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Dev Blog 6: Awakening in Elysium

[h2]Awakening in Elysium[/h2]

In Echoes of Elysium, airships aren’t just tools for exploring a shattered world—they are your sanctuary, your lifeline, and your home. Early in development, we had players starting on land, tasked with repairing a broken airship. But something felt off. It didn’t spark the excitement we were looking for, nor did it connect players to the heart of our vision: that the airship is where you survive, thrive, and build your future.

So, in true game development fashion, we tossed that approach right out the window. Instead, we decided to launch players directly onto their airship, immersing them in the core experience from the very first moments of gameplay.

Players now begin aboard their very own version of “Heron’s death skiff”—a modest vessel ferrying them into the mysterious afterlife of Elysium. But this is just the beginning. From this humble starting craft, players will immediately set to work transforming it into a magnificent airship, carving their path across the skies of Elysium.









[h2]Ruins, Dungeons, and such[/h2]

Flying around the world in Echoes of Elysium feels incredible. The rush of leaping off your airship to dive into ruins, gather resources, and battle enemies is core to the experience. But as we spent more time soaring through the skies, something started to feel... flat.

We’d glide down to explore a ruin, fight a few enemies, grab some loot, and then hop right back onto our airship to leave the island behind. Rinse, repeat. Sure, it worked—but it was missing something. It lacked the tension, mystery, and excitement we wanted players to feel. Where was the thrill? The danger? The adventure?

We knew what we had to do: dungeons.

One of our rockstar artists took our existing ruins kit and transformed it into something extraordinary. They built a maze, cloaked it in one of our “density graphs” (Part of our badass proc-gen engine - more to come later on that) added terrifying monsters, packed it with valuable resources, and stirred it all together to create a dungeon brimming with surprises and danger.

And here’s the catch: you can’t just peek inside from the comfort of your airship. To uncover what’s hidden within, you’ll have to go to ground—leaving the safety of your ship behind—and fight your way through on foot. It’s just you, the dungeon, and whatever’s lurking inside.



Dev Blog 5: Procedural Paradise

Hey, Elysians!
We’ve got a ton of sparkly new stuff to show off! Our team has been hard at work refining and expanding the core features of the game, and we’re thrilled to let you take a peek behind the curtain. Here’s what we’ve been working on:

[h2]Procedural World Generation[/h2]
Elysium is a procedural world that will change with each playthrough. Players will explore five unique island clusters in each version of the world. Island clusters are packed with points of interest, Drydocks, clockwork monsters, and valuable resources.







With a mix of procedural generation and hand designed pieces, each world will allow players to experience the core EoE experience but explore a new world in every playthrough. Islands' layout, resources, POI locations, Drydock locations, and even the floating debris between islands will be different in every world.



Check out this clip from our World Generation Team Stream to learn more!


[h2]New and Improved UI[/h2]

We’ve been hard at work polishing up our game’s UI over the past few months. Our team has made huge improvements to make the HUD and menus not only more functional but more immersive and in line with the lore of Echoes of Elysium. Here’s a few things we’ve added so far!
Immersive HUD: You'll notice that your heads-up display has a brand new look, designed to make you feel truly part of the world. It's sleek, responsive, and we think it’ll make managing your airship and exploration even more exciting.



In-Game Menus: Our team has put a lot of thought into the game’s menus to make sure they blend seamlessly with the world of Elysium. Every button and panel now has a rich aesthetic to pull you deeper into the experience.



First-Time User Experience (FTUE): We’ve also begun implementing a new FTUE for all the newcomers to Echoes of Elysium. Whether you’re a seasoned player or someone starting fresh, the onboarding process will help you get a handle on the game mechanics while immersing you in the world we’re building.


[h2]Airship Upgrades[/h2]

Airships are what make EoE, and we’re thrilled to announce a bunch of new components to help you create the flying fortress of your dreams!
Airship Construction just got a glow up with the addition of several new hull pieces. We've also added the option to use inset power cores and place boosters on corner hull pieces. These new options will open up a ton of new customization options and ship layouts.







[h2]Airship Damage[/h2]

We've also revamped our ship damage, visual damage indications, and ship repair system. You'll feel more immersed in airship building, flying, and maintenance than ever!



We’re looking forward to hearing your thoughts on the new features! Make sure to stop by Discord to tell us what you think and catch our Streams to tell us your thoughts and questions live!


