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Tech Demo/ Crowdfunding Trailer | Echoes of Extinction now LIVE

The Steam Playtest for Echoes of Extinction is now LIVE.
[p]This is a tech demo / early playtest. You will run into bugs, performance issues, balance problems, and unfinished features. The goal of this build is to test stability, gather feedback, and show what we’ve been able to build with limited funding so far.
[/p][h2]KICKSTARTER IS NOW LIVE[/h2][p]We’ve also launched our Kickstarter: https://www.kickstarter.com/projects/echoesofextinction/echoes-of-extinction[/p][p]Funding goes directly into pushing development forward (more content, better performance, and faster iteration). If you like what you see in the playtest and want to help shape the full game, that’s the best place to support.
[/p][h2]HOW TO JOIN[/h2][p]- Request access on the Steam Playtest page: [dynamiclink][/dynamiclink]- Install “Echoes of Extinction Playtest” from your library[/p][p]- Jump in and break things (politely)[/p][p]WHAT WE WANT FEEDBACK ON[/p][p]- Performance (FPS, stutters, crashes)[/p][p]- Bugs (what happened + steps to reproduce)[/p][p]- UI/controls clarity[/p][p]- Gameplay feel (what’s fun, what’s frustrating, what’s missing)[/p][p]HOW TO REPORT ISSUES[/p][p]Post reports here: https://discord.gg/echoesofextinction[/p][p]Include:[/p][p]- Your PC specs (CPU/GPU/RAM)[/p][p]- What you were doing when it happened[/p][p]- Screenshots/videos if possible[/p][p]- Any logs (if you have them)[/p][p][/p][p]Thank you to everyone testing, reporting issues, and helping us improve this build.
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Tech Demo Trailer:
[previewyoutube][/previewyoutube]

When is the Public Tech Demo launching? - New Dev-blog #26 is Out!

Islander
[p]– Project Lead[/p][p][/p][p]Hey Extinctioneers, welcome to another Dev-blog. This month has been packed with a whole load of new content and information, from the beginning of the Tropeognathus to the Ouranosaurus gore and skeleton. So far, this month has mostly consisted of bug fixing and getting ready for the Tech Demo that we would like to bring out this December; that is the goal at least. We will also be hosting a pre-stress test for all our Patreons on the 7th of December for anyone who wants to come help us find any last-minute bugs and really push the server. This will be for the Sub-Adult Patreon tier and above, but the Tech Demo after that will still be free for everyone. Either way, it's been a good month, and I look forward to seeing you all on Akura soon![/p][h2]
Video:
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FuriousSmaug
[p]– Programmer[/p][p][/p][p]Hey all! This month has had a plethora of new additions. We’ve heard your feedback and have remade all the footstep sounds and then some for the dinosaurs. We now have varieties per terrain and movement type. Kleiner and Ech have also passed several new and revised animations to me, polishing up the Eocar’s animation set and nearing completion with the Ourano. Finally, I’ve had the honor of implementing a test model of Purussaurus in order to test scaling. Islander will hopefully share some images and/or videos of progress so far![/p][p]Looking towards the future, we have changed Ouranosaurus’ call ability to a “shank” of sorts, inflicting medium bleed and damage while on the move. This will allow Ourano to go on the offensive if it needs to. We are also aiming for a December release of the TD. While we are very happy with the progress we have made, a few things may still be a bit unfinished or need polishing after release. Don’t worry, though; we won’t stop updating the TD until it’s at a point where all of us see it as we envisioned.[/p][p][/p][p][/p][p][/p]
Chikangia
[p]– Programmer[/p][p][/p][p]This month was heavily focused on stability and polishing core gameplay systems for the Tech Demo.[/p][p]QA Bug Fixes: I fixed a number of bugs reported by QA, mainly related to the inventory, crafting, and item systems to ensure smoother and more reliable gameplay.[/p][p]Save System Improvements: The save system has been upgraded and now properly saves quests as well, improving progression consistency.[/p][p]Quest System Work: I continued working on the quest system to prepare it for future content and integrations.[/p][p]GAS Improvements: Lastly, I made several optimizations and enhancements to our Gameplay Ability System to improve performance and flexibility.[/p][p]More improvements are on the way for the Tech Demo![/p][p][/p][p][/p][p][/p]
M_Z
[p]– Sound Designer / Foley Artist[/p][p][/p][p]Hello! I'm M-Z, and this was my first month working for EoE.[/p][p]During this period, I focused 100% on Foley sounds, such as footsteps and ambient sounds.[/p][p]I'm still working on it, trying to bring the best possible quality to create a good immersion in the game. I've already created forest ambient sounds, and I've created medium and tiny footstep sounds. Right now, I'm working on large footsteps and more ambient sounds.[/p]

