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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 One Step From Eden 

 

Developer

 Thomas Moon Kang 

 

Publisher

 Thomas Moon Kang 

 

Tags

 Indie 

 Strategy 

 

Adventure 

 

Singleplayer 

 

 Co-op 

Release

 2020-03-26 

 

GameBillet

 8.00 /

 

 

Steam

 € £ $ / % 

 

News

 19 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/960690 

 
Public Linux depots

 One Step From Eden - Linux [473.54 M] 




LINUX STREAMERS (3)
sirsamsaidarcanisvmservice




Duelists of Eden is out now on Steam for $4.49!

[h2]Duelists of Eden is finally here![/h2]

I always wanted to make a PvP experience inspired by Battle Network but with modern mechanics and style. This is one of my dream games and I think it offers a really unique experience. It is a HARD game! Please take learning slowly. I would recommend finding a friend to play matches with so you can learn together. I've always had the most fun doing that!

https://store.steampowered.com/app/1664200/Duelists_of_Eden/

We've even done crossovers with indies like Maiden and Spell, Quantum Protocol, Rivals of Aether, and Freedom Planet as their own unique characters! I hope you enjoy the game!


Clip from one of our demo tournaments!


Here's one of the new characters, Harissa!


[h3]Q: Is Duelists of Eden a sequel to One Step From Eden?[/h3]
A: It is NOT a roguelite! It's more of a card-fighting-game spinoff and plays and feels quite diffent. You can perform combos with hit-stun, and craft your own unique decks. Movement is slower-paced and more calculated in order to be a fun and interesting PvP experience.

[h3]Q: Why is it a seperate game?[/h3]
A: I had to build the entire game from the ground up, it's highly optimized and created specifically for online fighting-game play. It took 3 years of full-time work from me and my team!

[h3]Q: Will any of the new characters come to One Step From Eden[/h3]
A: One Step From Eden isn't planned for any more updates at the moment. But maybe we will see them in the future, and players can mod them in of course.

I'm super excited for you guys to try Duelists out! If you enjoy fighting games and improving at a game, I recommend it!

https://store.steampowered.com/app/1664200/Duelists_of_Eden/


[ 2024-03-09 00:09:13 CET ] [ Original post ]

Patch v1.8 - New Saffron and Reva sprites! Three Year Anniversary!

[h3]Well it's been three years since the release of One Step From Eden.[/h3]



I appreciate all the love and support and players still excited about the game and playing and even making mods to this day. We've finally wrapped up the character sprite updates for the cast with Saffron and Reva!

I've been working full time on Duelists of Eden which is an online PvP card/fighting game. The game has been rebuilt from scratch and the mechanics are a bit different and catered to be exciting and fun for PvP!

[h3]Release is planned for 2023-2024. Please wishlist it here:[/h3]
https://store.steampowered.com/app/1664200/Duelists_of_Eden/

Patch Notes 1.8 | 3-26-2023
Step Slash dmg 100->80 (so it doesn't kill hostages)

New Sprites:
Saffron
Reva

Bugfixes:
Readability mode no longer shows locked card descriptions
Leaving PvP with a saved run no longer deletes the saved run
Selicy Holiday skin can now only be unlocked in December
Second Breakfast - fixed and updated description
Uranium - updated description
Polished animations
Loading pngs for mods now uses a coroutine
Softlock at level 100 fixed, level cap increased to 999



This may be the last update for One Step from Eden. If there's one way you want to support us, please leave us a review on Steam!

Best,
Thomas

P.S. You can unlock Saffron's "Classic" skin by beating her as a boss!


[ 2023-03-27 02:09:25 CET ] [ Original post ]

Patch v1.7.1

Patch Notes 1.7.1 | 4-27-2022

Spell Changes:
Ambient Burst - removed anchor
Barrier - rarity raise from 0->1
Chrono Sphere - mana cost reduced from 2->1, dmg raised from 20->40
Excalibur - lands 3 tiles away instead of 4 so it can at least be activated without stepslash
Explosion - dmg raised from 500->666
Flamberge - on hit dmg raised from 10->30
Gambit - dmg raised from 30->50
Guillotine - mana cost reduced from 4->3
Hellfire - dmg raised from 80->100
Ice Spikes - dmg raised from 60>90
Ion Cannon - dmg raised from 100->120
Step Slash - dmg raised from 80->100
Step Pierce - dmg raised from 80->120
Sunder - now only hits enemies to match the description
Swords of Light - dmg raised from 10->20
Sword Row - dmg raised from 10->20
Thunderstorm - dmg raised from 50->80

Artifact Changes:
Anvil - shield gained on being hit by Flame now scales with SpellPower since Flame dmg scales with SpellPower
Double Edge - reduced SpellPower and Defense from 4->3
Merit Badge - rarity raise from 2->3
Spellthief License - healing raised from 100->200
Uranium - raised SpellPower from 5->6


Loadout Changes:
Shiso's Kunai kit - replaced ClawTraps with ShadowShift

Enemy Changes:
Twintail shots now land faster (1.3s -> 0.8s). This is to clear up clutter on the screen.
Quarrelings base rewards raised from 5exp->10exp, 3sera->5sera

Modding:
Disabled scrolling when checking/unchecking a mod
Removed file list from log when checking/unchecking mod

Fixed an issue where newly checked mods would not install until exiting/returning to the mod menu
Fixed an issue where mod Priority and Version would be overwritten when updating a mod

Bugfixes:
Removed some useless upgrade options on Tri Force and Midnight
Opened up some upgrade options for spells that have a variable amount of shots
Fixed a bug where mods would not install in GOG version
Fixed a bug where controllers could not exit text input fields. Pressing "back" will now exit the fields on controller

I'm back with a small patch that hopefully resolves some annoying issues and puts the game in a slightly healthier spot.
Thanks to the community for consolidating all the feedback, it was super helpful in making this update!

Oh and if you haven't left a review yet, please take a second to write a quick one! It would help a ton ^^

Hazel art by https://twitter.com/HOAIartworks

Best,
Thomas


[ 2022-04-27 18:35:01 CET ] [ Original post ]

Patch 1.7 - Sprite Updates!

Patch Notes 1.7 | 11-29-2021

Visual:
Updated the default character and boss sprites for Selicy, Hazel, Gunner, and Shiso.
Taunts added for all characters/skins.

Bugfixes:
Fixed positioning parameters for PlaceBeing console command
Sfx changed for Resonate spell



This is just a small final touch on the game, since some of the sprites felt weak in comparison to the others. @jtangc did an amazing job creating new default sprites for us!

The update should be live on all platforms now. Thank you for playing!

-Thomas




[ 2021-11-30 20:49:59 CET ] [ Original post ]

Patch v1.6 - One Year of One Step From Eden!

Happy 1 year anniversary of One Step From Eden's release!

I decided to work on a very small update for the anniversary which includes co-op improvements and a very simple run history!

