1. Fading Echo
  2. News

Fading Echo News

Corel’s Combat: Turns Out Science Class Was Worth It

[h2]🔮 So… you think you know Corel?[/h2][p]You’ve danced across floating ruins and sparked life back into the Bastion. But let’s get to what really keeps your boots on edge: combat where the world itself is both your weapon and your biggest threat.[/p][p]In Fading Echo, we didn’t just add elements — we made them react, collide, and explode to turn every battle into a dangerous science experiment.[/p][p][/p][p][/p][h2]💧 Water You Gonna Do?[/h2][p]Your watery arsenal lets you manipulate elemental reactions to obliterate your foes creatively:[/p][p]Lava enemies? Hit them with water and watch them turn to stone.[/p][p]But if they hit you first? You’ll burn for a while — fair’s fair.[/p][p]Toxic waste creatures bring their own brand of fun: knock them out, and they’ll leave behind a bubbling puddle of poison. Step in it as a human? Oops, your defences are weakened.[/p][p]But slip into your water form? You’ll bounce sky-high, letting you crash down with a devastating aerial attack.[/p][p][/p][p][/p][h2]🌀 Push or Be Pushed[/h2][p]Feeling spicy? Use your push ability to shove enemies into deadly hazards — like lava pools or toxic puddles — and watch them suffer their own elemental nightmares. Or just toss them off the nearest floating island. We don’t judge.[/p][p][/p][p][/p][h3]🌊 Flow with us[/h3][p][/p][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 #02: A Tale of Fluid Powers

