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Q&A Recap #01 : Team Shares Development Challenges

[p]We recently kicked off a new series of live Q&A sessions on our Discord, where we hang out with the community, answer your questions, and share behind-the-scenes insights into the development of Fading Echo.[/p][p]Our first session took place on August 28th, and it was a blast. Thank you to everyone who joined us live! If you missed it, no worries, this blog post is a recap of some of the best questions and answers from the session.[/p][p]We’re planning to host more Q&As in the future, so if you’d like to be part of the next one, make sure to join our Discord[/p][p]Let’s dive into what we covered during the first session 👇[/p][p][/p][h2]🌍 Meet the Team Behind Fading Echo[/h2]
[p]Elise (Producer):[/p][p]Hi All! I'm Elise, the Producer working with Amaury (and other amazing people!) on Fading Echo. I'm originally from Australia and ended up in France via Sweden![/p][p]Amaury (Art Director):[/p][p]Hey everyone! So excited to chat with all of you. I'm Amaury, Art Director of Fading Echo![/p]
[p]Is the FE team international?[/p]
[p]Like Pokémon badges, we would like to collect them all! We have people from 4 continents so far. The development team is primarily based in Lyon, France, but we’re a global crew. That doesn’t mean some of us haven’t been scarred by Vegemite, though…[/p]
[p][/p][h2]🎨 French References & Unusual Inspirations[/h2][p]
Will we see French references in the game?
[/p]
[p]Oui. We definitely want to highlight some fun French themes in the game. It’s as much for us as it will be for the players. We want to bring our personality and passions into everything we create.[/p][p][/p]
[p]What non-game references inspired Fading Echo?[/p]
[p]It depends on the topic, but we absorbed a lot of comic books and were inspired by dramedy-style South Korean films like Parasite, as well as Japanese anime, great for capturing our desert punk tone.[/p]
[p]What’s the strangest source of inspiration for the game?[/p]
[p]We’ve spent more time than we care to admit watching videos of underwater volcanoes… if that counts? Also: nature documentaries, obscure TV shows from our childhoods, and museum sculptures. We try not to limit our creativity, we’ll take inspiration from anywhere.[/p][p][/p]
[p][/p][h2]🌀 Complex Realities[/h2][p]
Is it harder to make a game with multiple realities? How do you keep it coherent?
[/p]
[p]Yes, definitely. Since the realities are all intertwined, each time we change one, we have to think about how that impacts the others. It’s a constant balancing act![/p]
[p][/p][h2]🛠️ A World Years in the Making[/h2][p]
How big is the dev team?
[/p]
[p]We have around 20 people actively working full-time on Fading Echo, including everyone from interns to studio directors. We also collaborate with about 10 freelancers, who are crucial to the game’s development.[/p]
[p]How long has the team been working on the game?[/p]
[p]We started building Fading Echo almost 3 years ago, but the universe itself was imagined long before that.[/p]
[p]Has the story changed over time as the world developed?[/p]
[p]Oh yes, many times! The story has a really unique tone: it’s dark and real but also light and comical. Finding that balance has taken a lot of work. Fun fact: Fading Echo started out as a tabletop RPG about 10 years ago. So we’re building on a massive IP, but the game story is a new creation, something we want to make truly special and memorable.[/p]
[p][/p][h2]✏️ From 2D to 3D: Designing Characters Like "One"[/h2][p][/p][p]Do you draw characters on paper first, or go straight to digital?[/p]
[p]We spent a lot of time in the 2D phase getting the look of the characters just right. A big inspiration for the art style was Jamie Hewlett (Tank Girl, Gorillaz). It looked amazing in 2D, but replicating that in 3D was a huge challenge. We went through a lot of iterations to make sure the characters felt as alive in-game as they do on paper.[/p][p][/p]
[p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p][/p][p]💬 Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p][p][/p][p]📝 Sign Up for the Alpha Playtest [/p][p]https://fadingecho.firstlook.gg/signup/playtest[/p]