Patch Notes 1.6 | 3-26-2021 - Co-op Improvements & Run History

Co-Op Changes:
Players now have separate health pools
Healing is still shared between players
Dead players will now respawn with 100 HP at the end of each battle

Quality of Life:
Runs will now be kept if the game crashes/quits unexpectedly!
Maximum Artifacts increased from 48->56. A lot of people have mentioned this and things can get pretty messy and boring with too many artifacts, but here's a small increase, for fun.

Run History:
The last 10 runs will now be tracked and stored in the Statistics Page.
This includes your seed, character and zone reached.

Modding:
Added mod load order/priority, set it in the mod's WorkShopItemInfo.xml under

Reva Alt kit:
Soul Link -> Zenith

Other:
Turret Laser spell no longer consumes, mana increased 3->4
Transmission artifact now updates attack damage on weapon cast

I did want to make more changes to co-op but prioritized it being fun to play with a weaker/newer partner. Now they won't be dragging you down, and they can jump back in to help even when they die!

Hotfix 1.6.1 | 3-27-2021
Fixed a bug where both players would die to a boss in co-op
Fixed a bug where the continue run button would appear after a victory

This will be one of the final updates to One Step From Eden... for now. I've learned so much from creating the game, in coding, business, marketing, and more. Thank you for all the support you've shown me throughout the years. Making One Step From Eden was one of the best decisions of my life because of it.

I hope to make more amazing games for you soon.

-Thomas



[h3]Saffron in Rivals of Aether![/h3]
Rose Petals make mods for RoA and they just released their latest character, Saffron!!
They have a lot of awesome stuff from OSFE check it out here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2229355277



[h3]Here are some of the people that made One Step From Eden possible.[/h3]

Composer - Keisuke Hayase: https://twitter.com/STEEL_PLUS aka STEEL_PLUS/Hagane
Created the Soundtrack for One Step From Eden and blew my expectations out of the water.

Lead/Character Artist - Kati Sarin Sinsagneh https://twitter.com/StarSoulArt aka StarSoulArt
She managed to go through tons of styles to find one we liked and drew all of the character portraits, and even the animated endings!

Icon Artist - Larry Boyd https://twitter.com/CryoGX aka CyroGX/NEON
Drew all of the amazing icons you see in OSFE, currently making his own indie game, Advent Neon

Character/Skin Pixel Artist - James Tang https://twitter.com/jtangc aka jtangc
Did all of the amazing pixel art skins and a couple of the characters! Also my biggest inspiration for starting pixel art!


Background Pixel Artist - Alexey Seleznev https://twitter.com/UnfuneralOD aka UnfuneralOD
Drew all of the pixel art backgrounds and the "dark" variations, currently working on more indie stuff!

Pet Pixel Artist - Leonardo Len https://twitter.com/Uknowleo
Did all of the adorable pets!

Mech Pixel Artist - Son Phan https://twitter.com/MimicMango
Drew a few of the mechs and the infamous Gate!

Promo Artist - InkCurry https://twitter.com/Inkcurry
He does all of the patch notes and promo art!

Cover Artist - Alexis Rives https://twitter.com/_DeadSlug_
Did the cover and box art for One Step From Eden!

CG Artist - Hyde Studio https://www.artstation.com/chaosringen
They did a few cgs you see in the credits, and helped with the concepts for the ending animations!

Album Artist - Eric Muentes https://twitter.com/woofycakes aka woof
Drew the album art and a cover art concept!

Guest Composer - Michael Kelly https://twitter.com/garoadmusic aka Garoad
Composed a few of the darker songs including Gunner's theme and some geno run stuff!


Publisher - Humble Bundle https://www.humblegames.com/
They've been publishing so many great games lately, and have been so awesome to work with.
Thanks to John, Connor, Evan, and everyone else at Humble! Contact https://twitter.com/JohnPolson if you're interested in finding a publisher!

Japanese Publishing - Kakehashi Games https://www.kakehashigames.com/
Thanks to Yuta Kurosawa for his help localizing for Japan too!

Chinese Publisher/Localization - Maple Whispering http://www.maplewhispering.com/
Was a pleasure to work with, they are also looking for more games to publish! Thanks Leon!

Porting - Kittehface Software http://www.kittehface.com/
Super helpful in porting to Nintendo Switch and PS4!

QA Support - Huwiz QA https://www.huwiz.com/
Thanks for finding all the bugs!

Localization - RiotLoc and BADA GAMES
https://www.riotloc.com/, https://badagames.net/
Extremely professional localizing for all of the other languages, and Korean respectively!

Thanks for playing!~


[ 2021-03-27 02:45:33 CET ] [ Original post ]

Quantum Protocol - Crossover (New Hazel Skin)

The deckbuilding game Quantum Protocol just added a One Step From Eden set to their game! They managed to reflect the mechanics unique to the characters and systems from OSFE, and have some really cool new sprites to match! It's quite a unique card game, if you're interested be sure to try out the Eden content out too!

https://store.steampowered.com/app/1328530/Quantum_Protocol/


We've also added a free Queen (from Quantum Protocol) skin for Hazel, you can unlock it by being at unlock level 15+ and finishing a run. Thanks to JtangC again!






OSFE cards in Quantum


Saffron using Thunder and Step Slash

Check out some more gameplay here: https://www.youtube.com/watch?v=JsTEWYHpVOw


There will be at least one more update coming to One Step From Eden with some reworks for co-op. The goal is to make it more forgiving for an inexperienced partner and increase independence for each player!


[ 2021-03-15 16:31:08 CET ] [ Original post ]

Patch v1.5 - Expansion

Patch Notes 1.5 | 12-4-2020

This is the biggest content patch since release!
I wanted to focus on the health of the game and make it more accessible.
There's also a few easter eggs not mentioned here...
(Hotfixes at the bottom of the notes)

Featuring:
+29 New Spells (Calamity for all Brands!)
+32 New Artifacts
Mod sandbox
Lots of Accessibility settings ("easy" mode, hold movement, readability)
Profiles/Save slots
Pick and Choose Hell Passes
New Saffron Bossfight

It'll most likely be hitting consoles sometime next year.