Stay tuned for more!
-🐻

Dev Blog 4: Ore Harvesting and Airship Flight

Greetings, Elysians!


Jeff is currently on vacation so I’ve taken on the important task of providing updates for our latest dev blog. For those of you who don’t know me, I’m Ray Soto, Lead Producer of our studio. Some of you may have seen me in our Discord server or posting questions to the team during our live streams. I run the day-to-day overseeing the development of EoE working closely with the team and finding every opportunity to share my love of Castlevania (Simon’s Quest is an amazing game!).

I’m excited to share updates with all of you about the last two weeks of development. If I were to provide a headline, it would be that our game’s airship survival loop is nearly complete as a playable experience. We continued to build on the foundation set during the last dev cycle with a new ore harvesting mechanic, UI, airship flight systems, and more. Let’s dive in!


[h2]Ore Harvesting[/h2]



With our airship wood harvesting loop on the books, it was time to turn our attention to ore harvesting! After loads of tuning and playtesting, we think you’ll have a lot of fun with our harvesting cycle. This week, we implemented our ore harvesting tools and gameplay.



Check out this brand new ore harvesting cycle:
  • Fire drills from your ore harvesting turret (see very cool animation, above)
  • Destroy ore nodes
  • Nodes drop haulable rock chunks
  • Shoot your grappling hook at the chunks
  • Pull chunks up to your airship
  • Remove chunks for processing in your airship crafting stations




You don’t punch trees in Elysium so having an interesting and unique harvesting system is top priority for us! We can’t wait to see y’all systematically deforesting and strip mining the Greek paradise of Elysium!

[h2]Airship Flight and UI[/h2]



Elysian aesthetics got a massive glow up this week! Check out the all new duo of spicy HUD upgrades in the screenshot above.



Up first: Airship UI. You can’t say your speedometer is broken when EoE PD pulls you over for speeding anymore. Airship UI will allow you to measure your speed, wind direction, remaining fuel, altitude, and more! We’ve also added snappy new icons to represent your sails, boosters, and thrusters. Not to mention the best part; it looks really, really cool! We’re so excited for you to check it out.

Pro tip: you can watch our UI evolve in real time if you follow our #official-art channel in Discord



Our second upgrade is a little less flashy but very useful for all you explorers out there. Check out that sweet compass. This puppy will show you all the nearest drydocks, airships, players, and even guide you back to your tombstone if you get jumped by a pack of howlers! You’re probably thinking “Bear, this is an aerial exploration game. I need to be able to dynamically measure the vertical and horizontal distance of the compass marker that I’m flying towards and have the compass indicate whether it’s above, below, or on the same plane as my ship.” You’re exactly right and we got you covered.

[h2]Crawler[/h2]



I’m gonna go ahead and stop y’all before you ask. You can’t pet the crawlers. Please don’t adopt them. These little cuties got added to the game officially this week but they’ve been in the works for a while! They add a new aspect to gameplay that will BLOW your mind. We know you’ll have a BLAST exploring Elysium with the Crawlers around.

If you haven’t already, join us on Discord to stay up to date and to connect directly with our team. We’re excited to hear from you and to answer any questions you might have about Echoes of Elysium.

Stay tuned for more,
-Ray + 🐻

Dev Blog 3: Gathering & Gliding

Hello Elysians!

What’s this? Another Dev Blog so quickly? Indeed it is. With so much happening in Echoes of Elysium, we are going to increase the cadence of our updates to you!
Over the last three weeks we have had an intense focus on the wood harvesting loop, flying monsters and our new glider. Without further ado, here is more info!


[h2]Wood Harvesting[/h2]



We’ve got a fully operational airship wood harvesting loop! Harvesting is a crucial player experience that we’re giving a ton of TLC. Check out this (super fun and satisfying new process we added this week)



  • Fire sawblades from your wood harvesting turret
  • Destroy trees
  • Profit! (trees dop haulable logs)
  • Shoot your grappling hook at the logs
  • Pull logs up to your airship
  • Remove logs for processing in your airship crafting stations




We’ve been having a ton of fun playing with this and we know you will too! Make sure to keep your eyes peeled during our trailer for a look at what to expect from wood harvesting.

[h2]Flying Monsters[/h2]



It’s a bird, it’s a plane, no it’s— coming right for us! Prepare to face menacing airborne threats as we’ve introduced all new flying monsters this week. Make sure to get your exploring done before dark, while the islands are relatively safe. Night brings a surge of aggressive monsters.