[p]“She’s not the chosen one. She is the one who chooses. Not being ready is why she matters.”[/p][p]Internal character brief, early concept phase. [/p][p][/p][h2]Where It All Began[/h2][p][/p][p]At the very start, One wasn’t a character. She was a title, Fading Echo: One.
A placeholder for our first game in the universe. A way to signal a beginning. Simple. Clean.
A little mysterious if you like graphic novels. Also, a little long for a game logo…[/p][p]We didn’t yet know who the story would follow. The core abilities of the main character were already kind of there. The world of Corel was still forming… floating islands, broken æther, scavenged myths.
We were circling themes of collapse and survival; the fluid ideas were what started it all.[/p][p]Anyway, the number stuck around. One. It felt elemental. Lonely. Like a shard of something older…[/p][p]Character-wise, we had already met her mother. Rahne Kelevra was the evolution of a character that was created in various format around the TTRPG table of Fading Echo.
One thing we really liked about her was that she was the very last of her dynasty. There was something cool to the Last of the Kelevra notion.[/p][p]As Rahne Kelevra emerged… scarred, exiled, holding her past at arm’s length… we started imagining a daughter. A survivor raised in the margins.
And suddenly, that title wasn’t just a product label. It started asking questions of the story.[/p][p]What if One wasn’t just the title of the game… but the name she was given?
What kind of woman names her child One?
[/p][p]Not a romantic. Not a dreamer. Someone who has lost everything. Someone for whom names are too heavy, too full of memory. Someone who needs control.
And with that shift, One stopped being a title. She became a person. A daughter. A consequence. A fragment of a fallen world trying to grow into something new.[/p][p]It was only later we realized what we were building echoed the kinds of graphic novel origin stories we loved.
Not high fantasy epics, but grounded, emotional, human beginnings.
Not stories of grand prophecy, but of people caught in the aftermath of history. Trying, failing, surviving.[/p][p]One wasn’t designed to be a chosen one but someone who chooses.
She wasn’t meant to save the Echoverse. She was just a girl with a name no one should have to carry.A scavenger with a homemade spear. A ripple in the system.[/p][p]That was the beginning.
Not of a legend.
Of One.[/p][p][/p][h2]From Desert Scavenger to Legend-in-the-Making[/h2][p][/p][p]One isn’t born a hero. She starts as a desert scavenger on a broken world. She’s quirky, resourceful, full of strange charisma and bad decisions. She scavenges. She improvises. She survives.[/p][p]We built her to move differently. To think in curves. To fight like someone who built her own spear out of rust, memory, and intuition.[/p][p]That spear, by the way, was always central: her chosen weapon and kind of her only friend at first. Not a legendary blade passed down through dynasties, but a scavenged, customized, probably-too-heavy staff she learned to wield by trial and error. Her fighting style evolved to reflect that: reactive, experimental, never clean. She learns through motion, by messing up and adapting on the fly.[/p][p][/p][p]Did you know?[/p][p]From the very first round of concept art prep for One, we almost nailed it. Below, you can see the very first finalized piece we didand yeah… pretty close, right? As planned. (Mostly. The staff was there!)[/p][p][/p][p][/p][p][/p][h2]A Vortex of Personality[/h2][p][/p][p]One had to carry the weight of our narrative without ever feeling like a “designated main character.” She’s impulsive. Empathetic. Weird. Unfinished. We wanted her to feel like she was flowing through the world, not standing in opposition to it, more a ripple than a stone.[/p][p]She isn’t rebellious in a loud, punk way (though she kind of looks it). She simply doesn’t fit into any mold… neither the hardened reality of Corel nor the echoes of the defunct Legends’ Imperium. She’s a person of instinct, not doctrine. That’s why her Legend powers manifest in rough, natural forms. She doesn't cast spells or deliver heroic speeches. She leaps, misfires, adapts, and grows.[/p][p][/p][h2]The Hair That Almost Didn’t Float[/h2][p][/p][p]The floating hair. Let’s talk about it.
(Some of us lost theirs working on it.)[/p][p]It was, at one point, our most ambitious and most dangerous character design idea. The initial concept sounded very cool: her hair would rise and fall based on her Æther levels, growing longer or shorter depending on how “Legend” she’d become. A visual barometer of her power.[/p][p]Elegant in theory.
In practice? Total chaos.[/p][p]We killed the reactive-length mechanic after multiple prototypes. It confused players, overloaded the silhouette, and complicated animation cycles especially in combat. We almost scrapped the floating aspect entirely… several times.[/p][p]But there was something about it. When One stood still and her hair refused to obey gravity, something clicked. It made her feel uncanny. Light. Not of this place. And that feeling, that she was slipping between things, never fully grounded, was essential.[/p][p]So we simplified. We kept the float. Not as a system, but a signature.[/p][p](And yes, as mentioned in the previous Devlog, we actually built an entire plugin dedicated to One’s hair.)[/p][p][/p][h2]From Awkward to Ætheric: How She Grows[/h2][p][/p][p]We didn’t want One’s growth to come through flashy transformation scenes or costume changes in the game. We are an indie team and well, those are super costly.[/p][p]We quickly realized that in fact we wanted her development to be subtle, mechanical, and earned. It felt right for the character and for the game we are building.[/p][p]Through the game’s perk system, One gets stronger. She gains confidence.[/p][p]The gameplay reflects it naturally, but so do the small things: how she spins her staff in idle animations, how the player confidence with the character evolves and creates the feeling that she stands with more weight on her back leg or her blink feels more controlled.[/p][p]Early-game One hesitates. Her attacks are slightly wider, slower. Her posture shifts.
Late-game One? She’s a conduit.[/p][p]Her form flows into water mid-combo, her Pathways blinks stretch with confidence.
But nothing shouts change. It hums it.[/p][p]She grows like tide rising. Quiet. Irreversible.[/p][p]We felt that a mix of gameplay elements, animations, and player experience was the right way to express her journey. Fingers crossed we were right![/p][p][/p][p]Did you know?[/p][p]Our animation artist once watched a stunt performer spend six straight hours trying to nail a single move where you flip the staff behind your back, spin it under your arm, and catch it without looking.[/p][p]The success rate? Roughly one clean catch every 40 tries. Apparently, the trick is to not think about it. (Which is wild when you’re actively trying to not hit yourself in the head with a metal pole.)[/p][p]By the end, the stunt performer was bruised, exhausted… and grinning like he unlocked a new animation tree in real life. We channeled exactly that energy into One’s idle loops.[/p][p]She’s not perfect, she just keeps practicing. Which honestly, is cooler in our opinion.[/p][p][/p][p][/p][p][/p][h2]The Powers of a Natural[/h2][p][/p][p]Because One grew up isolated from the Legend’s legacy, her abilities had to feel instinctive, not taught. She doesn’t “know” the Seven Heritages but she channels them.[/p][p]More on Fading Echo’s lore in future devlogs and blog posts…[/p]
  • [p]Art of Metamorphosis shows up in her transformations into water: fluid surges of survival instinct, not studied technique.[/p]
  • [p]Art of Pathways manifests in early, panicked blinks before becoming something she trusts. Not fast travel. Not a power fantasy. Just a jump born from need... and eventually, the ability to use existing portals.[/p]
[p]We leaned hard into this tension: raw potential without refinement.[/p][p]One doesn’t understand the Æther. But the Æther? It definitely understands her.[/p][p][/p][p]Did you know?[/p][p]Our original idea for One’s powers was pretty ambitious: she would alter the very fabric of reality around her… Could she bend space? Reshape matter? Maybe even rewrite the laws of physics?[/p][p]Then we stumbled onto the “water form” idea… and, well, the debate ended very quickly.[/p][p]Because honestly? Why bend reality when you can turn into a sentient water blob and do absurdly cool stuff with it?[/p][p]Case closed. Blob it is.[/p][p][/p][h2]Final Reflection: Be water my friend![/h2][p][/p][p]One was never supposed to be perfect. She was built to flow to make mistakes, to move through ruins with grace and awkwardness and raw momentum.
In a multiverse collapsing under the weight of power, tradition, and dogma, she is something else entirely.[/p][p][/p][p]She doesn’t seek to control. She doesn’t seek to lead. She just keeps moving.
And in that motion, in that refusal to solidify, she becomes the most Echoverse thing we’ve ever made.[/p][p][/p][p]Got questions? Wanna see more?
Join us over on Discord and get in the loop.[/p][p]
The Emeteria Team[/p]