[h2]--NEW Spells--[/h2]
Absorb
Ambush
Barrier
Cataclysm
Chrono Sphere
Deck Shield
Downfall
Haven
Holy Ground
Inverter
Jackhammer
Jam Shield
Meltdown
Overload
Paragon
Ramjet
River
Salvo
Sawstorm
Shadow Shift
Silo
Sleight
Slice
Spike Strip
Stinger
Sunbeamer
Sunder
Weed Wacker
Wonder


[h2]--NEW Artifacts--[/h2]
Anvil
Bolt Action
Censor Bar
Cobra Care
Cryophage
Curacao
Delta
Golden Cat
Ice Sculpture
Kabob
Life Jacket
Monocle
Multitool
Muzzle Brake
Nerve Gas
Pendulum
Piggy Bank
Replicant
Second Breakfast
Sinkhole
Spike Protein
Survival Kit
Symbiosis
Thermophage
Transmission
Trap Card
Trident
Tutu
Umbrella
Viral Transmitter
Water Wheel
XD-40
Z-Cell


[h2]--Bosses--[/h2]
Saffron
Boss fight completely reworked
Now attacks with ~40 different pre-programmed spell "combo chains" at 4 different tiers
She also throws her Plushie behind her instead of in front!
And is overall much smarter and scarier!~

Selicy
Special Holiday stuff


[h2]--Characters--[/h2]
Terra: Starting Kit
Mine -> Poison Tails


[h2]--Quality of Life--[/h2]
Added a luck symbol flash on Bunny death
Weapon info can now be viewed on the Deck Screen
Fixed previews for many spells
Assists no longer block movement
Certain dark icons brightened (Monsoon and world icons)
Updated Removal tooltip to reflect that it can remove artifacts and pacts too
Made Serif's dialogue hint more towards not being a true ending after the Gate
Worlds where bosses have been killed will now show up as red in the map and have a skull
Viewable map during the rewards screen


[h2]--Settings--[/h2]
Hold to Skip option
Hold to Move option
Stop Music on Pause Menu
Readability Mode - increases size of card descriptions and hides flavor text

Angel Mode ("easy" mode) - reduces damage taken and enemy/boss speed by a %, increasing by 2% every time you die (max 50%). All achievements can still be obtained this way. Character has a halo while this is on. (Removed the halo you get from saving hostages). It's separated into two sliders and can be toggled on and off at any time.

Hopefully this optional accessibility mode allows more people to enjoy the game without removing all the challenge for it. I liked the idea of making the game slightly easier, the more the player dies, so that they are always making progress!


[h2]--Systems--[/h2]
Profile/Save slots system, Brand and Icon are based on last chosen
Hell Passes are now individually selectable! (The hell pass 14 achievement can be completed with only hell pass 14 active)


[h2]--Bug Fixes--[/h2]
Shield will properly search in the Library
Hell passes can no longer be removed after continuing a run lol


[h2]--Modding--[/h2]
Mod installation speed increased 700% yay!
Extra taunt animation slots for taunt2 - taunt5 (for your custom animations)
Extra triggers, effects, checks, etc.
Auto load mods on startup Checkbox
Min and Max appended to amount values i.e. "10+CurrentCardtridges*10|20/200"


[h3]--Sandbox--[/h3]
Added an xml file "TestZone.xml" for choosing how you want to set up your test environment.
It boots directly into the scene you choose, along with the console and cheat menu being enabled! You can change the enemies and other world variables in Zones.xml. There is also a "developer" sandbox (with the game in debug mode) on the Steam beta branch!
Example path for XML files: "C:\Program Files (x86)\Steam\steamapps\common\One Step From Eden\OSFE_Data\StreamingAssets\Data"

There's more info at the bottom of TestZone.xml
Join discord.gg/OSFE #modding for more info!


[h2]--Balance Changes--[/h2]
Weapons now pierce Defense, this includes Gunner's weapons
Flames no longer pierce Defense
Hell Pass 11 - Evil Hostages have a chance to spawn with normal Hostages instead of replacing them (except for Distress zones where they can replace them)
Storm spells can no longer get the Frost upgrade
Luck for each "None" Focus: 1->2
Improved Kunai range consistency
Spintail enemies now fire less shots so you're not stuck waiting as long
Various Flower artifact HP Losses lowered
Shuffle staleness cap 2->3s
Shuffle staleness multiplier 0.1->0.15s (increases shuffle time after every shuffle)


[h3]--Spells--[/h3]

Beacon
Shots: 1->2

Blizzard
Rarity: 2->3
Damage: 10->20

Booster Shot
Poison: 80->120

Bow Snipe
Rarity: 1->2

Carpet Bomb
Damage: 40->120

Counter Strike
Gain 50 Shield and fire a shot -> Gain 50 Shield and fire 2 Kunais

Flurry
Rarity: 2->1

Fracture
Mana Cost: 1->2
Damage: 70->120
Wanted the Flow trigger to be more rewarding

Glitterstorm
Rarity: 3->4

Hailstorm
Damage: 10->20

Hyper Beam
Rarity: 2->3

Jam
Anchor duration: 0.1->0.2

Northwind
Rarity: 1->2

Power Saws
Base damage: 40->100
Spell Power damage multiplier: 20->10
Rarity: 3->4
Mana: 2->3

Prophecy
Now only hits enemy field
Damage: 200->240

Resonate
No longer hits structures
Brand: Convergence->Hexawan

Ring Spells
Mana Cost: 2->1

Shattersaw
Rarity: 1->0

Switchbait
Shots: 2->1

Time Slow
Rarity: 1->2

Twinferno
Damage: 50->60

Waterfall
Fire rate: 0.05->0.15


[h3]--Artifacts--[/h3]

Beret
Health drop: 80%->60%

Candy Wrapper
Rarity: 2->1

Choco Mint Chip
Slow duration on Frost: 4->2.5 seconds

Duel Disk
Jams on Shuffle: 1->3
Rarity: 2->3

Ghost Costume
Invince duration: 7->4 seconds

Ice Floe
Flow Gain: 1->2

Immune System
Shield: 10->20

Meat Shield
Shield on Consume: 20 -> 10

Merit Badge
Rarity: 1->2

Mining Rig
Money: 5->3

Ninjutsu
Chance to add Kunai on hit: 100%->50%

Pet Kitty
Now fires in a cone from current tile instead of front tile making it harder to land all 3 hits on the same target

Phase Plates
Invince duration: 1->0.75 seconds

Resistant Strain
Minimum poison: 10->20

Spellthief License
Heal on Remove: 50->100 HP

Step Drone
Now pierces defense

Soul Food
Max HP: 50->20

Thorn
Spell Power: 5->4

Transcendence
Now reduces Shield Shuffle Decay from 40%->25%

Unicorn Bomb
Damage: 20->40

Uranium
Spell Power 8->5


--Hotfix 1.5.1 12-4-2020
Fixed issues with hell pass selection and unlocking
Weapon can no longer be "removed"
Fixed an issue with having the map and accept button assigned to the same button
Reduced pendulum tick reduction from -2->-1.9 so that having two won't cause the tick duration to be 0
Added placeholders in English for some missing translations (these will be updated later)
Added 144hz fps option

--Hotfix 1.5.2 12-5-2020
Fixed missing localization characters
Fixed a bug that would not unlock Hell Mode 1 after beating a normal run
Click Hold to Skip in settings now work properly
Loading flash on startup removed
Fixed tracker laser line dissappearing in consecutive gate fights
Hell passes that were accidentally set when not eligible are now turned off automatically
Fixed map unable to open in rewards screen
Fixed JamShield localization
Removed description requirement for mod update
Fixed silo preview
Changed extra taunt animations for modding to trigger using "taunt2", "taunt3", etc.
Readability mode no longer shows descriptions for locked cards



[h2]--Ending Note--[/h2]
Most of these features came directly from you, the community and I'm happy to finally add them to the game! Thank you for sticking around and coming up with these great ideas!