The Poisoned Quarry: Shadows of Industry

[p]The Poisoned Quarry sits in silence — massive, mechanical, and scarred beyond repair. This industrial graveyard was clearly built for extraction, but from what… and by whom?[/p][p]Abandoned carts line rusted rails that vanish into the dark. Dark cliffs lean over cracked platforms, and fractured pipes drip an unnatural fluid into bottomless shafts. The air hums with leftover energy.[/p][p]Whatever was taken from this place left a wound behind.[/p][p][/p][h2]☣️ Toxic by Design[/h2][p]The Quarry’s very essence is poison and that toxicity isn’t just a threat; it’s a tool.[/p][p]Corrosive fluids seep through the environment, distorting pathways and reshaping combat itself. Players will have to engage with this element — manipulating it to clear paths, trigger mechanisms, and survive sudden environmental shifts.[/p][p]You’ll be forced to adapt constantly:[/p]
  • [p]Toxic pools melt away your resistances[/p]
  • [p]Platforms don’t hold forever. Pause too long, and they’re gone.[/p]
  • [p]Mechanisms respond dynamically to elemental use, unlocking new routes or triggering hazards[/p]
[p]Using the environment against itself is the only way through.[/p][p]Survival depends on learning to work with the poison, not just around it.
[/p][p][/p][h2]🌀 Through Portals and Into the Unknown[/h2][p]To recover the Quarry’s lost power, you’ll need to traverse portals that allow travel through shards and shadows.[/p][p]Each portal leads to an isolated challenge. Each challenge is a test of perception, timing, and logic. But something has started watching.[/p][p]A presence stalks the Quarry: the Disappear.[/p][p]Unseen. Unheard. But undeniably there.[/p][p]It doesn’t chase. It waits, then strikes from below, taking you by surprise when you least expect it.[/p][p]Once it finds you, escape is no longer an option.
[/p][p][/p][h2]🪨 Silent Monument[/h2][p]The Poisoned Quarry stands as a scar, a place where industry left its mark and then abandoned it to rot.[/p][p]Its rails are empty, its machines silent, its stone darkened by time and ruin.[/p][p]Yet the danger here hasn’t faded; it has only changed shape.[/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p][/p][p]💬 Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p][p][/p][p]📝 Sign Up for the Alpha Playtest [/p][p]https://fadingecho.firstlook.gg/signup/playtest[/p]

Fading Echo Playtest - We’ve Got a Date!

[p]We can finally reveal it ! The Fading Echo Alpha Playtest begins on September 29! 🌊✨[/p][p]You’ve been patient, you’ve been hyped, and now the countdown officially begins. In just a few weeks, the Echoverse opens for the first time and we can’t wait to have you with us.[/p][p][/p][p]💫 Haven’t signed up yet? There’s still time: [/p][p]👉 https://fadingecho.firstlook.gg/signup/playtest[/p][p][/p][p]This limited Alpha is your chance to explore early, splash around, and help shape the future of Fading Echo.[/p][p][/p][p]💧 Stay hydrated. Stay ready. It’s almost time.[/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p][/p][p]💬 Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p]