The More You Fix, the More You Find.

[p]Discover the heart of Fading Echo’s gameplay : a journey of exploration, combat, and discovery.[/p][p][/p][h2]⚡Bring the Bastion Back to Life[/h2][p]The Bastion once stood unbreakable. Now, it’s a hollow shell.[/p][p]To fix it, you’ll have to hunt down twelve Æther Sources scattered across the shattered isles of Corel and its warped alternate realities — the Shadows.[/p][p]Fight through corruption. Solve elemental puzzles. Cross dimensions.[/p][p]Then bring the Æther home to reactivate systems and breathe life back into your base.[/p][p][/p][p][/p][h2]📈 Gather. Power Up. Loop Back.[/h2][p]Every Source you reconnect makes One stronger.[/p][p]You’ll unlock new abilities, open sealed paths, and return to old zones with fresh ways to explore and puzzles you can finally solve.[/p][p]Progress isn’t linear, it’s a loop.[/p][p]And with each loop, the Echoverse shifts around you.[/p][p][/p][p][/p][h2]🧬 Her Power Is One Thing. Her Past Is Another.[/h2][p]Restoring the world is only half the story.[/p][p]As the Bastion grows, so does the truth about One’s family — a fallen bloodline tied to the Echoverse collapse.[/p][p]Her mother’s legacy. Her own place in this broken world.[/p][p]Answers are out there. But they won’t come easy.[/p][p][/p][p][/p][h2]🌊 Flow with us[/h2][p][/p][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 #01: Building Corel.