Kouga
[p]– UI/UX Designer[/p][p][/p][p]Hello! New developer here, nice to meet you, I'm Kouga![/p][p]I'll be working on the game's UI (user interface) and UX (user experience). For that to happen, a lot of research and feedback are needed, so feel free to reach out and drop ideas.[/p][p]So far I have done the in-game interface, announcements, compass, inventory and other important screens that will stay with you during the whole gameplay.[/p][p]Check my progress below, and be aware that everything is a work in progress.[/p][p][/p][p][/p]
Vittoria Leto
[p]– Artist[/p][p][/p][p]Hi everyone! This month I’ve been working on the illustration design for the Kickstarter campaign, and now I’m creating some characters that will be revealed soon. I’m really excited to share my work with you as soon as possible!
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Dre
[p]– Social Media Manager[/p][p][/p][p]This past month working as Social Media Manager for the game has been both exciting and challenging. It’s been incredibly rewarding to connect with such a passionate community, but there were definitely moments that pushed me to grow. Keeping up with fast-paced updates and managing community expectations all required quick thinking and adaptability. Some days brought unexpected schedule changes or dips in engagement, and finding the right rhythm between creativity and consistency wasn’t always easy.[/p][p]Despite those challenges, this month has taught me a lot, and I’m proud of the progress made. We're growing and we’ve already achieved 36k wishlists! Looking ahead, I’m excited to explore new ideas, develop more interactive content, and continue strengthening the bond between the game and its community. There’s so much potential on the horizon, and I can’t wait to see what we can build next.[/p][p][/p]
Soundrynx
[p]– Sound Designer[/p][p][/p][p]Hello![/p][p]This month I have focused on the less happy sounds for the dinos, a.k.a. hurt and death. I've also reimagined the sounds for Ouranosaurus' alt attacks, providing different variations for every attack angle. Looking forward to doing the eat/drink next! You can hear some of the sounds I made in the Video Devblog on YouTube!
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RAR
[p]– 3D Artist[/p][p][/p][p]This month, I've primarily been focused on working up the concept for the Tropeo on our weekly live streams. The concept is nearing completion and I'll soon be ready to jump into some modeling.
Image[/p][p][/p][p][/p][p][/p]
MinizepWolf
[p]– Tech Artist[/p][p][/p][p]This month I have been working on the set of animations to repurpose them for holding the torch. Next, the animations to do will be for the weapon.[/p][p][/p][p][/p][p][/p]
Void
[p]– 2D Artist[/p][p][/p][p]Hey everyone! This month has been dedicated to creating art for in-game items, and here's a peek at my ongoing work in progress! Hopefully this will make the items in-game look much better in inventory. Next up are more items after they're polished and made game-ready!
Image[/p][p][/p][p][/p][p][/p]
Arrived
[p]– 3D Artist[/p][p][/p][p]This month I got to work on the gore model for the Ouranosaurus, which includes most of the skeleton and also some organs.[/p][p][/p][p][/p][p][/p][p][/p]
SadEch
[p]– Animator[/p][p][/p][p]This month I worked on more animations for the Eocarcharia and Ouranosaurs. I fixed up the quadrupedal walk, which is now the crouch state for Ourano. I also made a new bipedal slow walk for it. I also made a new animation for the Eocarcharia, which will be one of its special abilities; this will cause high bleed to its target. I also did some work on one of Ourano's special abilities, which is a sort of stab that it will use its long thumb for. We hope these special attacks can be squeezed into the Tech Demo, but we will have to see.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]
Kleiner
[p]– Animator[/p][p][/p][p]This month I worked on a few animations for the Ouranosaurus, like the new threaten animation as well as the limp for when it has broken its leg. This month I'm also working on the Ourano turn-in-place animations so it can turn around a lot easier.[/p][p][/p][p][/p][p][/p]

