)
Corn crop
Feed the Masses now unlocks after **For the Jam!**
Health-milestone bonus now applies correctly
Turning in quests now subtracts required resources
SFX correctly routed to the mixer
Quests now use prerequisite lists (no more `NextQuest` field)
Tasks can optionally check for quest completion
Skills: +1 % faster task completion per level (Combat: +1 % resources per level)
Most tasks persist through combat (Fishing still resets)
Options screen with audio sliders
Stats panel now shows **Steps Taken** instead of distance
Wipe Save button (no warning... yet)
NPC dialogue text turned white
Tooltips no longer show decimal values
Cloud saves
Ivan now spawns at distance 40 (down from 50)
Replaced multiple `FindFirstObjectByType` calls with static refs; added missing-ref logging
Calebs healthbar now shrinks to 1 % (was 5 %) to avoid misleading fullness
Bonus-resource scaling: +2 % / mob **only** if you retreat manually risk reward
Resource graph now uses a separate colour for bonus resources
Overhauled Run UI
New Achievement **Meet Ivan**
New gravestone on death
Fish values now load correctly on game start
New quest for Ivan kill slimes to earn the dice
Manual return-to-town now grants 50 % more resources
Dying now shows a death screen (retry / return) auto-retry after 20 s
New blacksmith art
Return-to-town button now shows bonus resources
Quest reward line now prefixes with Reward:
Quest enemy-kill counters now track correctly during play *and* after loading
Healthbars no longer look empty on very low HP
Town window manager opening any non-inventory window closes others
Tasks no longer spawn on the first 15 tiles
Large Fruit Tree task time 7 s 3 s
All task progress bars now use blue
Stats screen converted to a window
Reduced stick-scaling below level 50 (still wild above 50)
Dad-O-Cado button now refreshes (right-click to close)
Tasks now sort correctly
Quests hide until their NPCs are met
AppDataLocalLowBlindsided GamesTimeless Echoes
Separated enemy vs. task spawn density
Replaced Tavern scene with a small Town
Dedicated **Dad-Ocado** button in Town
Reworked Witch UI + added **Disciples** (online/offline passive gen)
Added Windmill
New Quest UI & system
Added Quit button
Added Credits button
(None please report any!)
Old saves: AppDataLocalLowDefaultCompanyTimeless Echoes
Rename Beta1SD.es3 Beta2SD.es3
Move to: AppDataLocalLowBlindsided GamesTimeless Echoes
Drops during a run now shuffle to the front
Drop text now spawns in its new location (thanks BluSkyBun)
Task progress bars hidden by default (thanks again BluSkyBun)
Buff bar now hides when no buffs are active (cheers BluSkyBun)
Echoes of Vasteria wraps the satisfying numbers-go-up core of an incremental game in a chilled, side-scrolling pixel world. Caleb never stops walking. He auto-battles monsters, auto-completes task bars, and keeps collecting resources whether you’re glued to the screen or miles away from your PC.
Auto-Walk, Auto-Fight – Caleb strolls through an endless overworld and handles combat on his own, freeing you to focus on strategy rather than click-spam.
Task Nodes – Logging camps, ore veins, chests, and more appear along the path. When Caleb arrives, a progress bar fills; once complete you pocket the resources automatically.
Town Upgrades & Buffs – Spend resources on permanent stat boosts (Damage, Attack Speed, Health, Move Speed, Defense) or trade with NPCs for powerful time-limited buffs. Yes, there’s even a cat who’ll boost your health regen in return for fresh fish.
Quests That Matter – Turn in bulk resources or rack up enemy kills to finish quests, unlocking hefty rewards and improving your offline income multiplier.
Run, Return, Repeat – Each expedition pushes a little farther, fills a few more bars, and feeds richer data into the game’s in-depth stat tracker and skyline graphs.
Idle-Incremental Meets Side-Scroller – A relaxing auto-adventure you can leave running in a corner or min-max all evening.
Buff System – Offer materials to townsfolk for temporary bonuses that radically shape your next run.
Comprehensive Stats & Graphs – Distance travelled, resources gathered per run, DPS trends, task efficiency, kill counts, death logs, and more—visualised in clean, in-game charts.
Quest-Driven Offline Gains – The more quests you finish, the faster Caleb hauls in loot while you’re AFK.
Zero Micromanagement Combat – Monsters attack, Caleb retaliates, numbers fly—no hotkeys required.
Endlessly Progressing Hero – Every upgrade, buff, and quest stacks toward the simple goal: see how far the footsteps stretch this time.
If you love watching numbers climb, graphs fill, and progress bars pop—without constant input—Echoes of Vasteria will be marching on your second monitor for a long, long time.
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