





One Step From Eden combines strategic deckbuilding and realtime action with roguelike elements. Cast powerful spells on the fly, battle evolving enemies, collect game-changing artifacts, make friends or make enemies. Make it one step from Eden, the last shining beacon of hope in a bleak post-war world. Fight alone (or with a friend in co-op) and lead your character down a path of mercy or destruction.
Play the Free Demo Now!: https://gamejolt.com/games/OSFE/366092
Play the Free Demo Now!: https://gamejolt.com/games/OSFE/366092
Features:
- Deckbuilding with 200+ spells & 100+ game-changing items
- Action deckbuilding, a blend of bullet hell action and card game strategy
- 8+ Playable characters and Bosses
- Life or death choices with alternate runs and endings
- Unique evolving enemies that get ingeniously more difficult
- Procedurally generated worlds and battles
- Local co-op and PvP
- Full controller and keyboard & mouse support
- Steam Workshop & mod support
Patch v1.1 - Flow rework
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.
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.
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.
Kunais are a bit too strong right now. Watchlist.
This should give you a little more time to activate Mine
Sera Cannon can be a little too powerful without too much risk. Watchlist.
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
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.
Health Dropped: 90%->80%
Shopkeeper was a bit too resilient to getting hit.
Pet MaxHP increase per battle: 40->25
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.
Made updates use the 'YourMods' folder
Increased font size of mod descriptions
Made mods disable achievements
Fixed mods dissappearing after updating a mod
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
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)
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
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.
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

Saffron by Makaroll

Saffron by 7thBeatGames

Saffron by Shawcody34
Thanks to these amazing artists for their awesome illustrations and inkcurry for the headers!
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
--Spells--
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.
Earth Prayer
Gain Flow: 3->4Rock Cycle
Gain Flow: 1->0Damage: 40->60
Rock Cycle was a bit too spammable infinitely. This still lets you spam Rock Cycle with the right build, just not forever.
Waterfall
Damage: 80->50Gain 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.
Kunai
Anchor: No->YesKunais are a bit too strong right now. Watchlist.
Mine
Duration: 10->12This should give you a little more time to activate Mine
Sera Cannon
Cost: 2->3Sera Cannon can be a little too powerful without too much risk. Watchlist.
Shield Beam
Damage: 10->20Shield 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
--Weapons--
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.
--Artifacts--
Beret
(Shopkeeper starting item)Health Dropped: 90%->80%
Shopkeeper was a bit too resilient to getting hit.
Luna
Rarity: 0->2Pet MaxHP increase per battle: 40->25
--Other--
Co-op
Base mana regen: x1->x2Allowing 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.
Modding
Added a 'Mods' folder to StreamingAssetsMade updates use the 'YourMods' folder
Increased font size of mod descriptions
Made mods disable achievements
Fixed mods dissappearing after updating a mod
Quality of Life
Added a short hold for Skipping rewards, Upgrading, and RemovingAdjusted 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
--Bugfixes--
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)
Minor
Fixed startup loading background not showing correctlyFixed 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
--Ending Notes--
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.
Coming soon:
Helping slower players where Saffron Chrono isn't enoughMaking 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
Fanart

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 15:16:05 CET ] [Original Post]
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