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Update 23.74 Stable

■ 1/4 2024 EA 23.74
(Translated by ChatGPT)

[Added Content]
* Unlock "Haunted Manor" Early DLC.
* Added brush recipe to Loytel's wares.
* Added butcher knife to initial recipes (experimental. A tool guaranteed to yield a large amount of meat and fur).
* Added mortar recipe to Loytel. Added mochi production to mortar recipes (mochi categories and performance are tentative).
* Added "transparent blocks" to Build Mode.
* Added recipe for "door frames."
* Added roof (awning) recipes to loom.
* Added a low chance for "Lucky Moon" to visit homes (increased probability when following Ehekatl, occurs once per year per base, doubles resident production, doubles max guest count, all guests are wealthy, and grants Kumiromi secret experience. Effects are still under adjustment).
* Added several illustrations to the in-game gallery.
* Added four new panty skins.
* Added two new friendship levels (friendship above 500 will now increase more slowly).
* Added a "Show menu only when Shift key is pressed" option to container settings when "Advanced Menu" is enabled.
* Added recipe for "curtain doors."
* Added three new monsters.
* Updated Chinese translations.

[Highlights]
* A gentler world for Corgon. Taming animals through brushing and acquiring meat through slaughtering.
* Added Rare Species feat to Corgon.
* Killing NPCs or cats with the "Rare Species" feat now lowers Karma.
* Added hobbies and jobs to Quruitzia, Corgon, and Kettle.
* Yvan's Flame of War now charges based on ally or resident deaths, granting 2 charges for minions and 30 for non-minions.
* Added all-faction enchantment to ★Warmonger.

[Additions and Changes]
* Added livestock and guest labels to hover guide for NPC mouseover.
* Fertility added to tents.
* Improved snow rendering on blocks and roofs during snowfall.
* Allowed placement of obstructive furniture even when non-enemy NPCs occupy the tile.
* Allowed tent placement in remote locations.
* Party members revived at home will rejoin the party automatically when entering the home.
* Enabled use of map and design boards inside tents.
* Prevented harvesting crops that are not ready when holding the mouse for continuous harvest.
* Reduced hobby and job efficiency for residents with low friendship.
* Skinned items now display all options during crafting (recipes and levels remain the same).
* Ripened containers now perform stack checks upon ripening.
* Added resident and livestock count/max display to resident board tabs.
* Increased chance of generating marbled meat based on Anatomy skill when slaughtering.
* Detector now beeps if sound effects or master volume is low.
* Summoned NPCs now generate with 0 interest and no fur.
* Cleanliness gradually decreases over time (only affects PC and influences friendship gain rate). Cleanliness is restored through brushing, toilets, or hot springs. Cleanliness won't drop below normal. This feature may be toggleable in future custom difficulty settings.
* Slightly increased spawn rate for melee weapons.
* Adjusted taste evaluations during meals (calculated by all taste-related traits combined).
* Neutral NPCs no longer turn hostile when afflicted by "Enemy of All Life" during Incognito.
* Adjusted calculation for -1 MP/SP consumption in Ehekatl magic (expected value now under -1).
* Adjusted calculation for -1 SP consumption in Farmer's Back feat (stamina is now consumed probabilistically).
* Implemented effect for "Hometown Love" Home Skill.
* Increased "Lucky Moon" occurrence rate with "Luck" Home Skill.
* Taming difficulty now scales as follows: animal NPCs (easy) < non-humanoid NPCs < humanoid NPCs (hard). Engaged targets are even harder.
* Brushable NPCs now display icons based on current friendship.
* Friendship levels above a certain threshold no longer decrease through conversations or brushing, and gain rates are slightly increased.
* Allowed drawing water from sinks, aquariums, tubs, toilets, etc., using watering cans.
* Fixed materials for some items like microchips.
* Highlighted containers in inventory on mouseover.
* Adjusted breeding rates by race.
* Added friendship icons to resident board lists.
* Kizuami and Horome now accept mochi, kagami mochi, sake, and ceremonial sake as offerings.
* Renamed "Sockets" for ranged weapons to "Modification Sockets."
* Allowed placing items on blocks with "Allow construction over items" enabled (unsupported feature).
* Base danger and content generation levels now factor into calculations beyond guest generation.
* Sown seeds now place below signposts and similar items.
* Weak stats now always display in red on the info bar regardless of enchantment bonuses.
* Enabled cleaning of unreachable areas blocked by walls.
* Broom cleaning now starts adjacent to the cleaning target. Cleaning water puddles takes more time.
* Increased gene slots for races with "Rare Species" feat by 2. Added -2 gene slots to the "Rare Species" feat itself. Added "Rare Species" to the immortal younger sister.
* All store goods except dangerous books now come identified.
* Guests now leave with their minions when departing from a base.

[Mod-Related]
* User maps no longer generate contents in empty containers (effective for newly uploaded maps).
* Fixed errors caused by Mod items in the light source slot after uninstalling.
* Added post-processing for quests tied to uninstalled Mods.
* Improved post-processing after Mod uninstallation.