AirSickLowLander
[p]– Level Designer[/p][p][/p][p]Hey everyone! This month I focused on making a river system that stretches across the entire map and is fully connected, so that our aquatics and semi-aquatics can enjoy plenty of choices on where they would like to spend their time. I’ve been adding transitions between each section of the river with waterfalls, and it’s shaping up very nicely.[/p][p]As always, I have also focused on optimization so that the game can run the best it possibly can for all of our players. The amount of video memory required for the map is now lower than before, and shadows are less costly than they once were, which has given us a noticeable uplift in performance. Materials have also been unified where possible, which reduces the amount of draw calls on the map and keeps them extremely low across the entire landscape.[/p][p]Lastly, I made some coast redwood trees for the map with materials that I personally scanned from real coast redwoods. This brings the highest quality visuals possible and results in trees that feel lifelike. They have also been made with extreme attention to performance with Nanite, which means that they look great and run even better on a variety of hardware.[/p][p][/p][p][/p]

Another Semi-Aquatic Apex on the Horizon? - New Dev-blog #25 is Out!

Islander
[h3]– Project Lead[/h3][p]
Hey Extinctioneers! Every month has just been getting better and more exciting, whether its new features being added to the Tech Demo or just progress wise, things have been looking promising. This month I put most of my focus on the map: designing several cave systems and an underground temple space as a future quest/lore hub for tribals. I also reworked stretches of coastline for better traversal and sightlines, and worked on the small island on the main lake. Furioussmaug and I also worked on adding more colours to the current creature skins to ensure more variety in colours. The rest of the team has been working super hard too and i couldn't be prouder of them.[/p][h2]
Map Work:
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Skins:[/h2][p][/p][p][/p][p][/p][p][/p][hr][/hr]
Vittoria Leto
[h3]– Artist[/h3][p][/p][p]Hi everyone! This month I’ve been diving into designing the new icon for the Ouranosaurus UI panel and I’ve been exploring some fresh concepts for the different Kickstarter tiers. I’ve integrated the drawings from storyboards 1, 3, 7, 8, and 10 (the existing ones) with my own. Excited to see how these ideas evolve![/p][p][/p][p][/p][p][/p][hr][/hr]
FuriousSmaug
[h3]– Programmer[/h3][p][/p][p]Continued optimization and balance work on the Dino side for the Tech Demo, including combat test sessions with QA, plus new animation and sound hooks. Night-vision received a major tuning pass (scent next). We’re also ready to reveal the mystery playable, a Semi-Aquatic Apex: Deinocheirus—slotted up next, alongside pachy/draco/tropeo on the todo list—chosen to counter Purussaurus populations without overpowering on land. The next couple of months are focused on shipping the Tech Demo; QA progress is strong.[/p][p][/p][p][/p]
Soundrynx
[h3]– Sound Designer[/h3][p][/p][p]Began creating threaten and attack vocalizations for Ouranosaurus (alt attacks may change as we iterate). I also synced prior Eocarcharia sets to both hatchling and adult animations so timing and intensity feel right in-engine. (Watch the YouTube video to hear the sounds)[/p][p][/p][hr][/hr]
MinizepWolf
[h3]– Tech Artist[/h3][p][/p][p]Re-posed and weight-painted the tribal armor sets for both male and female characters, piece by piece, to preserve clean deformation. I also rigged a new skeleton to ensure natural motion across the full equipment range.[/p][p][/p][p][/p][p][/p][hr][/hr]
Arrived
[h3]– 3D Artist[/h3][p][/p][p]Built a modular bridge kit that scales to any length. The pieces snap cleanly into our current environment workflow and are ready for wide use across biomes.[/p][p][/p][p][/p][hr][/hr]
