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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]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]

One Kelevra: Last of Her Name. First to Move

[p]Okay. Deep breath.[/p][p]This moment’s a big one. Because today, we’re introducing you to the main character of Fading Echo — and she’s kind of a big deal.[/p][p]Her name is One Kelevra.[/p][p]She’s a Legend, a lost heir, and a water-shifting teenager who’s about to have a very complicated journey.[/p][p][/p][h2]🌊 Who is One?[/h2][p]One is what happens when myth meets survival instinct.[/p][p]Born in the ruins of a reality called Corel, she doesn’t know she’s the last spark of a forgotten dynasty. All she knows is that she’s alone, the world’s falling apart, and no one else seems willing to do something about it.[/p][p]So, she moves. Fast.[/p][p]Oh, and she can literally turn into water.[/p][p]Did we mention that?[/p][p][/p][p][/p][h2]💦 Water Is Her Weapon. And Her Way Out.[/h2][p]One doesn’t just use water. She becomes it.[/p][p]She can morph between human and living water form (yes, it looks as cool as it sounds), letting her slip through cracks, surge through pipes, or crash down like a hydra slap when the moment calls for it.[/p][p]Her elemental spells flow just as intuitively, bending water for offense, defense, traversal, and the occasional “wait, that solved the puzzle?” moment. And with something called the Æther, she doesn’t just move through space, she steps across realities.[/p][p][/p][p][/p][h2]🧬 A Mysterious legacy.[/h2][p]So, here’s the twist: One isn’t just some plucky survivor.[/p][p]She’s the daughter of Rahne Kelevra, a broken Legend from a long-dead empire. That name once carried weight across the Echoverse — but now? It’s just a story buried under rubble and silence.[/p][p]Rahne’s still around, technically. But she’s not winning any parenting awards. And the truth she’s hiding? Yeah… it’s going to hit hard.[/p][p]Let’s just say One’s journey isn’t just about saving a world — it’s about figuring out who she wants to be in the wreckage of what came before.[/p][p][/p][p][/p][h2]📌 What’s Next?[/h2][p]We’ve got more character reveals coming soon — but One is the beginning.[/p][p]Until then:[/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]And remember: Be water, my friend![/p]

Welcome to Corel — Suit Up. Dive In. Stay Dry (Maybe).

[p]Picture floating islands, ancient Ætheric settlements, angry elements, and scars that run deep. And something enormous… drifting overhead from time to time. (Don’t worry — it’s probably harmless.) This is Corel. This is where you step in.[/p][p][/p][p][/p][h2]So... what is Corel?[/h2][p]Well, it was an æther extraction colony. Then everything exploded. Metaphorically. (And sometimes literally.)[/p][p]Now it's a mess of shattered worlds, held together by duct tape, sheer willpower, and one very stubborn stronghold: the Bastion. It's your home base, your safe(ish) haven, and your launchpad into the unknown, twisted realities of your world.[/p][p][/p][p][/p][carousel][/carousel][p][/p][h2]What do you actually do on Corel?[/h2][p]Glad you asked! Here’s your to-do list:[/p]
  • [p]Wander through fractured islands and glitched-out alternate realities.[/p]
  • [p]Solve puzzles using the elements. (Because punching a fire with water totally works.)[/p]
  • [p]Reboot the Bastion by reactivating æther sources.[/p]
  • [p]Power up, unlock new skills, find your own playstyle.[/p]
  • [p]Make friends. Or not. You’ll see.[/p]
[p]Corel is dangerous. Beautiful. And full of surprises.[/p][p]It’s not about saving the world. It’s about saving your reality of it — one fight, one flood, one floating island at a time.[/p][p]Oh, and this? This is just the beginning.[/p][p]Hold onto your boots. Things are about to shift — again.[/p][p][/p][p][/p][h2]🌊 Flow with us[/h2][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]

Use watery powers to explore a fantastical desert in Fading Echo




Developer New Tales has revealed its upcoming action-adventure game Fading Echo, a game where you battle, explore, and puzzle your way across a "desert punk" world using powers of elemental water. The world of Corel is made of surreal landscapes on floating islands and casts you as One, "a young Legend on a quest to discover her past and secure her future."..
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