After the last patch in April, I realized I was pretty burnt out and needed a break from OSFE. I know the extra settings took a while to come out, so I'm sorry for the wait. I still love the game and really enjoy working on it.

What's next?
I've attempted adding online multiplayer but I've decided it will require making a whole other standalone game. I may experiment with that in the future. In the meantime I'm always working on something!

Feel free to follow any future work I do here: Twitter.com/ThomasMoonKang

Happy Holidays~
-Thomas



Thanks to NEON for the new icons, inkcurry for the banner art, and jtangc for the holday skin!
And a special thanks to everyone who tested in the Discord.

Oh and of course...

[h2]--Fan Art--[/h2]


Saffron by


Selicy by fenfelt


Selicy by spark


Selicy by sakire


Reva and Gunner by peabraincam


If you made it all the way here, don't forget to leave us a Steam Review!

Also try pressing "Remove Spell" and "Shuffle" at the same time when you're using Selicy's holiday skin!


[ 2020-12-04 19:01:42 CET ] [ Original post ]

Free Content Update preview! (Nominate us in the Steam Awards!)

[h2]^Vote for us in the Steam Awards! (Click above)^[/h2]
(Even if you're actually good at the game)
Also ironically, easy mode is coming.

Anyway the biggest patch since release, Patch 1.5 is coming December 4th!

The focus of this patch is the health of the game through rounding out the item pool and adding lots of new features!

Featuring:


  • +29 New Spells (Calamity spells for all Brands!)
  • +32 New Artifacts
  • Pick and Choose your Hell Passes
  • Mod/testing sandbox
  • Profiles/Save slots
  • Lots of Accessibility settings ("easy" mode, hold movement, readability)
  • Completely new Saffron Bossfight!
  • Exclusive Holiday Skin!




Beat Holiday Selicy Before the year ends to get her Holiday skin!



Angel mode adds a damage and enemy speed modifier that increases by 2% on death, up to a max! It can be toggled at any time and you can still get all achievements with it. Your character also gets a halo while it's on!



Some new spells!



Some new artifacts!

[previewyoutube=flyWxB3dyak;full][/previewyoutube]
Saffron's boss fight has been completely reworked to include over 40 different preset spell chain combos! Also she won't hit her plushie as much lol. Here's a short preview of her new moves!

Sorry for the wait, and thanks for sticking around!
-Thomas


[h3]Anyway don't forget to nominate us for the Steam Awards up there^[/h3]


[ 2020-11-25 19:10:46 CET ] [ Original post ]

Patch v1.4 - C# Mod Support

Patch Notes 1.4 | 4-14-2020


[h2]--Spells--[/h2]
Some of the Brands didn't match the concept or theme of the spells as well as others. In general it is supposed to be thematic with some outliers as a possibility, but some of them didn't make much sense. There may be more tweaks later. Thanks for bringing this up.

Fun fact: In the lore, the Focuses are what Brand/Company the spell was manufactured by.

Ambient Burst
Focus: Convergence->Doublelift

Fissure
Focus: Kinesys->Hearth

Reflector
Focus: Convergence->Phalanx

Soul Link
Focus: Glimmer->Miseri

Waterfall
Focus: Doublelift->Hearth
Rarity: 1->2


[h2]--Enemies--[/h2]
OBeamer4 will now fire an O and an X pattern

Minor adjustments


[h2]--Other--[/h2]
Added completionist icons next to each hell pass, each colored line refers to a different ending (These will not update retroactively... sorry!)
Reva will now cast a warning effect before Reflecting
Korean localization has been updated
Sword pacts and other effects will no longer kill you when a boss mercys you
Added a sound effect for hazel's big turret spawn
Hell Pass 10: Max Mana -1 -> Shield Decay 60%. The previous max mana reduction ruined some kits, this change also doesn't require me to redo any localization since I can use the descriptions from Duct Tape (which would reduce the shield loss to 45% in this mode). I may try something new with this later on.

Updated Terrable's sprite!

There will be a Steam Beta branch available for testing new changes, it should be publicly accessible on Steam in your Library under Properties > Betas. Please join discord.gg/osfe for updates


[h2]--Modding--[/h2]
Added Harmony C# modding support, join discord.gg/osfe or look at the docs to learn more
This should let you dig into any part of the game's code and really go all out with your mods.
Harmony: https://github.com/pardeike/Harmony/wiki
Example workshop mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2060289728

Mods will now "Update" from their respetive installed workshop folders (i.e.) the ones under here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\960690

Errors in Lua files will now have line numbers and file names associated with them
Lua files can now be named anything and will be imported properly
Added links to folder and workshop page for each mod
Added last updated date
Fix highlights in mods, modded item descriptions can now use %hg%Keyword%/hg% to highlight words
Moddable outfits are now easier to add by simply adding an entry in Heroes.xml
Newly created mods will be automatically set to Private (you can change this on the workshop page after uploading)
Checked mods will now save properly
Fix pact reward descriptions in mods


Quality of Life
-
Resetting Data will now require you to confirm an extra time
Added transparent background behind some character select info


[h2]--Bugfixes--[/h2]

[h3]Major[/h3]
Hell modes will no longer unlock when beating the hell mode two levels below
Abandoning run right after moving to a new zone will no longer save and skip a zone
Arctic music 2 will now play for danger and miniboss zones


[h3]Minor[/h3]
Boss Shiso will now punish roots properly
Fix glitterstorm/glitterbomb not full responding to damage upgrades
Fix unlocked cards not getting added to the cardpool until after a run
Fix discord integration world number being off by 1
Fix minor localization errors
Fix RockCycle doublecasting while shuffling causing the deck to stop shuffling
Bravely Default will now allow for removals
Hazel animation while casting Whirl or similar spells is no longer a smear frame
Boss Saffron's card display will now properly be removed when she mercys you
Gate turrets can no longer be teleported
Violette alt will no longer channel past the end of battle
Ice spikes will now properly travel in the direction the player is facing
Zombee egg timer will now deal true damage equal to it's hp
Casting Explosion could block player inputs if the deck was opened in the middle of it
Violette's Boss theme will no longer keep playing if you kill her quickly


[h2]--Fan Art--[/h2]


Hazel by HOAIartworks



Violette by GrayWingii



Selicy by Wapolili

I'm slowly but consistently working on all the bugs, and I'll have time to focus on a second options menu next!


[ 2020-04-15 21:16:00 CET ] [ Original post ]

Patch v1.3 - Boss Rewards and Systems

Patch Notes 1.3 | 4-7-2020

[h2]--Systems--[/h2]
Boss rewards will now also give a rare+ Spell choice
Boss rewards will now give a rare+ Artifact choice

I've gotten a lot of feedback saying boss kills didn't feel rewarding enough. I agree, getting a common artifact felt pretty meh. Hopefully this not only feels better, but also open up new synergies to explore since they're some of the more powerful items!