AirSickLowLander
[h3]– Level Designer[/h3][p][/p][p]Wrapped a major round of map optimization and visual upgrades. Shadows are far less demanding now, and we’ve enabled Lumen hardware ray tracing. All Lumen presets use NVIDIA ReSTIR for the surface cache, reducing noise with a small perf win. I expanded foliage diversity per biome and began stitching rivers toward a single connected system. More world updates are on deck.[/p][p][/p][p][/p][hr][/hr]
Chikangia
[h3]– Programmer[/h3][p][/p][p]Polish sprint for the Tech Demo: lots of bug fixes and systemic optimizations, especially around inventory and item management. I also added a new Dino Character Menu with player-facing settings (time format, Fahrenheit/Celsius, etc.) to make the experience more configurable.[/p][p]We’re getting close to showing you what we’ve been working on — stay tuned for the Tech Demo![/p][p][/p][p][/p][hr][/hr]
DrPenny233
[h3]– Cinematic Artist[/h3][p][/p][p]Hello Everyone, This month I was able to get around to finishing up the cinematic that will play upon launching the game! It may get minor tweaks, but the current cut is ready for Tech Demo integration. (Full clip on YouTube Video)[/p][p][/p][p][/p][p][/p][hr][/hr]
Dre
[h3]– Social Media Manager[/h3][p][/p][p]I started as one of the Social Media Managers for this project in the middle of this month, alongside Monjie who does all our content planning. After getting this position I have been working hard trying to gather a lot of content to get everyone excited for the Tech Demo. One of the biggest challenges I’ve had so far is that sometimes to get a good clip, it needs to be recorded alot of times, as I am very picky. This month we’ve had a huge number of views and new followers. Just last week we hit 400k views on a TikTok video of a tribal on a tree house looking down on a Eocarcharia. Seeing our platforms grow so much and this fast makes me want to work even harder to provide even more and better content going forward. I’d like to show my gratitude to all of those who take their time to follow the news on our social media platforms and to all the nice comments we've been so glad to have.[/p]
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RAR
[h3]– 3D Artist[/h3][p][/p][p]Wrapped base textures for Purussaurus and moved into concepting and sculpting the growth stages. I’m also refining an illustration for splash/marketing use. Several long-running art tasks are nearing completion. I also worked on finishing the other remaining patterns for Eocarcharia and Ouranosaurus.[/p][p][/p][hr][/hr]
Eric
[h3]– Programmer[/h3][p][/p][p]First month on the team! I optimized the foliage interaction system and synchronized it client-server, with a respawn loop for harvested nodes. I updated the swimming component for UE’s water, cleaned Blueprints, fixed stamina (no drain on sprint toggle; proper empty-to-regen), and corrected rolling abilities with all 8 directional variants. For tribes, I rebuilt the Camp Manager—The manager handles the spawning through a component. To allow for unique customizations, the manager now takes in maps for population, quests and classes. This allows us to specify roles for each AI and spawn the appropriate character for each Role. We can also specify how many of each role to spawn.[/p][p][/p][hr][/hr]
Kleiner
[h3]– Animator[/h3][p][/p][p]Wrapped a full set of Ouranosaurus broadcasts, Broadcast, Friendly, and Surrender—with a matching style pass so they read clearly in gameplay and from distance. Threaten is next and slated to slot into the same pose language. I also tightened the Ouranosaurus Precision attack and tuned Eocarcharia turn-in-place for crisper footplants. Finally, I reworked Eocarcharia’s Threaten—shorter and more natural.[/p][p][/p][p][/p][p][/p]

A new Semi-Aquatic Apex has been completed! - New Dev-blog #24 is Out!