[Fixes]
* Fixed faction enchantments triggering even after unequipping items.
* Ensured save files include original zip after de-clouding without deleting it. Zip files are used when game files are missing.
* Fixed overflow in base heirloom value calculations.
* Prevented recovered resources from entering locked containers within delivery box ranges.
* Fixed items stacking in lower-priority shared containers when residents deposit items.
* Fixed simultaneous casting of party-wide spells using multiple hotkeys.
* Corrected recipe ingredient categories for deluxe cakes, burgers, and Gourmet 2 feat spices.
* Fixed containers not closing when right-clicking their background.
* Fixed friendship-based feat point XP bonuses not being applied.
* Corrected material selection in recipes when excluded materials were moved to designated containers.
* Prevented harvested items from entering locked containers within resource signpost ranges.
* Other minor fixes and adjustments.

[Notes]
* Brooms now search within a 3-tile radius for additional trash during cleaning.
* Taming humanoid NPCs has lower efficacy. A dedicated feat to improve this may be added.
* Plans to add simple economy elements and store/money systems to prevent reliance on a single income method in late-game. Custom difficulty options for adjusting drop rates and economy toggles are under consideration, aiming for implementation in Nightly by month-end.
* Doors placed on blocks are shorter than those on walls due to height differences (intended).
* "Runes" are still not implemented.
* Balancing gods is ongoing. Currently weaker gods may receive a third blessing for significant boosts. Temporary buffs will aim for averages without sacrificing potential future improvements.
* Two types of tent walls are available.
* Costumes like mascots can also appear in dungeons at low probabilities (intended).

Elin is a new open-world roguelike that follows up on a 17 year old title

I never played the original Elona so when I look at its sequel, Elin, there are two things that jump immediately to mind. The first is Project Zomboid, despite the lack of oppressive waves of the walking dead, and the other is Tibia, a classic MMO. Elin offers a similar in-depth permadeath experience such as that found in the former, while giving you the kind of huge, chaotic world to live in and explore as in the latter. If that sounds like something you might want to hop into, it's out now in early access and it's already making waves on Steam.


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Elin's Early Access Has Begun!

Hello, adventurers.

Moments ago, Elin officially entered Early Access! We’re thrilled to bring you an adventure that feels both new and familiar, and we look forward to continually updating and refining the game as we work toward its full release. We hope you’ll stay along for the journey with us and warmly watch over its progress.

During Early Access, major new features and changes will first be available on the Nightly branch, much like in our beta testing phase, with regular updates released to all as they’re ready.

Thank you for your support, and may Elin bring you countless hours of enjoyment!

Development Update #10: *Elin hugs you*


Hello, adventurers.

With only 10 days left until Elin's Early Access (EA) begins on November 1st, we'd like to express our heartfelt gratitude to everyone who has supported and encouraged Elona and Elin over the past 18 years since the release of Elona in 2006! As an Early Access game, there are still many parts we'll continue to develop, but we're taking this EA launch as a significant milestone and are eager to press forward with renewed enthusiasm.

Since we might be busy with final adjustments in the latter half of this month, we're sending out this development letter a bit earlier than usual. Until the EA launch, I'll be sharing illustrations and more about Elin on my Twitter, so if you're interested, please take a look.

Also, the monthly development letters we've been sending may become irregular after the EA launch. We'll let you know once we have more details.

Now, let's briefly introduce this month's highlights. For full details on all the updates made in October, please check the release log on Ylvapedia.

  • Addition of the Home series storyline and a new unique resident joining.
  • Debt repayment phase for the great debt quest begins.
  • Improvements to the lockpicking skill, including the return of familiar gamble chests from Elona and the sale of complexly locked treasure chests at junk shops.
  • Enhancements to the Fog of War representation (areas outside your field of view), as well as graphics and UI improvements.
  • Numerous minor adjustments in preparation for EA.


This month, we've held back on introducing major new features and focused mainly on final adjustments for EA and adding scenarios and quests we wanted to include beforehand. The newly added Home series story features settings and characters from the previous game and serves as an important chapter that conveys the world of Ylva.

It's gradually getting cooler, so please take care not to catch a cold before Elin arrives.

We look forward to seeing you in Ylva!

Discord Official site Reddit Noa's Twitter

Development Update #9: Elin Soon!



Hello, adventurers!

We’re now just over a month away from the start of Elin’s Early Access (EA). First, we'd like to briefly highlight some of the updates from this month. For more detailed information on all the updates in September, please check the release log on Ylvapedia.
  • Expanded tutorials and in-game help.
  • New search and auto-move features for inventory and map items using CTRL+F.
  • You can now directly target items in your companions’ inventories when using shrines, scrolls, and actions like blending.
  • Added a new type of massive container.
  • Introduced a new item, the "Wrench," which allows you to upgrade and modify backpacks and other containers.

The new container, "★Storage Chest," may have a modest name, but it can hold a large number of items. It also includes a search function, and with a wrench, you can upgrade it to hold even more or even add a refrigeration function.

The EA version of Elin is scheduled to launch on November 1st as planned. We are planning to upload the beta test branch directly as the EA version, so if you have been playing the beta, you should be able to carry over your save data.


Lastly, I’d like to share something important with you.

In a world where numbers and sales often seem to mean everything, Elin is not about sales for us. It’s a deeply personal project driven by our passion to continue exploring and expanding the world of Ylva. As such, we do not have plans for major promotions and special events during this EA phase or in the future.

There are some incredible indie games out there that have have taken years to gradually spread their charm, and we hope Elin can follow a similar path.

To those of you who are already adventurers, and to those who are about to become one, we look forward to the new journey with you that begins on November 1st.