[h2]Devlogs from the Edge[/h2][p][/p][p]Welcome to the Fading Echo devlogs, our dispatches from the frontlines of building a multiversal, collapsing reality held together by code, caffeine, and questionable decisions (might or might not be Chouffe related). [/p][p]We're a small team chasing something big: a game packed with fluid systems, cracked worlds, and characters who bleed story. [/p][p]These logs are where we share how it's all coming together: the mechanics, the lore, the scars, and the sparks. It's messy. It's ambitious. Sometimes it breaks. [/p][p]But every broken piece tells a story, and we want to bring you into that process, one devlog at a time. No polish. Just passion. Probably some clumsiness also… [/p][p]Anyway, the Maze is open. See you on the other side! [/p][p]The Emeteria Team[/p][p][/p][h2]Devlog #01: Building Corel. A Story of Mad Science, Broken Shards & Questionable Choices [/h2][p][/p][p]Let’s talk about Corel. [/p][p]The world. The wound. The lab rat that bit back. It’s not just a setting in Fading Echo. It’s a character. A system. A broken machine that still lashes out. [/p][p]From the start, we knew Corel couldn’t just be another “fantasy biome.” Our goal was clear: create a world on the edge of collapse and make the player feel every crack. ⠀⠀[/p][p][/p][h3]The Art of Ruin. Corel’s Design Blueprint[/h3][p][/p][p]Corel was built around three core pillars: [/p]
  1. [p]Systemic Depth – Elemental interactions, layered logic, and true player expression.,[/p]
  2. [p]Narrative Embodiment – Worldbuilding told through decay, exploitation, and consequence.,[/p]
  3. [p]Traversal as Storytelling – Verticality and fragmentation that reflect the destabilized state of the world.,[/p]
[p]We applied those principles to every layer, from level design to combat, pacing to UI feedback. Because Corel isn’t just a world to explore. It’s a dying ecosystem that fights back. [/p][p][/p][p]Did you know? We decided not to build a horizontal slice. Too long, too complicated for our small team. So we built the Bastion. Then an island. Then another. Then we realized it wouldn’t work. So… we built a horizontal slice. As planned…[/p][p][/p][p][/p][p]P.S. Initial vision for the game’s level structure. Final result: not even close. As planned.[/p][p][/p][h3]The Echoverse Connection [/h3][p][/p][p]In the Echoverse, Shards are prime realities, and Corel is one of them. An Æther-rich anomaly that caught the eye of House Kelevra and their unique brand of “unchecked expansion.” (More on the Legendary Houses soon) [/p][p]Unlike most Shards, Corel was born without Shadows, meaning no mirrored realities, no echoes. That gave us a narrative free pass to overengineer every inch of it: tighter, more isolated, more oppressive. [/p][p]Under Kelevra’s domination, Shadows eventually formed as twisted reflections shaped by their exploitation. We designed them with the same philosophy: everything tells the story.[/p][p][/p][h3]Bastion & Breakdown [/h3][p][/p][p]When Kelevra stumbled across Corel, they didn’t see a lost world. They saw a blank slate. A goldmine. A perfect Shard to mold to their will. They arrived. With drills. Without mercy. [/p][p]They built the Bastion, their extraction hub. And that’s when everything started to spiral. We asked ourselves: What does colonization look like when it’s dressed in baroque armor and powered by liquid magic? Corel is the answer. [/p][p]We visualized its unraveling through: [/p]
  • [p]Fragmented island clusters – instability made explorable. [/p]
  • [p]Environmental storytelling – abandoned machinery, shattered sites, ætheric scars. [/p]
  • [p]Fluid systems – literal (water-as-magic) and metaphorical (morally grey choices woven into play). [/p]
[p]Even its Ætheric Intelligence, Vellum (the god-spirit of this Shard, we also need to talk about that at some point) began to fracture under the pressure, torn between servitude and rising self-awareness.[/p][p][/p][p]Did you know? We built Corel’s lore early, alongside level design and character work. Parallel tracks. Then we realized nothing fit. Turns out, one was fragmented, the other wasn’t. So… we broke the narrative on purpose. Then rebuilt it around the fragments. As planned.[/p][p][/p][p][/p][p][/p][h3]Gameplay Roots in World Rot [/h3][p][/p][p]Corel is alive… and pissed. Each zone is part of a reactive, layered Ætheric ecosystem: [/p]
  • [p]Elemental puzzles? They’re the Shard’s nervous system, misfiring. [/p]
  • [p]Enemies? Not just mobs, they’re localized anomalies, grown from corruption. [/p]
  • [p]Combat? Changes based on terrain, fluids, and dynamic states. [/p]
[p]The player’s goal? Reconnect Ætheric sources to stabilize Corel. [/p][p]We’ll go deeper on that in a future post, but at its core (pun intended), it's about rewiring a world’s nervous system, connecting short, mid, and long gameplay loops directly to narrative stakes.[/p][p][/p][h3]Enter: One [/h3][p][/p][p]And then we dropped One into it. [/p][p]A teenage Legend, born in the wreckage of the Cataclysm. [/p][p]Unaware of her legacy. Unprepared for what she carries. She’s not here to save the world. She’s just trying to survive it. And maybe, just maybe, flood it all to build something better. [/p][p][/p][p]Did you know? [/p][p]One came to life fast. Felt like she knocked on the game’s door and walked in. Obvious. Effortless. We were thrilled. Then came the hair… Months of work. Like Custom tech months of work… Now we have our own plugin called “Bigoudi – Revolutionizing hair physics in real time”. We even got a grant. Official letter, signature, the whole thing. As planned.[/p][p][/p][p][/p][p][/p][h3]Corel Was Never Meant to Be Comfortable[/h3][p][/p][p]Corel is a hostile sandbox where everything wants something from the player: The world. The systems. The history. And the only way out… is through. [/p][p]We’ll dive deeper into Corel’s systems, [/p][p]Ætheric mechanics and narrative architecture in future devlogs. There’s a lot to unpack and yeah, we’ll also talk about the Maze, the core loop, Vellum, the Houses, and all the weird stuff we've buried in this thing. [/p][p][/p][p]Got questions? Wanna see more?[/p][p]Join us over on Discord and get in the loop.[/p][p][/p][p]The Emeteria Team[/p]