Islander
[h3]– Project Lead[/h3][p][/p][p]Hey Extinctioneers![/p][p]This month was a test and we passed it. We rebuilt the entire map from scratch (keeping the same layout but correcting the scale that used to cause issues as well as getting rid of old bad references that were causing some crashes). The new size feels right in playtests and has improved performance, stability as well as making the game project file a lot smaller and less memory intensive (As well as the server) the map is already close to where we left off originally, missing only some of the human structures we need to copy back in and some rivers. We also had a scare when our main PC wiped all our work, but because we keep redundant backups, nothing was lost, just a brief pause of a day or two while we moved TBs of data and spun up a new work pc. On content: I built an ancient walled city in the desert with is own majestic bridge and a pond in the middle, it's not fully complete but it's quite the wonder. With the world now a bit smaller, and better optimized, I’m confident we’re still on track to release the Tech Demo this year. See you on the island soon!
[/p][p]If you prefer a summarized Dev-Blog video as well as some sneak peak clips of the map check out the YT video:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p][/p][p][/p][hr][/hr]
Kleiner
[h3]– Animator[/h3][p][/p][p]I continued work on Ouranosaurus calls and made small polish passes on existing Eocarcharia animations to tighten timing and blend consistency.[/p][p][/p][p] I'm currently also re-working the precision attack on the Ouranosaurus as I felt it was too exaggerated and wasn't smooth enough for my liking, so expect to see an updated one as well as all if not most of the Ouranosaurus broadcasts next month![/p][p][/p][hr][/hr]
FuriousSmaug
[h3]– Programmer[/h3][p][/p][p]Pre Tech Demo polish everywhere: we implemented new Ouranosaurus animations on stream, refreshed/added multiple footstep sets, and spent extra time optimizing, especially around the nutrient system. I also staged early stat setups for future playables (Deinocheirus, Allosaurus, Ankylosaurus, Tyrannosaurus, Utahraptor) to accelerate balancing later. [/p][p][/p][p]Finally, we realigned focus: Toño will spearhead dinosaur AI while I stay locked on playables and overall balance so we can ship content faster. We are also working on herbivore and carnivore AI spawners, so you can expect to see them in action soon![/p][p][/p][p][/p][hr][/hr]
Void
[h3]– UI/UX Designer[/h3][p][/p][p]Deep in the UI revamp: the Dinosaur panel is nearly there, and I’m building out the Tribals tab plus additional Dino sub-tabs. The refreshed look/flow fits the game’s tone and should be ready to show soon.[/p][p][/p][p][/p][hr][/hr]
Chikangia
[h3]– Programmer [/h3][p][/p][p]More systems migrated to C++ with performance and networking in mind.
Inventory System: fully ported for faster, more reliable multiplayer item handling.
Interaction System: sturdier, leaner, and more responsive, especially helpful so tribal looting feels quick and frustration-free.[/p][p][/p][p][/p][p][/p][hr][/hr]
Arrived
[h3]– 3D Artist[/h3][p][/p][p]Wrapped the female variant of the leather armor set (model + textures). It slots cleanly into our current pipeline and is ready for gameplay integration, this will be the first armour set you can craft.[/p][p][/p][p][/p][p][/p][p][/p][hr][/hr]
HERNI
[h3]– 3D Artist[/h3][p][/p][p]Reworked the first human building players will use, this is a quick pop down hut, somewhere you can temporarily store your items and respawn before you build your base. I also expanded the modular wooden kit, and began production ready bonfires. The kit is tuned for quick iteration and clean placement.[/p][p][/p][p][/p][p][/p][hr][/hr]
Soundrynx
[h3]– Sound Design[/h3][p][/p][p]Real life pulled me away a bit, but I still knocked out three core Ouranosaurus calls and did a round of concepting for upcoming sets. More to come as we lock gameplay beats. You can hear the calls I made in the YouTube video.[/p][p][/p][hr][/hr]
AirSickLowLander
[h3]– Level Designer[/h3][p][/p][p]Massive map renovation: fixed a long-standing crash zone, adjusted world scale for better exploration feel (necessitating a world rebuild), added mountain erosion for realism, improved landscape component counts, and introduced RVT height blending across key meshes. Rebuilding legacy areas now with targeted upgrades—cove village received a full overhaul, with more landmarks in progress. Performance and loading both benefit.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][hr][/hr]
RAR
[h3]– 3D Artist[/h3][p][/p][p]Iterating Purussaurus skins (moving from roughness into color, these are not all fully complete yet and need some cleaning up) and making steady progress on Spinosaurus splash art for the crowdfunding push. Also teamed up with the team to troubleshoot skin customization edge cases.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][hr][/hr]
MinizepWolf
[h3]– Tech Artist[/h3][p][/p][p]Tuned the night-vision pipeline and exposed controls so engineering can give each dinosaur a distinct look/feel at night. Also coordinated with Air on spinning up the new Perforce server after the wipe—smooth migration, clean baselines.[/p][p][/p][p][/p][p][/p][hr][/hr]
Toño Jimenez
[h3]– Programmer[/h3][p][/p][p]Implemented performant boid flocking based on Reynolds’ algorithm. I built a lightweight container where agents register for fast neighborhood queries and distance checks, making flock behavior efficient and easy to extend, more work on AI continues to make them feel more immersive. [/p][p][/p][p][/p][p][/p][hr][/hr]
Bohuslav_Salo
[h3]– 3D Artist[/h3][p][/p][p]Female character is now complete: final details, textures, eye placement the full pass is done and ready for rigging/animation steps.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][hr][/hr][p][/p]