New Shuffle time addition: 0.1s (max 1s)

Every time you shuffle in a battle, the total shuffle time will be increased by 0.1s, up to a cap of 1s. This makes decks that blaze through their all their cards a bit less good, but shouldn't feel too noticeable or bad in general. For reference, default shuffle time is 2.5s. The shield decay change also makes this addition less punishing.


Removed 0.01s shuffle increase per card

This should help counteract the new multiplier in some cases

Deck size mana regen now stops after 0.3 mana regen or (15) cards. I've turned the later markers into counters, to help keep track of the size of your deck when the deck gets too large. The markers have all also been moved down by 1, so you just need to hit the marker to activate the bonus mana regen rather than pass it.


Frost
3 Stacks Damage: 100->150

I've had some reports of Frost being underwhelming and I agree it's one of the weaker synergies without artifacts. I'm buffing the damage from it to be more rewarding.


Shield decay on shuffle moved to end of shuffle
Shield decay on end of shuffle: 25%->40%

I've decided to move shield decay on shuffle to when your shuffle is finished so that playing a shield card as your last card doesn't feel so bad. Also you won't be as defenseless while shuffling. The shield decay was increased to 40% to de-incentivize stacking too much shield as a "safe" play, I think this is do-able now that shield is less of a necessity to get through mid-late game. The combination of these should keep shield in a decent spot for both small and large decks.


[h2]--Spells--[/h2]

Doublecasting Flow cards will now trigger Flow on the second cast as well as give extra Flow Stacks

Align
Mana: 1->0

Blade Rain
Will no longer land on broken tiles

Blink
Shield: 10->20

Double Tap
Anchor: Yes->No
Damage: 100->120

Fate Shield:
Hitbox height: 9->3
Horizontal spawn: 0->-1
Projectile speed: 35->30
This should give fateshield more versatility and use cases rather than only being used with step spells

Glaive
Targets: Other->Enemies
This was sometimes killing hostages which felt bad and did not match the description.

Health Catch
Mana: 2->1

Hockey
Duration: 3->5
Damage: 20->40
Increasing the duration and damage to make this worth 3 mana and reward good placement

Kunai
Damage: 40->30
Fixed some cases where kunais could miss
Kunais could push out a bit too much damage for being 0 cost with no anchor. They should still be powerful with artifacts and spell power!

Mana Steal
Damage: 100->120

Meditate
Trinity: 0->1

Pull
Damage: 0->1

Ragnarok
Damage: 300->350

Skipper
Brand: Miseri->Kinesys

Warpath
Damage: 80->120


[h2]--Artifacts--[/h2]
Duct Tape
Shield Decay: 15%->30%

Elysium
Chance: 25%->50%
Rarity: 0->1

Transcendence
Shield: 800->1000
Changed description to match effect

Uranium
Spell Power: 10->8
Can now hit through shield but will not kill


[h2]--Characters--[/h2]
Selicy Default
Snow Piercer (Weapon)
Dmg per Frost stack: 60->80

We increased the damage per Frost stack on target to keep up with the Frost damage buff.
Update: We'll keep it at 1 mana and leave it to the player to learn since she was really strong. I'll try to find a better balance moving forward.


Shopkeeper
Money lowered for certain Hell Passes


Violette
Back (Shield): Set Shield to 60 if below 60.

Should make it less necessary to "spam" but still be pretty strong.


[h2]--Enemies--[/h2]
Projectile speed lowered for a few high tier enemy types

Quarreling (Snake) has new red wings for increased visibility

Limit number of Reva's summons, they should also fire less frequently now

Bosses will now gain Defense equal to half their tier


[h2]--Other--[/h2]
Violette will now say guiding dialogue before and after attacking to players who have not followed her music path attack
Pets are immune to more status effects
Increase time before focusing reward cards
Lower volume of enemy death explosion
Lowered audio from previews
Enemy loop delays will now update constantly, in-case enemies are added or removed
Soulfire will no longer increase damage from the preview
Add some additional enemy sets
A max number will show up when maxed out on unlock levels


Quality of Life
-
Added a separate binding for "Outfit" button
Hold to remove Artifacts
Set world Tier numbering to start at "1" instead of "0"
Defense will show up as an icon below enemies and bosses
Luck +1 for each "None" Focus
Violette's music path warnings are notes again but green, hopefully this is fine with the dialogue
You can eject cards you don't have enough max mana for by spending 1 mana (by casting them)


[h2]--Bugfixes--[/h2]

Major
-
Fixed the Bravely Default achievement for real!
Prevent the focus panel opening causing a softlock while removing spell cards
Fixed dual column credits not showing up in credits
Fixed a bug where shopkeeper would not start at the lowest hp for hell mode
Structures will now be imported as Structures in xml
Channel will no longer prevent movement animations
Abandon Run confirmation will now show up properly in all scenarios
Seeds will now give the same rewards but are affected by player's location at the start of battle
Fixed a softlock when finding high rarity spells
Fixed a bug where both players would not get shield when playing co-op as Hazel


Minor
-
Fixed a bug where you could start with a locked skin
Hell pass aim markers will no longer appear when restarting save/load
Pets will now face the right way after looping
Fixed a visual bug where empower-ring would flicker damage
Wobble will now have both shots affected by damage upgrades
Fix donate value not updating when save/loading with shopkeeper
Fixed a bug where destroyed credits weren't being deleted right away
Detox now also applies to the player
Fixed a bug where locked outfits can be used


[h2]--Fan Art--[/h2]


Saffron card selection by mino_dev one of my closest dev friends! Made a game called Maiden & Spell which features a cameo as Terra's alternate skin.



Saffron Ragnarok by AkaBaka another dev friend working on a really cool VN called Chromatose!



Selicy Pickle Rick by PrinceShoutoku from Discord!

And thanks to InkCurry for the awesome banner art!

The secret reason why I keep updating the game is so I can share more awesome fanart with everyone! Keep em comin!

[h3]
Leave us a review Here: One Step From Eden - Store Page[/h3]


[ 2020-04-07 16:27:18 CET ] [ Original post ]

Patch v1.2 - Chaos Control

Patch Notes 1.2 | 4-3-2020

First of all I want to state my intentions as a game designer.

My biggest goal is to make the game as fun and interesting for players as possible. That is what I personally want. I'm not trying to make a hard or easy game. I'm trying to make a game that challenges players and allows them to explore combos and mechanics and have fun with them.

Please know I have the best intentions in mind even if I may make design mistakes here and there. If I make a bad change, I'm willing to admit it and find another solution.

Sometimes it should be hard to help push you towards improving but this has to be done very carefully. Sometimes it should also be chaotic to throw a rush of excitement and panic at a seasoned player, but this scenario is rare and should not be an every-battle occurence like it can be now.


[h2]--Difficulty Changes--[/h2]

1. The chaotic part of the game (mainly mid-late game) are pretty messy. I'm introducing a new system that calculates the current number of live enemies on the field and increases the time between their attacks dynamically. Chests and minions will also affect this amount but to a lesser degree.

