Our final alpha build before our Steam Early Access launch is now out! That makes this the last opportunity to pick up Alpha build and get the early rewards.
Alpha rewards: Meteor chunk, top-hat and goggles, and Alpha backer chat icon.
Alpha is available here: strangeloopgames.com/eco. (Note: Multi-packs come with game keys that *will* gift alpha rewards, even if gifted after Beta)
Next up: Beta. At long last after 3 years, our next release is STEAM, February 6th.
This build marks our feature-lockoff, and from here on out its polish and bug fixes. Here’s what’s in the final alpha build, 6.4:
Single Player Mode
Added initial support for playing on local worlds. Initially this is a PC only feature, we will be looking at adding support for this on OSX and Linux in the future. You can create and load worlds locally, and play without needing to setup your own server - it does most of the legwork for you. Added a ‘Continue’ option, which will remember the last server you joined or world you loaded. One click gets you back into the game!
Avatar Improvements and updated Water
Player avatars now have more accurate foot placement and new animations including running, jumping and swimming. Torches can now be seen when carried by other players Water is much more splashy
Rotatable Stairs and Popup Control Help
Added a Controls popup that tells you how to interact with things in the world when you look at them for 1 second. Shows what each mouse button and ‘E’ key do.
Skills Revision
Introduced the concept of ‘Specialties’, which are branches of the skill tree that require research Restructured the skill tree to place all Specialties at the root Reorganized the skills window to be easier to navigate Simplified skill costs
Tutorial
New improved tutorial to simplify introduction to Eco.
Improved hammer functionality
You can now rotate some blocks with Q/R, such as stairs Fixed some issues with selection of blocks when wielding a hammer
Improved the end game win sequence.
Changed the way the Laser works: it now destroys the meteor 30 seconds after activating. Since this removes the 9 hour charging time, it instead requires double power. Animated the lasers to turn to their target Made the meteor easier to spot, fixed issues where the meteor was impossible to see.
Terrain blending added
Different terrain materials now blend into nearby other materials in a more stylized way. This removes most hard edges from bordering block types, such as soil next to grass, or sand next to stone. Improved the way that the air pollution, ground pollution, and soil moisture world layers spread Changed the units of the AirPollutionSource and AirPollutionSpread world layers from tons of pollution per 16 square meters to tons of pollution per square meter. Made /help sort and categorize the displayed chat commands.
Character Controller
We’ve replaced the character controller: Character no longer slips and slides around walls in confined spaces. The new controller is more responsive, should feel better when moving around in precarious situations like building the walls and roofs of buildings. Character climbs stairs without requiring jumping. Character no longer slides off of steep slopes, like roofs.
Bugs Fixed
- Fixed bug where laws and government were not saved when hitting save in the server GUI
- Added /dumpcarried command
- Fixed room requirements for the Repair Station
- Reduced stutter due to garbage collection
- Added admin commands /setreputation and /setreputationrelative
- Fixes phantom items in inventory
- Fix bug where the Cause & Effect API would fail when inspecting layer relationships in an area that isn't aligned with the world origin
- Fix some number formatting issues in Cause & Effect
- Fixes a lot of issues when holding logs with shovel, or rubble with pickaxe, etc.
- Fixes some items not appearing in store selection window, including coal and certain seeds.
- If world layers changed dirt in stockpiles to other types, such as grass or desert sand, the stockpile used to lose the dirt item associated with it. Fixes that.
- Fixed a server crash when claiming property with a deed crafted at a workbench
- Removed Stone Roof (migrated to mortared stone roof in a previous release)
- Fixes some server crashes related to crafting projects
- Fixed problems with tooltips that were too tall for the screen
- Fixed problems with tooltips closing even while still being hovered over
- Added tooltips to items showing which skill gives that item, if any
- Fixed not being able to walk after opening the advanced settings in the escape menu.
- Fixed protection on fuel supplies that prevents unauthorized players from removing fuel from them
- Fixed rubble placement against walls
- Fixed occasional crashes when performing trades
Eco
Strange Loop Games
Strange Loop Games
2018-02-06
Indie Simulation Multiplayer Coop
Game News Posts 189
🎹🖱️Keyboard + Mouse
Very Positive
(10235 reviews)
https://www.play.eco
https://store.steampowered.com/app/382310 
The Game includes VR Support
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
A world-survival game
Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
- Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
- Create a player-run government to make decisions as a group, proposing and voting on laws
- Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
- Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
- Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
- A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
- Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
- Storage: 2 GB available space
- Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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