Our Spinosaurus Design Has Been Completed! - New Dev-blog #23 is Out!

Islander
[h3]- Project Lead[/h3][p][/p][p] Hey Extinctioneers! [/p][p][/p][p]We're back with yet another juicy Dev-Blog this month, as you know we're gearing up for the upcoming Tech Demo and Crowdfunding campaign, our team has been putting in extra time to make sure this Tech Demo come out in a state we're happy to have represent to the public as a taster to what's to come in the near future.

As much as progress has been non stop and going amazingly we did run into some issues with the textures and had to re-do some Dino skins, but that has all be sorted, we also have cracked down on several fatal crashes we are now working on fixing, some already fixed. Optimisation has been priority too, making sure people can enjoy the game even on some lower-medium end machines. Things have been progressing amazingly otherwise and I'm excited to see you guys on the island with me soon!

If you prefer a more summarised Dev-Blog video:[/p][previewyoutube][/previewyoutube]
Soundrynx
[h3]– Sound Design
[/h3][p]This month I dug into our base dinosaur SFX—starting with tiny footstep sets across multiple materials. Capturing such small sounds cleanly was tricky, so I improvised recordings and heavy post-editing to reduce noise. I also began shaping Ouranosaurus’ vocal palette to “sound like it looks.” Eocarcharia’s alt-attack SFX were edited to match all attack angles, and I added a “sniff” for adult and juvie. Juvie eat/drink cues are in as well. To hear some of the sounds I have created head to the YouTube Dev-Blog or you'll be able to hear them on the upcoming Tech Demo!
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FuriousSmaug
[h3]– Programmer
[/h3][p]A busy month across the board: organs are now fully implemented in the diet system, Ouranosaurus is entering implementation, and numerous behind-the-scenes improvements landed. Lifestyles and stats for Irritator and Dracovenator are complete—Irritator targets small prey with a split-jaw bite (drowning in water) and can throw mud at larger threats; Dracovenator is fast and uses echolocation to find prey, tearing off flesh for heavy bleed and quick sustenance.[/p][p]Roster update: all playables will also exist as AI controllable and or tameable by tribals, and several AI-only creatures are being promoted to playables. We’re prioritizing interactive species—so don’t expect the horseshoe crab as a playable soon. An updated roster can be found on our Discord by asking our bot in #game-questions.[/p][p]Finally, we have reached a point where we have started conceptualizing the end game for the dinosaurs. Islander and I also talked about some ways to help keep the player motivated and progressing towards the end game. We came up with what we are calling evolutions and genovariants. Throughout your playtime, you will gain evolutions to apply in other play throughs. Gain enough evolutions and play that species enough, you’ll be able gestate a more powerful version of your species called a genovariant. That is very bare minimum but we wanted to give just a taste of how the end game will feel. More details to come!
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Vittoria Leto
[h3]– Concept Artist
[/h3][p]I continued developing the tree-hung platform homes. Starting from the initial sketch, I iterated toward a more squared base (less rounded) and explored how the structures read with walls in place.