This should give you more breaks during the onslaught of the later battles, reducing the need to "burst" down an enemy at the start of battle, and help keep things strategic while still retaining a "fair" level of difficulty. I highly doubt I'll get this formula exactly right on the first try so please let me know your feedback on it!

2. Easy mode is not something I want to just tack onto a game. Making everything "80%" slower is a pretty lazy design choice and not something I'm comfortable with doing. I've made changes to open up more opportunities to hit and avoid bosses between attacks.

It seems like the first world is slow enough for most players since it already has some "limitations" such as not spawning more than 2 enemies. I'm going to extend this limitation to the second world for non-ascension runs.

I've reworked the way higher tier enemies appear based on luck, leading to a smoother curve throughout runs.

I love a challenge and don't want to take that away from hardcore players. Most of the changes I'm making are not just about making the game "easier" but slower, more strategic, and easier to understand. If you're here for the difficulty, there are plenty of ascension levels I will continue to balance.

Hopefully these and the quality of life changes below help make the game more manageable.

This isn't the end for making the game more accessible. I'll keep working on it.


[h2]--Spells--[/h2]

AirSlash
-
Rarity: 1->0


Ambient Burst
-
Rarity: 2->1


Blast Crystals
-
Rarity: 0->1

Not a great beginner friendly spell and gets in the way sometimes. Making it a bit less common.


Booster Shot
-
Rarity: 0->1

A bit too advanced for a common.


Detox
-
Mana: 1->0

It doesn't do much atm, I want it to deal dmg equal to triple instead of just double poison but I'd have to re-localize in every language so it may take a while.


Energizer
-
Damage: 40->90
Dmg increase per cast: 20->30


Flurry
-
Range: 2->3
Shots: 10->12

I love this spell, I think it's awesome but it was just a bit too situational and hard to use. Hopefully this makes it much more viable, even without root/tilebreak/summons.


Gambit
-
Damage: 20->30


Jam Slam
-
Rarity: 0->1


Kunai
-
Anchor: Yes->No

Adding Anchor seemed unecessary, instead I reduced the effects of a couple artifacts that worked a little too well with kunais.


Last Letter
-
Z Damage: 200->250


Magic Claw
-
Damage: 40->60


Minefield
-
Rarity: 1->0

Great against bosses that move around a lot, especially for newer players.


Orbital Beam
-
Rarity: 0->1
Time to hit: 0.7->0.6

Many newer players were taking this spell but it's not very beginner friendly. It's also not used in many builds so I'm increasing the rarity.


Pyroblast
-
Damage: 100->50
Explosion dmg: 50->100

This should help the spell feel a bit more "explody" and powerful, rewarding nice placement but not affecting single target damage since the explosion also hits the target.


Sera Cannon
-
Mana: 3->2
Rarity: 2->3

For most builds 2 Mana fits this spell perfectly. It shouldn't be too easy to get for money builds since it can be so powerful, so instead I'll be increasing the rarity. This way normal builds can still enjoy the spell, but not have it clutter the options too much.


Skipper
-
Defense reduction duration: 15s
Damage: 50->120

It's an awkward spell to hit. I'm increasing the damage but putting a timer on the defense reduction to round it out for more builds. It should still be good for multi-hit builds but with more of a "combo" feel.


Sweeper
-
Damage: 40->60

Felt a bit weak since it could miss so often.


Sword Row
-
Rarity: 1->0


Tsunami
-
Damage: 40->50

Felt a bit weak for it's name.


Wall
-
Rarity: 0->1

Not usually useful, making it a bit less common.


Waterfall
-
Damage: 50->40
Anchor: Yes->No

Feedback seems to be that it's more fun if you can move around during it and I agree. I'm reducing the damage a bit to make up for it.


Zenith
-
Mana: 1->0

Kind of annoying to have to keep track of having enough mana to pull off the combo, hopefully this makes it a bit more viable without "step/dash" spells too. I think the risk/reward justifies this change.



[h2]--Artifacts--[/h2]

Adaptive Armor
-
Armor: OnTakeHit->AfterTakeHit
Rarity: 2->0

This artifact helps with some the more overbearing "multi-hit" attacks like diamonds or rotating saws. Moving the Defense to trigger After the hit, before it was basically 10+ free defense (not in-line with other artifacts). I'm lowering the rarity to make it more accessible to newer players.


Card Thrower
-
Consume dmg: 30->20

Worked a bit too well with kunais, 20 dmg is still a nice bonus.


Cassidy's Scarf
-
Rarity: 2->1


Chaos Frag
-
Removed all movement effects
Self-Fragile: 99->9
Self-Poison: 40->20

I intended for it to be a silly challenge, but most people did not have fun with it and it could ruin runs. This should make it much more viable for normal runs, and a nice pick for Self-Fragile builds.


Icing
-
Rarity: 1->2


Pet Kitty
-
Rarity: 2->3


Resistant Strain
-
Rarity: 3->1



[h2]--Characters--[/h2]

Saffron Gen
-
Artifact: None->Soul Food
HP: 100->300


Gunner Default
-
Slightly increased cooldown for Default Gunner's weapon.


Hazel Alt
-
Weapon now deals true damage equal to structure's HP instead of 999


Selicy Default
-
HP: 900->1000
Mana Regen: 0.4->0.45


Selicy Alt
-
HP: 900->1000
Mana Regen: 0.1->0.15


Violette Default
-
Weapon back Shield: 30->40
Weapon bot Mana: 2->2.5

Player should be rewarded more, the change from 30->40 shield makes Corset easier to trigger without being punished for it. I thought it might be too strong at first, but I think the risk/reward justifies this change.



[h2]--Enemies--[/h2]

Decayer
-
Now takes 5 true damage on hit
Shield on hit: 50->40

This enemy is pretty annoying, the 5 true dmg on hit will give players something to do instead of just waiting until it kills itself.v


Artillery
-
Loop delay increased


Healdon
-
Poison attacks made more visible


Avenger (Cactus)
-
projectile speed decreased to give player more reaction time



[h2]--Other--[/h2]

Added an extra chance for branching paths on the 4th zone, my intention is to make the paths less "strict"
Increased loot rarity in early game. You should be seeing a few more epics in the early game and legendaries in general. One of the reasons is to increase diversity and options at the start of the game.
Campfire Healing: 40*5->50*5
Increased a few enemies attack delay, giving the player more time to dodge.
Reduce enemy shield regen buffs and hell pass 9 health regen
Removed +5maxhp from upgrade pool for Ping (could be used to gain infinite health)
Missile Silo hazard time: 35s->40s
Gate's hit-shader is 30% opacity instead of 70% since the sprite is so large
Time Slow/Stop now affects shuffle time
Hell Pass 04 now reduces boss healing by half instead of removing it completely


Modding
-
Added support for custom descriptions
Moved uploading and updating to the "YourMods" folder instead of the workshop folder


