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Eclipse Breaker News

🔥 Face the Heat: Eclipse Breaker's Vatra Boss Fight is Here! 🔥

I just released a demo to the update that adds the game's first boss, Vatra the Fire Elemental! This will be the final demo update for a while, since I now have to put my nose to the grindstone to add a number of big new features.

In the meantime, since there aren't a lot of games similar to this in their combat systems I wanted to share some of the enemy designs with you. Here's a rundown on some of the enemies you'll encounter in Eclipse Breaker.



[h2]Azothic[/h2]

First up is the Azothic. This fallen angel is basically the tutorial enemy. He dashes towards you and then charges up and unleashes a slashing attack. You can block, dodge, or even simply run away from this attack.

The player has a lot of options here because I'm allowing them to learn the controls and combat system in a forgiving environment. However, this enemy gets stronger and more formidable in groups and combined with other enemies, and you won't get maximum damage against them unless you learn his tricky parry timing.



[h2]Desiccant[/h2]

The Desiccant, with her demonic arm, fires an un-dodgeable attack that must be blocked or parried. She likes to keep her distance, but you can also avoid her attack by running out of her max range.

The Desiccant also comes in a "Stable" variety, who fires constantly in a fixed direction, occasionally re-aiming at the player. You'll find Stable Desiccants mixed into other combat encounters as an added layer of difficulty. Their attacks are more frequent and can be blocked and parried as usual, but you can dodge them or run away.



[h2]Athanor[/h2]

The Athanor leans his spiked wing and horns into you and charges at you for his attack. As the compliment to the Desiccant, you must either dodge or parry this attack - you cannot block it. (If you're quick you can avoid him by running laterally, but it's risky!)

This enemy comes later on and the timings are tighter. Make no mistake, this is the toughest enemy you'll face thus far. Many players end their first run when they see this enemy for the first time.



[h2]Vatra[/h2]

Finally, I'm excited to announce Vatra, the game's first boss. He is the first enemy to have four different attacks. His two primary attacks are a double slash and a charge that leaves behind a fire trail. He can also throw a fireball at you that you must dodge away from, and summon multiple fire traps that you must avoid.

Narratively, he is unlike the common enemies in that he's not a fallen angel. Rather, he's an elemental demon. Defeating him grants the player a buff that allows them to attach elements to their abilities. I may write more about this in a future email.

Fun fact: While all common enemies in the game are named after alchemical concepts, this boss instead takes his name from the Croatian word for "fire"!

[h2]Join the Mailing List[/h2]

By the way, have you signed up for our mailing list yet? That's the best way to stay up to date on breaking news about Eclipse Breaker and other Lunar Workshop games, and secure your spot in the upcoming preview build event that we're going to be releasing at the end of September!

Demo Update 6/23 - Bugfix and Maintenance Update

This week I'm working on some big upcoming features so I took some time to make my bed neatly and fix some outstanding issues and bugs.

  • Revisions to damage numbers to make it more apparent when the player takes damage
  • Green health numbers will now appear when the player heals (for example via the healing on kill upgrade)
  • Ember's Utility has now been reworked to provide a 6 second stacking shield whenever it detonates Radiance
  • The training grid art has been updated
  • Health bars now include small tick marks to demarcate portions of 10 health and 100 health
  • Some updates to enemy attack VFX to make them more clear
  • Players will now be able to see the store and training tabs before their first run


Next week will be a significant character art rework, and the week after that we'll see a new boss and miniboss. See you then!

Demo Update 6/16 - Ember Visual Rework, New Training Grid

Today is Sunday and not Monday but there's a new build up now anyway, a bit early!

  • The training grid has been expanded from 6 nodes of 1 type to 16 nodes of 8 types. You can now explore different paths in the grid and discover new nodes as you go. There's also been a significant visual update on the training grid.
  • A visual update for Ember is included in this build.
  • Bugfix: Parrying would not trigger effects like Radiance and Prima attachments if the player had Barrier stacks
  • A bunch of other minor bugfixes and visual updates.


Next week will be a minor update with a few backlog items and bug fixes, but then the week after we will be adding some new character models and content. Stay tuned!

Demo Update 6/3 - New NPC, Updated Art

Welcome to Monday, a day for updates that are live now

  • A new variation of the Desiccant has been introduced. The Stable Desiccant lives around the outside of the play space and constantly fires in. She's an easy kill but makes combat just a little more complicated.
  • Enemies in combat encounters can now spawn with barriers and different levels. Enemies also no longer always spawn in the same five spots, they'll now be more spread out when subsequent waves spawn. All of the combat encounters have been reworked.
  • There's a new animation for the main menu, check out the attached video.
  • There's new background art for the Temple of the Gate.
  • A few of Ember's swords got art updates, including her default sword. All of her swords are now in!
  • Bugfix: Player sometimes did not avoid damage when dodging enemy attacks, which also caused other strange bugs like being 1hp when you're also dead.
  • Bugfix: Fix ultimates charging too fast at higher levels
  • Bugfix: Fix the Azothic damaging the player if he hits other enemies with his attack


The game is now much harder on account of the new enemy encounters. I still have not beaten it! I'll be tuning difficulty a lot more as time goes by but I want to see how this plays for the time being. My main focus continues to be on integrating art and building new content. I'm re-evaluating which content I intend on building though and I haven't made any concrete decisions yet, so stay tuned. Upcoming features are:

  • New character models for Ember and NPCs
  • New content of some kind, to be determined (Prima? Miniboss? More new NPCs? Training grid unlocks? Other?)


As usual I would be honored to hear your feedback, post it on this forum or join our Discord server.

Demo update 5/27 - New NPC, reworked tutorial

New build up today, because today is Monday and there's a new build every Monday. I promised a new NPC and he is here!

  • The biggest new feature is this guy, a new NPC named the Azothic. He dashes at you and slashes, then backflips back and away from you. He also does not wear a shirt.
  • The game's encounters have all been reworked to include this guy and have a more interesting progression of 8 enemy encounters.
  • Less interesting to you veteran players, the game also features an entirely new tutorial system. I've been putting a lot of work into it to make sure the game is understandable to new players.
  • All but one of the weapon-themed Equipment rewards grant you a new sword model now. Working on the last one, soon!
  • Of course, a ton of bug fixes. The biggest one is that only a few Prima rewards were showing up very often and Equipment rewards weren't showing up as often as intended. There should be much more variety in rewards now.


I thought I'd already had the game's UX and FTUE in order but I've made huge strides on it this week so hopefully I'll be able to get back to making actual new content soon 🙂 Upcoming features are:

  • A new NPC (delivered!)
  • Art upgrades
  • More Prima
  • A miniboss