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SadEch
[h3]– Animator[/h3][p][/p][p]I wrapped the base locomotion set for Ouranosaurus: walk, trot, run, (these are still being perfected)—plus the equivalent swimming gaits and an in-water rest/idle. Ouranosaurus is planned to be a strong swimmer, so its swim cycles emphasize smooth, low-resistance motion.[/p][p][/p][p][/p][p][/p]
MinizepWolf
[h3]– Tech Artist[/h3][p][/p][p]I worked on the intro splash live on stream, this isn't fully complete yet, but the final version will be played when launching the game. Audio pass to be added soon.[/p][p][/p][p][/p]
Arrived
[h3]– 3D Artist[/h3][p][/p][p]Finished textures for the leather armor set and created four harvestable resource nodes: stone, copper, obsidian, and quartz. These nodes will be available around the map for tribals to harvest for various activities like crafting, building ect.
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AirSickLowLander
[h3]– Environment Artist[/h3][p][/p][p]Focused on playability and optimization: I playtested heavily to refine exploration flow, reduced VRAM and disk footprint by trimming textures/materials per biome, and added RVT height blending so key meshes blend seamlessly into the landscape. I also did some work on some Redwood tree houses and the jungle rivers and lakes.[/p][p]
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Chikangia
[h3]– Programmer[/h3][p][/p][p]Hello everyone, this month marked a big step forward in the project’s foundation and performance. C++ Framework Migration: I transitioned the entire core framework to C++, which not only improves performance but also gives us more flexibility for adding new features in the future. Along the way, I implemented several new functions and features that will streamline development going forward. System Optimizations: With performance in mind, I optimized multiple systems to run more efficiently and ensure smoother gameplay experience. A solid foundation is now in place — looking forward to building on it in the coming months![/p][p][/p]
RAR
[h3]– 3D Artist[/h3][p][/p][p]This month I explored Purussaurus skin concepts and began texturing in Substance Painter (starting with roughness, moving into coloration). Provided feedback on the tribal sculpt and teamed up with Furious to troubleshoot skin-customization texture issues. Also started a Spinosaurus concept for upcoming splash art for the Crowdfunding campaign - the model will be worked on much later in the games development journey. You can catch me live every Wednesday and Saturday on the Echoes of Extinction YouTube channel working on everything mentioned above.[/p][p][/p][p][/p]
Kleiner
[h3]– Animator[/h3][p][/p][p]Worked through the precision attacks. Ran into some issues with Blender that slowed things down a little, but managed to sort it all out thanks to help from SadEch. Progress is back on track and will be working on the Broadcasts for Ouranosaurus Next![/p][p][/p][p][/p]
Void
[h3]– UI/UX Designer[/h3][p][/p][p]Still deep in the UI revamp. We’re getting very close to game-ready: polishing layouts, tightening flows, and aligning visuals across panels. Hopefully I'll be able to show you guys what I've been working on next month![/p][p][/p]
Bohuslav_Salo
[h3]– 3D Artist[/h3][p][/p][p]Hey everyone![/p][p]Now that I have completed the Male Tribal, this month I have made progress on the Female Tribal: sculpt and topology are complete, and texturing is underway.[/p][p][/p][p][/p]