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Fading Echo News

We'll be at PAX East — where to find us, what to see, what to test

[p]It’s official: we’ll be at PAX East from March 26 to 29, and we can’t wait to meet you there. For the occasion, we’ve prepared a brand-new playable version of the game especially for those attending.[/p][p][/p][p]Here’s everything you need to know so you don’t miss a thing.[/p][p][/p][p][/p][p][/p][p]At our booth :[/p][p]Our booth #22055 will feature a playable build of the game, available throughout the entire event.[/p][p]Our Producer Elise will be there to answer your questions, gather your feedback, and watch your reactions in real time (we love that).[/p][p][/p][p]Two highlights you don’t want to miss :[/p][p][/p][p]Friday, March 27 · 2:00–3:00 PM[/p][p]Panel: “Not Just Voices”[/p][p]How Voice Actors Became Developers — with Jasmine Bhullar, Samantha Béart, and Elise Marchouba.[/p][p][/p][p]Saturday, March 28 · 1:00–3:00 PM[/p][p]Meet & Greet + Autographs[/p][p]Meet the team, chat with them, and get your items signed — queue organized on site.[/p][p][/p][p]Friday’s panel : [/p][p]“Not Just Voices: How Voice Actors Became Developers” : that’s the title of our panel, and it perfectly reflects what we want to share. Jasmine Bhullar and Samantha Béart will be on stage to talk about their role in development: not just behind the microphone, but in actually building the game. Reserve your slot.[/p][p][/p][p]Friday, March 27 · 2:00–3:00 PM · Albatross Theatre[/p][p]You can also watch the panel live on https://www.twitch.tv/pax[/p][p][/p][p]Saturday’s meet & greet :[/p][p]On Saturday, from 1:00 to 3:00 PM, Jasmine, Samantha, and Elise will be happy to to meet you and chat for an autograph or a photo.[/p][p][/p][p]We’ll see you there. If you’re coming, stop by to say hi (and come play!). And if you can’t make it, follow us on social media to experience everything from home![/p][p][/p][p]
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Fading Echo Demo Update #4

[p]Hey Legends,[/p][p]We've just rolled out a small update focused on polish and overall experience:
[/p][p]Volcano Arenas (cindervault)[/p]
  • [p]Tweaked difficulty across a few combat arenas for a smoother challenge curve[/p]
[p]Localization[/p]
  • [p]Improved translations for all currently supported languages[/p]
  • [p]Fixed placeholder text and incomplete sentences[/p]
  • [p]Added missing terms for better consistency
    [/p]
[p]Thanks for playing and sharing your feedback. We’ve said it before, but we’ll say it again: it means the Echoverse to us 💙

- The Fading Echo Team[/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p]

Meet Bob: The Immortal, Highly Irritated Testing Dummy

[h2]Bob Wasn’t Supposed to Exist[/h2][p]During an early internal review of some creature concepts from one of our devs, the whole team instantly fell in love with them. The boblets were almost too cute to fight.[/p][p]Someone joked: “It would be sad to kill those.”[/p][p]Then the idea escalated.[/p][p]What if one of them was unkillable? What if he always came back, no matter what you did?[/p][p]His name would be Bob.[/p][p][/p][hr][/hr][h2]⚙️ The Bastion Problem[/h2][p]Around the same time, we were wrestling with a gameplay challenge.[/p][p]We needed a way to test perks and abilities inside the Bastion.[/p][p]Our early solutions involved dedicated rooms, basins, and structured testing environments. It was growing into a system of its own. Complex. Heavy. Starting to feel over-engineered.[/p][p]Then one night, during a narrative call with one of our writers, everything clicked.[/p][p]What if Bob wasn’t just a joke? What if he was the solution?[/p][p]Instead of building complex systems, Bob could become the in-world answer. A living, persistent character players could use to test perks directly.[/p][p]We pitched it back to the team.[/p][p]It immediately made sense.[/p][p][center][/center][/p][hr][/hr][h2]From Design Tool to Character[/h2][p]Bob stopped being a design workaround.[/p][p]He became a presence.[/p][p]We leaned into his personality:[/p]
  • [p]The Parisian attitude[/p]
  • [p]The slight arrogance[/p]
  • [p]The “I can’t die, and I’m annoyed about it” energy[/p]
[p]Little by little, he started taking more and more room in the game.[/p][p]And that’s when Bob truly began.[/p][p][/p][hr][/hr][h2]📖 Bob in the Echoverse[/h2][p]Bob is classified as a Wonder, created by Vellum as part of an artistic experiment in shaping lifeforms with Aether.[/p][p]Originally designed to clean the Bastion and assist the Kelevra in transporting Aether out of Corel, Bob proved… too efficient.[/p][p]He began duplicating himself to make the work easier.[/p][p]That quickly spiraled.[/p][p]The population exploded. The boblets embedded themselves into Corel’s alien ecosystem, drawn instinctively to Aether and those who wield it.[/p][p]Vellum eventually removed Bob’s ability to clone.[/p][p]In the process, he accidentally made him immortal.[/p][p]This is Bob’s only true power.[/p][p]Immortality sounds impressive.[/p][p]Bob disagrees.[/p][p][/p][hr][/hr][h2]🌀 Animation Spotlight[/h2][p]Once Bob became more than a system, his animation had to match his attitude.[/p][p]His body language leans into:[/p]
  • [p]Exaggeration[/p]
  • [p]Defiance[/p]
  • [p]Mild existential frustration[/p]
[p]Even when he gets knocked down… he gets back up again.[/p][p]Every time.[/p][p][/p][hr][/hr][h2]🎙 Giving Bob a Voice[/h2][p]When Bob evolved from design solution to character, we knew he needed a voice that could balance charm, theatrical irritation, and absurd immortality.[/p][p]That’s where Sam Riegel came in.[/p][p]His performance helped solidify Bob’s tone, pushing the Parisian attitude and bringing to life a character who technically cannot die… but very much complains about it.[/p][p][/p][hr][/hr][p]💬 Got questions? Wanna see more? Join us on Discord to share your thoughts & feedback![/p][p]— The Fading Echo Team[/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p]