How Fading Echo Jumped the Table

[p]Every strange, beautiful world starts somewhere.[/p][p]For Fading Echo, it started with paper maps, bad handwriting, and at least one character arc powered by caffeine and spite.[/p][p]Before the shifting realities, the hydra-slaps, and the multiverse powered by Æther, there was a tabletop RPG campaign. A scrappy, chaotic, late-night-laughter kind of campaign.[/p][p][/p][p][/p][h2]🌀 The Multiverse Was a Homebrew[/h2][p]It didn’t begin in a boardroom. It began with friends. A rotating cast of GMs. Some dice. A few too many character deaths.[/p][p]The first campaigns ran on a heavily hacked version of Cortex—rules bent and twisted to fit a world that didn’t play fair. Think The Chronicles of Amber meets Planescape, with a dash of high-drama chaos and dimension-hopping weirdness. Characters weren’t built for balance; they were built for story. Water shifted, realities bled together, and the system adapted—or broke trying. It was messy, beautiful, and exactly right.[/p][p]Each campaign told a version of the same myth: a world on the brink, a mysterious Maze, a lineage that refuses to be forgotten.[/p][p]Over time, the Echoverse took shape. Not as a brand—but as a shared space.[/p][p]Multiple tables. Multiple time zones. Dozens of characters. And one stubborn question that refused to go away: What if this became more than a game night?[/p][p][/p][h2]🧪 Lore, but Make It Playable[/h2][p]So the team did what all well-adjusted creatives do:[/p][p]They made a 200-page world bible, built timelines that immediately broke, and rewrote the same villain six different ways. (They’re still scary. Promise.)[/p][p]From those sessions came a first story arc: A dying world called Corel, a girl named One with water in her veins, and a reality that’s one paradox away from collapsing.[/p][p]Bit by bit, the campaign's soul shifted into something new. Still fluid. Still weird. Then we thrown Unreal Engine 5 into the mix.[/p][p][/p][h2]🎮 Fading Echo: The Game[/h2][p]The result? A systemic action-adventure where you shape water, bend realities, and try not to get obliterated by physics. It’s surreal. Stylized. Unhinged (in a good way). And yes—there’s still room for improv. Gameplay is at the center, but story still has its place in the sun.[/p][p]Best thing probably is you don’t have to sit at the original table. You just have to pick up the controller.[/p][p]Want to know more about how it all began? We got you covered. We just dropped a behind-the-scenes podcast on YouTube about Fading Echo’s tabletop origins. [/p][p][/p][p]Go check it out: https://www.youtube.com/watch?v=E9My5sHhcho[/p][p][/p][h2]🌊 So, What Now?[/h2][p][/p][p]The multiverse is coming to your screen.[/p][p]And it’s just the beginning.[/p][p][/p][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]See you between the glitches.[/p][p]Bring your best water spray.[/p]