Eden Rising

The Game Changer Update is LIVE!

 

Eden Rising’s massive Game Changer Update is now live! This major update is the start of a whole new chapter of Eden Rising’s story. We’re very proud of the result, and we want to share our excitement with you.

In celebration of this update, you can PLAY EDEN RISING FOR FREE DURING THE ENTIRE WEEKEND OF OCT. 18 – OCT. 21: Dive into the world of Eden for free and enjoy our biggest update ever!

We are also running a SPECIAL PROMOTION EVENT BETWEEN OCT. 18 AND OCT. 28: You can purchase Eden Rising with a 40% DISCOUNT UNTIL OCTOBER 28. Go solo or bring your friends with you, this is the best time to jump on board and join the amazing Eden Rising adventure!

Check out our brand new trailer:

Devs are going live!

We will have a Devstream on Oct. 18 from 2 to 3pm EST on our Twitch Channel! Pop in to watch or just to ask us any questions you have, and enjoy a fun moment with the developers!

 

That’s it for now. The entire team has had a blast making this update. We can’t wait for you to get your hands on it! As always, we appreciate your feedback, so let us know what you think.

Thank you for your amazing support!
 

Full Update Notes below

 

NEW FEATURES | MAJOR IMPROVEMENTS

BRAND NEW ONBOARDING

  • A brand new onboarding experience! An entirely new island to explore, new sieges, and new monster encounters. Enjoy the new and improved, integrated tutorial to discover all the new features in Eden Rising!
  • Updated Achievement/Quest System for the new onboarding.
  • Added placement suggestions for early sieges to help teach players. These are pink projection spots for turrets and turret types to guide new players in their first tower defense challenges.

COMBAT UPDATES

  • Players can now break out of attack animations much more often.
  • Player damage quality and value is now communicated with better damage numbers. Color, style, and icons will all let you know what kind of hit you’ve landed on a monster.
  • While engaged in hard lock, after killing a monster, the auto-lock on the next monster now has a shorter range.
  • When the hard lock automatically chooses a new target, it only selects targets from those onscreen.
  • Armor and weapons now have clearer stats, abilities, and damage types. Check them out in the new crafting and upgrading UI.
  • Revamped the Black Rod Combo. New animations and new attack timings for all rod weapons.

UPDATED SOLO EXPERIENCE

  • Sieges, monster encounters, and all aspects of balancing have been updated for a better, more fulfilling solo experience!
    This was at the top of the latest community feedback, and we gave it a big focus in this update. Let us know what you think!

SIEGE REVAMP

All sieges in the game have been revamped. New enemies, enemy formations, updated traps, and some new turrets have all been added to the mix! The top tier of sieges are currently Coming Soon, so look forward to even more sieges in the future.

  • Siege scoring and rewards have all been updated.
  • Siege scoring UI updated to reflect the newest changes and some
  • Added a grace area and warning before failing siege.
  • Added feedback for showing that killing monsters increases the time remaining for a siege.
  • All surviving turrets in camp will heal after a siege ends.

MONSTERS

  • Siege and wild monsters alike have teamed up! Monster formations have been implemented across the game. In sieges, look for the dots in the monster icons to see when a formation will spawn.
  • Monster weak points! The player can hit the monster in vulnerable angles to cause extra effects.
  • Monsters now sport strengths and weaknesses to attack types. Try out a range of weapons and look carefully for those crits!
  • Monsters will now slowly rotate to face the player.
  • Monsters now have social aggro enemy behaviors – attack one and the rest of the group will follow!
  • All wild monster encounters across the game have now been updated. Groups of enemies or lone encounters now provide new challenges!
  • Monsters now have additional attacks and combo attacks, including different damage types for variants. Look for your chance to attack and discover a whole new range of monster abilities.
  • New enemy variations have been added to the game for combat variety.
  • Removed the Archon snare.

DEFENSES

We have 3 new turrets for you!

  • Laser Lance Turret. Fires in a column for maximum lane destruction!
  • Ascendant Hive Turret. Attracts the attention of monsters.
  • Mortar Turret. For long-range splash damage.

NEW MAIN MENU

  • We’ve simplified the Main Menu flow and gave it a makeover!
  • Single-player is more of a focus for this update, and that’s reflected in the new main menu flow.
  • Don’t worry, you can still play Multiplayer! Just click over to the Multiplayer screen. A friend can start a server and then you can join by Key or by Steam Friends.

CRUCIBLE TIERS, TECH TREES, and CRUCIBLE IMPROVEMENTS

  • Tech trees
    Complete sieges to power up your Crucibles and unlock new Technology! Each Crucible now has its own tech tree with all kinds of goodies to unlock!
  • Crucible Improvements system
    Every Crucible now has its own upgrades and improvements that can be unlocked with Crucible Modules. Factories for resources, boost spots, and Crucible power can all be unlocked and upgraded! New Modules have been scattered throughout the world
  • Crucible Tiers and an improved ranking system
    Crucible sieges are now grouped into tiers. Complete sieges to earn Network Links and unlock new tiers (and thus new nodes in the tech trees!).
  • As tiers are completed, the Crucible will visually change to reflect its state.