Fading Echo Demo Update #3

[p]Hey Legends,[/p][p]We just dropped more languages into Fading Echo![/p][p]Full text + subtitles support for:[/p]
  • [p]Russian[/p]
  • [p]Portuguese Brazilian[/p]
  • [p]Spanish LATAM[/p]
[p]We also fixed more stuff:[/p]
  • [p]Improvements (quality) for English, French, Spanish (EU) and German[/p]
  • [p]Fix to audio mismatch in Cutscene 02[/p]

Fading Echo Demo Major Update #2

[p]Hey Legends,[/p][p]A major update is coming to Fading Echo Demo, focused on one thing: clarity.[/p][p]Clearer status effects. Clearer enemy tells. Clearer UI. Better feel.[/p][p]Also. We heard you. No more movement lock in dialogue. Keep moving. Keep flowing.[/p][h3]🔥 TL;DR[/h3]
  • [p]Burning is less punishing[/p]
  • [p]Fights are easier to read: updated attack signs + improved combat HUD[/p]
  • [p]Jump + Push attacks reworked to better match One’s height[/p]
  • [p]Exploration upgrades: chest counters in the Bastion + improved portal visuals[/p]
  • [p]Tutorial is cleaner + slightly easier (less blah blah, more flow)[/p]
[previewyoutube][/previewyoutube][p][/p][h2]🔧 Fixes[/h2][p]Elemental Cores[/p]
  • [p]Burning has been tuned to be less punishing[/p]
  • [p]Elemental cores now leave a small fluid trace on the ground when consumed[/p]
  • [p]Improved feedback for elemental cores (more readable, more satisfying)[/p]
[p]Fight clarity & feel[/p]
  • [p]Jumping attacks & Push attacks reworked to better fit One’s height[/p]
  • [p]Updated enemy attack signs (timing + visuals) to make fights easier to understand[/p]
  • [p]Combat HUD overlay improved (visuals + tech)[/p]
  • [p]Systemic UI layering improved for better visibility[/p]
  • [p]Difficulty progression updated: difficulty now has base stats, plus a damage multiplier option[/p]
[p]Exploration & Level updates[/p]
  • [p]Chest counters added in the Bastion (per island & per source)[/p]
  • [p]Portal rendering got a visual upgrade[/p]
  • [p]Radio dialogues no longer locks the player or slows One[/p]
  • [p]“Collapse” dimension hexagons now have audio feedback[/p]
[p]Menu & Options[/p]
  • [p]Added missing input buttons[/p]
  • [p]Save-file management improvements[/p]
[p]Localization[/p]
  • [p]Monster intro panels now fit properly in all languages[/p]
[p]Tutorial[/p]
  • [p]Tutorial narration reduced & optimized[/p]
  • [p]Tutorial difficulty slightly lowered[/p]
[p]Bug-fixing[/p]
  • [p]Options menu: most bugs fixed[/p]
  • [p]Fixed: One no longer gets attacked after dying[/p]
[p][/p][h2]🐛 Known issues[/h2][p]Localization[/p]
  • [p]A few words/sentences are not translated yet[/p]
[p]Combat[/p]
  • [p]If you kick an entity before its attack animation, you can push it very far (too far, honestly)[/p]
[p]Difficulty[/p]
  • [p]When creating a new game, difficulty can display the last chosen setting even though the game is actually set to Campaign difficulty[/p]
[p]Save[/p]
  • [p]Using “Load Last Checkpoint” during loading can cause save file issues[/p]
[p]Cutscenes[/p]
  • [p]The 2nd cutscene can be out of sync with the voice over (the audio is early. the visuals are… catching up).[/p]
[p]We’ve got more updates on the way, and we’ll keep shipping them as they’re ready![/p][p][/p][h3]💙 Thank you[/h3][p]Thanks for the wishlists, the demo playtime, and the brutally useful feedback.[/p][p]You’re helping us shape this game into something that hits harder… and reads cleaner.[/p][p][/p][p]💬 Don’t forget to join us on Discord to share your thoughts & feedbacks![/p][p]-The Fading Echo Team[/p][p][/p][h3]🌊 Flow with us[/h3][p]✨ Wishlist Fading Echo[/p][p]Steam | Epic Games Store | PlayStation Store | Xbox Store[/p][p]And follow the adventure:[/p][p]YouTube | TikTok | Instagram[/p]