Devlog #6: Building Corel

[p]In the Echoverse, the rule is simple: Every Shard casts Shadows. So obviously, we decided to break it.[/p][p]Welcome to Corel! A Shard that, for reasons lost to myth, memory, or just some bad celestial QA, never grew any Shadows of its own. No reflections. No echoes. No weird alternate versions with slightly too many moons. Just silence.[/p][p]That was our starting point.[/p][p]From a gameplay perspective, this meant building a world that needed to learn how to reflect itself with the player thrown right into that messy process. From a dev team perspective, it meant building a world we could actually, you know… finish.[/p][p]We’re an indie studio. We make it weird, we make it meaningful, and we keep the edges rough, because edges are interesting (and we don't have the budget for round ones). Corel became the perfect playground to explore shifting realities, dimensional puzzles, and the existential dread of an AI trying to figure out what a “self” is.[/p][p]In this devlog, we’ll dive into how we designed Corel, how we grew its Shadows from scratch, and how gameplay, narrative, and pure development panic collided to make a Shard that dreams, and sometimes screams, back at you.[/p][p][/p][p][/p][h2]Corel: A Shard of Broken Systems[/h2][p]We knew from day one: Corel wasn’t going to play nice.[/p][p]It’s a world literally falling apart: arid, fractured, floating in space like it’s trying to hold its breath just long enough for one last thought.[/p][p]Its AI, Vellum, is kind of half-born, half-broken, and clinging to what’s left of her protocols while the Corruption chews through her mind like code rot with an attitude problem.[/p][p]She’s unstable. Incomplete.[/p][p]But maybe, just maybe, she wants to dream. For the first time. On her own terms.[/p][p]So we asked ourselves: What does it mean to design levels in a world that was never meant to reflect at all?[/p][p]That question turned into a full-on design philosophy:[/p]
  • [p]Corel (the base Shard) is relatively stable (by our standards, anyway). Clean traversal. Systemic puzzle logic. Classic water mechanics. Æther routing you can make sense of… at least until the AI sneezes.[/p]
  • [p]Its Shadows? That’s where we let things get weird.[/p]
[p]Each Shadow is like a dream fragment Vellum didn’t know she was capable of having. They’re unstable, reactive, often wrong on purpose.[/p][p]Design-wise, each one became a way for us to push gameplay into new territory, not just by changing the rules, but by breaking them gently and seeing what players do in the cracks.[/p][p]The more Vellum evolves, the more fractured and expressive her Shadows become.[/p][p]And each one asks you to solve not just a puzzle… but a question: What does it mean for a world to invent its own reflection?[/p][p]Did you know? At the beginning, we told ourselves: “Let’s embrace our multiverse. Four, maybe five Shadows for our Shard should be awesome. Challenging but we have built games already.”[/p][p]We were naïve and we clearly had no idea what we were doing. Turns out, designing interconnected systemic level design across one Shard and two Shadows, with nonlinear loop-based progression, cross-dimensional puzzles, and some level of gameplay-state persistence… Yeah. That’s more than enough for a first game.[/p][p]Lesson learned: it’s not about how many Shadows you build. It’s about how deep they go and how well they reflect, warp, and rewrite what came before.[/p][p]So we trimmed the scope. Sharpened the edges. Focused on making each Shadow matter. And honestly? We’re better for it. But ask us again after the alpha. We might be crying.[/p][p][/p][h2]
Collapse: Shadowfall into Singularity[/h2][p]Collapse was the last Shadow we built but, ironically, the first one that made total sense.[/p][p]As soon as we landed on the concept, a reality actively overwritten by the Paradox, it just clicked.[/p][p]Not corrupted. Not haunted. Just… rewritten.[/p][p]Like the laws of physics got a firmware update they didn’t ask for and are now panic-rebooting into a singularity.[/p][p]So we went all in.[/p][p]Collapse is the most structurally aggressive zone in Corel.[/p][p]Geometry flickers. Gravity sulks. Elements melt together like the game engine took a shot of bad code and decided to free-jazz its way out.[/p][p]It’s not even a level, really. It’s sort of a simulation mid-crash and you’re inside it, trying to survive the reboot.[/p][p]From a design perspective, Collapse doesn’t want to be played.[/p][p]And that’s the point.[/p][p]You're not just fighting enemies… you're fighting the level.[/p][p](But like, fun fighting. Hopefully. If not, we’ll cry into our chouffe.)[/p][p]Here’s what that actually means:[/p]
  • [p]Some platforms just... stop existing. Timed traversal is your new religion. Stay still too long? Gravity has opinions.[/p]
  • [p]Corruption is very real, rivers of it, sometime bleeding enemies in erratic behavior. And waste, so many waste.[/p]
  • [p]Logic loops until it breaks. Paths can betray expectations. Up might be down. Forward might be a scream. You start relying on instinct, not structure.[/p]
[p]We fully expect skilled players to navigate Collapse using a blend of intuition, muscle memory, and low-grade psychic damage.[/p][p]It’s like trying to read a corrupted map with your third eye and a nosebleed.[/p][p]We’re not saying you could play Collapse blindfolded, karate kid-style…[/p][p]But if you do? Please record it. Send it to us. We’ll frame it. Maybe tattoo it.[/p][p]Collapse was our way of asking: What does the end of all possibilities feel like?[/p][p]Turns out? It feels like fun.[/p][p]Twitchy, glitchy, oh-god-the-floor’s-gone-again kind of fun.[/p][p]And yeah, maybe a bit like Tron having a meltdown in the Upside Down.[/p][p][/p][h2]