UPGRADE WEAPONS

  • Upgrade your weapons and equipment at the new upgrade stations at each Crucible. Explore all the new upgrade possibilities!
  • Added new weapons in the weapon families with VFX and model updates!

UI REVAMP

Updated all menu UIs in the game!

  • New Inventory UI Screen and functionality
  • New Character UI Screen and functionality
  • New Crafting UI Screen and functionality
  • Update the UI Screen for Achievements/Tutorials
  • New payment interface UI
  • Updated turret UI
  • New purchasing UI
  • Update the UI Screen for Achievements/Tutorials
  • Upgrade Interface for Items
  • New teleport tower UI that better communicates potential travel points
  • An all-new Tactical Map for every Crucible
    When entering an active Crucible, the minimap will now update to a tactical map. Keep an eye on all lanes at all times! See the position and spawning of monsters, defense positions, and of course player positions.
  • And more…!

LIFE ON EDEN

  • New environmental VFX and sounds have been added across the game.

MISC

  • Various performance optimizations.
  • Activating telesites is now free!
  • Added new telesite locations.
  • Telesite towers now link to specific other telesite towers.
  • Teleporting between Telesites now takes a fixed amount of time and does not slow at the end.
  • Remove the turret radius display when contextually highlighting a turret.
  • Updated turret UI plates to display which monsters they are effective/ineffective against.
  • Updated the loading screen art.
  • Changed payment interfaces to be pop-ups instead of a wheel interface.

 

