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Ecosystem News

IndieCade & What's Next For Ecosystem

Hello! Dan here, community manager for Ecosystem, with a couple of updates to share about Ecosystem. We'll hear from Tom further down about what he's been working on and what he will work on next, but first we have some big news!

[h2]IndieCade[/h2]

We're super excited to announce that Ecosystem is part of of the 2023 IndieCade Nominees!

As well as being eligible for the following general awards:

  • Grand Jury Award
  • Jury Prix Award
  • Innovation in Interaction Design Award
  • Innovation in Experience Design Award
  • Developers Choice Award


We've also been nominated specifically in the "Mike Sellers Systemic Design Spotlight Award".

The full list of nominees for the award as follows (some amazing company here!)

  • Against the Storm
  • Ecosystem
  • Price of Flight
  • The Signal State
  • Unknown Number: A First Person Talker
  • Viewfinder


You can watch the awards right here on Steam on Saturday November 4 from 10am PDT.

Tom will also be taking part in a Show and Tell session, again hosted here on Steam, tonight (Friday 3 November) between 10am and 12pm PDT!

To celebrate our inclusion in IndieCade we are currently on sale for 20% off!

With all that said let's hear from developer Tom as to what he's been up to recently - take it away!

[h2]Next Steps for Ecosystem[/h2]

Hello Everyone,

Welcome to the November development update!

I just finished work on a minor update aimed at improving performance, mostly via reworking the level-of-detail meshes for Coral and some Misc food sources, as well as changing the minimap to be more efficient when there are large numbers of plants in an environment. Many thanks to volunteer community / mod-development liaison Stobz for noticing this latter issue and isolating its cause. Whether or not you see an improvement will depend on what kind of environment you have created and whether, in your specific scenario, your computer is bottlenecked by rendering foliage rather than processing creature physics. However, in stress-tests featuring very dense coral reefs, performance improved by 6ms per frame (the difference between 45 frames-per-second and 60) and in those with dense plankton growth, it improved even more, by 8ms, so hopefully this will make for a notable improvement for some.



With that complete, I'm now moving on to the next major update, which I think of as the Behavior Update. The goal with this next batch of features is to give the creatures a little more to do with their lives and more ways to differentiate themselves from other species. Since Ecosystem doesn't fit into a standard game genre, new features require experimentation and may not always work, so I can't promise any specific behaviors just yet, but I am looking at things like swimming in a school, communicating via biolumenescence, or building nests to lay eggs in. Ideally, many of these behaviors will not be a simple on/off switch, a single trait that a species simply has or doesn't, but instead will include room for variation, such as the specific colorations and patterns a species uses in biolumenescence, as well as what they are most inclined to actually communicate about. I hope to have a few more details soon as the update progresses.

Thank you for reading!

Tom Johnson

Open Beta - Performance Improvements

Hey folks!

We've just released a small Open Beta which brings some performance improvements to the game. As always. please be sure to back up your saves before swapping to the beta!


Patch Notes

Performance improvements due to reworking all Coral and some Misc food source level-of-detail meshes.

Performance improvements due to reworking the minimap to be more efficient when there are large numbers of plants in an environment.

Fix: Changing the diet on the evolutionary parameters menu prior to spawning a stored or online creature does not actually change the diet.

Fix: Editor-made creatures could display an incorrect diet in the evolutionary parameters panel if their food type was changed in the editor.

Fix: Some text overlaps in graphics menu in English and German.

Ecosystem Demo Now Supports Japanese Localisation

Just a very small post to let you know that the games demo now supports our newly added Japanese language following it's addition when we took the game to Tokyo Game Show.

The new update for the demo should be ready to download now :)

Ecosystem Chosen As Finalist for SOWN2023 at Tokyo Game Show!

From the 81 game titles participating in the Selected Indie 80, TGS2023 nominated and announced the eight finalists who will compete at SOWN2023, a pitch event for indie game developers.

The finalist presentations will take place at the TGS studio of Makuhari Messe on Sep. 22 (Fri.), Day 2 of TGS2023. The event will also be live-streamed as a TGS official program. The winners of the seven awards, including the Audience Award Grand Prix, will be announced following the final judge.

You can see all eight finalists at this link.

The whole thing will be livestreamed from 16:00 JST on Friday 22nd September:

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Combat Update Out Now!

[previewyoutube][/previewyoutube]

Hello!

After an extended open beta we're now ready to release the Combat Update onto the main branch of the game!

You can see the new update in action in the trailer above!

This update adds a whole new combat layer to the simulation which should change how the game plays in some interesting ways.

Previously the main strategy for success in a creature was speed, if it could swim fast, then it was likely to succeed and flourish in the ecosystem. But now all creatures will develop a range of combat statistics, and will need to adapt to survive attacks from predators and apex predators.

Some of these are under the hood stats, such as bite strength and poison resistance, but others are visual too such as a puffing up in a threatening behaviour, using electrical attacks to stun enemies, or growing poisonous spikes on their body.

Patch Notes:
FEATURES

Combat Simulation: Combat is heavily physics-based and includes new traits (and new uses of existing ones) that can be factors in a species' evolutionary future.

  • Biting does piercing damage, based on bite force quotient, size, and total creature momentum.
  • Striking with limbs does slashing or blunt damage based on the momentum of the strike.
  • If an attack throws a target's joint out of position, this can cause the limb to become nonfunctional, dizzy the creature, impair its vision, cause bleeding, and several other types of statuses.
  • Creatures can also evolve different types of venoms, which impart different negative effects, as well as resistances to these effects.
  • Creatures can evolve thicker skin in places and thicker skulls, as well as spikes and carapaces, which defend against certain types of attacks.
  • All new combat stats are subject to mutation and mating, and can be changed in the editor.
  • Multiple creatures can all participate in the same fight, allowing for predators to engage in group tactics.
  • Combat can be induced between any two creatures in the game by selecting a creature, clicking the 'Force Combat' button in the Interaction menu, and then clicking a target.