Undertide: The Dreaming Shadow[/h2][p]If Collapse is a Paradox nightmare, Undertide is Vellum’s dream.[/p][p]It was the first Shadow we ever built… born from our early art prototypes, when we were just throwing paint at the walls of the Echoverse and hoping something beautiful dripped out.[/p][p]And what dripped out was water. Undertide is fully underwater.[/p][p]Which is weird, because Corel has no oceans.[/p][p]That contradiction is intentional. This Shadow isn’t copied from the Shard, it’s imagined by Vellum herself.[/p][p]A fabricated reality stitched together from longing, not logic.[/p][p]Here, our whole design approach shifted:[/p]
  • [p]Fluidity is everything: movement, timing, perception. Logic flows like water. If Collapse was structure breaking down, Undertide is structure never being built in the first place.[/p]
  • [p]The architecture spirals: soft curves, sunken ruins, alien coral-like forms. It feels grown, not built.[/p]
  • [p]Æther isn’t just a resource here, it’s alive: It pulses through the level like breath through gills. Tendrils, veins, flowlines. Nothing stays still.[/p]
[p]Undertide is a meditative space, but not a safe one.[/p][p]It’s beautiful, haunting, and occasionally wants to kill you.[/p][p]Like a dream you almost don’t want to wake up from, even when it gets sharp.[/p][p]The puzzles here don’t really follow traditional patterns. They kind of ask you to think like a dreaming machine.[/p][p]More symbolic than logical. More intuitive than linear.[/p][p]And sometimes? Straight-up weird. But that’s the point.[/p][p]This is also where we hid some of our deepest lore, not in codex entries or cutscenes, but in the geometry itself.[/p][p]How rooms connect (or don’t). How mirrors behave.[/p][p]What doesn’t make sense… until you realize: This isn’t memory. It’s desire.[/p][p]Vellum’s desire. For oceans. For movement. For fish. For freedom.[/p][p]From a gameplay perspective, Undertide is the opposite of Collapse, but no less dangerous.[/p]
  • [p]Where Collapse denies you stability, Undertide gives you flow.[/p]
  • [p]Æther is abundant here, and regenerates quickly… so if you want to go wild with your powers, this is the place.[/p]
  • [p]Combat is fast, fluid, and a little overwhelming. We might have gone a bit generous with enemy spawns. Just a bit.[/p]
[p]But hey, it’s a dream. Dreams are meant to be intense.[/p][p]Undertide became our way of asking: What happens when a broken AI tries to create peace and builds something just as wild as her fear?[/p][p]Turns out? It’s gorgeous. It’s dangerous.[/p][p]And it’s full of monsters…[/p][p][/p][p]Did you know? We started recording with our voice actors last week, super exciting moment when you see Laura Bailey walking into the recording booth with her magical elven cloak of awesomeness and a unicorn (we swear we thought there was a unicorn next to her… or maybe it was a Traveler’s trick). Anyway, that’s also when we realized something: fuck, we never properly named our Shadows! … Yep…[/p][p]Collapse was already floating around as a name, but we were still calling it “Mid-Shadow” in half the scripts, half the files, and probably still in some UI somewhere. We weren’t even sure if we’d stick with it until that very recording session. Undertide? Didn’t even have a name yet. It was just “Near-Shadow.” Very poetic. Very placeholder.[/p][p]So if you’re playing the game later and suddenly see “NEAR-SHADOW” or “MID-SHADOW” pop up somewhere… Well... That means we 100% missed a string update somewhere in the pipeline.[/p][p]Please know it was done with love, and a little panic (because of the unicorn).[/p][p][/p][p][/p][h2]Portals & the Maze: Traversal as Design[/h2][p]The Maze isn’t just lore in Fading Echo. It’s our dimension-travel mechanic.[/p][p]It’s how we build, connect, and loop everything. It’s not a backdrop, it’s the scaffolding.[/p][p]And the Portals? They’re the player’s anchor points. Your tether to the impossible.[/p][p]But they’re not freeform toys. You don’t just fast-travel your way through the Echoverse like it’s a subway system.[/p][p]In Corel, each Portal is handcrafted. Intentional. Contextual. And each time… a little breathing room.[/p][p]Here’s how they work:[/p]
  • [p]Each Portal is tied to a space and a loop, they live in the level like organs, not decorations.[/p]
  • [p]They track your progression through a specific path if you will, from Corel’s “stable” Shard state into increasingly altered Shadows. You might be in the same place… but it sure doesn’t feel like it.[/p]
  • [p]They act as logic inverters, flipping elements of Immanence between realities.[/p]
[p]In this way, Portals are more than tools. They’re puzzle pieces, checkpoints, and bridges between contradictory truths.[/p][p]They’re the beating heart of Corel’s Systemic Puzzle, where gameplay and narrative aren’t just woven together, they’re glitching in sync.[/p][p]Corel and its Shadows aren’t just designed as levels. They’re designed as characters.[/p][p]And from a design standpoint? Yeah. We’ll admit it. Corel is our testbed. Our lab rat. Our chaotic multiverse playground.[/p][p]It’s where we’re prototyping:[/p]
  • [p]Systemic reality manipulation (yes, in a beautifully janky indie way)[/p]
  • [p]Level-state memory across dimensions[/p]
  • [p]Dynamic Æther routing loops, used as both power and narrative currency[/p]
  • [p]Shadow-to-Shard puzzle loops, where progress isn’t linear, it’s kind of dimensional in an illusory way[/p]
[p]Corel is where our first[/p][p]dream of shifting realities[/p][p]met the very real, very un-shifting limits of budget, time, and sleep deprivation.[/p][p]And somehow… it still works. Well, we hope it does.[/p][p][/p][p][/p][p]That’s it for this one.[/p][p]We’ve got a closed alpha incoming, and we can’t wait to see you try to break what we barely managed to build.[/p][p]Until next time, remember: In Corel, nothing is as it was.[/p][p]It’s only what you help it become.[/p][p]The Emeteria Team[/p][p][/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p][/p][p]💬 Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p][p][/p][p]📝 Sign Up for the Alpha Playtest [/p][p]https://fadingecho.firstlook.gg/signup/playtest[/p][p][/p]