FIXES | ADJUSTMENTS

  • Fixed an issue where the Manticore in the southwest forest had no loot drops.
  • Fixed an issue where changing Server Difficulty did not adjust monster stats properly.
  • Fixed an issue where a defense being built already showed the defense’s 3D model completely built.
  • Fixed an issue where pressing the “Create” button on the character customization screen without skipping the tutorial causes a small screen freeze.
  • Fixed an issue where the “revert to default” in keybindings had no functionality.
  • Fixed an issue where the “X” keyboard command shortcut to start a Siege still works during a Siege.
  • Fixed an issue where a Siege could still be started even when the player is outside of a Crucible’s Dome, using the “X” keyboard command.
  • Fixed an issue where the timer between siege waves was not reset if the siege ended during the cooldown timer.
  • Fixed an issue where the ready check UI is not properly updating when the player is not inside the camp.
  • Fixed an issue where undiscovered Crucibles showed their name in the Teleport Menu.
  • Fixed an issue where the Teleport Menu still showed a lock on previously discovered Crucibles.
  • Fixed an issue where a player couldn’t activate a telesite tower outside a Crucible area if another player was playing a siege at the same time.
  • Fixed an issue where turrets didn’t play their engaging animation after playing once the animations of engaging and disengaging.
  • Fixed an issue where turrets don’t play their engaging and disengaging animations when they are built by another player.
  • Fixed an issue where the Medusas death animations where interrupted while disappearing / before disappearing.
  • Fixed an issue where the Datakeys collected disappeared after quitting and reloading the server.
  • Fixed an issue where closing the Game’s Program at the “Your Character” screen breaks the Tutorial.
  • Fixed an issue where the MC’s feet have a small but noticeable offset from the ground.
  • Fixed an issue where the Red Vignette warning about Low Health didn’t go away when Health was at exactly 25%.
  • Fixed an issue where the falling / knockback animation of the MC is shifted after being hit by a projectile attack from a Medusa.
  • Fixed an issue where consumables didn’t warn the user if used when health is full.
  • Fixed an issue where, when Hard Locked, the camera sits rather low, causing the MC to occlude a lot of the actual target.
  • Fixed an issue where cancelling a Melee Weapon’s Plunging (Jump) Attack using the ESC key Menu causes the MC to disappear.
  • Fixed an issue where double tapping the LMB to extract idled the MC’s arm.
  • Fixed an issue where double-clicking an Equipment in the Inventory didn’t equip it.
  • Fixed an issue where, in the global storage, using “Take 1” multiple times put each item in a separate slot of the personal inventory.
  • Fixed an issue where the user loses “hold E” item interactions (cannot access pie menu) (observed on Twitch stream).
  • Fixed an issue where after dropping behind a Backpack (Death Chest) upon dying, restarting the game caused the Backpack to disappear.
  • Fixed an issue where switching to a ranged weapon while hardlocked would center the range weapon camera.
  • Fixed an issue where the weapon’s new hit impacts don’t follow the orientation of the monsters.
  • Fixed an issue where equipping consumables or traps from the Global Storage created various equipping issues.
  • Fixed an issue where turrets didn’t appear in slot 4 after putting them in your inventory.
  • Fixed an issue where equipping a Defense Item directly from the Crafting Menu caused the MC to keep holding the Weapon.
  • Fixed an issue where remote player weapons were not correctly positioned.
  • Fixed an issue where some traps were not triggered by the monsters.
  • Fixed the “Ping Point” function.
  • Fixed an issue where the feedback when the crucible is under attack did not play.
  • Fixed an issue where the Shield Bud’s attack VFX was shifted from the monster’s 3D model.
  • Fixed an issue where the Medusa Bud is stuck in stagger animation until its next attack.
  • Fixed an issue where combat music would occasionally stop playing, when walking from a cluster of Monsters to another cluster.
  • Fixed an issue where environmental sounds could be heard during the opening cutscene.
  • Fixed an issue where siege monsters were stuck after a barrier was broken.
  • Fixed an issue where the myrmidons don’t attack the player after being hit during a siege.
  • Fixed an issue where some Sieges spawned too many Monsters, slowing the game down.
  • Fixed an issue where monsters with aggro from another lane acts weird after player goes through barrier in different lane.
  • Fixed an issue where the enemy combo was interrupted when aggro changed.
  • Fixed an issue where the Charge Primer detonation was not playing the VFX attached to it.
  • Fixed an issue where rampage-to-point abilities behaved erratically.
  • Fixed an issue where the game fails to display an error message if the user triggers Essence Well siege without having the Condensor Rig item.
  • Fixed an issue where an Essence Well on cooldown still showed the interaction prompt.
  • Fixed an issue where a delay was observed when the items are deposited from the personal inventory to the Global Storage using ‘Deposit Resources.’
  • Fixed an issue where razorgnats’ nests were shifted from the trees and appeared floating in the air.
  • Fixed an issue where a client could unexpectedly become the host in a subsequent session, after the actual Host quits the original Multiplayer session.
  • Fixed an issue where after the Host quit a Multiplayer session, the Host could get a permanent “Server Disconnected Timeout” error when trying to play again.
  • Fixed an issue where hitting a Target/Monster quickly caused some damage/hits to skip/miss.
  • Fixed an issue where the user was unable to teleport if a Defense Object was selected.
  • Fixed an issue where, upon traversing a Barrier, the Camera momentarily jittered and got closer to the MC.
  • Fixed an issue where getting knocked down by a Monster, while the MC is performing a “Q” Special Melee Attack, might cause controls to lock up.
  • Fixed an issue where highlighting a Resource in the Action Phase didn’t show its name in the UI.
  • Fixed an issue where the MC played her hit sound way too long after being hit by a Medusa Bud.
  • Fixed an issue where switching between Hard Lock targets could cause the camera to be zoomed way out.
  • Fixed an issue where walking on rocks placed on lower or higher levels canceled the use of consumables.
  • Fixed an issue where the siege timer would count down below 0.
  • Fixed an issue where Siege Lane indicators were removed as soon as the last monster was spawned from that lane.
  • Fixed an issue where Mine Pods remained active in the same spot after being Harvested.
  • Fixed an issue where the death chest didn’t display a tracker icon on the map after reopening the server.
  • Fixed an issue where map icons for siege monsters did not appear if the player is standing in a different tile.
  • Fixed an issue where the Psychopomp aggro was not consistent when being shot at long range.
  • Fixed an issue where the Siege order was not consistent when loading a game from a previous save.
  • Fixed an issue where death containers could spawn in inaccessible locations.
  • Fixed an issue where players were unable to place defenses in a de-activated state when out of power.
  • Fixed an issue where monsters weren’t displayed during Death Cam mode.
  • Fixed an issue where a melee weapon’s plunging (jump) attack performed low to the ground caused the controls to lock up.
  • Fixed an issue where enemy health numbers in the Map showed decimal values.
  • Fixed an issue where, upon Harvesting/Gathering each Resource for the first time, the increment counter always showed “+2” rather than “+1.”
  • Fixed an issue where the Siege UI often froze between waves in solo difficulty.
  • Fixed an issue where the game BGM was inaudible after selecting the quit option from the pause menu.
  • Fixed an issue where there were no SFX when landing during teleporting.
  • Fixed an issue where dropping Items created a Cross icon on the map.
  • Fixed an issue where the Stygian and Chthonian did not behave correctly.
  • Fixed an issue where entering the inventory while in Build mode would switch to melee mode.
  • Fixed an issue where there were unwanted footstep sounds (3) at the end of walking/running.
  • Fixed an issue where Wave Texts were the Same for Sieges and Mini-Sieges.
  • Fixed an issue where the camera would jitter on first spawn.
  • Fixed an issue where the texture’s smoothness appeared shifted from the actual texture’s pattern on some of the Forest grounds.
  • Fixed an issue where a Living Wall had an offset from the rock it was attached to.
  • Fixed an issue where equipping a Weapon caused the Black Rod to be replaced, rather than swapped.
  • Fixed an issue where, after the siege timer hit 0, the camp damage was still applied even after accumulating more time by killing monsters.
  • Fixed an issue where a monster could still play its attack vfx even if it had been staggered by the player during its attack’s warmup.
  • Fixed an issue where attempting to attack a Gorgon’s legs with a Spear Melee Weapon caused the MC to freeze.
  • Fixed a number of stuck locations across the game.

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