Quality of Life
-
Added a sound effect to Reva's assist
Added a "quit" button the pause menu
Improved logic for previews, like moving when doublecasting structures
Dark zones will now color future zones "red" when highlighted to show that the rest of the world will be dark.
Increased visbility of broken tiles
Lowered Gate HP, but increased it's defense - multi-hit and flame builds were having too easy of a time while most other builds were having a harder time against the Gate. In the end it's toughness is about the same but it should be easier to beat in general.
Player tile will be extinguished from flames when downed
Violette's music boss attacks are now "green" with a cross.
Last picked skins/loadouts will be saved as defaults even after restarting



[h2]--Bugfixes--[/h2]

Major
-
Fixed gunner's changed weapon disappearing on load
Fixed memory leak with generated spells
Fixed logic for the Bravely Default achievement, you can now use Removals. Which I don't agree with but it's worded that way so..
Fixed a softlock where battles would get stuck when Soul Gun killed a structure and died at the same time
Shopkeeper skin will now unlock properly (it's nothing special, just the old version of her from the demo)
The end credits will now appear properly in all languages after cutscenes
Removing dueldisk and candywrapper will now properly reset their effects
Removing pacts will no longer softlock the game
Type of battle reward will correctly show up after shiso/chest rewards
Fixed a softlock where the player could get trapped in a corner during Violette's battle
Effects can now be properly searched in the library (Anchor, Flow, Fragile, etc.)
Changed most attacks to spawn relative to the player's position if they are on the other side of the field
Stasis did not remove shield from the player in some cases


Minor
-
Grail will no longer heal outside of battle
Hired gun and other spells will no longer trigger executions on structure
The gate can no longed be pulled
Character alt kits are now chosen when hovered over
Pet's will now follow the owner's facing direction
Mana regen text in stats screen is rounded
Disabled Hoarder achievement during previews
Added an extra frame of delay when opening the map, before selecting a zone, allowing players to use the same button for accept and map
Damage values will now show up for consecutive spells with the same damage under cast slots
Preview for Stasis will not work properly, losing the shield
Fixed a bug where the Shopkeeper was showing up twice in the previews
Doubling poison on an enemy will no longer show up as a stack of 0 poison
Spell and artifacts count will now show properly in the statistics screen



[h2]--Ending Notes--[/h2]

Coming soon:
Accessibility options
Larger font sizes
UI Options

I know Co-op with separate characters is requested, but this feature may take a while. I will try to work on it soon.


We just hit 1000 reviews! Thank you all so much for your feedback, positive and negative. It all helps make the game better.


[h2]Fanart[/h2]


Saffron by TinaCao


Saffron by JaxMagnetic


Saffron by Setzeri

Thank you so much for the art! And thanks to inkcurry for the banner!

Feel free to leave us a review on Steam!
>One Step From Eden - Store Page<


[ 2020-04-03 18:47:57 CET ] [ Original post ]

Patch v1.1 - Flow rework

Hey everyone, I got a really quick patch out fixing some major issues and making a few balance changes. The response has been amazing so far!

Patch Notes 1.1 | 3-30-2020

[h2]--Spells--[/h2]

All spells with Gain 1 Flow : "Gain 1->2 Flow"

Flow was too hard to keep going unless you had only Flow spells. Gaining 2 Flow per spell gives you a nice amount of wiggle room for other synergies. This should also help Flow artifacts see more use outside of Flow builds.

[h3]Earth Prayer[/h3]
Gain Flow: 3->4


[h3]Rock Cycle[/h3]
Gain Flow: 1->0
Damage: 40->60

Rock Cycle was a bit too spammable infinitely. This still lets you spam Rock Cycle with the right build, just not forever.


[h3]Waterfall[/h3]
Damage: 80->50
Gain Flow: 1->0
Anchor: No->Yes
(also added a green glow when you have flow)

Waterfall did way too much damage without any risk. Adding anchor gives some tradeoff for the terrible terrible damage it can deal.

Hopefully this helps make Flow more accessible and gives you more freedom with it. I still want it to be a powerful build if you have all Flow cards, but now there's more thought in balancing your stacks with Rock Cycle and Waterfall.


[h3]Kunai[/h3]
Anchor: No->Yes

Kunais are a bit too strong right now. Watchlist.


[h3]Mine[/h3]
Duration: 10->12

This should give you a little more time to activate Mine


[h3]Sera Cannon[/h3]
Cost: 2->3

Sera Cannon can be a little too powerful without too much risk. Watchlist.


[h3]Shield Beam[/h3]
Damage: 10->20
Shield on Hit: 10->20
Shots: 4->2
Time Between Shots: 0.11s->0.2s

Shield Beam could get a little too powerful with shield upgrades and hitting multiple targets. The shot reduction also makes it feel a bit snappier


[h2]--Weapons--[/h2]

Slightly increased the cooldown for Bullet Hell Gunner's weapons. I want it to be more of a relaxed gameplay option, but their dps was a bit too high to experience the game.


[h2]--Artifacts--[/h2]

[h3]Beret [/h3](Shopkeeper starting item)
Health Dropped: 90%->80%

Shopkeeper was a bit too resilient to getting hit.


[h3]Luna[/h3]
Rarity: 0->2


Pet MaxHP increase per battle: 40->25



[h2]--Other--[/h2]

[h3]Co-op[/h3]
Base mana regen: x1->x2

Allowing both players to cast spells at a normal frequency should make co-op more fun and hopefully a bit more rewarding for the difficulty it adds.


[h3]Modding[/h3]
Added a 'Mods' folder to StreamingAssets
Made updates use the 'YourMods' folder
Increased font size of mod descriptions
Made mods disable achievements
Fixed mods dissappearing after updating a mod


[h3]Quality of Life[/h3]
Added a short hold for Skipping rewards, Upgrading, and Removing
Adjusted health values for ending bosses
Max Mana pact is now temporary during battle
Reva's assist is more reliable
Artifacts like Uranium that trigger constantly during battle will no longer affect the player while downed
Reduced the frequency of attacks in some mid-lategame enemies
Reva will unlock automatically at lvl 6
Saffron Chrono kit will unlock automatically at lvl: 4->2
Added 32bit windows support
JTang redid Terra's default outfit


[h2]--Bugfixes--[/h2]

Achievements can no longer be achieved via preview
The library can now be searched for keywords in all languages
You can now click on shop buttons at all resolutions
Fixed a softlock in the normal ending loop
Generated spells like kunais will now be correctly destroyed in-between battles
You can now get skins by meeting achievement requirements again if you didn't reach the unlocks pane before
Playtime calculations should now be accurate when saving/loading
Adjusted size of boss hitboxes in normal ending
Upgrades for spells will no longer double when saving/loading
Fixed one of the ending cutscenes that was accidentally cut short
Character outfits will no longer show up unlocked multiple times
Pacts can now be removed (but not hell passes)


[h3]Minor[/h3]
Fixed startup loading background not showing correctly
Fixed startup without Steam connection getting stuck
Fixed clicking the back button on the streaming pane
Fixed naming issue for Reva - Cyber skin
Preview characters no longer move during anchor spells
Rocks can no longer get artifact buffs in previews
Votes can no longer show up on display cards
Music no longer stops if the preview character dies
Stats will now update immediately after buying a new artifact
Flow can now be searched in the library


[h2]--Ending Notes--[/h2]

The past few days have been super hectic! I'm really happy you all seem to be enjoying the game in the reviews and recommending it to your friends. I wholeheartedly appreciate that.

