- 0.7.x - Linux Build! - 6 July 2026
Todays update brings a new test branch for Linux users! This build is a test, I have not thoroughly run through it as of yet but I have the new Depot and Linux build loaded and published. Native linux users should be able to install and run this but be warned that I have not fully tested it. I will get my Linux box back up on the bench tomorrow and try to run through as much content as I can. Until then proceed with caution! :D If you Linux folks find any issues or problems please let me know.Thanks! I appreciate everyone who has bought copies of Echoes over the last couple of weeks, as a solo developer it really means a lot. Thanks everyone! Strom
- 0.6.40 - Confirmation Boxes! - 27 May 2026
I got a report from Boulean over on Twitch: that he was having fun then accidentally hit the return to town button and ended his run. I went through and added a confirmation dialog for the following options menu items: -Return to Town -Quit to Desktop -Quit to Main Menu You'll be prompted to cancel or confirm when you pick one of those three things, should help folks out to not accidentally end a run. Sorry Boulean! Strom
- 0.6.39 - Graphics, Post Processing, and Visuals! - 3 March 2026
Todays update brings a graphics pass on making the game look better. Today I've gone through and added some post processing effects, white balance, tone mapping, color grading, and some SSAO, the game looks quite a bit better. It looks less flat and has more depth, I'm pretty happy with the improvements. I'll be doing some more updates as well, so stay tuned!
- 0.6.38 - Updates and Fixes - 9 February 2026
Todays update brings some fixes and a few changes.Fixed Dashing through the "hidden" waterfall area would toss you up into the air like 500ft.Fixed Colosseum UI entrance panel showing up when trying to exit the colosseumDisabled the Fire Island arch, this was left in on accident, I am currently working on finishing the fire island.Added in Elemental Arches for the other elemental island, these are also disabled but will teleport to the future remaining islands.Thanks for sticking with me in this solo dev adventure that I call Echoes of Mayhem! Strom
- 0.6.36 - Target FPS Option - 12 January 2026
Hey folks! Sorry this feature has been missing so long. I didn't realize until a few months ago that people asking why their GPU was going max fans was. I always run with Vsync on so after some testing with a few people I found out that most people don't run with Vsync on, and the game was running at absolutely full speed on their GPU. -New Target FPS option in the Graphics section of the Options panel. If you run with Vsync off you can now specify target framerates of 30, 60, 75, 120, 144, 240, 360, and Unlimited speeds. This should help anyone whos systems went full GPU load and their fans spun up like crazy.
- 0.6.35 - Unity Engine Fix - 6 October 2025
Today's build is just a rebuild using the latest version of Unity for Echoes, they released a few security patches that needed to be integrated.
- 0.6.33 - Tier 1 Boss Fixes - 9 July 2025
In the process of building the new fire island I seem to have put the water plane on top of where the tier 1 boss room was, I've moved things around and it should be fixed now. I also fixed an extra dungeon blocker on his room from being there. Thanks to MadChirpy for streaming and play testing today so I could find those bugs.
- 0.6.30 - Shield blocking fix - 28 May 2025
Not sure how long shield blocking has been broken, but I just fixed it. It should no longer cancel as soon as you hold down your RMB.
- 0.6.28 - Projectile Fix - 21 May 2025
Fixed an issue with projectiles not correctly triggering when hitting non world objects, breakables, or buildings in town and the dungeons.
- Still here! - 5 February 2025
I just pushed up a build that fixes two achievement issues and an item with one particular wand not working like it should. I still don't have access to an artist but I have managed to purchase some assets that will allow me to hopefully populate the town island with some more stuff, and also finish out the fire island. Things are being worked on, its just a bit slow as I'm a programmer with very little eye for art. :D Thank you for sticking with me and I'm hoping to have something here in the near future! Thanks!