The Flying Construct, is a very scary, very aggressive, and generally not a chill dude. It will attack any player within range is one of the most dangerous threats you’ll find in Elysium. I wonder why it’s so shiny and powerful compared to the older constructs around… better go speculate in Discord!

Is a single, super powerful flying enemy not your style? How about being swarmed with a dozen smaller ones? Look no further, we’re working on the Siren this week! More updates about the Siren are coming in a future dev blog.

[h2]Glider[/h2]



The glider is here and it’s beautiful. I could talk about how cool it is but honestly, just take a look. On top of being generally awesome, the glider allows you to rocket boost to reach high places when on foot. You can also use the glider to slow your descent when you need to get to low areas. The glider adds a ton of mobility and makes traversal so much more fun. We can’t wait for y’all to take it for a spin!





Stay tuned for more updates, and join us on Discord to share your adventures and connect with your fellow Elysians!

Until next time,
-Jeff + 🐻

Dev Blog 2: AIRSHIPS

Hello again, Elysians! As promised, here is the first of many Development Blogs for Echoes of Elysium and brought to you by the team at Loric Games. The team is super excited to start sharing their work with all of you and hearing what you think.



Over the last month the team has been laser focused on our airships and all things that we are doing to make designing, building, flying and living on them super cool. Lets kick off by talking about one of the most important parts of the game, AIRSHIPS!



As you know, airships are the core of our game, they are more than just transportation, they are the place that you live, where you do most of your gathering and crafting, and a place that you will call home. The team is currently focused on the different kit pieces that players can use to build their ships. Walls, floors, bows, rudders and more are all being designed and placed into the game for us to experiment with.



Here are a bunch of examples of the types of ships that the team have built and flown.













“We have made a dramatic shift away from the standard things you see and do in most survival RPGs. No more punching trees and building shacks. Your airships provide everything you need to survive, but it is up to you to design it, build it and protect it. The sky's the limit, along with your imagination”
-Jeff, Chief Production Officer


We have also been working the design around airship energy systems and the effect of weight and size when you build and fly a ship. The design for Liftium ore, a mystical Elysian resource that enables flight, and the push and pull between small, fast ships with limited space and lumbering mining vessels with giant storage capacity - it's coming together well.

[h2]Flying your Airship[/h2]

What would an airship be without a great flying experience? We have been playing around with a bunch of different control schemes, camera angle experiments, player animations, speed, collision and much more.





You're going to be steering a variety of ships - some heavy, some fast, some outrageous. I wanted to have the player who's in charge of the helm look like they're really working to maneuver these contraptions. For now, we're blending between four animation states (down, up, left, right) using something called a Blend Tree in Unity.
-Sophia, Animator


Airship collision is a big part of the flying system that we are working on right now. What happens when an airship hits another ship? The ground? Trees? Etc..? How much damage does the ship and its various pieces take? All of these questions and more are being posed, answered and implemented into the game as we speak!





"Making our world feel dynamic is important to us, which is why we're working on integrating a Physics Engine. The first step is to generate collision data for the terrain and all of the static structures, giving creatures, airships, and projectiles something to interact with."
-James, Technical Director


[h2]Drydocks[/h2]

Drydocks are ancient ruins scattered throughout the islands of Elysium that do several things; They can unlock new and interesting airships parts and designs. They give hints to the mysteries of the past and story moments. Most importantly, they are the place that you can dock, design, upgrade, build and repair your ships.





Drydocks also help to design the size and shape of your airships. During your explorations of Elysium, you will find all sorts of drydocks of various shapes, sizes and with different airship part unlocks. We are currently working on the artist look of the drydocks, their size in the game, how they can be upgraded and the tools available to build your fleet of ships.



“We will use this kit to build a variety of clockwork ruins in the game. Our world of Elysium will be getting a lot more clockwork technology in it and this is a big step in that direction.”
-Ilya, Art Director


[h2]Building a ship at a Drydock[/h2]



"Working on airships has been a really great avenue of getting to work with different people across different disciplines on the team, and seeing the results of our work and ideas relatively quickly!"
-Alejandro, Engineer


OK! I think that is it for now. We have A LOT more to talk about in our next update. Would you rather hear and see details on (more!) Airships, or hear about our procedural world generation system, or we could go into detail on the harvesting, gathering and crafting mechanics? Let us know and we will show it to you!

Until next time.
-J