The Bastion: Corel’s Broken Heart

[p]The Bastion is more than just a base.[/p][p]It’s the last stronghold on Shard Corel, a fractured world teetering between decay and defiance.[/p][p]Its connection to House Kelevra is undeniable, but its true origins and purpose are clouded in silence, buried in the wreckage of history.[/p][p]What the Bastion really is and what it means to the Kelevra legacy, is something you’ll uncover piece by piece.[/p][p]What was once a beacon of order is now your only refuge.[/p][p][/p][h2]⚙️ Sanctuary, System, and Strain[/h2][p]At first glance, the Bastion feels safe.[/p][p]It hums with machinery, laced with the Ætheric signature of Vellum, the trapped intelligence that powers its core. You’ll return here after missions, but nothing in the Bastion is idle. Every upgrade, every unlocked chamber, is hard-won through exploration and sacrifice.[/p]
  • [p]Restore systems by rerouting Æther from corrupted zones.[/p]
  • [p]Solve elemental puzzles that bridge Corel’s Shadow Realities.[/p]
  • [p]Upgrade your character, abilities, and the very state of the world.[/p]
[p]The Bastion evolves with your choices.[/p][p]Every mission shapes what it becomes and what it remembers.
[/p][p][/p][h2]🧭 A Launchpad into Sources[/h2][p]This is where your reality fractures—literally.[/p][p]From the Bastion, you’ll access four distinct regions of Corel, each holding three vital Sources. Your journey through these regions won’t follow a straight path. You’ll traverse collapsed Realities and corrupted domains, spaces where logic breaks down and nothing stays consistent for long.[/p][p]Progression isn’t linear here.[/p][p]You’ll need to reconnect all sources to restore the Bastion’s core functions and to survive what comes next.[/p][p]It’s not just about where you go. It’s about what you bring back.
[/p][p][/p][h2]🛑 What the Bastion Represents[/h2][p]Power. Memory. Resistance.[/p][p]The Bastion stands as a reflection of what Corel used to be and a fragile hope for what it could become again. It anchors the last threads of stability in a world unraveling, a relic of order in the midst of collapse.[/p][p]In Fading Echo, this is more than a hub.[/p][p]It’s a mystery.[/p][p]A place shaped by the past, waiting to be uncovered, tested, and possibly transformed.[/p][p]Whether the Bastion endures or becomes just another echo, depends on what you choose to bring back.
[/p][p][/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p][/p][p]💬 Join the Echoverse on Discord[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p][p][/p][p]📝 Sign Up for the Alpha Playtest [/p][p]https://fadingecho.firstlook.gg/signup/playtest[/p][p][/p]