- Spring 2024 Sale and Status Update - 14 March 2024
We've got a nice discount on the game coming up for the Spring 2024 Sale. I am still actively developing Echoes of Mayhem, I just had to move past the Fire Island update since it needs models, artwork, and animation work, which I myself can't do since we lost our artist last year. I am still working on securing someone to help with all of that, hopefully have something ironed out here by summer. I have tons of plans and things I want in so bear with me please! I'm a solo dev and a programmer by trade so I can't do the artsty stuff. If you have any questions or comments please post on the forums or email me directly: [email protected] Thank you to everyone whos stuck with me, it means everything! Strom
- State of the Game - Fall 2023 - 7 November 2023
Hi Everyone! Its been crazy since the Early Access launch back in February and just wanted to update everyone as to what's been going on. I lost our artist to his real job back in June, our launch numbers were nowhere near what we had expected, and in turn it was not enough to support him working on the game full time, let alone part time so he stepped away from the project back to his fulltime job. I've been trying to pick up the pieces since then and I just don't have the skills to do the modelling, art, and world design currently. The good news is that I have been working on a pitch deck and I'm putting things into motion to get some Publishers to see the game and to see about securing some funding to bring on a few people to help work on the game. I've also had some personal stuff come up in the last year and that's slowed me down as well, but that's not an excuse and I apologize fo…
- Fire Island Update - 13 July 2023
Work on the Fire Island continues, my artist has had to step away from the project for an indefinite period of time so things have been a bit slow since I'm wearing all the hats now (coding, design, art, modelling, etc). I have all of the props and designs for the island finished, its just a matter of putting things together and designing the new boss fights and mechanics. On a side note, I wanted to share with everyone a sneak peek at the new Hammer and Great Hammers that will be coming out in the Fire Island update. There will be five one handed hammers, and five two handed hammers, these will fit in nicely with the swords and axes and give us a blunt weapon type for really putting the hurt on those undead. (They take bonus damage from blunt weapons!). I hope to have things finished up this month and I'm working as fast as I can I just ask everyone to be patient with me as I'm solo on…
- Fire Island Work in progress - 8 May 2023
Work on the first elemental island is progressing pretty well. Today I wanted to talk about the design idea and what you can expect from the first iteration of our first open world area. On each corner of the main island there are mysterious broken shores that are linked to the new elemental islands, below is a glimpse of what the portal will look like to the fire island once it has been restored and activated. The portal will require an amount of resources, I haven't decided what tier yet, but probably T3 stone. In addition the final T3 boss in the starter dungeon will drop elemental shards that are needed to restore the fire crystal and activate the portal. This is a WIP sketch of the fire island as its being worked on now below. This island will be roughly three times as large as the main town island and may be smaller or larger in the final version but this is the idea so far. There…
- Minor Colosseum Fixes - 2 May 2023
Fixed colosseum walls not being set to level, would cause casting issues with wands sometimes. Fixed colosseum entrance and exit warps while dashing, could result in an out of bounds issue. Moved PoI in colosseum entrance to a sign. Was weird having a dead guy talk to you. :) Added more resources to T1 reward chest, and chances for trinkets to drop Moved all speech bubbles to be closer to NPC's / Dialog spots. Updated Unity version to 2021.3.24f1
- Fixes, First Elemental Island status, and Multiplayer Status Updates - 26 April 2023
This patch has a few minor fixes and some work on our multiplayer code that is coming along nicely. We have had multiplayer support in since day one of the game, I just made the decision to pull it on our Early Access launch as the new dungeon system that I designed did not play well with the older multiplayer design. This patch is the first pass on making the current dungeon system multiplayer friendly. There will be several more updates coming out and I'm hoping to have multiplayer live sometime during summer. We also are hoping to have our first of four elemental island updates in towards the end of May. Dungeon Blockers (purple walls) in dungeons now allow one way travel into active rooms, this change is in preparation for multiplayer going live this summer. This will allow players to run into rooms others have activated, or even players that manage to dash out before the wave activ…
- External Language Files Update - 16 April 2023
This is an update focused on the start of some localization work. I have exported all of the supported languages to a folder called "Localization Tables". If anyone wants to help localize any of the language files it would be greatly appreciated and I will add you to our credits as well. We have a full french localization (by Zelpix, thanks!) but need help with the other languages. Localization FIles ending in: (E.g....Exported XLIFF_en.xlf = English) de - German en - English es-ES - Spanish fr - French it - Italian ja - Japanese ko - Korean pl - Polish pt-BR - Portuguese (Brazilian) zh - Chinese (Simplified)
- Small T3 Level Fix for Wands - 10 April 2023
This should fix wands from not casting in the proper direction on one particular T3 dungeon.
- Combo System, Colosseum & Parry Update - 7 April 2023
Sorry for the delay on this update, its been a hectic couple of weeks. This update includes the first iteration of the Colosseum and Parry mechanic and a handful of tweaks and fixes. Combo System The new combo system is live. The biggest change players will see is higher rarity items will now do a higher amount of combo damage on the third hit, it now scales with rarity levels. I'm also going to be adding in some more combos with debuffs, and buffs to help players out a bit. Parry This new mechanic will allow players to parry a downward attack from enemies once per enemy attack cycle, you will see a white flash showing when the parry window opens up attacking with a melee weapon during that time will trigger a parry. Parrying an enemy will immediately cancel that attack and stagger the enemy. This is a work in progress and I'm looking for feedback from players on how it feels, timing, a…
- Early Access - One Month Update : Combo System Improvements and Colosseum Soon! - 22 March 2023
It's been a crazy busy month since the Early Access launch on February 20th! We appreciate everyone's support and feedback during this time. We've been hard at work on our first group of roadmap changes. A few things we've been working on include combo system improvements, a colosseum, and new dungeon layouts. I hope to have an update out next week with the Colosseum and combo changes, and Dungeons will follow after that with a few other things as well. Here's a sneak peak at some internal scriptable object screens of what some of the new things that Combos can do: Here you can see that combos have a duration for a few different things, in addition to a damage value, some combo triggers, effects, and rarity multipliers. This lets the more rare items do more damage now and trigger spells (procs) on targets like poison, or burn effects. Plus a few more extra things below. Combos also allo…