[h3]Coming soon:[/h3]
Helping slower players where Saffron Chrono isn't enough
Making the late game more strategic but still difficult
Bugfixes
Accessibility options (like a toggle for button Holds)

I'm sorry if I haven't been able to respond to you online, I will do my best to catchup with you!

Thank you all so much for playing. Don't give up, stay determined :)
-Thomas


[h2]Fanart[/h2]

Saffron by Makaroll



Saffron by 7thBeatGames



Saffron by Shawcody34

Thanks to these amazing artists for their awesome illustrations and inkcurry for the headers!


[ 2020-03-30 17:16:05 CET ] [ Original post ]

The Humble Brag - Spring 2020

[previewyoutube=J0QRDcn_-4k;full][/previewyoutube]
Check out some exclusive new clips of One Step From Eden and other awesome upcoming indie games published by Humble Bundle!

Thanks to InkCurry for their awesome Hazel banner art!

We are just 2 days away from release! March 26th!


[ 2020-03-24 17:19:32 CET ] [ Original post ]

Coming to Steam and Nintendo Switch March 26th, 2020! + 10 min Gameplay Preview!


[previewyoutube=R64wyxTu0Ro;full][/previewyoutube]

Check out 10 minutes of exclusive gameplay in One Step From Eden!

We've been wrapping development up and testing and making so final balance tweaks. Everything's finally approved and set for launch! Thank you everyone for all the support. It's finally happening, just 1 more week!

Stay tuned for some more character skins!
Let us know in the comments if there's anything else you want to see!


[ 2020-03-20 21:37:46 CET ] [ Original post ]

Character Skin Previews!


Saffron - Witch



Reva - Cyber



Hazel - Priestess

The skins are being create by @jtangc, one of my biggest personal inspirations for pixel art. It's been an honor to work with him!

Let us know which ones are your favorite, and what other skins you're looking forward to!
You won't need to pay extra for any of these!


[ 2019-11-01 17:04:16 CET ] [ Original post ]

One Step From Eden - PvP Preview!

[previewyoutube=vu-TXMWZAKc;full][/previewyoutube]

What do you think of PvP?


[ 2019-10-14 20:14:42 CET ] [ Original post ]

Closed Beta is Out + Patch Notes + Tokyo Game Show!



The closed beta for One Step From Eden has been out. Follow the twitter @OneStepFromEden for chances to get in!

I've been away at Tokyo Game Show 2019! Where we were selected for the SOWN awards and won Best Game Design!

But I'm finally back now and will be actively working on the game and updating the beta.




Wasn't sure the best way to get patch notes outside of discord. Hopefully this helps!

Patch Notes #1
1. Restructured battle end logic, no more soft locks on normal battles!
2. Fixed boss executions being interrupted and softlocking. Boss executions should now always kill you, if not #3.
3. After 10 seconds of being "downed" at 1 hp, you will regain control of your character, to prevent any softlocking
4. Addded final checks to ensure tiles exist before attempting to move there and soft locking
5. Structures and enemies will no longer explode when being cleared from the field
6. Added enhancements (below)
7. Limited some enhancements to encourage diversity
8. Fixed some incorrect descriptions and added stuff like damage of blade throws
9. Sparing bosses counts as a battle for pacts
10. Fixed black screen when loading a game
11. Added some tutorial tips
12. Shiso now starts with align instead of pull

Thank you for bearing with me on the bugs, it should get better and better as we keep going! :)

Let me know what you're most excited about and feel free to throw your ideas at me! I'll be reading them even if I can't respond right away.

Nerfs:
Hyperbeam reduces spellpower by 2
Duel Disk reduces spellpower by 1 everytime you shuffle

Changes:
Devour - heals 100 hp if it kills an enemy
CarpetBomb - rains down shots on a wide path and leaves flames on hit. Gain fragile. Can hit self.
ClawTraps - raised root duration from 2 to 4

New Spells:
Cynet - apply link to all enemies for 8 seconds
Salvage - destroy a structure in front to gain 100 shield and max mana

New Enhancements:
EarthboundPlus - give an earthbound stack
ExtendedMag - +4 shots and Jam
FragilePlus - hits apply Fragile
Overload - double damage and Consume
SummonHealth - double summon health


Patch Notes #2

Changes:
Set a minimum deck size, cards cannot be removed below 4 cards
Disabled mouse locking to center of screen after a duration while the game is the focused window
Add some unique/random dialogue lines

Balance Changes:
Blizzard - mana cost 4->5
Entrench - root duration 1->2
Earthen Armor - shield amt 70->40
Tractor Beam - rarity 2->1
Pull - duration shortened, rarity 1->0
SumTurretGun - mana cost 2->3
Circuit - dmg 40, rarity 2, mana 1, duration 3->2
Twoxin - posion 40->60

Pacts altered for balance, removed Heal pact.

ChocoMintChip Frost slow now only applies to enemies
Rose (artifact) now gives atk dmg instead of healing

MaxMana can only be raised in battle
Enhancements will now cost 1 extra upgrader for each enhancement already on the spell

Hazel's wrench now damages enemies for 25 instead of shielding/giving them spellpower
Gunner's weapon now fires a piercing laser

Bugfixes:
Make sure depleted/onequip artifacts are all saved in save/loading
Elecbug leaves tile as occupied when dieing
Boss last words will show up again when they are killed
Added attacks for Machgunner 3 and 4 (they're scary)
Fixde softlocking/going to negative hp when dieing right after killing a boss
Set hp after adding artifacts when loading a run
Fix restock button cost scaling
Fixed crash when removing multiple cards too quickly
Fixed Salvage not granting shield and mana (and non-spammable execute spells not proc'ing on summoned objects)
Fixed Midnight (now casts spells for 0 mana and consumes them)
Fixed Daffodil giving Removals every load
Fixed run timer to reset in between runs and get saved when loading
Fixed focus highlighting spell rewards that were not the same brand
Fixed softlock when skipping upgrades


[ 2019-09-17 23:05:40 CET ] [ Original post ]

Demo Released On Steam!



You can now download the demo on steam, on the right-hand side of the store page.

I'm not sure how many followers see these updates, so please let me know if you'd like me to start posting more news here!

Thank you!

Join the Discord Here! discord.gg/OSFE


[ 2019-03-25 06:32:16 CET ] [ Original post ]

One Step From Eden Kickstarter is Live! + Demo v140!



The Kickstarter for One Step From Eden is Live!
Demo version 140 is also out on Gamejolt and itch.io featuring some cool new skins for the characters!

Watch the new trailer on the steam page!

Kickstart One Step From Eden here: https://www.kickstarter.com/projects/tmkang/one-step-from-eden


[ 2019-01-03 12:33:45 CET ] [ Original post ]